Aventuria Almanac
Aventuria Almanac
CREDITS
                      Authors                                                ENGLISH VERSION
     Florian Don Schauen, Daniel Simon Richter
 Additional material by Eevie Demirtel, Tobias Rafael                          Studio Director
         Junge, Alex Spohr, and Jens Ullrich                                      Timothy Brown
                       Editor                                                         Editing
                    Eevie Demirtel                                       Kevin MacGregor, Trish DeFoggi
6      Preface
Chapter 1: The
Continent of Aventuria
“I am proud to have sailed with the daring captain Asleif
Foggwulf Phileasson during his legendary race against Beorn the
Blinder. Nothing less than the title of King of the Seas was at stake
back then. What wonders we witnessed, traveling the world at his
side! But I will not sing Phileasson’s saga this time, even though it
would be an honor. Today, I wish to tell you about what our eyes
were allowed to see as we went from one adventure to the next,
crossing blades with gruesome monsters and devious evildoers.
We soon came upon its capital city, Festum—an old and mighty
trading port on the Tobrien Sea—and continued south until
we reached magnificent Vallusa on the Misa River. We had
to crane our necks to appreciate the full skill of its architects,
whose buildings stretch into the sky like towers. From Vallusa
we traveled to the largest realm of men in Aventuria—the New
Realm or Middenrealm. Tobrien was the first province through
which we passed. It is an old and primitive land, bordered on
the east by the sea and on the west by the peaks of the Dragon
Stones and the Black Sickle. I can tell you that the Dragon Stones
are aptly named. No one would dare deny those mighty, winged
beings their dominion, which has endured for millennia. I now
know why we name our dragon ships after them. Nobody stands
in their way. Well, a sworn fellowship of dwarves might, but how
often do you see something like that at sea?
We set out to sea again from the Tobrien harbor town of Mendena.
It was bliss, let me tell you, for I had been stuck on dry land for
far too long.
                                                                        7
    The Sea of Pearls is always treacherous, but our island destination
    lies to the east of the continent, so we dared it. The Maraskan
                                                                           The World of Dere
    jungles teem with numerous abominations that devour or sting
                                                                           The continent of Aventuria, the primary setting for The
    everything. Far stranger than the many and often poisonous
                                                                           Dark Eye, lies on the world of Dere, which bears only a
    creatures are the people who dwell there. They love their freedom
                                                                           passing resemblance to our Earth. We are not concerned
    more than anything, but they are not entirely right in the head:
                                                                           with whether Dere is spherical, like Earth, but many of
    They think the world is a perfect discus! We found what we were
                                                                           its inhabitants believe the world is round. Some scholars
    looking for on the island–a horror from ancient times–but I will
                                                                           speculate that it may be a flat disc, a hemisphere, or even
    tell of this another time. We soon left Maraskan and the other
                                                                           a ring. People normally refer to Dere’s sun as Praios’ Disk
    coastal islands behind. Remember my words: the Sea of Pearls
                                                                           or the Eye of Praios. The moon is commonly called Mada’s
    is treacherous. Beware of areas coated in dark-blue seaweed–
                                                                           Sign. Dere is a fantastical world of divine intervention,
    many ships never leave the Sargasso Sea! We sailed into the Gulf
                                                                           wondrous magic, and dangerous monsters, and Aventuria
    of Tuzak and traveled to the old city of Khunchom in the Lands
                                                                           needs heroes to keep the world from sliding into darkness.
    of the Tulamydes–what splendor we beheld! Pleasantly warm
    throughout the year and with sweet fruit trees everywhere, the
    city supports a vast population.                                       The Shape of the World
                                                                           Three other known landmasses exist on Dere. If you leave
    Yet the interior of the continent is a vast, empty desert. Beyond      Aventuria and travel west across the Sea of Seven Winds,
    burning sand and scorching heat, the Khôm offers little. Still we      you eventually reach the Gyldenland, which is called
    wanted to travel there. But first we passed through Mhanadistan,       Myranor by its inhabitants. If you travel straight across
    where time-honored Fasar lies in the shadows of the mighty peaks       the Southern Sea—a long and perilous journey—you reach
    of the Wall of Rashtul. The oldest city of man in the world, Fasar’s   giant Uthuria, also called the land of the 12,000 gods. In the
    splendid palaces stand next to squat clay huts. Money rules            east, beyond the Sea of Pearls, lies the Giant’s Shore, called
    this city. The mighty enforce their influence with mercenaries         Rakshazar by the Tulamydes. It borders Aventuria in the
    and violence compels the poor in Fasar’s alleys. From there, we        far north-east, but the two continents are separated by the
    trekked through the searing desert and found traces of ancient         mighty peaks of the Iron Edge, which rise more than 9,000
    settlements along the way.                                             feet into the sky.
    How glad I was when we finally left that parched land! We              Aventuria stretches approximately 2,000 Middenmiles
    traveled through the Fairfield, where you find cities of splendor      (which correspond to our kilometers) from west to east
    in every direction. The inhabitants think highly of themselves         and approximately 3,000 Middenmiles from north to south.
    and even think their people were first settlers of Aventuria. Blind    Compared to Earth, Aventuria is roughly the size of Europe
    fools, I say! Everyone knows that our ancestors settled this land      as measured from the North Cape of Norway to the Italian
    much earlier, by Swafnir’s name!                                       capital, Rome, and from the west coast of Ireland to the
                                                                           city of Warsaw, Poland.
    Our journey led us into the swamps over a rough road to Loch
    Harodrôl and into the rainforests of the south. Dark-skinned           The Far North
    forest people and scaly lizardfolk who call themselves the Achaz       The far north of the world shivers in the icy grasp of
    live there. The Achaz claim they once ruled the world and, after       eternal cold under the pale, flickering North Star, which
    seeing their overgrown temple complexes, I begin to believe them.      is also called Ifirn’s Light. The names of its regions, such
    But not even the jungles and swamps of Meridiana could keep
    us from our race; we had to return home to Thorwal ahead of
    Beorn the Blinder! So we traveled to the west, into the Sea of
    Seven Winds. As we sailed, we passed through the borders of the                            “There have been many debates on the
    world and reached behind the Mists to see the ancient wonders of                            shape of the world. Some think that Dere
    the high elves, whose traces we had discovered again and again                               is a disk, others that it is a sphere. The
    across the world.                                                                            Maraskani are certain that the world is a
                                                                                                discus, and I have even heard from scholars
    Finally our journey ended there, where it had begun–in Thorwal.                           who are convinced that a mysterious hollow
    You ask who won the race. Phileasson, of course! Who, you ask?                        world exists inside Dere.”
    Well then, I guess I have to recount the entire saga, after all!”          —Nacladora Berlînghan, Blessed One of Hesinde Draconite
    —Ohm Follker, skald on the legendary expedition of Asleif
    Foggwulf Phileasson, the Thorwaler captain of the Sea Eagle
Thorwaler bards keep old wisdom and stories alive in             Probably nowhere else in Aventuria can one find more
their songs to strengthen and unify communities, while           fairies than in the dense green of Farindel Forest, which
their runes weave mighty spells to command winds and             takes its name from the greatest of the fairies, Farindel.
waves. Most Thorwaler settlements (especially coastal            Another well-known figure is the Father of Tides, whom
communities or Ottajaskos) are independent and organized         many see as the avatar of the Great River. His kingdom is
along lines of extended families or kinships. It surprises       said to exist beneath its surface.
some to learn that Thorwalers elect their leaders, including
the highest-ranking Hetpeople.                                   Between Albernia and the peaks of the Kosh Mountains
                                                                 lies the Duchy of the Northmarches, home of infamous
The capital of Thorwal is praised for its cosmopolitan           river pirates and secretive druid circles and well-known
attitude. Other important places are Prem (the source of         for its powerful dukes and nobles devoted to Praios. The
Prem Fire, Aventuria’s most famous schnapps) and Olport,         Northmarches hold much power in the Realm. The duchy
where the Hjaldings, the ancestors of the Thorwalers,            is characterized by mountain ranges, hills, and dense
first set foot upon Aventuria after sailing from from the        forests with many settlements. The administration of
legendary Gyldenland.                                            the Middenrealm resides in the Northmarches’ capital
                                                                 of Elenvina. A long-standing enmity exists between the
The land is rough and unspoiled from the chalk cliffs of         steadfast and loyal people of the Northmarches and the
Olport to the windswept isles of the Olport Stones, the          freedom-loving Albernians.
ragged fjords of the west coast, the high moors around
Waskir, the treacherous Hjaldor and Gray Mountains, and          The high peaks of the Windhag Mountains and their forest-
the lowlands of the Borodin. The Gjalskland lends its name       covered valleys shape the landscape of the Margravate of
to the Gjalsker Barbarians, a reclusive people who are as        Windhag to the west, and it borders the Duchy of Grangor
rough as the land and who fear nothing but the sea.              in the south. Few live here, and those who do settle in
                                                                                                                               11
     fishing hamlets and pirate villages on the western cliffs        nobility. Its mild climate supports grape cultivation and
     of the mountains where they survive on fish and other            the rearing of horses. Locals possess a certain joviality
     seafood, the gifts of Efferd. Bands of bandits, wild kinships,   but also a certain eagerness to quarrel. The capital, Punin,
     and even orc tribes claim territory in its remote valleys.       is the heart of the northern sect of the Church of Boron.
                                                                      Cosmopolitan in flavor, the city attracts adventurers,
     People who think of the Principality of Kosh generally           cultural enthusiasts, and scholars alike.
     picture dwarves and homesteading. Two important
     mountain kingdoms of the dwarves are located in this             To the northeast of the Kosh lies the Margravate of
     region. The province contains large portions of the Kosh         Griffonsford, which suffered much from the military
     Mountains and the hilly lands to the east, which border the      adventures of the orcs. Many orcs stayed on and now work
     Great River. One fourth of its inhabitants are dwarves and       in the fields or in the workshops and manufactories of the
     therefore Kosh is rightly seen as the center of craftsmanship    province capital, Griffonsford. Refugees from Tobrien,
     in Aventuria. This is especially true in Angbar, the capital     which was conquered by Borbaradian invaders, come here
     of the province, which is also the center of the worship of      to start a new life. Not all of them succeed.
     Ingerimm.
                                                                      To the east of the Kosh lies the Kingdom of Garetia, the
     The southernmost province of the Middenrealm is the              central province of the Middenrealm. Lush fields cover
     Principality of Almada, on the river Yaquir. Since it borders    this fertile land supports lush fields, and trade and
     the Horasian Empire, it serves as a fortress against the         craftsmanship flourish in a large number of small towns.
     Novadi, the fierce warriors of the Khôm Desert who often         Most of the land is dedicated to feeding the many hungry
     ambush the infidels to the north of the Yaquir in the name       mouths of the great metropolis of Gareth, which is the
     of their god, Rastullah. As a border province, it suffers        capital of Garetia and the Middenrealm and the largest
     periodic flare-ups of the century-old rivalry between the        city on the continent. All roads lead to Gareth, a city of
     Old Realm, the New Realm, and the hot-blooded Almadan            burghers and guilds, Blessed Ones and warriors, thieves
                                                                                                                                 13
     The Realm of the Horas                                         inhabited by Novadi devoted to Rastullah, fairytale-like
     The heart of the Horasian Empire lies in a region which        Rashtul, and Khunchom, which is said to have been
     is also called Fairfield or Old Realm. On its western coast,   erected on the ruins of a lizardfolk city. On a high plateau
     it spans from Grangor to Drôl and is separated from the        on the border of Arania lies the Gorian Desert, and it is
     Khôm Desert in the east by the Golden Cliffs and the           said that strong winds can carry its red sand all the way to
     High Eternals. Fertile fields and a mild climate guarantee     Mherwed. Few survive an expedition to this hostile place.
     the wealth of this region, whose ports are home to many        Another area, inhabited primarily by Tulamydes, is the
     renowned trading companies. As the most successful             valleys of the rivers Thalusim and Ongalo, where the strict
     traders in Aventuria, the merchants of the Horasian Empire     manorial system sometimes fosters bands of thieves.
     transport wares and passengers to the far corners of the
     continent in their proud sailing vessels. Daring captains      Arania, Land of the Matriarchs
     and respected explorers set out for Uthuria or even distant    Between Perricum and the Gorian Desert lies Arania. Its
     Gyldenland, the legendary home of the first settlers. The      cities include Baburin, the capital Zorgan, Elburum,
     capital of the realm, Vinsalt, was erected on the ruins of     and Anchopal, which is currently occupied. Arania has
     the old Imperial capital, Bosparan, which was destroyed by     been influenced by the cultures of the Middenrealm and
     the people of Gareth. The city of Kuslik, still the only one   the Tulamydes alike, and boasts industrious farmers,
     in Aventuria with three mage academies, is the spiritual       skillful merchants, and ingenious artisans. Women play
     center of the Church of Hesinde. Long ago, the first people    a considerably greater role in society than men, which
     to set foot in Aventuria landed at Bethana, which is now       is uncommon for Aventuria, which generally does not
     the seat of the Church of Efferd                               support the idea of a superior gender.
     Its long history made the Horasian Empire into a haven of      The Khôm Desert and the Caliphate
     traditions and a bastion of the belief in the Twelvegods.      The Khôm Desert, the largest desert in Aventuria, is home to
     Famous temples and holy places attract many pilgrims.          the Novadi, proud equestrians and warriors. They worship
     Many of the empire’s large cities compete with each            one god, Rastullah, who appeared to them over 250 years
     other—not just for political influence and volume of trade,    ago in the Oasis of Keft. From his teachings they created
     but also for glory and cultural splendor. Education and        the 99 Holy Commandments, which govern everyday life
     appreciation of the arts are required virtues for nobles and   and interactions between the strictly patriarchal tribal
     common folk alike.                                             cultures. Caravans with precious goods travel throughout
                                                                    their territory, braving the dangers of the Khôm between
     Power struggles between old noble families take place          stops at oases and caravanserais. The most important of
     behind the scenes, and murderous conspiracies, sinister        the desert fringe areas is the Shadif, which is famous for
     secret societies, and strange cults blossom in the shadows     its noble breed of horse that exhibits proverbial fire and
     of palaces. The Cyclopes Islands in the Sea of Seven Winds     grace.
     also belong to the Horasian Empire. These islands are
     home to the last remaining one-eyed giants, the legendary
     masters of smithing for which the archipelago is named.        The Lizard Swamps
                                                                    The rotting swamps and impassable mangrove forests
                                                                    south of the Khôm hold all sorts of poisonous animals
     The Lands of the Tulamydes                                     and gigantic reptiles. Its oppressive humidity makes life
     The variety of bazaars in the Lands of the Tulamydes           hard for travelers. A mighty kingdom of lizard people
     remains legendary, the artistry of their magical dancers       once controlled the southern half of the continent.
     holds great fame, and their storytellers astound audiences     Few humans live in these jungles, which are the natural
     with tales of powerful djinn, cunning heroes, and              habitat of the achaz, bipedal lizardfolk who live primarily
     majestic sultans. On the shores of the Mhanadi River           in pile dwellings. Very little is known about them other
     and its tributaries (especially the Gadang) live a very        than they worship old gods (the mighty H’Ranga) and
     temperamental people who differ from the descendants           subsist on hunting and fishing, and some of them know
     of the Gyldenlandian settlers in their tanned complexion,      crystallomancy, the ancient magic of gemstones.
     dark hair, and exceptionally flowery language.
                                                                    Despite the dangers and hardships, humans occasionally
     The fertile Mhanadi valley yields rice and other grains.       enter these swamps in search of spices, reptile skins, Tsa’s
     Warm-weather fruit trees grow in abundance. The largest        Spring of Eternal Youth, and treasure and artifacts from
     city is Fasar, a brooding crucible of people and the oldest    ancient achaz kings.
     city of men in Aventuria, known not only for its legendarily
     affluent masters but also for its sinister mage academy.       On the northwestern border of the swamps lies the city
     Other cities on the Mhanadi are Mherwed primarily              of Selem, which is what remains of the old Tulamydian
                                                                                                                                      15
     snakes slither without a sound, crocodiles hide in shallow             highlands, rugged mountain ranges, vibrant river valleys,
     waters, poisonous vipers fill the undergrowth, and saber-              dense forests, broiling deserts, and swamps that swim with
     tooth tigers hunt on the area’s few paths. The best teachers           ravenous mosquitoes.
     are the native, copper-skinned Forest People, whom we
     collectively call the Moha, after their largest tribe. These           The weather in Aventuria reflects supernatural influences
     small-but-agile folk do not often treat with outsiders and             as often as natural ones. Lightning is attributed to the gods,
     are usually hostile toward trespassers.                                especially the valiant goddess Rondra who is also known as
                                                                            Lady of Storm and Lightning. Fog and clouds conceal many
     Altoum and the Forest Islands                                          things and thus are often associated with cunning Phex,
     The defining feature of the Charybbean, as this part of the            the god of secrecy. Seasonal and trade winds are named
     sea is known, is pirates and freebooters. The Black Serpent,           after the gods’ children and are supposed to obey Efferd,
     a society of pirates with more than 100 members, maintains             the Lord of Wind and Waves. In fact, nearly every weather
     its headquarters in Charypso, on Altoum. But the colonial              phenomenon is attributed to the work of an immortal or
     fleets of Bornland, the Horasian Empire, and Al’Anfa also              at least to the casting of powerful magic. Legend says that
     cruise these waters, along with Thorwalian Ottas and ships             the Khôm Desert was once a vibrant jungle until it was
     of Kemi. Each has its own agenda.                                      transformed into a hostile wasteland by powerful magic.
     White, palm tree-covered beaches, isolated bays, and lush              Three large climate zones dominate Aventuria. In the far
     jungles dominate these islands. The remote Forest Islands,             reaches of the north, eternal frost, pack ice, and biting
     far from any civilization, make excellent hideouts for the             winds render survival enormously challenging. Firun’s
     pirates of the Southern Sea. Shady individuals sell so-                Frost (below -14 degrees, F.) is so cold that skin freezes
     called treasure maps in almost every port tavern from Riva             to metal items. A body with poor protection against the
     to Hôt-Alem. Some maps might even be real.                             cold loses so much warmth that death from freezing is
                                                                            imminent. Outer Hellish cold (below -59 degrees, F.) freezes
     Outposts of (Middenrealm) civilization exist only on Token,            even the sea and sudden ice storms make it dangerous to
     Sokkina, Iltoken, and Benbukkula due only to the presence              travel. It is no wonder then that the Far North is seldom
     of spices. The fleets of Al’Anfa, Festum, and the Horasian             visited and remains largely unexplored.
     Empire dominate the trade in precious goods. Various
     tribes of Forest People live in the interior of many islands           The largest portion of Aventuria (the area between the
     alongside the dark-skinned Utulus, who came originally                 Weal Mountains and Rashtul’s Wall) possesses a temperate
     from the southern continent of Uthuria.                                climate that enjoys four pronounced seasons. The summers
                                                                            can be sunny, hot, and dry, and the winters biting cold and
     Wind and Weather                                                       full of snow and ice, but extremes of temperature occur
                                                                            rarely. The coasts of central Aventuria seem particularly
                                                                            blessed by the gods. The harbor of Festum practically
     “Central Aventuria’s climate is mild overall, but the winters do       never freezes even though this Bornish port city lies far
     bring some snow. Most humans live here, where their cultures
     and sciences flourish. Truly, the Twelve love this land best, for it
     is home to the Twelve’s most loyal worshipers.
                                                                                Levels of Cold
     Northern Aventuria, in contrast, lies firmly in Firun’s merciless
                                                                                Level 1     Cold                50 to 33 degrees F
     grip. It never warms in summer and the winter lasts for more
     than half a year. Only the hardiest souls can live in these lands.         Level 2     Freezing            32 to -13 degrees F
                                                                                Level 3     Firun’s Frost       —14 to -58 degrees F
     Southern Aventuria simmers with heat. In this land of sand and
     dense jungles, bands of bronze-skinned warriors hunt all manner            Level 4     Outer Hellish       below -59 degrees F
     of dangerous beasts.”
     —from the Introduction to Great Aventurian Atlas, printed                  Levels of Heat
     in 885 FB
                                                                                Level 1 Warm                     51 to 95 degrees F
     Despite its relatively small size (3,000 by 2,000                          Level 2 Hot                      96 to 113 degrees F
     Middenmiles), Aventuria exhibits all possible climate                      Level 3 Scorch of Praios         114 to 131 degrees F
     zones. While the far north lies covered in eternal ice,
     tropical rainforests dominate in the south. Between these                  Level 4 Blaze of the Khôm above 132 degrees F
     extremes are tundra and wide steppes, taiga and wooded
    Windlore
    Seafarers fear Beleman, Rondrikan, Nuianna, Horoban,
    Harunka, Katla, and Caranthu—the winds that lend their
    names to the Sea of Seven Winds. Of these, the best known
    is Beleman, which carries warm winds across Aventuria
    from the west coast to the east. The Rondrikan is a mighty
    storm attributed to the anger-fueled work of the valiant
    goddess Rondra, as it often brings thunder and lighting.
                                                                     and moisture with them. In the south, the whirlwind
    Winds influence the weather at sea as well. The Gebelaus         named Kauca sometimes rages over the Sea of Pearls and
    and Tobrien breezes blow from the north, bringing cold           comes ashore, devastating entire villages.
                                                                                                                              17
     Over Road and Bridge                                                 Despite these hardships, Aventurians know that true
                                                                          heroes always travel onward, unafraid of any danger.
                                                                          Every risk offers another chance to be immortalized in the
     “It took us two entire weeks to walk to Ridgerock! The mistress
                                                                          songs and tales of bards, and every road leads to the next
     did not want to miss out on the famed sulfur springs. If she had
                                                                          adventure.
     only hired traveling adventurers, I might have been spared this
     martyrdom. A good road led us as far as Abilacht, but I had large
     blisters on my feet after only two days. The antler ointment I       Journey on Land
     bought did not help much. Luckily, a peddler felt pity for me and    The quality of Aventuria’s roads and paths varies widely.
     let me ride on his cart for a time. I could have ridden as far as    This section presents different types of roads to give a
     Honyngton, but my mistress decided to take a forest road toward      sense of the difficulty of getting around. Road quality
     the Kosh Mountains to gather more ingredients for her elixir. By     strongly influences travel rate and can help create a rough
     the gods, Father, I swear this was no road at all! We made our       estimate of time, although the season and the terrain also
     way through the densest thickets. So many burrs and crawling         have an effect.
     things found their way into my clothes that I could no longer
     concentrate on my notes on belmart and leechfright, which grew
     in abundance on both sides of the path. We had to sleep on the                             “Would the gods have granted us two feet if
     ground with only tattered blankets for cover. More than one                                 we were supposed to travel on horseback? I
     summer downpour soaked us to the bone in the dark forest. When                               think not. So, don’t be hasty. Let your own
     we reached the foothills of the Kosh, we turned north toward                                 feet carry you and be on your way. This is
     Ridgerock, from where I am now writing you this letter. I pray                              the only true way of traveling.”
     that the mistress finds many things to do here in the city. I fear                         —Brother Hilbert, Blessed One of Peraine
     the day of our departure, I truly fear it.”
     —letter from Hilderic Hausner, a young apprentice, to his            Animal Trails
     father, summer 1038 FB                                               These paths are often too narrow and winding to be of much
                                                                          use to mounted travelers. Someone who is unused to life in
     Aventurians do travel unless they need to—the exceptions,            the wilderness often finds animal trails indistinguishable
     of course, being merchants, coach drivers, messengers,               from the surrounding area. No inns sit cozily nearby, and
     pilgrims, traveling professionals, and traveling                     intervening bodies of water must be circumnavigated or
     entertainers. Most Aventurians know about military                   crossed in a cumbersome, possibly dangerous, process.
     expeditions and merchant caravans, but a common farmer
     from the Middenrealm has never been more than half a                 In the mountains, forest, or jungle: Only locals or good
     day’s travel from home. Some may visit the capital to see            trackers can locate animal trails in difficult terrain. If one
     the coronation of a new sovereign or pray in a famous                leaves the path, one may wind up lost or having to force
     temple, but such journeys are the stuff of stories told to           one’s way or through more difficult terrain (such as scrub,
     the grandchildren.                                                   steep slopes, or dense undergrowth).
                                                                                                                                  19
     When snow or ice is present on the road surface, proceed         reinforced on slopes to prevent subsidence. It is still very
     with extreme caution. This is especially true for vehicles.      risky to use such roads during heavy snowfall due to
                                                                      slippery conditions and the risk of avalanches.
     In the forest or jungle: Realm Roads generally follow the
     terrain, but engineers sometimes shorten the course or           In the forest or jungle: These roads run in a straight line
     make it more secure by building bridges or digging tunnels.      whenever possible, and brush is usually cleared for more
     As a precaution, crews clear the underbrush on both sides        than a dozen yards on either side, to make bandits think
     of the road to reduce the risk of ambush.                        twice about attacking travelers.
     In the mountains: Realm Roads do not usually cross               Thorwalian dragon ships are both famous and infamous,
     mountain ranges. When they do, they take the lowest              since the sighting of their sails often presages an attack on
     passes and avoid steep inclines or meandering paths.             a coastal village. Dragon ships are unique in that they can
     Rock is cut away, if needed, to widen a passage. Pavement        both sail the high seas and also reach inland locations by
     is not usually required in the mountains, and roads are          way of rivers.
                                                                                                                                       21
     Guild mages know of a very costly spell, Transversalis,               Travel Speed and Strategic Movement
     which can transport its subject many miles very quickly.              As stated in the Core Rules, the distance travelers
     Another spell supposedly opens the doors to Limbo, the                can cover in one day depends on their mode of
     Realm between the Spheres, making it possible to reach                travel. The following Strategic Movement Table
     any desired destination. However, Limbo is extremely                  replaces the one that appears on page 349 in the
     dangerous and hostile, so any decision to travel there must           Core Rules. Use the examples in this table when
     be considered very carefully. As tempting as it may be,               estimating travel times in your campaign. Note
     such journeys in demon-infested areas remain one of the               that these examples assume good roads, calm
     most dangerous things travelers can attempt in Aventuria!             waters, and no complications. Rough terrain and
                                                                           raging seas reduce travel rates accordingly.
     Witches rely on flying instruments such as brooms to reach
     their destinations. In the Lands of the Tulamydes, one may             Strategic          Distance Covered Per Day
     even travel on a legendary flying carpet supported by the              Movement
     magic of a djinni.                                                     Means of Travel 30 Middenmiles
     It is known that elves can use magic to take the form of               Foot March         40 Middenmiles
     an animal, and some can fly as birds or swim as fish.                  Coach Ride         50 Middenmiles
     Magical beings such as dragons and griffons can fly, and
                                                                            Sea Voyage         100 Middenmiles
     some occasionally agree to transport heroes across great
     distances.
                                                                           For example, on a well-maintained Realm Road,
                                                                           a hero on foot might expect to cover up to 35
     Stories say that in ancient times, the trolls discovered
                                                                           Middenmiles per day. In the wilderness of the
     magical paths between different locations and thus were
                                                                           Lizard Swamps, however, that same hero might
     able to cover great distances in the blink of an eye. Today
                                                                           cover only 10 Middenmiles or even less during the
     these secret routes are called troll paths, and their entrances
                                                                           same period of time.
     are guarded jealously. Some mage academies are said to
     be connected by Dark Portals, secret pathways through
     Limbo that follow magical ley lines of power. Some magical
     portals lead to the fairy realms and other globules. Known        since time in the fairy realms passes more quickly than it
     as Fairy Gates, their use is especially tricky, and unwary        does in Aventuria. Furthermore, legends tell of travelers
     travelers can suddenly find themselves decades older,             who entered the fairy realms and were never seen again…
                                                                       23
     Humans                                                         northwest of the continent, are of mixed Norbard/
                                                                    Thorwaler ancestry. Some say that the people who live in
                                                                    the Troll Peaks have the blood of Tulamydes and Trolls in
     Humans, the most widespread race in Aventuria, have
                                                                    their veins.
     adapted to all kinds of environments, be it the brooding
     sultriness of the south or the frosty cold of the north, and
                                                                    The Middenrealmers are the largest group of humans.
     they have settled in almost every corner of the continent.
                                                                    Their ancestors arrived from Gyldenland and quickly
                                                                    became the dominant group of humans in Aventuria. This
     Mankind is divided in different peoples, each having their
                                                                    ethnicity represents the majority of the population not
     own mannerisms. The main difference appears to be that
                                                                    just in the Middenrealm, but also the Horasian Empire, the
     Middenrealmers and Thorwalers originally came from
                                                                    Svellt Valley, Bornland, Nostria, Andergast, and beyond.
     distant Myranor, the Forest Folk and Utulu arrived in
                                                                    The complexion of Middenrealmers varies from light skin
     Aventuria from Uthuria, and Tulamydes and Nivese appear
                                                                    to dark. Brown and blond hair are most common, while a
     to be native to Aventuria.
                                                                    variety of eye colors exists.
     Intermarriages and mass migrations have played a
                                                                    Long before the arrival of Middenrealmers, the Tulamydes
     large role over the centuries. The ancestors of the
                                                                    established great realms, such as the Diamond Sultanate, in
     well-traveled Norbards and the barbaric Ferkina were
                                                                    Aventuria. They dwelt in the lands of the southeast, from
     Tulamydes, similarly, the Fjarnings from the high north
                                                                    the Khôm Desert and Balash to Arania, parts of Meridiana,
     and the Thorwalers are descended from the Hjaldings
                                                                    and the island of Maraskan, where they first mingled with
     of Gyldenland. The Gjalsker people, who live in the far
24      Chapter 2: Races
the Middenrealmers. The barbarian Ferkina mountain             and the typically copper-red hair, which they inherited
people, who occupy the mountain ranges between the             from the Gyldenland settlers. Nivese can grow to be
Mhanadi highlands and Rashtul’s Wall, are relatives of the     very old; there have been cases where people lived up to
Tulamydes. Their complexion and hair color are usually         120 years, a fact that gave rise to the saying “to reach a
darker than those of Middenrealmers, and blonde hair and       Nivesian age.”
green eyes are rare. On average, Tulamydes live slightly
longer than Middenrealmers.                                    The Norbards of the northern domains are best known
                                                               as traveling merchants. Their ancestors, the Alhani,
The northwest of the continent is inhabited by the             ruled a large domain centuries ago but it was destroyed
Thorwalers, bold seafarers and daring explorers. They          by Tulamydes and Middenrealmers, and the peoples of
also originate from the western continent of Myranor           the Norbards were forced to scatter to the seven winds.
where their legendary ancestors, the Hjaldings, still dwell.   Norbards are slightly smaller than Middenrealmers and
Thorwalers wear their often red-blond hair and beards          have a darker complexion, and their typically black hair
very long, are exceptionally tall, and are known to be a       stems from their Tulamydian heritage. It is customary for
very robust people.                                            Norbard married men to shave their heads and for married
                                                               women to shave a wide part into their hair.
One of the oldest human races is the Nivese, a nomadic
people who roam the tundra, taiga, and steppes of northern     Most scholars do not differentiate between the Forest
Aventuria and have always lived in clans. Although they        People and the Utulu, and tend to refer to them collectively
tend to be more slender than Middenrealmers and slightly       as Moha. The Forest People are smaller and more delicate
shorter, the main difference is their almond-shaped eyes       than Middenrealmers, while Utulu, on the other hand, are
                                                                                                                              25
     almost as tall as Thorwalers. The Forest People exhibit          Wood elves, the most primal of elven peoples, disdain the
     bronze complexions which nevertheless vary in degree,            temptations of the high elven cities and still live within
     while the Utulu have skin almost as dark as ebony. Utulu         the protection of the forests of the Salamander Stones, the
     often have frizzy hair, while that of the Forest People is       ancestral home of all elven peoples.
     often thin and straight. Both peoples originated on the
     distant southern continent of Uthuria.                           Humans most often encounter glade elves, which live near
                                                                      the rivers and lakes of northern Aventuria, especially in
     Most Aventurian cultures practice gender equality, with          proximity to the Salamander Stones, but also in Albernia,
     both genders sharing everyday tasks. Many regions brag of        Alamada, and the Horasian Empire. As the largest elven
     valiant swordswomen, daring female pirates, and mighty           population in Aventuria, they have the strongest influence
     enchantresses. Similarly, men are known to lead lives as         on the image most humans have of elves. Some glade elves
     courtiers or stay home to watch children while the women         have even given up the pastoral life and have settled in
     go out adventuring. Exceptions exist, of course, depending       human cities.
     on region. For instance, strict patriarchy is the order of the
     day in Andergast and parts of the Lands of the Tulamydes,        As expected, half elves result from the union of elf and
     while in Arania, women usually occupy important positions        human. Contrary to common superstition, it does not
     in politics, trade, and the military, and their men lead lives   matter which parent is elven. Their slightly pointed ears
     of leisure or devote themselves to the arts.                     clearly mark them as mixed race, and it is often their fate
                                                                      to remain a stranger to both cultures and find entry and
     Elves                                                            acceptance in neither.
     In Aventuria, speculation abounds on the origin of elves.        Even though elves resemble humans at first sight, striking
     They claim that they dreamed themselves into existence,          differences exist. Their ears are pointed near the top and
     stepping out of the light into Creation in the forests of the    distinctly longer than those of humans. The color of their
     Salamander Stones. The collected tales of their history,         eyes, which are slightly larger than those of humans, varies
     known as the Faedhari, contain many legends related to this      from sapphire blue to emerald green with flecks of silver
     one subject. The elves are a magical people. Millennia ago       or gold, and they sparkle like gemstones in sunlight. Elves
     the high elves ruled over large parts of Aventuria but their     tend to be taller and more slender than humans, and are
     time has long since passed. Who knows what catastrophe           known for their great agility and elegance, as well as their
     befell them and led to the sundering of the elven people         sensitive noses. Many humans consider elves the pinnacle
     into the tribes we know today. Some suspect a connection         of beauty, as their symmetrical features look more pleasant
     to the pale-skinned, malignant night elves that live in the      than is typically seen among humans. Their serenity and
     Far North, away from the sun, and which call themselves          almost ethereal otherworldliness combine in the human
     shakagra (      page 243).                                       psyche to produce the image of the classically beautiful elf.
                                                                      They know no separation of work by gender, and only skill
     Today, most elves choose to live secluded from the worldly       and calling are what counts. It is said that they live and
     affairs of the other races. They often reside in extended        love more freely than any other peoples.
     families in deep forests or lovely meadows, or on the
     Eternal Ice or the wide steppes of the north, striving to        Elves do not die of old age, rather only after they have
     live in harmony with nature. One must travel far from any        fulfilled their mission in life. Their lifespan may therefore
     human settlements to find an exclusively elven settlement.       extend for hundreds of years. Every elf seems to pursue
                                                                      a different goal in life, one which only reveals itself over
     The firnelves manage to survive in the icy north. The Grim       the course of years. Once elves reach adulthood, they stop
     Frost Waste is their chosen home, where they wage their          aging outwardly, but when they fulfill their life’s goal, they
     eternal battle against the hated night elf queen, Pardona,       age and whither within a few short days. Elves fear little
     and her servants.                                                beyond what they refer to as badoc, a term that can be
                                                                      translated roughly as “becoming too human.” Giving in to
     Steppe elves make their homes on the Green Plain and             badoc means taking a step further away from the light, of
     are famed for their riding skills. The clans of Nivese who       becoming less of an elf.
     wander that region say the elves they meet are distrustful
     of outsiders and seem engaged in a fierce, ongoing war
     with the goblins.
26      Chapter 2: Races
Dwarves
                                                                                          “Sanyaza, fialgra!* Damned orcs. The only
Legends and myths say that Angrosh (known to humans                                        things I would exchange with these wild
as Ingerimm) created the tribes of dwarves to guard the                                     brutes are a couple of arrows. And by that,
treasures of the earth and to fight against the threat posed                                I mean my arrows in their hearts! Iama yara
by dragons.                                                                                sla’dha!**”
                                                                                          —Layariel Treetopglint, elven wyldrunner
Dwarves generally live in subderanean cities they have
dug deep under the mountains. All dwarves once lived in            Female dwarves are less numerous than male dwarves and
Xorlosh, their holiest city, in the northern part of the Iron      are cherished by their tribes. Often female dwarves receive
Forest, which dwarves call the Ingra Knolls. Many large            many marriage proposals following courtships that can
dwarven tribes developed from the eight founding families          last for decades. Even though dwarves think that their
of the Angroshim and soon spread under most mountain               females and especially their children need protection at all
ranges in Aventuria. The fierce forge dwarves live in the          times, this does not mean that they are defenseless: some
aptly-named Forge Mountains as well as in the Thash.               of the most feared dragon slayers of the past were actually
When humans think of dwarves, they tend to think of forge          brave dwarven women.
dwarves.
The tradition-steeped ore dwarves still live in Xorlosh and        Orcs and Goblins
preserve their cultural heritage with proverbial dwarven
tenacity. They dwell primarily in Ingra Knolls but also in         Humans, elves, and dwarves all look upon the races of the orcs
the Kosh Mountains, the Iron and Phecano Forests, and              and goblins with mistrust.
even Fasar.
                                                                   Orcs, a nomadic race of merciless and brutal warriors,
The good-natured and fun-loving hill dwarves left their            make their home in the barren steppes and hills of the
caves and mines long ago and now make their homes in               Orcland. Time and again they have laid waste to the realms
the Hill Land Shire and the large cities of the Principality       of men. They are about one head smaller than humans
of Kosh, alongside humans.                                         but have a stronger build and their entire body is covered
                                                                   with thick, dark fur. Their less-hairy faces seem rough and
The diamond dwarves lost their ancestral homes in the              possess a broad, flat nose, a receding forehead, and deep-
Beilunk Mountains to the servants of Borbarad the Demon            set eyes, and their ears are slightly pointed. The orcs’ teeth
Master (    page 248), but most have since found a new             are especially remarkable in that the canines that protrude
home in Rashtul’s Wall.                                            from their lower jaw would not look out of place on a
                                                                   boar. Orcs have a life expectancy of around 40 years but
A number of smaller clans or tribes make their homes               many die long before that in battle, a mainstay of orcish
in the Dark Ridge Mountains and places further north.              culture. Female orcs sometimes live longer, but they play a
Dwarves and humans have lived together for generations             subordinate role in orcish culture and are seldom regarded
in cities such as Angbar, Fasar, and Dwarrow.                      as better than slaves. In fact, they are not even granted
                                                                   names of their own.
Dwarves seldom grow more than 5 and a half feet tall but
their defining features are their very compact builds and          Orc tribes include the black-pelted Zholochai, the brown-
heavy bones, their extraordinary toughness, and their              pelted Mokolash, and the white-pelted Shurachai, or
legendary endurance. Their eyes are well-adapted to life           snow orcs, which live in the Far North. The union of orcs
under the earth and they can see well in almost complete           and humans produces the coarse half orcs.
darkness. Beards are a thing of pride and joy to male
dwarves, and they are often skillfully braided and adorned         The home of the goblins lies in the Sickle Mountains as well
with ornaments.                                                    as the plains of Bornland and the Far North. Since they are
                                                                   very numerous and multiply quickly, goblin clans have
Dwarves count themselves among the longest-lived races             even spread as far as the Horasian Empire. They are slightly
in Aventuria and often live as long as 400 years or even           taller than dwarves and have strong, oversized arms. Their
longer. It is said that old Angroshim slowly turn into stone,      slender bodies, which are covered in short, fuzzy, red fur,
returning to the element from which their god created              are not as strong as those of orcs, and their faces seem to be
them.                                                              a mixture of orc and ape, with large canines, broad noses,
28      Chapter 2: Races
Chapter 3:
Land and People
“Aventuria, land of the twelve true gods and their children.
Land of noble men, fair elves, and skillful dwarves, but also of
bloodthirsty orcs, devious goblins, and vulgar trolls. Land of
contrasts, land of culture and wilderness, land of lovely meadows,
of towering mountain ranges and merciless deserts, of mystical
forests and treacherous bogs, of small settlements and large cities
overflowing with life. Bound by the four oceans, fanned by the
twelve winds, and guarded by the six Old Dragons.”
—from the Introduction to the new edition of the Great
Aventurian Atlas, Gareth, 1040 FB
                                                                        29
     Products such as the Aventurian Regional Guides explore             Geography: The Middenrealm is so gigantic, that it
     and illuminate individual regions in much greater detail.           contains every landscape one might imagine in a temperate
     We present the Aventuria Almanac as a useful summary and            climate. The windswept coasts of the Windhag, the delta of
     source of inspiration for your adventures.                          the Great River in Albernia with its bogs, the mountains
                                                                         and valleys of the Kosh and the Northmarches, the fertile
     The Middenrealm and Its Provinces                                   acres of Garetia, the bountiful vineyards of Almada,
                                                                         the croplands of the Rommilysian Marches, Warunk,
     “The largest kingdom in Aventuria is the Middenrealm, also          Raven, and the Sunmark around Beilunk, the wooded,
     called the New Realm or Raul’s Realm. Its capital, Gareth, is the   mountainous border regions of Griffonsford and Weiden
     largest city on the continent and for many centuries now the        in the north, and the wasteland of Tobrien, created in the
     seat of the Emperor. Time and again these lands endured the Orc     wars against the heirs of Borborad the Demon Master.
     Storms and saw many fateful encounters, such as the First Demon     Capital: Gareth (population: 172,000, including 1,000
     Battle—a brutal struggle with unholy powers. The advance of the     dwarves, 500 elves, and 200-300 goblins, grolms, and deep
     forces of the Heptarch, Galotta, into the heart of the Realm left   dwarves)
     disorder and strife among the vassals of the Realm in its wake.     Population: 2,000,000, including 40,000 dwarves, 4,500
     Therefore, the young Empress Rohaja decided that she would          elves, roughly 1,000 grolms, several thousand goblins, and
     travel the Realm with her entire court, moving from palatinate      a few thousand orcs, especially in the northern border
     to palatinate, showing her presence in every corner of the Realm    regions.
     and bringing the blessings of the Empress unto all.”
     —from the new edition of the Great Aventurian Atlas, 1040 FB            Provinces of the Middenrealm
                                                                             Albernia (Principality)
     The Middenrealm is comprised of different regions                       Almada (Principality)
     connected by their common history (and sometimes                        Garetia (Kingdom)
     their strong antipathy for one another). The New Realm                  Griffonsford (Margravate)
     sees itself as the free successor of the Empire of Bosparan             Kosh (Principality)
     and values its independence highly. Not all of its barons               Northmarches (Duchy)
     are wealthy, but they bow only to the sovereign of their                Perricum (Margravate)
     province and to their Empress, and no other—a fact of                   Ravenmarches (Margravate)
     which they are very proud.                                              Rommilysian Marches (Margravate)
                                                                             Sunmark (Parrish)
                                                                             Tobrien (Duchy)
       “Raul’s Realm will not fall. We have faced all dangers, all
                                                                             Warunk (Margravate)
       perils, and even the jealousy of our own provincial lords.
                                                                             Weiden (Duchy)
       And what brave rulers we have had. Emperor Haal, who
                                                                             Windhag (Margravate)
       faced the orcs, his son Brin, the Protector of the Realm, who
       fought valiantly against the invasion of the demonic hordes
       of Borbarad, and now his daughter, Empress Rohaja, who            Political Ties: Empire with 14 provinces of varying levels
       has vanquished the last servant of the shadow from the            of independence
       realm.”                                                           Form of Government: Feudalism with a rigid class system.
       —Rondrigan Paligan, Margravate of Perricum, Great                 The Empress rules with the help of powerful provincial
       Privy Councillor of the Realm and husband of the                  lords.
       Empress, 1040 FB                                                  Veneration of Gods: Twelvegods, with regional emphasis.
                                                                         Gareth is the spiritual heartland of the Church of Praios,
       “A large tract of land, yes. A realm that once had greatness,     and the Empress’ family has spread the worship of Phex
       yes. But today it is only the home of subservient lickspittles,   far and wide. Nobles venerate the goddess Rondra, while
       ruled by a girl who cannot assert herself against her own         common folk pray to Travia and Peraine. The artisan guilds
       nobles. I can’t decide whether I should laugh or cry.”            and the dwarves favor Ingerimm, whose main temple sits
       —Arngrimm of Ehrenstein, Duke of Transysilia, 1039 FB             in Angbar. The main temples of Rondra, Travia, and Boron
                                                                         are also located in cities of the Middenrealm (Perricum,
                                                                         Rommilys, and Punin, respectively).
     Borders: The Middenrealm is bounded by the Sea of                   Real-World Inspirations: Much of central Aventuria is
     Seven Winds in the west, by the Tobrien Sea and the Gulf            based on central Europe during the transition between the
     of Perricum in the east, and by the Nine-Eye Lake and the           Middle Ages and the Renaissance. Dense forests covered
     mountain ranges of the Dark Ridge and the Red Sickle in             the lands in these times and few would venture into their
     the north. In the south, its borders are the Yaquir River           depths without good reason. Such medieval primal forests
     and the mighty Rashtul’s Wall.                                      had little in common with modern day forests, which
                                                                                                                                 31
     Middle Ages and the Renaissance. They are the sovereign        The Heart of the Realm in the Game: The Heart of the
     lands of the Empress, from which she draws a majority of       Realm is a largely cultivated area experiencing growing
     her income.                                                    tension between the conservative nobility and the
                                                                    emergent burghers of the larger cities. As is often the case,
     Garetia seems to be the land most favored by good fortune.     the peasant population sometimes gets caught in between.
     Its fields yield a bounty of produce, the nobles have many     At times, farmers and tradesmen need protection from the
     diversions to pass the time, and even the farmers can relax    despotism of their local lords, or else feuds between nobles
     now and then. By tradition, the ruler of Garetia is the        must be ended for the sake of all. Gareth, the largest city on
     Emperor or Empress. The current ruler, Rohaja of Gareth,       the continent, is a source of countless challenges. The outer
     has been absent from the capital since the time of her         quarters of the city are controlled for all practical purposes
     coronation. She continues to tour all the provinces of the     by gangs and mercenaries. Cultists from the Demon
     realm in a campaign to display her royal grace to all her      Fallows work in secret to obtain power, slowly spreading
     subjects. This has left Garetia (the kingdom) without ruler,   through the back alleys of this metropolis like a cancer. The
     and her advisors and nobles plot and scheme to acquire         seemingly tranquil Old Town district is beset by the drama
     power and fill the void left by the Empress.                   of political struggles, and the majestic temples of the gods,
                                                                    where visions and omens deliver portents both dire and
     The battles of the recent past cost the nobility a fortune     mysterious, can serve as inspiration for adventure.
     but did enrich a number of merchants who capitalized on            Negotiations between the powerful Noble Houses of
     the conflict. Governance of the capital changed after the      Bregelsaum and Ravenmouth in the Rommilysian Marches
     Year of Fire. Where once the city was ruled by nobles, a       have achieved a rather unsteady truce. Former warlords
     Council of Heroes, which includes many burghers, now           and their henchmen from the Wildermarches brew up
     rules in its place, a visible example of the recent shift in   trouble for peasants and nobles alike. Lords govern parts of
     the balance of power in Garetia.                               Garetia, the Rommilysian Marches, and adjacent provinces
                                                                    by the might of their sword arms. Law and order are yet to
     The wounds of the Year of Fire still fester. The wreckage      be restored in several areas.
     of the Flying Fortress, now called the Shattered Mountain,         A Hero from the Heart of the Realm: A hero from
     remains, and none that enter the ruin return with their        Garetia could be of any vocation; a shining knight, a battle-
     sanity. The shadow of the Demon Fallows still looms over       hardened mercenary, an exceptional smith, a fearless
     the country, though it pales in the light of the gods.         messenger, or a shady vagabond. An upstanding Blessed
                                                                    One of Praios from Garetia can think of no higher calling
     Warlords cling to power by might of arms alone in              than to wander the lands teaching the word of the gods, the
     the Rommilysian Marches, formerly known as the                 way of order, and loyalty to the Empire. Many knights and
     Wildermarches. Margravine Swantje strives to restore law       soldiers from the Rommilysian Marches look for coin now
     and order to her province, but the warlords are strong,        that the war has ended. Solitary witches and disillusioned
     and parts of the province are remote—so much so that           mages practice their art far from the nuisances of urban life,
     primitive and savage practices are still very much alive.      and the devout Blessed Ones of Travia bring comfort and
     Swantje relies on the support of the Church of Travia and      healing to refugees and the downtrodden.
                                                                                                                                  33
                                                                      A Hero from the Coast of Winds: Heroes from the
                                                                      western Middenrealm are very proud of their heritage
                                                                      and are particularly freedom-loving. This could be
                                                                      a proud noblewoman from an old fairy castle, an
                                                                      otherworldly Blessed One of Efferd with a deep-seated
                                                                      hatred for all tentacled beings (demons), or a watchful
                                                                      peasant soldier who fights against the oppression of the
                                                                      people of the Northmarches. Another option is a witch
                                                                      who rides through the air on an oar, an intrepid clan
                                                                      warrior from the Windhag Mountains, a bold explorer,
                                                                      or a daring river pirate.
                                                                  35
     that power is met with anger and swift reprisal, and the       In contrast, humans and dwarves have been living together
     dukes and barons of this land are angry that they cannot       in peaceful harmony in Kosh for the last two millennia.
     rid themselves of the river pirates and other menaces. Kosh    Though the tradition-bound ore dwarves accuse their
     and its jovial Hill Dwarves, near Angbar, borrow elements of   cousins of abandoning their customs to adapt to human
     the Shire from The Lord of the Rings. The dwarven mountain     ways, the human Koshans seem extraordinarily dwarvish
     kingdoms of the regions also borrow from Tolkien’s novels.     in their manners. It is common for men and women to
                                                                    appear a little round in the belly, enjoy smoking a pipe, and
                                                                    hold regular village feasts that run with food and foaming
      A Hero from the Great River: A hero from Kosh                 beer. Here a noble may be seen performing chores that
      is typically more pragmatic than one from another             outsiders would consider demeaning, such as tending to
      part of the Middenrealm. People from Kosh are very            fields or cattle. For a long time, the Koshian nobility was
      reliable; they do not make promises they cannot keep          very loyal to the Realm, but the long and grueling wars in
      and are always true to their word. They do anything           the east have left many scars. Some feel that people should
      in their power to help a friend—no matter the cost.           stand up for Rondra and Praios, especially in difficult times,
      Artisans from the towns of Kosh are renowned for their        while others, exhausted and jaded, do not wish to hear any
      craft skills and their goods are prized in the whole of       more of the suffering in distant lands.
      Aventuria. Adventurers from this region may include a
      hill dwarf who wants to discover the world or a forge         The Shield Lands
      dwarf warrior who seeks to join a dragon hunt. Heroes
      from the Northmarches are often straightforward
                                                                        Let the orcs come. We will drive them back over the
      and law-abiding types. Typical characters from the
                                                                        Rathil and hunt them down along the Dark Ridge. As
      Northmarches include a knight from the County of
                                                                        Rondra commands, we stand watch. We are the shield
      Ridgerock, a mage from the mage’s academy of Elenvina,
                                                                        of the Realm!”
      a traveling Blessed One of Praios, a sly river pirate, and
                                                                        —a baron from Weiden, 1038 FB
      a secretive druid.
                                                                        “This backwards lot always behaves crudely. Their steel-
      The Land on the Great River in the Game: The
                                                                        clad knights never fail to utter “By Rondra’s honor!”
      Northmarches, traditional feud with rebellious Albernia
                                                                        when they speak. They are obsessed with orcs. Other
      has created tangible friction at the border. Traveling
                                                                        matters are also worthy of consideration… many other
      heroes often must act as liaisons between the nobles to
                                                                        matters.”
      prevent internal conflicts. The infamous pirates of the
                                                                        —a Horasian signora, on a visit to Trallop, 1035 FB
      Great River sometimes abduct and ransom travelers.
      If a ransom is not forthcoming, the hostage suffers a
      cruel fate. Kosh is a relaxed, stable province in which
      little changes. Still, the people sometimes join to defend    Borders: The shadowy peaks of the Dark Ridge, the
      themselves from all enemies and they are allied with          treacherous Fog Moors, the eerie Nine-Eye Lake, and the
      the dwarves in the fight against dragons and other            peaks of the Rathil, the Red Sickle, and the Dragon Stones.
      threats that seek to shake the order of the world.            Griffonsford is bordered by the rivers Ange, Wide, and
                                                                    Dergel, and the Realmwood from Weiden all along the
                                                                    Menzheim meadow. Tobrien is bordered by Tobimora,
     The Northmarches have very different facets. While the         Radrom, and Misa.
     towns on the Realm’s Road and the Great River grew             Geography: nearly impassable mountain ranges with many
     wealthy through trade, the remote settlements in the           hostile inhabitants, such as orcs in the Dark Ridge, goblins
     hinterlands often suffer from dire poverty. The people         in the Sickle Mountains, and dragons in the Dragon Stones;
     from the Northmarches live by a very down-to-earth             sparsely populated, forested plains with many brooks
     philosophy, but they do not talk much, are rather taciturn,    and rivers such as the Wide meadow and the Menzheim
     and know how to hide their enthusiasm.                         meadow, mysterious lakes such as Lake Lamprey or Lake
                                                                    Ysli and dangerous bogs characterize the Shield Lands.
     “Be happy if they aren’t complaining,” is the best way to      Important Cities: Griffonsford (5,000), Eslamsgrub
     think of citizens of the Northmarches. The war against         (1,500), Trallop (6,000), Baliho (3,500), Perainefords (4,400),
     Albernia brought the nobility of the Northmarches              Mendena (6,000), Ilsur (1,200), Eslamsbridge (3,500)
     together for a while, but once the peace treaty was signed     Population: Griffonsford: 50,000 humans, several hundred
     (“We were robbed of our victory!”), they went back to          orcs; Weiden: 135,000 humans, 1,000 elves, 500 dwarves,
     quarreling among themselves, cooperating again only            several thousand goblins and orcs; Tobrien: 45,000
     when threatened by foreigners.                                 humans, 500 dwarves, several hundred goblins and orcs,
                                                                                                                            37
     tell and a fallen friend or relative to weep for. But the             Political Ties: Provinces of the Middenrealm, Principality
     hard times brought together those who would never have                of Almada (the aged and weakening Prince Gwain of
     talked to each other before the war. Those who survived               Harmamund)
     the living nightmares together have learned to cherish                Form of Government: Feudalism with strong nobility,
     each another.                                                         wealthy burghers in the cities
                                                                           Veneration of Gods: Around 85% of the population
     Weidenans are thought to dwell on the past and they even              worship the Twelvegods, especially Rahja and Boron (the
     cultivate the dialect spoken by their ancestors. Sometimes            main temple of the Punin Rite is located in the city of
     derided for being bawdy, they are nevertheless appreciated            Punin), while 10%-15% worship Rastullah. The rest belong
     for their hospitality as well as their hard working and               to some local (and usually secret) bull and dragon cults.
     straightforward character. Visitors are often surprised by            Trade Goods: Crops (wheat and millet), wine, horses
     their mistrust of eves, as they worship Pandlaril, the fairy          (Yaquir Valley and Elenvinan Thoroughbreds), dried fruit,
     that protects their land.                                             tobacco, olive oil, cloth (cotton, linen, velvet, lace, tulle),
                                                                           paper, wood, alum, iron, ironwork, stone for construction
     Griffonsforders have grown resilient, and very pious,                 (limestone, marble)
     through the constant threat of orcs, which regularly issue            Real-World Inspirations: Almada is based on Late
     from the forests of the Dark Ridge. Their honesty, which is           Medieval Spain. The war between the Almadans and the
     pleasing unto Priaos, is admired far and wide. These tough            Novadi is modeled after the Reconquista or examples from
     people face constant peril with bravery and determination.            Granada. Historical Andalusia is another inspiration, both
                                                                           in terms of landscape and inhabitants, including their fiery
     Almada and Yaquir Fault                                               temperament, their style of dress, and their enjoyment of
                                                                           dance, horseback riding, and bullfighting. It is a region for
                                                                           a character like Zorro, who wages a lonely battle for justice.
       “Fiery-eyed beauties, men and women alike, full of elegance,
       full of passion—whether they dance, work in the fields, duel,
       or race their fiery steeds. Indeed, the month of Rahja is truly
                                                                             A Hero from Almada: The Almadans are hot-blooded,
       the best time to visit these lands.”
                                                                             proud, and quick to take up sabre or rapier when their
       —from Nimia Faireyes’ travel journal, 4th of Rahja,
                                                                             honor is at stake. A battle-hungry journeyman of the
       1036 FB
                                                                             sword, an overly intellectual mage from the Academy
                                                                             of High Magic at Punin, a nimble thief from the alleys
       “I can’t bear it! I should have paid attention to the old saying,
                                                                             of Punin, an aesthetic magnate who is engrossed with
       ‘Talk only about the weather in Almada.’ But no, I had to
                                                                             wine and horses, a deeply devout Blessed One of Boron,
       go and say something about his horse. O gods, why did I
                                                                             a proud Novadi who struggles to lift up his people, a
       do that? We dueled, of course, and while I quickly defeated
                                                                             rich merchant, or a desirable Blessed One of Rahja are
       that hot-headed firebrand, I now must deal with his entire
                                                                             good choices for this region.
       family, which feels that their honor has been impugned. I
       am afraid it’s going to be a long day tomorrow…”
                                                                             Almada in the Game: Almada is a rich land with a
       —Ishannah al’Kira, Elburan Swordmistress
                                                                             beautiful climate. Its nobles, called magnates, are
                                                                             powerful and willful, and its Blessed Ones are consumed
     Borders: The mountain ranges of Phecano Forest, the                     with a sense of duty. This often leads to religious
     Ironforest, the Anvil, the highlands of Caldia, and Rashtul’s           disputes with the Novadi, who worship Rastullah and
     Wall, as well as the reaches of Yaquir, Bisquir, and Gugella;           rule on the other side of the Yaquir, and a conflict is
     the heavily traveled Ironroad runs from Punin to the                    brewing within the country. Even the smallest insult in
     neighbouring Northmarches.                                              the street may result in a duel, and a feud between two
     Geography: the lovely Yaquir Valley; the heathland of                   hotheaded magnates may put an entire innocent village
     Caldaia; the densely forested slopes of the Forge Mountains             at risk. Strange bull cults and the veneration of dragons
     and Iron Forest; the wild and hot Bosquiria and the even                has grown from a mere nuisance to a serious threat as
     more distant Transbosquiria; the Thangolsforest; the Plain              people are kidnapped off the streets for bizarre rituals
     of 1,000 Horses; the Mada Heights                                       and even human sacrifice. A metropolis like Punin is
     Important Cities: Punin (27,500 humans, including 2,500                 a world unto itself with a profound lust for life. This
     Tulamydes and Novadi, approximately 200 elves, and an                   ancient city has a proud tradition of education and
     equal number of dwarves), Ragath (3,500), Taladur (3,000)               scholarly endeavors, yet the strangest things happen in
     Population: 320,000 humans, including approximately                     its alleys…
     32,000 Zahori, Ferkina, and Novadi, 2,500 dwarves, 1,000
     elves, 1,000 goblins, and a few orcs and ogres
                                                                                                                                    39
     with mysterious ruins, lie off the southwest coast.             the larger cities most resembles the handiwork of a Borgia
     Important Cities: Vinsalt (60,000), Kuslik (40,000),            or a cardinal Richelieu. Additionally, there is a hint of the
     Belhanka (15,000), Grangor (15,000), ruins of Arivor (once      swashbuckler trope even though firearms have not been
     12,000, today approximately 500) (         page 249), Neetha    invented. The Cyclopes Islands, home to many fabulous
     (9,000), Methumis (7,000), Silas (6,000), Bethana (5,000),      creatures from ancient mythology, resemble classical
     Drôl (6,000); Rethis (on Hylailos, 3,000), Teremon (on          Greek Antiquity.
     Pailos, 2,000)
     Population: Horasian Empire: 920,000 humans, 3,000              Due to its mild climate and fertile fields, the Horasian
     dwarves, 7,000 Achaz, and approximately 100 elves;              Empire, also called the Fairfield, was for a long time the point
     Cyclopes Islands: 35,000 humans plus an unknown number          of departure for the colonization of Aventuria by settlers
     of cyclopes, minotaurs, and fairies                             from the distant Gyldenland. They founded the legendary
     Political Ties: Sovereign Empire comprised of about 30          city of Bosparan of the Hundred Towers, and many smaller
     provinces and free cities. The emperor, Khadan-Horas,           settlements, farms, and vast fields quickly grew up around
     reigns from the Cyclopes Islands and rules over the Sea         it. Today, most of its land has been cultivated by humans,
     King (Palamydas Thaliyin, a vassal of Khadan)                   and sparse wilderness remains. The lifeblood of the land
     Form of Government: Feudalism, but with an emperor;             is the Yaquir River, which wins its way slowly between
     powerful regional lords; numerous titular aristocracy and       the hills. The glorious days of the Bosparanian Empire are
     very influential bourgeoisie                                    long past, but the Horasians still place strong emphasis on
     Veneration of the Gods: Spiritual heartland of the belief in    their culture, which they view as far superior to others.
     the Twelvegods, especially Hesinde (whose main temple is        Sciences, arts, and technological advancement are more
     situated in Kuslik), Efferd (main temple in Bethana), Rahja     developed in the Horasian Empire than anywhere else in
     (main temple in Belhanka) and Ronda; in the countryside,        Aventura. They distain murky castles and dark places and
     Tsa and Peraine, and many demigods besides. Noted               prefer bright palaces with lush parklands for walking and
     regionally for veneration of the demigod Horas.                 recreation. Horasian artisans have developed technical
     Trade Goods: Horasian Empire: merchants and                     wonders that are supported by dwarven master mechanics.
     manufactories are held in high regard, and trade is             These advancements elicit amazement even in the most
     conducted with nearly every culture for almost every good       worldly and skeptical of travelers. Sightseers come from
     imaginable; Cyclopes Islands: fish, olives, wine, wool, gold,   far and wide to view wonders such as the pumpworks of
     silver, iron, lead, mercury, Cyclops-made weapons (rare)        Vinsalt or the mechanical clockworks in various towers.
     Real-World Inspirations: The Horasian Empire is the most
     advanced region in Aventuria. Parts of it are comparable        Khadan-Horas, son of the highest Blessed One of Hesinde,
     to the Italian Renaissance, while others resemble France        Aldare Firdayon, and the Emperor Dragon Shafir the
     during the era of the Roi Soleil. Political intrigue within     Magnificent, is an unknown quantity. The young emperor
                                                                                                                            41
          “We have endured the ice and the Ice Witch, and we
          have overthrown my damned sister. Now we will try to               Population: Far North: very sparsely populated, primarily
          heal the land and defeat the Black Ice.”                           by snow goblins, ice elves, Fjarnings, Shurachai orcs, yetis,
          —Duke Dermot the Younger of Paavi, 1038 FB                         night elves, wild dwarves, ape men, and sometimes also
                                                                             grolms
          “You call this a Duchy? A lousy harbor locked in a                 Population: Duchy of Paavi: 15,000 (of which 25% is Nivese,
          chokehold of eternal frost?”                                       15% Norbards, and 5% elves)
          —a Bornish Bronnjar, 1039 FB                                       Political Ties: The majority of the north belongs to the
                                                                             Eternal Ice, but Paavi is an independent Duchy which
                                                                             models itself after the Middenrealm.
     Borders: The Far North, sometimes also called the High
                                                                             Form of Government: Feudalism among the
     North, stretches from the ice fields of the Hoarfrost Waste,
                                                                             Middenrealmers, clan structure among most other peoples
     the Grimmfrost Waste, Ice Break Bay, and Amber Bay to
                                                                             Veneration of Gods: Twelvegods, especially Firun and
     the Iron Edge and the Steppes of the Nivese.
                                                                             Ifirn among the Middenrealmers; Hesinde and Mokosha
     Geography: Ice, snow, wind, and unbearable cold marked
                                                                             among the Norbards; pantheon of the Sky Wolves among
     by endless months of darkness. There are few landmarks,
                                                                             the Nivese; Devotees of the Ice Witch Glorana still exist and
     save for the ice-clad Frozen Peaks, Mist Peaks, and Ice
                                                                             worship the archdemon Nagrach; white-furred Shurachai
     Peaks that rise from a flat, white plain. The Bear Islands are
                                                                             orcs pray to the traditional orc gods; the night elves,
     said to be cursed and scholars believe Yeti-Land is home to
                                                                             who call themselves shakagra, pray both to their creator
     ice bugbears.
                                                                             Pardona and to the Nameless God.
     Important Cities: Paavi (4,000, of which 1,000 are Nivese
                                                                             Trade Goods: Very few lands trade with the Far North.
     and Norbards), Eestiva (1,000, including 250 Nivese
                                                                             Notable goods include products from fishing, whaling,
     and Norbards; twice as many inhabitants in winter),
                                                                             and fur-trapping, as well as amber, iron, and rare healing
     Glyndhaven (550, of which one quarter are Norbards, and
                                                                             herbs. Rumor says that magical metals and Theriak (a
     several dozen snow goblins), Frisov (250, of which one
                                                                             manifestation of pure life energy) can be found here.
     third are Nivese and Norbards)
         The Primotolith—the First Dark Eye                                  of Fate is not possible. Indeed, is it said that the Primoptolith
         “How the Dark Eyes first came about is a mystery. We know           can see into all worlds, Spheres, and globules at any point
         they were magical orbs of about 2 yards in diameter. It is said     in time, whether past or present. We assume that even the
         that the first of its kind, known as the Primotolith in scholarly   Immortals fear this all-seeing artifact, for it can reveal things
         circles, consisted of pure, magical Endurium and fit easily         which lie beyond all imagination.
         in a dragon’s paw. Oral tradition and the few transcribed
         documents known to exist say that the ancient god dragon            The Old Dragon Fuldigor, who lives in the Iron Edge, tells
         Pyrdacor possessed it for a time. We do not know, though,           this tale: More than four millennia ago, the trolls stole the
         whether he created it from the magical metal himself or             Primoptolith from the hoard of the Golden Dragon in his
         obtained it from another entity.                                    palace in Zze Tha. They did not want to keep it because
                                                                             they feared the ire of the god dragon, so they gave it to their
         Legend provides a clue. The dragon Vitrador presumably              cousins, the snowbugbears, which we call yetis, and asked
         revealed to an alchemist that Pyrdacor tore the All-Seeing-         them to hide the artifact in the eternal ice. Pyrdacor had no
         Eye from the skull of the Old Dragon Nosulgor, his brother,         power over the ice even then.
         because the Eye would allow Pyrdacor to see into the depths
         of all Spheres and times. If this is true, Nosulgor would have      If this tale is true, then I am certain that Pyrdacor created
         been doomed to fly blinded through the eons, which would            the frostwyrms and sent them to retrieve the first Dark Eye.
         explain why there are no further accounts of him appearing          They still search fruitlessly for the accursed object, the gods
         in Aventuria.                                                       be praised!”
         It would also explain why the walls of Time and Space did           —excerpt from the book Astral Secrets, collected by the
         not impede the first Dark Eyes but granted only the briefest        mage and astronomer Niobara of Anchopal, around
         glimpse into the future, for viewing the yet unwritten pages        526 FB (   page 238)
                                                                                                                        43
     Gulf of Riva and the Lands of the Nivese                        few thousand glade and wood elves, a few hundred steppe
                                                                     elves and goblins
                                                                     Political Ties: None (Riva used to belong to the Svellt
       “Riva is the safe harbor for every expedition to the north.   League of Towns)
       You can ask anyone. And let’s be honest, more people have     Form of Government: Patriciate in most human cities;
       been arriving since treasure was discovered in the Reedy      elven settlements do not follow any hierarchical order;
       Marshes. Good thing, I say!”                                  clan and kinship structures among the Nivese
       —Jarwen Seehof, proprietor of the Rastburger                  Veneration of the Gods: Twelvegods among the
       Trading House, Riva, 1034 FB                                  Middenrealmers; Sky Wolves among the Nivese
       “Mosquito infested swamps or mosquito infested                Trade Goods: Leather wares, pelts, nacre, salt, salted fish,
       steppes—your choice. Plus, besides Riva, there are no         fish oil, whalebone, ambergris, seal skins, wool, elvish and
       other cities in the entire region. What in Phex’s name        Nivese wares
       ever possessed me to come to this place?”                     Real-World Inspirations: Northern regions such as
       —Carolan Calavanti, Vinsaltan Vagabond, 1033 FB               the area around the Baltic, the steppes of Siberia, and
                                                                     Scandinavia
     Borders: Ifirn’s Ocean; the mountain ranges of Firun’s          Themes include the colonization of land, exploration, the
     Wall, Rorwhed, Salamander Stones, Yellow Sickle, and            search for resources, and survival in a hostile environment.
     Northweal Downs; the streams of Frisund and Letta               The culture of the Sami people, mixed with stories of wolf
     Geography: The Gulf of Riva is a tranquil bay, while the        people, can serve as inspiration for the way of life of the
     Brinsasker Marshes is a treacherous bog land. The Blue          Nivese.
     Lake, the second-largest inland sea on the continent, is
     covered with ice throughout the year, while only Alavi Lake     The region is dominated by countless lakes and ponds
     to the south is ice-free during the summer. The region’s        nestled between scattered birch and fir trees. The lower
     taiga, thick with pines, spruces, and larches, stretches to     lengths of the Kvill are shallow but usually calm, and barges
     the tundra and its wide steppes of Jonsu and Brydia, and        and flat bottom boats traverse it easily. The Brinasker
     the grassland of the Green Plains. Unicrns are said to be       Marshes are a labyrinth of lakes, brooks, and watercourses
     native to the luch fields of the Unicorn Grass.                 intersected by large areas of reeds and forests filled with
     Important Cities: Riva (4,000), Kvirasim (750, including        6’ Kaauvil grass. Every year, after the floods of autumn,
     approximately 500 wood elves, and some glade and half           the landscape changes as the rivers take up new routes.
     elves), Gerasim (380 humans, 430 wood elves, 140 half           The plains of the Nivese are flatlands in which one finds
     elves), Oblarasim (340 humans, 160 glade elves), Farlorn        few trees and other sparse features. The Nivese travel
     (130, mainly Nivese and about 10% Norbards)                     in tribal communities alongside their karan herds over
     Population: approximately 20,000 Middenrealmers and             the Green Plains, which they call the Karan Grass, and
     Thorwalers, 55,000 Nivese, a few thousand Norbards, a           the sunlit woods near the tundra. At night a piping wind
Borders: Swafnir’s Rest in Ifirn’s Ocean; the mountain         The Gjalskland with its barbarians, however, is more
ranges of Great Olochtai; the Stone Oak Forest; the Ingval     reminiscent of the Scottish Highlands mixed with Celtic
Stream and the Gulf of Riva                                    influences. In that manner the Highland Games can be used
Geography: Steep coasts with many fjords along the             as a model for Palenkel, the Gjalskland test of strength.
Gray and Hjaldor Mountains, which sometimes rise over
300 feet above sea level. The small islands of the Olport      The land of the Thorwalers is harsh, with steep coasts,
Stones and the meager land on the Gulf of Prem, site of the    deep fjords, and dense, inland forests. Its inhabitants
main settlement of the Thorwalers. The peninsula of the        are tall and very robust, and decorate their bodies with
Gjalskland, remote and barren, is bordered by Swafnir’s        colorful tattoos. Hospitality, honor, loyalty, and bravery
Rest and the Gulf of Riva.                                     are the foundations of their behavior and the superstitious
                                                                                                                               45
                                                                     northmen and women are proud of their freedom. Their
     A Hero from Thorwal: The valiant warrior, the tranquil          society is shaped by ship communities (Ottajaskos)
     wind mage from the Runajasko in Olport, the daring              and unless they live farther inland, they are usually at
     Hetwoman of a sworn Ottajasko, a wandering skald                sea during summer, often on sea raids. They prize the
     searching for material for a new saga, a mystical witch         most skilled as leaders so they elect their Hetpeople and
     from the Olport Stones, a shipwright skilled with runes,        shipmasters—a concept that the rest of Aventuria, which is
     a calm Shark Dragoon, or a Swafnir’s Child looking for a        strongly shaped by monarchy, finds absurd. Their history
     cure for whale rage (bloodlust) all make fine heroes from       is preserved by the skalds, who immortalize heroes and
     Thorwal. A wise shaman seeking to contact the spirits or        their deeds in sagas.
     a powerful animal warrior seeking a worthy opponent are
     promising heroes from Gjalskland.                               The Gjalsklanders look similar to Thorwalers due to their
                                                                     mixed Hjalding and Norbard heritage, but their complexion
     Thorwal in the Game: The wild and harsh region of               is darker and they are said to be extraordinarily strong and
     Thorwal is home to a very independent people. Community         determined. These kilt- and fur-clad barbarians live in the
     is highly prized and steadfastly defended, be it against a      forests, plains, and mountains of the craggy Gjalskland. In
     wild orc tribe or a punitive expedition of the Horasians.       contrast to their Thorwaler neighbors, Gjalsklanders shun
     Even so, the culture requires constant mediation between        the sea.
     Hetpeople and Jarls, the elected representatives of the
     people who seek more power.                                     There is nothing which these brave men and women fear
                                                                     more than the sea, which, according to their belief, is the
     The northerners fear only the mist, which not only              realm of the god of death, Zwanfir.
     confuses seafarers, but hides terrors of the sea in its
     midsts and breeds a monster that has no name, for none          Nostria and Andergast
     have returned to tell of it. Wandering threats include
     the Peaceless, men and women who have been banished              “If we could only leave the roots of our hatred behind, we would
     from their community and who have nothing left to lose.          be destined for greatness. But these wretched Andergastans,
     Intrigue is unwelcome in Thorwal and the Gjalskland.             with their ideas of male superiority, will never listen to me.”
     At the forefront are physical challenges such as brawls,         —a Nostrian bombast, 1037 FB
     drinking contests, and tests of axe-throwing skill.
     Furthermore, in the Gjalskland one finds the Palenkel,           “Warring Kingdoms or not, the Stone Oak Forest is the only
     traditional tests of strength that are similar to events held    place you can find the perfect material for a mage’s staff.
     in Scottish Highland Games. The constant struggle against        Just pay the provincial nobles in gold and they’ll leave you in
     harsh and hostile Nature shapes the day-to-day life of the       peace.”
     Gjalskans, who of late have been suffering more attacks          —Mirhiban al’Orhima, Tulamydian fire mage
     from the dead and things known as corpse devourers.
                                                                                                                                47
     druids. Nostrians may not be much more enlightened, but         (7,500 orcs, plus a few hundred slaves, namely, 100 humans,
     at least they accept the council of women. Witches are          200 goblins, and some dwarves and ogres)
     not uncommon on the coast, and though they wield less           Population: 38,000 humans, 100,000 orcs, and a few
     influence than the Andergastan druids, they are consulted       hundred dwarves, achaz, elves, goblins, grolms, ogres, and
     if problems should arise.                                       apemen
                                                                     Political Ties: None; formerly Svellt League of Towns
     Orclands and Svellt Valley                                      Form of Government: The rule of might; chieftains and
     Borders: The Orclands, bordered by the mountain ranges          shamans among the orcs; in human settlements, patricians
     of Great Olochtai, the Stone Oak Forest, Firun’s Wall, the      Veneration of Gods: Orc gods, Twelvegods (especially
     Ogre Teeth, the Blood Barrier, and the Thash Mountains,         Phex); Lowangen Dualism, characterized by chastity and
     consist of wide, barren steppes. The region of the former       abstinence, is also very common. In this religion, Praios is
     Svellt League of Towns reaches from the Thash and Dark          worshipped as the source of salvation, Boron is feared, and
     Ridge mountain ranges to the Brinasker Marshes, but             the other ten gods play only minor roles.
     primarily runs along the shores of the mighty Svellt River.     Trade goods: Iron, silver, pelts, cattle, horses (Lowangen
     Geography: Large Wastes, Rorwhed Mountains, Svellt              Coldbloods); towns of the former League of Towns also
     Swamps, Valley of Fallen Stars; the Orclands is a high,         trade in handicrafts, while trade houses import foreign
     barren plateau with few trees.                                  goods
     Important Cities: Lowangen (11,500 humans, 500 dwarves,         Real-World Inspirations: Svellt Valley is based on the
     500 elves), Deepenborg (destroyed in 1039 FB; until then, it    American Wild West. It is a place of endless vistas and
     had a population of around 100 holdouts), Tjolmar (1,500),      booming economies, where shifty characters get involved
     Phexcaer (1,500), Gashok (660), Yrramis (750); Khezzara         in hopeless situations and play out tales of the Old West.
 “Few towns remain since the orcs invaded. Lowangen pays             The humans of the Svellt have grown disillusioned since
 tribute to these vermin, and now even Deepenborg has fallen.        the orcs occupied their territory and forced many of their
 It cannot go on like this! Hear me! Let us lay seige to Khezzara,   booming trade towns into bondage. The orcs’ destruction
 the city of the Aikar! Let us crush the hated orcs and drive them   of the Royal City of Deepenborg was a heavy blow, and all
 back to the steppes from which they crawled!”                       hope for a peaceful coexistence is almost gone. Lowangen,
 —Brin of Rhodenstein, Blessed One of Rondra and Abbot-              the largest city in the region, must see to its own defense.
 Marshal of the Order of Safeguard, 1039 FB                          The Aikar Brazoragh, the chosen of the orc gods, holds court
                                                                                                                               49
     Political Ties: Free cities, often with small territories in     Lord of the Rings, even though the elves of Aventuria are
     the surrounding area; the elves usually exclude themselves       very different from those created by Tolkien.
     from any sort of affiliation
     Form of Government: Theocracy in the Dominion of                 The North is characterized by large forests such as the
     Donnerbach (shaped by Rondra and Prince Arch-Blessed             Salamander Stones, which borders the rivers Kvill,
     One Aldare VIII Thunderhall of Donnerbach); feudal rule in       Oblomon, and Nornja. Such forests are either soggy
     Bjaldorn (ruled by Baron Fjadir of Bjaldorn); plutocracy in      meadows with widely-spaced deciduous trees, patches
     Uhdenmount (ruled by the Miner’s Lodge, an association of        of thick underbrush, or shadowy and nearly impassable
     the wealthiest mine owners in the city); when needed, the        coniferous forests. The climate is almost humid, as fog
     elves select speakers                                            occurs often and disperses rarely. During late summer and
     Veneration of the Gods: Twelvegods (Rondra, Firun, and           autumn (the so-called elven summer), the forest leaves
     Ifirn, especially); as always, the elves reject the worship of   turn yellow and red, painting the whole forest with the
     gods and retain their own unique form of nature worship          colors of fire. Winters are cold, snowfall totals often reach
     Trade Goods: wood, pelts, ore, and schnapps; Elvish              6’ or more, and the snow persists for a long time. The
     products include furs, leather wares, cotton, bows, and          people who live here are proud, very protective of their
     musical instruments                                              freedom, and well able to defend themselves.
     Real-World Inspirations: The Free Cities of the North
     share elements with the colonization of Canada during            The Salamander Stones are certainly one of the most
     the 18th century, and exemplify the freedom and spirit of        mysterious areas in Aventuria. Wood elves claim the
     exploration and frontier life                                    entire area and refuse humans entry into their territory,
                                                                      since many deem contact with humans harmful. The wood
                                                                      elves believe that contact with the outside world invokes
      A Hero from the Free Cities: A Blessed One of Rondra            badoc, the loss of what it means to be an elf. Glade elves are
      that can survive in the wilds, a bright mage from the           generally more open to contact with humans and often live
      Committee of Elven Communication and Natural                    in pile villages on rivers or lakes. They frequently trade
      Healing of Donnerbach, a cranky merchant with an                with humans and help them in times of need.
      ox-drawn cart, an idealistic Blessed One of Ifirn from
      Bjaldorn, a reclusive hunter or a knight who adheres
      to the old tradition, a worldly mercenary of the                The Bornland
      Uhdenmount Legion, a clever alchemist, and any glade,
      steppe, or wood elf characters, including the peculiar             “We conquered this land by Rondra’s will, we rule it by Praios’
      wood elf preservers.                                               will, and no one will stop us. No shifty goblin, no wandering
                                                                         Norbard, and certainly not the Duke of Tobrien!”
      The Free Cities in the Game: The basic themes are the              —Duchess Marja of Cherrydell, 1038 FB
      struggle against nature and the preservation of hard-
      won freedom against all odds. Other themes include the             “They treat their people like possessions to be used up and
      pursuit of land and resources that must be defended                thrown away. It is unbelievable—and the only thing that stops
      from all kinds of enemies, encounters between elves                a Bronnjar is a good sword arm. That is truly no way to live.”
      and humans (these frequent meetings in the forests                 —a Blessed One of Rahja from Belhanka, 1036 FB
      and meadows of the north play an important role in
      the relationships of the peoples of the region). Humans
      find it extremely difficult to decipher the mysteries of
                                                                      Borders: The Misa, Born, and Wealbeck rivers; the
      the Salamander Stones, which makes passage through
                                                                      mountain ranges of Dragon Stones, Red Sickle, Northweal
      the forest almost impossible. So many magical beings
                                                                      Heights, Weal Mountains, and Iron Edge; the Green Plains;
      such as unicorns live here that this region is said to
                                                                      the Tobrien Sea; the sinister Bornwood
      have a connection to the World of Light, from which the
                                                                      Geography: Heavy woods, treacherous swamps, and
      first elves stepped into Being. Mages believe that the
                                                                      precious little cultivated land near larger villages. The
      legendary Dark Well, an inexhaustible source of arcane
                                                                      Marches in the southwest are comparatively fertile;
      energy, can be found here somewhere.
                                                                      Festenland is the most populated; Seweria is the heartland
                                                                      of the Bronnjars.
                                                                      Important Cities: Festum (33,000 including 3,000
     The Witcher series of novels by Andrzej Sapkowski can            Maraskani exiles, plus 3,000 goblins), Vallusa (4,000),
     serve as inspiration for adventures in this region. The          Neersand (2,100), Norbury (3,000), Needmark (1,600)
     Salamander Stones are modeled after Lothlórien from The          Population: 150,000 humans, including 22,000 Norbards
                                                                      and 7,000 Nivese, plus several thousand goblins
                                                                                                                               51
 The Dead Man’s Moor                                                 overran the slowest of the survivors, and trolls and orcs pursued
 “According to legend, the Dead Man’s Moor is one of the four        those that could run to the last man.
 Swamps of Death, which were created when the drool of the
 Many-Bodied-Beast, the Omegatherion, streamed across the            Even when the elves were victorious, those who had fallen soon
 earth during the war with the Nameless One. The three other         rose again as undead and fought on. Thus perished the army of
 Swamps of Death are the Fog Moor in Weiden, the Mysob               the elves, slain nearly to the last warrior. The few who survived
 Swamps, and the Lizard Swamps.                                      did not truly escape, for they were pulled into sinister Spheres
                                                                     shortly afterward and disappeared forever. To this day it is said
 Old songs of the elves say that the Dead Man’s Moor was the         that the Dead Man’s Moor still guards the treasures and weapons
 site of one of the cruelest battles in history. Here, a gigantic    of the warriors who died in its waters. Countless tales of horror
 army of elves and Nivese faced the dark hordes of the Nameless      speak of the moor’s treacherous will o’ wisps, spectral grave
 God. Giants, ogres, trolls, night elves, and humans crossed the     mists, and gruesome bog bodies that lay in wait for the unwary.
 Iron Edge at the Nameless One’s bidding to destroy everything       The heart of the swamps is called Tiakoal’s Slough and few who
 in their path. At their head marched the shakagra Feyangola         dare to explore this cursed place ever return. Those who manage
 Grimgaze astride the feared demon steed Ghon’chmur, who             to escape the swamps come close to madness and whisper of
 returned to take his revenge on the elves. The forces of Anvarion   nefarious blood rituals and unholy human sacrifices.”
 Who-Walked-into-the-Shadows valiantly stood their ground
 until they were slain by the giants Cloudhead, Thunderarm, and      —Jaminka of Brandthusen, witch, 1035 FB
 Tugrabab who weilded gigantic tree trunks. The ogres hungrily
                                                                        Mountain Kingdoms:
     Bornlanders mainly descend from the Bosparanian settlers           The Dwarves of Aventuria
     and Rondranian Theater Knights who long ago conquered
     and settled this land. The Norbards, who lived here                   “These halls were built to protect us. No dragon has ever
     long before they arrived, originated in the Lands of the              pierced our Watch, nor will one ever be able. Just look at these
     Tulamydes as refugees fleeing from from the south. If one             finely chiseled ornaments… and look, this chimney. Just wait
     were to describe the mentality of the Bornlanders in a few            until we get deeper and the ornaments are set with jewels.”
     words, one might think of their hospitality, stubbornness,            —Arbosh son of Angrax, forge dwarf mastersmith
     and alcohol-tempered melancholy. Bornish merchants are
     known for their shrewd business acumen, especially in                 “Alright, alright, fine. I have seen it all. Can I get back to the
     Festum.                                                               daylight now, please?
                                                                           —Layariel Treetopglint, elven wyldrunner
The Montain Kingdoms in the Game: The Mountain                                            “Why do you humans have to name everything
Kingdoms are the heartlands of the dwarven tribes.                                         in the fashion of your langauges, eh? What
Every individual dwarven tribe has its ancestral                                            you call Phecano Forest is Angoramtosh
homeland: the forge dwarves in the Mountain Kingdom                                         in our language, Rogolan. We call the
of Forest Watch in the Forge Mountains, the ore dwarves                                    Mountain Kingdom of Iron Forest Isnatosh,
in Xorlosh in the Ingra Peaks, the hill dwarves in the                                    and Forest Watch is Tosh Mur. I’m surprised
Hill Lands at Lake Angbar, the diamond dwarves in the                                  that Okrâgosh has found its way into your
young Mountain Kingdom of Angralosh in Rashtul’s                                 language. It means Black Dragon Watch, in case anyone
Wall. Each hall has its own secrets, mighty weapons,                   is interested.”
and immense wealth.                                                    —Arbosh son of Angrax, forge dwarf mastersmith, modern
                                                                                                                                  53
     Some Mountain Kingdoms lie beyond the heartlands of
     the dwarves. Examples include the Mountain Kingdom of                  A Hero from the Shadowlands: Heroes from the
     Dark Ridge as well as the fortress of Okdrâgosh in the                 Shadowlands must decide whether they fought against
     Troll Peaks, the seat of the High King of all dwarves and              the threat of the Heirs of Borbarad from the beginning,
     therefore the most famous.                                             and determine if they can distance themselves from their
                                                                            demonic, otherworldly homeland. A disillusioned Blessed
     Warunkia and The Shadowlands                                           One of Kor, a battle-hardened mercenary, a half elven
                                                                            scout, a travelling Blessed One of Praios and all kinds
                                                                            of fighter professions and mages could originate in the
      “O glorious Yol-Ghurmak! Finally I can pursue my experiments
                                                                            Shadowlands. With GM permission, it is possible to play
      without restriction. This city is the perfect place, for it is in
                                                                            a morally questionable character or anti-hero such as
      constant flux itself. I don’t believe for a second that the stone
                                                                            a gout-ridden necromancer from Warunkia, a dark and
      will reject the sacrificial blood. Father of Flames, I thank thee!”
                                                                            cruel amazon from Lion Stone, a blood-thirsty werewolf
      —an alchemist of the Heptagon Academy, 1040 FB
                                                                            knight, or a sly, traveling priestess of Borbarad.
      “The land is almost as badly damaged as the souls of its
                                                                            The Shadowlands in the Game: To this day the former
      people, who had to suffer under Borborad’s evil servants. For
                                                                            Shadowlands are characterized by subtle horror, as no
      this reason we have come to Ilsur. From here we can carry
                                                                            traveler knows what lurks over the next hill or behind
      Peraine’s blessings into the Shadowlands and begin the
                                                                            the next bush. Also, conflicts of conscience often come
      process of healing.”
                                                                            into play here. Who would blame the common folk for
      —Leatmon Phraisop the Younger, Servant of Life,
                                                                            their beliefs or for the arrangements they’ve made
      Highest Blessed One of Peraine in Aventuria, 1038 FB
                                                                            with their new lords? Why should a blood sacrifice for
                                                                            Agrimoth be less appropriate than the Blessings of
                                                                            Peraine? Missing persons must often be rescued from the
     Borders: The reaches of Tobimora as well as the ragged                 grasp of evil mages or demon worshipers, and sometimes
     ridges of the Black Sickle and Troll Peaks, the fuming                 an overzealous Blessed One must be stopped from
     chimneys of the Demon Forges of Yol-Ghurmak                            burning an otherworldy-seeming child on a pyre “just to
     Landscape: Huge expanses of the former Shadowlands                     be safe.” Transysilia is characterized by the fact that many
     have been demonically tainted. Ghosts and undead arise                 of its rulers, who are werewolves, like to go on the hunt.
     from fields of bones, Armored, tentacled horrors rise from             The free city of Yol-Ghurmak is the site of all manner
     sulpherous swamps and river courses, and the forests                   of unscrupulous experiments that attempt to anchor
     are inhabited by black trees that seize intruders to drink             demonic powers in the world, a trait that attracts many
     their blood. The Duchy of Transysilia is mountainous                   free thinkers to this ever-changing city of the dark arts.
     and covered by forests. The city of Yol-Ghurmak is a
     living, demonically-warped sore on the world, and the
                                                                                                                                      55
     The jungles are sweltering, and thunderstorms invariably          A Hero from Maraskan: A witch of the Avengers
     develop by early evening. The Maraskani primeval forest is        Lycosas with her giant tarantula familiar, an
     full of strange, poisonous animals and viewed as the most         eloquent wandering priest of Rur and Gror, a
     exotic of all jungles on Aventuria. The unbelievable variety      façade runner with a deadly discus, whose parkour-
     of insects, spiders, and plants leads many people to believe      like skills lend the appearance of living free of the
     that this land formed while the goddess Tsa wandered in           constraints of gravity, an eccentric mage from the
     an amazingly creative dream.                                      School of Fourfold Transformation in Sinoda, or a
                                                                       passionate freedom fighter from the Shîkanyad.
                                                                                                                                57
                                                                         Borders: The Lands of the Tulamydes lie south of the
       A Hero from Arania and Perricum: A wealthy merchant               Barun-Ulah and west of Rashtul’s Wall, and from the
       from Baburin, a battle-hardened knight from the Darpat            Khoram and Unau mountain ranges down to the Chaneb.
       River, a wild barbarian from the Troll Peaks, a graceful          The southern city-states of Chorhop and Mengbilla sit on
       saber dancer, an intrepid sailor of the Imperial Fleet,           the western coast of Aventuria, on the Askanian Sea.
       an Aranian Blessed One of Peraine, a Middenrealmish               Landscape: Fertile plains, such as the Balash, through
       Blessed One of Rondra, a swift journeyman of the sword            which the mighty Gadang and Mhanadi rivers flow; the
       from Elburum, a dark-eyed cat witch from the Yalaiad, a           lakes and brooks of the hill lands of Mhanadistan, which
       dazzling illusionist from the School of Existing Pretense         support large cattle herds; the dry steppes of Goria and
       in Zorgan. Even though Perricum is strongly influenced            the hostile plateau of the Gorian Desert border the ragged
       by the Middenrealm, and Arania by Tulamyde cultures,              and remote mountains of the Ongalo highland; the windy
       the proximity of both regions leads to amalgamations.             valleys and high, forested plateaus of Thalusia.
 “We are not simply the land of 999 fairytales. We are also the land
 of true history. The oldest known city of men is found in the Lands
 of the Tulamydes, effendi, as is magnificent Khunchom, the City
 that Never Sleeps.”
 —a proud local, 1039 FB
 “The can use flattery and flowery language to claim a rusty nail
 is a relic from the time of the ancient lizardfolk, and you’ll buy it
 from them right there on the spot. Trust me. I’ve bought a dozen
 nails so far…”
 —a mage from the Academy of High Magic in Punin, 1038 FB
Swampy mangrove forests grow on the east coast and                         The Lands of the Tulamydes in the Game: The
the delta of the Mhanadi. Slave plantations suround the                    land is old and diverse and supports equally
coastal cities of Mengbilla and Chorhop, which are in                      diverse adventures. Explore old lizard ruins near
turn surrounded by dry steppeland, wet swampland, and,                     Khunchom, protect a trading caravan, battle
further out, steaming jungles                                              an unbound djinni threatening the area around
Important Cities: Fasar (40,000, including 32,000                          Rashdul, search for missing people who taken by
Tulamydes and Novadi, plus 6,500 Middenrealmers, 500                       slavers or thrown into the dungeons of Thalusa,
Forest Folk, and 1,200 dwarves), Khunchom (20,000,                         or acquire fame in the arenas of Fasar. The land
including 5,500 Middenrealmers, 900 Maraskani, and a few                   is imbued with magic and the Tulamydes use it
dozen dwarves), Rashdul (8,500, including 6,000 Tulamydes,                 matter of factly, just like they take the fairytales of
2,500 Novadi, and a few Middenrealmers and dwarves),                       their Haimamudin (storytellers) at face value.
Anchopal (2,500), Thalusa (6,000); Mengbilla (5,500 in the
city itself, plus 6,000 freedmen and 15,000 slaves in the
                                                                                                                                        59
     Magical aspects are ubiquitous, whether in the form of           The Caliphate and the Khôm Desert
     flying carpets, magical artifacts, djinn, or powerful mages.
     The Lands of the Tulamydes are the cradle of humanity in           “The true god Rastullah could only appear to the proud
     Aventuria, as the proud inhabitants of this region know            sons of the desert. We are of pure heart and we shun no
     all too well. According to legend, a mage named Rashtul            challenge. Look around you, child of ignorance. Do you
     al’Sheik defeated the lizard men who lived in these                think a tribe that lives in the desert would not be willing to
     lands before men arrived. The Tulamydes retained their             go to extreme measures?”
     passion, pride, and spirit of independence, even during            —sultan of the Beni Novad, 1029 FB
     long occupations by both the Bosparan Empire and the
     Middenrealm. Today the Lands of the Tulamydes reflect a            “Sand, sand, nothing but sand. It is no wonder the Novadi
     mix of millennia-old culture and knowledge and the secrets         are so eager to invade the fertile lands beyond Amhallassih
     of the lizard men. The fertile land yields a plentiful harvest     and the Golden Cliffs. But this has been their error—we shall
     twice a year. For ages there has not been one ruler over           drive these idol worshippers back to the desert every time!”
     this land. Instead, power is shared by potentates, many of         —an Almadan magnate, 1039 FB
     whom are mighty mages or have such at their side, and
     there is seldom peace between them.                              Borders: the scorching Khôm Desert (the Heart of the
                                                                      Caliphate) to the Yaquir River in the north, across the
     The free cities of the south are proud of their status, and      Khoram Mountains, to the banks of the Mhanadi River, and
     flourishing trade allows them to hold their own against          south to Loch Harodrôl and the northern Lizard Swamps.
     stronger powers. Their declarations of loyalty are only          Landscape: The contested Amhallassih Knolls with its
     empty promises. Mengbilla, where anarchy clashes with            fertile valleys on the Yaquir; the hostile and sunburnt
     harsh legislation, is known proverbially for its chaotic         sand of the Khôm with its few oases, the most famous
     conditions. In Chorhop, a city known for its gambling dens,      being Keft, where Rastullah appeared to the faithful); the
     the fortune of one means the suffering of another.               mystical mountains of the Wal-el-Khômchra in the center
                                                                                                                                  61
       A Hero from the Lizard Swamps: A crazed scholar               Real-World Inspirations: The Lizard Swamps are similar to
       searching for ancient secrets, a fearless hunter who          the mangrove forests in Cambodia and the Everglades in Florida
       ventures out into the swamps to kill lizards, a treasure
       hunter or mage who seeks artifacts from the old Great         In Selem, one finds elements of the dark tales of H.P. Lovecraft
       Sultanate of Elem, an agile warrior who hopes to enlist       and also of New Orleans during the Colonial Era.
       in the Guard of the King of Kings (troops known as the
       Faceless because they hide their faces behind a mask          Selem is all that remains of a once magnificent city, destroyed
       of scales).                                                   long ago when a star fell out of the skies and ended the reign
                                                                     of the Great Sultanate of Elem. Today the city is viewed as a
       The Lizard Swamps in the Game: Ancient secrets and
       old lizard ruins wait to be rediscovered in the swamps
       or even in the lost city of Elem, which was destroyed                                “The Starfall is clearly not the first time
       during the Dark Ages. Many of these dangerous secrets                                 meteorites have struck the world. The Star of
       can induce madness, and only heroes seek them out.                                    Elem plunged into Selem Sound around 100
       Some tomes exist only in the slowly decaying Silem-                                   years before the Fall of Bosparan, and the
       Horas Library, and finding them can be an adventure                                  resulting tidal wave destroyed that mighty
       in its own right. Old families of the city weave                                 city in the blink of an eye. Today, decay and
       intrigues… What are they hiding? What mystery lies                        madness walk the streets between derelict buildings,
       behind the strange half-human, half-achaz hybrids                 and the human and lizard inhabitants of the city struggle
       that walk the city’s streets? The swamps are a source             consdtantly to hold off the encroaching swamp. Stories like that
       of bouty as well, as evidenced by the common presence             scare me… because who’s to say that something like that could
       of hunters, herb gatherers, and lizard scholars, most of          not happen again?”
       whom need the protection of battle-hardened warriors              —Mirhiban al’Orhima, Tulamydian fire mage
       and the experience of experts skilled in survival. And
       rumors of attacks by Krakons and Zilits from the
       depths of the sea might hold more substance than one          degenerate and decaying hive of creeping madness, in which
       first assumes…                                                lizards and humans somehow live side by side. Little remains
                                                                     of the city’s former glory and the secrets of its magically gifted
                                                                     inhabitants that the muddy waters have not reclaimed, but
                                                                     still, adventurers and people with a thirst for knowledge still
     Trade Goods: Rice, spices, herbs, tea, and products of lizard   dare to venture into the ruins in the vain hope of making a
     make, such as tortoise shell or fire-proof Iryan leather        great discovery one day.
                                                                                                                                        63
     Political Ties: Empire of Al’Anfa (ruler: Patriarch Amir      upper classes and wealthy families are reminiscent of the
     Honak and Procurator Oderin du Metuant, plus the Council      golden age of the Roman Empire, as do its large gladiatorial
     of Twelve, which consists of Grandes and Blessed Ones of      spectacles. Al’Anfan galley fleets with their chained rowing
     Boron)                                                        slaves, which never existed as an institution in real life,
     Form of Government: Theocracy (Al’Anfan Church of             come from films such as Ben Hur.
     Boron) and plutocracy
     Veneration of Gods: Twelvegods, veneration of Boron           The mix of Tulamydian and Bosparanian culture resembles
     as king of the gods (seat of the Al’Anfan Rite); Kamaluq      Medieval Spain during and after the Moorish occupation,
     the Jaguar God among the Forest Folk; shamanism and           including its naval power and its ruthless treatment of
     secretive, animistic spirit cults                             colonies. The Al’Anfan form of a State Church, plus its
     Trade Goods: Gemstones, precious woods, spices, glass,        mysticism and decadence, are reminiscent of the Byzantian
     opals, narcotics, silk, slaves, sugar cane, tobacco, tea,     Empire shortly before the Ottoman conquest.
     colonial wares (coffee, peanuts, precious metals, lumber),
     exotic creatures and slaves from Uthuria                      The Al’Anfan Empire is a colorful mix of different cultures.
     Real-World Inspirations: Pre-Civil War southern               Middenrealmers, Tulamydes, Forest Folk, and even
     American states and the the time of the Spanish colonies      Thorwalers mix freely in the streets and even the upper
     in Central and South America inspired the Empire’s            classes. This equality goes both ways, however, and it
     plantations, upon which slaves toil under the vigilant eyes   is not only Forest Folk tribes from the surrounding area
     of merciless overseers. Its intrigue- and fashion-obsessed    that are enslaved. Whole ship crews can suddenly find
                                                                   themselves being traded on the slave market. Al’Anfan
                                                                   wealth stems from its extensive plantations, its numerous
       A Hero from Al’Anfa: Al’Anfa is the classic setting         gemstone mines on the slopes of the Rain Mountains, and
       for all southern Aventurians, be it merciless slave         its slave trade, although the coveted Al’Anfan silk is the
       hunters, rich plantation owners, gladiators beloved         unrivalled leader in the markets of the Black Pearl (as the
       by the audience, Blessed Ones of Boron lost in              city of Al’Anfa is known in the South). Al’anfa’s military
       reverie, or battle-hardened mercenaries from the            power stems primarily from the Black Armada, a fleet of
       Ducat Guard, and scholars of all kinds, including           over 120 black-varnished galley ships that is rightly feared
       black mages from the Hall of Illumination. Others           throughout the Southern Seas.
       include runaway slaves desperate for a new life,
       daring explorers who do not even fear the passage
       to Uthuria, brave foreign legionnaires and warriors         The Forests and Islands of the Far South
       from Orders such as the Basalt Fist or the Raven
       Guard. With determination, money, and ruthlessness,           “The Tayas, the stories told by Forest Folk, say that Kamaluq
       there are almost no limits to what one can achieve in         the jaguar-god created the forest. This explains why it is
       Al’Anfa.                                                      so dangerous! And because spirits permeate everything,
                                                                     Kamaluq gave each of us a Tapam, a personal guardian
       Al’Anfa in the Game: Intrigues between the                    spirit.”
       leadership of the Churches and the rich Grandes of            —a shaman of the Mohaha, 1025 FB
       the city are daily occurrences. Powerful citizens,
       Blessed Ones of Boron, and influential army leaders           “No, I have never heard of that place. I only know of Altaïa
       must always be on the lookout for assassination               around these parts, and only because a teary-eyed Blessed
       attempts. Recently the Fana, the free citizens of the         One told me that the Borboradians destroyed the city’s
       Empire, have started demanding their share of power           oracle. But don‘t ask me which god it belonged to. I can’t
       and wealth. Slavery is ubiquitous in this region, and         remember.”
       slaves who seek to escape are often recaptured.               —a soldier of the Lion’s Guard, Middenrealm, 1038 FB
       Oderin’s military campaigns require a steady influx
       of new recruits, not just to face enemies in battle but
       also to protect trade caravans, rebuild villages, and       Borders: The region stretches from the Rain Mountains to
       bring unruly colonies to their knees. The metropolis        Cape Brabak and Alemite Bay, to the jade island of Altoum
       of Al’Anfa is a world unto itself where intrigue, luck,     and the Pirate Islands, the Spice Islands in Kaucatan, and
       and daring are emphasized. One can quickly rise             the Charybbean
       through the ranks and become a merchant prince              Landscape: Primeval jungles with numerous brooks
       or Grande, or fall from the heights just as quickly,        and lakes; the jagged, snow-covered ridges of the Rain
       possibly ending up in the sand of the arena.                Mountains; the rain forest highlands, steaming swamps
                                                                   of Mysobia, the sandy beaches on the Alemite peninsula,
                                                                   the Spider Mountains of the Syllan peninsula (which are
                                                                                                                             65
     Caribbean.” Note that cannons and barrels of explosive          The Southern Sea
     black powder do not exist in Aventuria… at least not yet.
                                                                        “Here you can be anything you really want to be, but
     The south of Aventuria is populated mainly on the
                                                                        only if you are able to take what you need.”
     coast, as the tall peaks of the interior of the continent
                                                                        —pirate captain Vanja Nadaljeff, 1039 FB
     are covered by steaming jungle and reach up to the sky.
     Forest Folk tribes, who usually live and work in small tribal
                                                                        “Every other island hides either a den of pirates or
     communites, dominate the Rain Mountains and adjacent
                                                                        creatures that I’ve never seen before. And then there
     regions. But the normally peaceful Forest Folk are not the
                                                                        are the crews of all those Al’Anfan galleys, who think
     greatest threat, for lizard men and many poisonous snakes
                                                                        that everything here belongs to them. But then I think
     and other creatures live in this region.
                                                                        of all the Uthurian riches you promised us… Don’t mind
                                                                        me. Let’s set sail!”
     But the temptation of finding precious metals and valuable
                                                                        —a Bornish captain, 1039 FB
     gemstones on the slopes of the mountains is too alluring,
     and daring people are not deterred by the hissing, roaring,
     ever-growing vastness of the trackless jungle. Even in their    Borders: The South Sea stretches from Cape Brabak to
     raw form, the countless valuable resources of the region,       the islands of the Charybbean and the northern coast of
     such as spices, precious woods, rare remedies and poisons,      Uthura. Beyond the Archipelago of Risso the South Sea is
     and exotic animals can be exchanged for hard cash in the        known as the Sea of Fire.
     hearthlands of Aventuria.                                       Landscape: The eerie Sargasso Sea (a nearly-impassable
                                                                     field of seaweed); the island group of Efferd’s Tears;
                                                                     the rocky but jungle-covered Archipelago of Risso; the
                                                                     expansive, jungle-covered northern coast of Uthuria
                                                                     Important Cities: Ghurenia (2,000); Porto Korisande
                                                                     (350); on the northern coast of Uthuria, Porto Velvenya
                                                                     (1,000 including 200 locals outside of the city) and Nova
                                                                     Methumisa (400)
                                                                     Population: Unknown
                                                                     Political Ties: Various power groups (including Al’Anfa,
                                                                     Brabak, the Horasian Empire, the Bornland, and the
                                                                     Middenrealm) fight for influence, but so far none has
                                                                     achieved the upper hand
                                                                     Form of Government: Depending on affiliation, feudalism,
                                                                     theocracy, plutocracy, the law of the strongest; colonial
                                                                     rulers change frequently
                                                                                                                         67
     Cities of Aventuria                                              period of feuding and maneuvering for power. He shares his
                                                                      rulership with the Patriarch of the Church of Boron, Amir
                                                                      Honak, who manages spiritual affairs. Through loyalty and
     Al’Anfa, the Black Pearl of the South                            achievement, a member of the Fanas can rise to offices and
     “Al’Anfa is like a lover—beautiful,                              grandeur, a tradition which the old, established families
     passionate, intoxicating—but                                     of the Grandes are trying to change. And even though the
     her lips conceal scorn and                                       Procurator’s Black Guards maintain the peace, various
     venom. One kiss can cost you                                     struggles for power can quickly turn deadly.
     your life, but you cannot escape
     her embrace.”                                                    Andergast, Capital of Woodcutters
     —an Al’Anfan Grandessa,                                          “We are the bulwark against the
     1039 FB                                                          orcs and the wretched Nostrians.
                                                                      Abiding and unbreakable, like
     “Wretched slave owners! Assassins                                stone oaks!”
     lurk on every street corner. Every                               —an Andergastan knight,
     citizen, whether rich or poor, free or not,                      1039 FB
     lies to your face and tries to mix drugs or poison
     into your food. What kind of city is this?”                      “Unkempt, very backwards, and
     —a Thorwalian traveler, 1040 FB                                  hostile towards women. I don’t like
                                                                      it here.”
     Region: Capital of the Empire of Al’Anfa                         —a Horasian scholar, 1040 FB
     Population: 105,000 (including approximately 25,000 slaves)
     Governance: Procurator Oderin du Metuant, plus Patriarch         Region: Capital of the kingdom of
     Amir Honak                                                       Andergast
     Temples: All Twelvegods (main temple of the Al’Anfan             Population: 6,500
     branch of the Church of Boron); Kor; Marbo; Rur and Gror;        Governance: King Wendelmir VI Zornbold, who is advised by
     secret temple of Levthan                                         the City Council of Guilds
     Trade and Industry: Gemstones, opals, narcotics, silk, slaves,   Temples: Hesinde, Ingerimm, Peraine, Praios, Rondra, Travia,
     tobacco, big game, beasts bound for combat in the arena.         Tsa; also, multiple shrines
     Characteristic Features: Colossus of Al’Anfa, Bal-Honak Arena,   Trade and Industry: trading center for wood (especially stone
     Silvermount (domicile of the Grandes), the University, Hall      oak) and wood products, products from pig farming, coal,
     of Illumination (mage academy, black, clairvoyance, ship         horses (Teshkalians), gateway for trade with Thorwal,
     mages), Raven’s Rock, City of Silence (site holy to Boron)       Nostria, and the interior of Aventuria
     Atmosphere in the City: Busy and business-minded; scheming;      Characteristic Features: Proud royal castle, Combat College of
     ruthless; arrogant and merciless ruling class who base their     Andergast (mage academy; gray; produces classic combat
     rule on slavery; lower class fighting for its survival           mages), branch of the order of the alchemists of the Red
                                                                      Salamander Society
     The Pearl of the Southern Seas is built at the foot of Visra,    Atmosphere in the City: Insistence upon old traditions,
     a black volcano on the estuary of the crocodile-filled Hanfla    distrustful of anything new, submissive to authority
     River. It rises on multiple layers up the steep, dark-colored
     bedrock that overlooks the Golden Bay. Below, humble             Andergast lies within expansive forests on the estuary of
     citizens (Fanas) struggle for their survival alongside the       Andra on the Invgal River. Its walls are dark, and the temper
     efforts of thousands of slaves, all toiling to increase the      of its people is patriotic and traditional. The city’s alleys are
     wealth of the families of the Grandes who live in luxury in      usually dark due to the tall, peaked roofs, and so many pigs
     their villas on the Silvermount. On an outcropping of black      wallow in the omnipresent mud on the streets that many
     rock in the shape of a raven lies the City of Silence, the       inhabitants leave their houses only while wearing special
     spiritual center of the Al’Anfan sect of the Church of Boron.    wooden shoes (the so-called pattens).
     Its members worship Boron as the greatest of the gods.
     Reminders of death can bee seen everywhere in the city,          Older houses are primarily constructed with sturdy wood,
     which might be why the people who throng the staircases          such as stone oak. Since a disastrous fire in the smithy
     of the city’s alleys live life so intensely. The Black General   quarter, homes are now made from stone. King Wendelmir
     and current Procurator, Oderin du Metuant, recently              VI, a knight from the Zornbold family, rules his subjects
     established himself as the ruler of Al’Anfa after a lengthy      from his defiant fortress within the city walls. The city
                                                                      bursts at its seams in the month of Rondra, the time of the
                                                                                                                                69
     Beilunk, the Gleaming                                             Belhanka, the Serenissima
     “Only the will of Praios saved us.                                “You should henceforth absolutely
     And the light of the king of gods                                 forgo using the title of Comto, I
     still shines everywhere in the                                    implore you. If they catch you,
     city.”                                                            you will be banished from the
     —Praiosmin Brandner, female                                       city for 12 years.”
     market vendor from Beilunk,                                       —a Belhankan council
     1039 FB                                                           member to a noble from a
                                                                       long-established family,
     “It is called Arcanum Interdictum,                                1033 FB
     the prohibition of magic. Magic does not
     function in such places. Let’s hope these                         “Colorful and magnificent. The
     brave people know to defend themselves. My                        scent of rose oil filling the entire city.
     arcane powers are useless there, but luckily, I still             No pack of nobles telling you what to do. Heavy coin pouches and
     have my brilliant mind.”                                          heavy bodices… I applaud that!”
     —Mirhiban al’Orhima, Tulamydian fire mage                         —a vagabond from Havena, 1038 FB
The people of Bjaldorn endured much during the war, and             Charypso, City of the Black Serpent
they still seem distrustful of strangers, but a steady trickle      “Miserable hellhole, certainly! But
of pilgrims is slowly changing their opinion.                       you can find anything your heart
                                                                    desires here, yar-har-har. T’is
Brabak, City of Freethinkers                                        nothing you can’t buy nor sell here,
“People pour into the city from all                                 if you catch my drift, yar-har-har.”
directions, so I can rightly claim                                  —a freebooter sailing with the
that we are the navel of the                                        Black Serpent, 1036 FB
world.”
—a Brabakan merchant,                                               “Miserable nest of pirates!”
1036 FB                                                             —a Tulamydian freebooter, 1038 FB
                                                                                                                                      71
     and smuggled was originally gained via piracy. The city is      The popular opinion is that Phex himself secretly govern
     one of the main trading centers for loot and even slaves,       the city. Nowhere else can one find as many gambling dens
     usually unfortunate seafarers who could not command             as in Chorhop, where visitors can make a fortune or lose
     ransoms after their ships were boarded and captured.            everything in a heartbeat. The House of Games is always
     Characteristic Features: Sanctuary and home port of the Black   packed, and many bets are placed on the results of gladiator
     Serpent, an infamous league of pirates                          or animal fights in the arena. The most important offices of
     Atmosphere in the City: Cruel and profoundly rotten             the city, with their attendant privileges, are doled out once
                                                                     a year in the Great Lottery. All who can afford a ticket may
     The city that gives the Charybbean its name is a hive of        enter—the price is just 1,000 ducats, or one’s own freedom.
     scum and villainy like no other—full of pirates, harlots, and
     the shadiest traders. Tavern keepers, artisans, and (slave)     Elenvina, the Ducal City
     traders comprise the workforce of the pirate city, which is     “Here beats the heart of the
     mainly populated by sailors on shore leave. Furthermore,        Northmarches—loyal and powerful,
     rumors in Charybbean harbor towns speak of a very               just like us.”
     influential Blessed One of Efferd who lives here on donations   —a river guard from the
     from god-fearing pirates and who does not care much             Northmarches, 1036 FB
     about the moral values of the Twelvegods. A tall wooden
     construction known only as the Plank rises above the harbor.    “Everything, and I do mean
     Prisoners who do not yield enough ransom money or fetch         everything, is regulated here.
     enough profit on the slave market find themselves carried       Sometimes they even ramble on
     to the top and pushed off into the harbor, which is kept full   about iron law. I have no idea what
     of sharks, thanks to the spread of chum. This beloved event     they are talking about.”
     is cheered by the crowds that gather for the spectacle.         —an alchemist from Khunchom,
                                                                     1038 FB
     Chorhop, City of Chance
     “Phex is with us.”                                              Region: Middenrealm, Duchy of Northmarches
     —a city councilor of Chorhop,                                   Population: 12,000 humans, 200 dwarves
     1036 FB                                                         Governance: A steward who rules in the name of Duke
                                                                     Hagrobald of the Great River
     “Phex has left me.”                                             Temples: Efferd, Hesinde, Phex, Praios, Travia
     —a Drôlian adventurer, 1038 FB                                  Trade and Industry: Important transfer point for wares from
                                                                     (nearly) all destinations, horses (Elenviner Thoroughbreds),
     Region: Free city, allied with                                  wool products, dwarven weaponry
     Al’Anfa (signatory of the Black                                 Characteristic Features: Ducal residence Eilenwïd-above-
     Alliance)                                                       the-Waters, Fortified Hall of Praios, Academy of Command
     Population: 1,500, including 300                                (mage academy, white, influence), the Trade Hall
     Novadi; outside of the cit,y 800 free                           (with its impressive dome), horse breeding (Elenviner
     men and 500 field slaves                                        Thoroughbreds). Outside of the mage academy a strict
     Governance: Nominally a city council, but in truth, the head    prohibition against magic is enforced.
     of the Temple of Phex                                           Atmosphere in the City: Liberal-minded but steeped in
     Temples: Boron (Al’Anfan rite), Phex, Rastullah; shrine of      tradition; strong middle class; bureaucratic; hostile to magic
     Efferd
     Trade and Industry: Rose wood, sugar cane, slaves, Chorhopian   This trading city and its impressive harbor on the Great River
     ink, ships, herbs and wood from the jungle, dice                enjoy the protection of the mighty ducal castle. Numerous
     Characteristic Features: The nine highest public offices in     magnificent buildings shape the cityscape. The large Trade
     the city are assigned yearly via raffle. House of Games,        Hall, with its impressive dome, and the inspiring Fortified
     Tulamydian bath-house, the arena, the statue of Phex            Hall of Praios, second in its glory only to the Sun Temple
     throwing dice                                                   in Gareth, are just two examples. The local administration
     Atmosphere in the City: Stark contrast between rich and poor;   buildings of the Middenrealm lie just outside of the city, so
     hedonism; corruption                                            Elenvina plays an important role in Imperial politics.
                                                                                                                                    73
     academy), chapterhouse of the Hesindian Draconites, main           most expensive hotel in Aventuria, noted for its excellent
     workshop of the alchemists of the Red Salamander Society,          cuisine)
     hospital of the Therbûnites (a healing order of Peraine),          Atmosphere in the City: Industrious; full of pride; bustling;
     Noble Marshal’s School for Officers and Warriors, Admiral          loud and optimistic, despite the recent devastation (but this
     Seweritz Naval Academy, main office of the Northland Bank,         varies strongly by district; the misery of residents of the
     the Maraskani Quarter (New Jergan), the goblin ghetto              outlying districts is proverbial).
     Atmosphere in the City: cosmopolitan; full of pride for the city
     and its freedoms                                                   Gareth is capital city of the Middenrealm and by far the
                                                                        largest city in Aventuria. In fact, according to the edict of
     Festum is the capital of Bornland. Scholars, Bronnjars, and        the Herald of Light, Gareth is the center of the world. The
     destitute bridge barons coexist in this trade city located on      presence of so many imperial palaces and institutions
     the estuary of the Born River. The small quarters of the city      proves that fact, as do the posh neighborhoods of affluent
     each have their own charm, be it the Old City’s half-timbered      burghers and nobles and the city’s many towering temples,
     houses embellished with figurines of saints, the Tanner’s          which give Gareth the name of City of One Hundred Towers.
     Quarter dwellings of the goblins, Hesinde Village where            However, this much light creates an equally large shadow,
     institutions of culture, art, and sciences have gathered over      and many Garethans from the districts outside the city walls
     the years, or the newly adopted home of the Maraskani in           endure severe poverty. Gangs of criminals struggle there for
     exile, the loud and lively district of New Jergan.                 power, earning their daily bread mainly by racketeering,
                                                                        robbery, smuggling, theft, and fencing stolen goods. The
     Gareth, the Metropolis                                             fear of crime, famine, plagues, and uprisings are just part
     “If you haven’t seen Gareth,                                       of life in this huge metropolis where gargoyles are said
     you haven’t seen anything.”                                        to lead a mysterious life of their own and the inhabitants
     —an aged Garethan citizen,                                         take particularly strong pride in their city. Empress Rohaja
     1038 FB                                                            resides in Gareth when she is not traveling through the
                                                                        provinces with her Imperial court.
     “O merciful gods! It will take
     me weeks to see everything.”                                       Many refugees found long-sought shelter in Gareth during
     —a young noble from                                                the Borbaradian Invasion and the last Orc Storm, much to
     Albernia, 1037 FB                                                  their joy. Many adventurers from all over the world come
                                                                        to the Imperial city, and many adventures have started in
     Region: Middenrealm, Kingdom                                       a tavern called the Sword and Armor, a legendary heroes’
     of Garetia                                                         gathering place known as much for its patrons as for those
     Population: 170,000, plus 1,000                                    seeking to employ them!
     dwarves, 500 elves, and some goblins,
     grolms, and deep dwarves                                           Griffonsford, the Steadfast
     Governance: Council of Heroes, consisting of burghers,             “We have been blessed by
     priests, and nobility                                              Praios and Peraine, and
     Temples: All Twelvegods (including the City of Light, site of      we willingly defend these
     the main Temple of Praios); Aves, Haal, Simiar, Ucuri              blessings against the orcs,
     Trade and Industry: Numerous merchants and artisans of             time and time again.”
     nearly every kind; one can find everything in Gareth, if one       —officer of the Griffonsford
     is willing to pay its price.                                       rural police, 1037 FB
     Characteristic Features: Enormous number of temples and
     shrines, many chapterhouses (Noionites, Draconites),               “It is good to see that at least
     headquarters of the Stoerrebrandt Trading House, City              a few servants of Praios are not
     of Light with the Sun Palace (main Temple of Praios),              blinkered and narrow-minded.
     important Temples of Phex (protector of the city) and of           Our Count should retain one of these
     Ingerimm (patron of the guilds), catacombs of the Hesinde          individuals as an advisor!”
     temple, other subderanean tunnels, Academy of Magical              —a knight from the Northmarches,
     Armor (mage academy, white, bodyguard and anti-magic               1037 FB
     mages), Academy of Sword and Staff (mage acdemy, white,
     combat mages), Institute of the High School of Cavalry             Region: Middenrealm, Margravate of Griffonsford
     (warrior school), Imperial Cavalry School (cadet’s school),        Population: About 5,000
     Old Residence, ruins of the New Residence, Guarding Griffin        Governance: Margravine Irmenella of Wertlingen
     (a monument pleasing unto Praios), Demon Fallows with              Temples: Peraine, Praios, Rondra, Travia; shrine of Tsa
     remains of the Flying Fortress, Hotel Sea Eagle (probably the      Trade and Industry: Griffonsford loden (high quality wool
According to legend, the griffon named Scraan showed the          Havena, the capital of Albernia, lies in the boggy delta of
humans where they should build the city of Griffonsford (it       the Great River and has often suffered from ill strokes of
was called Saljeth at the time). Even though it is unclear how    fate. An event known as the Great Flood destroyed entire
much of this legend is true and how much has been added,          districts of the city 350 years ago and the ruins of old Havena
one cannot deny the fact that the king of gods, Praios, and       remain flooded to this day. Some blame the catastrophe on
his emissaries, the griffons, always had a particular interest    the city’s veneration of Efferd above the king of the gods,
in this place. Life in the city is strongly shaped by the fight   Praios. However, the Havenans still would rather pray to
against the orcs, and Griffonsforders remain particular           Efferd to protect them from further such disasters, and
vigilant. The holy sanctum of Tairach that used to stand          their fear of the god of death, Boron, is greater than that
on this site is thought to be the reason for the constant orc
                                                                  of other Aventurians. Magic has been illegal within city
attacks (and would explain why the orcs laid siege to the
                                                                  limits ever since the Mage Wars, when several tyrannical
city for an entire year during the Third Orc Storm).
                                                                  mages temporarily usurped power in the city. These laws
                                                                  have only recently been relaxed to permit magic used for
Havena, Harbor City with Rich Tradition                           healing. Today Havena is one of the largest trading ports on
“We have been in the trading                                      the west coast. The spirit is enterprising and there is great
business for decades, and                                         piety toward Efferd. Stern guards and agile pickpockets
I must say that the young                                         wander the busy streets of the city, merchants hastily go
prince is a breath of fresh                                       about their business, and it is said that many ancient evils
air, like I haven’t seen in a                                     still lurk in the flooded ruins of the Undercity. The young
long time.”                                                       prince rarely spends time in his capital, which is perhaps
—a merchant from Havena,                                          why he is known as Finnian the Seafarer.
1039 FB
                                                                                                                                    75
     Governance: A self-proclaimed king from the Charazzar           of the Maraskani kings; 218-yard tunnel connecting the
     Dynasty                                                         harbor with the city; numerous suspension bridges over
     Temples: Chr’Ssir’Srr, Hesinde, H’Szint, Kha, Tsa/Zsahh;        the river Hira
     plus many places of worship in the swamps                       Atmosphere in the City: gratitude that business is booming;
     Trade and Industry: Many exotic herbs and plants from the       misery, aggression, and resignation after long years of
     jungle, Iryan leather, gray H’Rabaal pearls                     occupation
     Characteristic Features: Countless ruins and remains of an
     ancient lizardman culture; former holy city of the lizardfolk   Jergan, which lies at the heart of the territory of the Dark
     with many temples, now overgrown by the jungle; shells of       Hordes, groans under the tyrannical rule of Admiral-
     giant turtles serve as dwellings for some; the ruling family    Commander Sarastro Dorstein and Commander Iradon
     increasingly shows lizardfolk characteristics with each         Kolenfeld, the two heirs of the notorious traitor, Prince-
     passing generation.                                             Commander Helme Haffax. The terraced city lies in a
     Atmosphere in the City: Eccentric and unapproachable;           narrow valley, and the harbor connects to the city only by
     strained relations between humans and achaz                     a long tunnel. Many houses were built as towers, which are
                                                                     often interconnected via bridges, because land was (and
     H’Rabaal is bordered on one side by thick rainforest and        remains) scarce within the city walls. The Red Legion and
     on the other by a bog that contains the remains of ancient      the Karmoth Guard form the backbone of the occupying
     buildings erected by the hands of the lizardfolk. The           forces, but the city is most strongly influenced by the
     Tulamydes conquered this ancient city more than 1,800           Blood Templars, a former Order of the Church of Rondra
     years ago but lost it afterwards. The Charazzar dynasty         that now worships demons. No other city is characterized
     ruled over this region for centuries, and the head of the       by so many uprisings against foreign domination, and
     family still calls himself king even though the Kingdom         nowhere else on the island are revolts routinely put down
     of Brabak annexed the city some time ago. Human and             in such a bloody fashion.
     lizardfolk customs have fused to the point that the
     Twelvegods are hardly recognizable in the residents’            Khunchom, the Never Sleeping
     current form of worship. Only the occasional big game           “The Pearl on the Mhanadi is
     hunter or rugged scholar searching for traces of the            the true empress of the Lands
     lizardfolk strays into this place.                              of the Tulamydes, sayid. One
                                                                     who has been enthralled by
     Jergan, the Occupied                                            her scent, seduced by her
     “Hush! If one of the Velvet                                     spiciness, and mesmerized
     Gauntlets hears you say that,                                   by her glamour is forever
     you will have more than the                                     addicted to her and will always
     armored fist of a Karmoth                                       desire her presence.”
     Guard to worry about.”                                          —a beauty from the Palace of
     —a Jergan fisherman,                                            Sensual Delights, to a visitor,
     1040 FB                                                         1027 FB
     “Life seems almost normal, aside                                “Even in the middle of the night this city
     from the occasional brutality of                                offers what I desire. I am impressed.”
     the Karmoth Guards, but that’s not                              —a Horasian comto, 1030 FB
     unusual with occupying forces. The
     point is that I hardly see any signs of                         Region: Tulamydian city-states, Grand Duchy of Khunchom
     demon worshipers anymore.”                                      Population: 20,000 humans, including 5,500 Middenrealmers
     —an informer to the Great Privy Councilor                       and 900 Maraskani, plus several dozen dwarves
     of the Realm, 1040 FB                                           Governance: Grand Duke (currently Selo Kulibin)
                                                                     Temples: Twelvegods (except Firun); Rastullah; Rur and
     Region: Maraskan, Dark Hordes                                   Gror; shrines of Aves, Swafnir, and Nandus; main temple
     Population: 10,000                                              of Kor
     Governance: A Commander of the Dark Hordes                      Trade and Industry: Important river and sea harbor with
     Temples: Belhalhar, Belkelel, Borbarad; shrine to               long-distance trade in all directions; spices (Khunchom
     Charyptoroth                                                    pepper); tea; Khunchom steel and weapons; artifacts;
     Trade and Industry: Precious woods, exotic animals, herbs,      alchemicae; important transfer point for wares from
     tea, spices                                                     Maraskan; many trading houses built their headquarters
     Characteristic Features: Oldest Maraskani city; Lily Throne     here, to support the flow of goods from far and wide.
                                                                                                                                 77
     Kvirasim, Tolerant Elven City                                   Region: Svellt Valley
     “Come on, we can talk about it.”                                Population: 11,500 humans, 500 dwarves, 500 elves
     —a glade elf from Kvirasim to an                                Governance: Free city-state governed by a City Master and a
     exhausted hero, 1035 FB                                         Council of Magisters, tribute payments made to the orcs of
                                                                     the Aikar Brazoragh twice a year
     “I have never seen such                                         Temples: All Twelvegods (only a shrine to Rondra)
     harmony. And I hope I will                                      Trade and Industry: Iron, silver, pelts, livestock, horses
     never will again.”                                              (Svellt Valley Heavy Horses), many workshops, several
     —a Koshan mercenary,                                            trading houses
     1035 FB                                                         Characteristic Features: Academy of Shaping (mage academy,
                                                                     gray, transformation mages); Hall of Might (mage academy,
     Region: Elven Lands                                             black, influence mages); castle of the gray mages of the
     Population:    750,     including                               Ordo Defensores Lecturia (or ODL), a.k.a. the Order of Gray
     approximately 500 wood elves,                                   Staves; significant number of horse breeding stables (Svellt
     some glade and half elves, and a few                            Valley Heavy Horses)
     humans                                                          Atmosphere in the City: Steadfast and stubborn; worldly;
     Governance: None, problems are discussed and solved by          constantly looking for allies against the orcs; clearly
     the community as a whole                                        saddened by the destruction of Deepenborg
     Temples: Peraine
     Trade and Industry: Elven wares of all kinds, especially        Lowangen views itself as an outpost of civilization in the
     cotton, leather goods, and carvings; rarely, weapons such       stricken Svellt Valley. They adhere to the customs of the
     as elven bows                                                   Middenrealm even though they are very proud of their
     Characteristic Features: The city consists almost entirely      hard-won freedom. This heavily fortified city, which stands
     of wood elven tree dwellings, plus a few pile dwellings of      on a defensible island in the Svellt River, successfully
     the glade elves and a log cabin that houses the Temple of       weathered a years-long siege and always prevailed against
     Peraine                                                         the depredations the orcs. However, Lowangen has
     Atmosphere in the City: Characterized by serenity, tolerance,   been forced to pay tributes to the orcs for almost thirty
     and peaceful co-habitation; the community banishes              years. Some burghers view this as the lesser of two evils,
     troublemakers                                                   compared to orc rule over humans. Trade flourishes thanks
                                                                     to the city’s ideal location and today it is one of the most
     Kvirasim is a remarkable place. A large part of the             important centers of commerce in the north. The city’s
     settlement consists of tree houses and pile dwellings that      residents were deeply shocked by the orcs’ destruction
     are almost unrecognizable as such by the average traveler.      of Deepenborg in 1039 FB, and while many burghers feel
     The city’s few human residents have adapted to the              secure behind their formidable city walls, others believe
     lifestyle of the elves. Peaceful and harmonic co-habitation     that the doom of the city is nigh.
     characterizes life in this city. In no other place can one
     experience such close contact with the elves, trade with
     them, and purchase unique elven crafts (everything from
                                                                     Mendena, the Maltreated
                                                                     “We cannot keep up, but
     flutes to elven bows).
                                                                     I promise this at least:
                                                                     by year’s end, the largest
     Lowangen, Free Trading City                                     blights will have been
     “Everything would be easier                                     razed to the ground.”
     if not for the orcs. We                                          —the fortress steward of
     would still be the head of                                       Mendena, 1040 FB
     the Svellt League of Towns
     and our coin purses would                                       “I hardly recognize the city. If
     practically fill themselves.”                                   the good gods are willing, may
     —a Lowangan merchant,                                           much of what I have seen here
     1036 FB                                                         quickly disappear again.”
                                                                     —an old Tobriennen knight,
     “Remarkable that they held out                                  1040 FB
     so long. They are quite smart, this
     town of shopkeepers. May the gods let                           Region: Middenrealm, Duchy of Tobrien
     them continue to buy off the orcs and                           Population: 6,000
     save them from the fate of Deepenborg!”                         Governance: A fortress steward, appointed by the
     —a Griffonsford courier, 1040 FB                                Tobriennen duke, who oversees the reconstruction of
                                                                     the city
                                                                                                                                   79
     Neetha, the “White Watch against the Unbelievers,” is a        the risk of fire. One of Norbury’s most unique features is its
     harbor and trading city at the mouth of the Chabab River.      numerous gongs, spread all over the city, which attendants
     Residents view the city and its countless white marble         ring periodically throughout the day and during special
     buildings as a bright cultural jewel in the otherwise          events.
     uncivilized south of the Horasian Empire. They venerate
     the Rondranian saint Thalionmel for her lion-like defense      Nostria, Capital of Fishermen
     of the city against the Novadi hordes that invaded from        “Our queen will restore us to our
     the Khôm Desert more than 400 years ago. A thermal bath        pride of old. Long live Nostria!”
     in the Thalionmel Ford became an important pilgrimage          —a Nostrian grand burgher,
     destination when some children recovered the saint’s           1039 FB
     sword from its waters. Despite this strong association with
     Rondra, Neetha exhibits a colorful blending of cultures and    “Behind the public splendor lies
     an air of Phexian salesmanship.                                a deep-rooted insecurity and
                                                                    brewing schism. The nobility is
     Norbury, City of Gongs                                         estranged, the queen hesitant,
     “Yes, there are advantages to                                  and the customs are downright
     letting traders run the town,                                  archaic.”
     but let’s be honest. When                                      —a Horasian scholar, 1039 FB
     the goblins come knocking
     at your door, you’ll wish the                                  Region: Kingdom of Nostria
     Count and his knights were                                     Population: 6,000
     still here.”                                                   Governance: Queen Yolande II of Nostria, represented by a
     —a Bronnjar from Norbury,                                      steward
     1039 FB                                                        Temples: Boron, Efferd, Peraine, Rahja, Rondra, Travia, Tsa;
                                                                    numerous shrines, including a large shrine to Rondra in
     “If it weren’t for all those                                   the royal castle
     merchants from the north, especially                           Trade and Industry: Minor but growing sea trade; fishing
     the Norbards, who regularly stop here,                         (especially of flounder-like Saltarels); boat building;
     this city would never see me again.”                           numerous workshops; daily market in Freedom Square
     —a carriage driver for the Kolenbrander                        Characteristic Features: Stone of Nostria in Freedom Square,
     Trading House, 1037 FB                                         spacious royal castle with bewildering architecture; the
                                                                    Academy of Light and Darkness (just outside of the city;
     Region: Bornland                                               mage, academy, white, object); street after street of
     Population: 3,000, including approximately 100 Norbards        abandoned houses and dilapidated mansions that once
     and Nivese (entire tribes camp here in winter)                 housed wealthy burghers.
     Governance: Burgomistress                                      Atmosphere in the City: Conservative and backwards;
     Temples: Hesinde, Ifirn, Praios, Rondra, Peraine               patriotic; newly hopeful after a long period of grim
     Trade and Industry: Honey, horses (Norbury Giants), pelts,     decline; optimism as many things are repaired or restored
     long-distance trade with north Aventuria                       to working order.
     Characteristic Features: Hall of Life (mage academy, white,
     healing mages); Statue of Rondra; breeding of Norbury          Nostria sits at the confluence of the Tommel River and the
     Giants (heavy horses); chapterhouse of the Marbides;           Sea of Seven Winds. At first glance, it may look proud and
     winter campsite for Nivesean karan herders and several         affluent, but its gloriously decorated facades hide a city
     Norbard tribes; different gongs sound throughout the day       in decline. The city’s harbor, once an important transfer
     Atmosphere in the City: Bustling, trade-related optimism;      point for many kinds of wares, is rapidly silting up and the
     locals have mixed feelings about all the strangers who pass    warehouses now often stand empty.
     through the city
                                                                    The city is still recovering from a terrible plague, the Blue
     Life in secluded Norbury is typically rather dull. However,    Wheeze, which killed a quarter of the population in the year
     this trade center is important to the Bornland region of       1027 FB and wiped out entire families. The disease’s effects
     Seweria and serves as a counterbalance to Festum. Norbury      can still be felt, but ever since the young and inexperienced
     has experienced a significant upturn since overland trade      mage Yolande ascended to the throne, Nostrians have gone
     picked up. The city is one of the oldest original Norbardean   about their daily work with enthusiasm. The aristocracy,
     settlements, but few of the original buildings have stood      who proudly refer to themselves as Bombasts, try to outdo
     the test of time. Most of the town’s houses and palisades      each other in terms of pomp and showiness at court, and
     are made of wood, and the region’s lengthy dry spells raise    they regard even slow progress with suspicion.
Region: Thorwal                                                       This capital of the small Duchy in the Far North was long
Population: 2,700, including approximately 1,100 people of mixed      held by the servants of the Ice Witch Glorana and ruled by
Nivesean and Norbardean ancestry, plus about 50 firnelves             the cruel despot Geldana, the disloyal sister of the duke.
Governance: Hetman and the Folkhjalding (council of free              After her defeat, her disciples fled the city and peace
men and women)                                                        returned. From the mighty ducal castle of Dermot the
Temples: Swafnir, Ifirn/Firun, Efferd, Travia                         Younger, a serious man, rules over a. The city supports
Trade and Industry: Dog breeding (Black Olporter); chalk;             itself primarily from whaling, and its harbor turns blood
mead; weapons; snow badger breeding                                   red when workers dismember the huge animals in Flense
Characteristic Features: Whale-shaped Temple of Swafnir               Square. The harbor freezes over during the winter, at
with a long history; Eternal Ice Crystal in the Temple of             which time people can only reach the city by land, but
Ifirn; skald school in the Hall of Winds; Runajasko (mage             such a trip is very arduous at this time of year. Now and
academy, no guild, ship and rune mages); Efferd’s Pillar              then some daring people set out from Paavi in search of
(the dangerous harbor entrance)                                       the treasures of the north.
Atmosphere in the City: Hospitable; rough; emphasis on
traditional Thorwalian values                                         Perricum, City of Rondra
                                                                      “They hurt us, yes, but we
The Hjaldings, ancestors of modern Thorwalers, first set              will make sure this can
foot on Aventuria at the point where the Nader meets the              never happen again. In
Sea of Seven Winds. Their stories say that the god-whale              Rondra’s name!”
Swafnir led them safely over the ocean. Only experienced              —an Ardarite from
seafarers reach the harbor of Olport undamaged, for                   Perricum, 1040 FB
without the help of a knowledgeable guide, the steep
cliffs and hidden reefs of the harbor entrance are nearly             “Truly, the Church of Rondra
impassable. Many alleys of the city are reinforced with               should reveal the splendor of
boardwalks, as the meltwater turns the ground into deep               the Lion’s Castle to the outside
mud in spring. Olporters take great pride in the Runajasko,           world.”
an academy that studies ancient Thorwalian rune magic                 —a Blessed One of Praios from
and teaches elementalism in concert with firnelf mages.               Griffonsford, 1036 FB
                                                                                                                                      81
     Characteristic Features: Lion’s Castle (Seat of the Sword of   Aventuria; cult of the Golden God; gangs rule everyday life
     Swords, the head of the Church of Rondra); Long Walls of       Atmosphere in the City: Bustling, loud, and optimistic despite
     Perricum (city walls); Saint Leomar Temple (main temple of     the devastation wrought by the orcs
     the Church of Rondra); School of Exorcism (mage academy,
     white, anti-magic mages); home base of the Sea of Pearls       According to legend, a giant named Orc-eater helped
     fleet; Fleet Academy for Sea Warfare and Discovery; order      defend the city against the orc onslaught in 1029 FB,
     branches of the Orders of Draconites, Noionites, Ardarites,    which caused much death and destruction. Since then,
     and Gray Staves (sealed); ruins of the old Nebachot            strongmen and corrupt officials have ruled the city, and
     Atmosphere in the City: Confident harbor city; pride of        gangs control the various aspects of city management.
     tradition; long-time bastion against the Shadowlands and       Travelers must often pay a “walking fee” to one or more of
     the Blood Sea                                                  the many gangs to pass freely in the city. Even so, Phexcaer
                                                                    is a point of departure for expeditions to the north, and
     This harbor city on the Sea of Pearls, formerly called         many adventurers set out from this city of Phex in search
     Nebachot, is a storied place. Here the Nebachotes, an          of the legendary Orc Hoard, the myth-enshrouded treasure
     offshoot of the Tulamydes, long prevailed against the          chamber of the fox god.
     Bosparan Empire until the legendary hero Leomar
     destroyed the walls of the city with the Holy Trumpets of      Port Stoerrebrandt, the Colonial City
     Rondra. The city is still characterized by its deep devotion   “Many explorers sail in this
     to the goddess, while the Nebachotian tribal warriors of       region, but we were here first,
     the region remain loyal to her godly son, Kor.                 and we are the most successful!
                                                                    We Stoerrebrandts are like
     Perricum is the site of the main Church of Rondra and          that, after all.”
     also the home of the eastern fleet of the Middenrealm.         —a spice merchant from
     It served as the base of operations in the war against the     Port Stoerrebrandt, 1038 FB
     Shadowlands until Prince-Commander Helme Haffax
     attacked the city in 1040 FB. Perricum was liberated from      “Efferd, I thank you for the Sea
     the grip of the Heptarch only after many bloody campaigns,     Wolves, who saved me from the
     and the people, whose sense of community has suffered          pirate scum so I could steer my
     deep wounds, still labor to rebuild their city. With the       battered ship to safe waters.”
     Heptarchs’ defeated, Perricum has become an important          —a captain from Hôt-Alem, 1038 FB
     port of call for the Middenrealm, but the influx of so many
     different peoples from around the realm increasingly leads     Region: Islands of the Far South
     to friction in the streets and alleyways.                      Population: 1,000
                                                                    Governance: A governor administrates the city for the
     Phexcaer, City of Thieves                                      Stoerrebrandt Trading House.
     “If you pay me, I will protect you.”                            Temples: Efferd, Rondra, Travia; shrine to Phex; shrine to
     —a gang member from                                             Swafnir
     Phexcaer, 1039 FB                                               Trade and Industry: Colonial wares (especially spices and
                                                                     dyes)
     “It’s not worth the trouble. What                               Characteristic Features: Monumental port facilities; the
     is there for me to steal here?”                                 smell of spice everywhere; garrison of the Sea Wolves
     —a Garethian thief, 1039 FB                                    (Festum’s pirate hunters)
                                                                    Atmosphere in the City: Industrious, gods-fearing, and
     Region: Free human city in the                                 prudent; nostalgia for the northern regions (their ancestral
     Orclands                                                       home), but pride in everything they have achieved
     Population: 1,500
     Governance: Magistrate elected by the                          Port Stoerrebrandt, located on a spice island called Iltoken,
     gang leaders                                                   is one of the oldest colonial cities in the Southern Sea
     Temples: Peraine, Phex; shrine to Ifirn;                       and the only safe harbor in the Forest Islands. Its berths
     temple of the Golden One                                       welcome any ship, save for pirate vessels of the Black
     Trade and Industry: Pelts; wares from Thorwal (uncommon);      Serpent. The Bornlandish Stoerrebrandt Trading House
     exotic goods that adventurers bring to the city                owns the island and the city, which is a transfer point for
     Characteristic Features: The largest temple of Phex in         spices and dyes being shipped to all parts of Aventuria.
                                                                                                                                83
     Rethis, the Radiant                                                Riva, Trading Harbor of the North
     “There is room here for everyone.                                  “Times change, it’s that simple.
     Anyone who wants honest work                                       But this doesn’t mean that
     can find it. No one goes hungry!                                   things usually get worse. Phex
     What are your skills? Oh, um,                                      be praised, our coffers always
     you probably came here to buy                                      fill up.”
     something, didn’t you?”                                            —a merchant prince from
     —an alchemist from Rethis,                                         Riva, 1039 FB
     1039 FB
                                                                        “Finally, a city in the north that
     “A fresh breeze from the sea, the                                  deserves its nickname.”
     smell of pines and cedars, and the                                 —a traveler from Havena, 1038 FB
     mouthwatering aroma from dozens of
     restaurants… This is a good place to live!”                        Region: Free city of the north
     —a traveling Blessed One of Hesinde from                           Population: 4,000
     Kuslik, 1039 FB                                                    Governance: Free city, governed by a city
                                                                        council
     Region: Horasian Empire, Sea Kingdom Cyclopes Islands              Temples: Efferd, Firun, Phex, Travia, Tsa
     Population: 3,000                                                  Trade and Industry: Leather wares; pelts; nacre (mother-
     Governance: Three Ephores (court magistrates) of the Sea           of-pearl); salt; salt fish; wool; elven and Nivesean wares;
     King, Palamydas Thaliyin                                           whaling-related smuggling
     Temples: Efferd, Praios, Tsa, shrine to Peraine, shrine to         Characteristic Features: Stoerrebrandt College (mage academy,
     Thimorn of Rethis (Ingerimm holy architect)                        gray, clairvoyance; also produces mage bodyguards); many
     Trade and Industry: Sea trade; ship construction; olives; fuel     merchant houses and trade offices; encampment of the
     oil; ores such as vermilion, lead, iron, and silver; purple        Thorfinn Ottajasko before the gates of the city; Nivesean
     dye; earthenware containers; wool weaving; production              sanctum of Nivilaukaju in close proximity to the city; reed
     of Hylailan Fire (weapon similar to Greek Fire) and other          bog south of Riva
     alchemicae                                                         Atmosphere in the City: Friction between natives and
     Characteristic Features: Colossus of Rethis (bronze lighthouse     the intrusive prospectors who flocked to the city after
     in the shape of a cyclops); palace of the sea king A’Laÿis         adventurers discovered treasure in the wetlands
     Hiphon; wharf of the sea king; Mother Rondra (warrior
     academy); famous alchemists’ workshops; stone tablets of           Riva, located on the gulf of the same name, is surrounded by
     Tykates (preserved legends); prison fortress Merymakon             mighty walls and protected by a proud castle that watches
     Atmosphere in the City: Joy that trade is flourishing; relief at   over both harbor and city. It is a bastion of civilization in the
     having escaped the worst of the Succession War                     wilderness. Due to the many changes in the north, this once-
                                                                        quiet trading city has transformed. Many routes on the sea
     The whitewashed, red-tiled houses stand out on the hills           are now closed, but new land and river routes have newly
     and the sea glitters brightly in the sun as one sails past the     opened. Whaling is illegal thanks to Thorwalian influence,
     Colossus of Rethis into the most important harbor in the           but smugglers still secretly trade in whalebone, meat, and
     Cyclopes Sea. Many ships berth at the city to rest during          oil. The arrival of so many treasure hunters shifted power
     the lengthy voyage along the Horasian coast. Reasonable            into the hands of wealthy merchants and speculators, but the
     trade tariffs and port fees have brought the city of the           local burghers have not abandoned their fight to maintain
     sea king moderate wealth, but business is booming and              order in the city. Riva remains the most important port in
     there is always work to do in the shops and wharves. Many          the north and the best place to equip oneself when setting
     buildings date back to the days of Bosparan, and Rethis is         out for the Far North or even when seeking to unearth
     a popular leisure destination, especially for Horasians, due       treasures from the great reed bogs to the south.
     to its many culinary delights and its rich history.
                                                                        Rommilys, the Faithful
                                                                        “Our homes have survived once
                                                                        again. I implore you—honor the
                                                                        goddess of the hearth fire and
                                                                        the benevolent Travia will always
                                                                        protect you.”
                                                                        —a Blessed One of Travia from
                                                                        Rommilys, 1040 FB
                                                                                                                                  85
     mast! I don’t care if these Aldec bugs are named after one of the      Temples: Swafnir, Efferd, Ingerimm, Phex, Peraine, Travia, Tsa
     Priest Emperors! We cannot afford to meet them again!”                 Trade and Industry: Central trading hub for the Aventurian
     —a ship captain from Zorgan, 1037 FB                                   north; exports include amber, silver and bronze
                                                                            ornaments, pitch, tar, waterproof leather ropes, sea tiger
     Region: Maraskan, Shîkanyad                                            ivory, soapstone, wool cloth, pelts, and fish
     Population: 10,500                                                     Characteristic Features: School of Clairvoyance (mage
     Governance: A Haran                                                    academy, gray, clairvoyance mages); Map Library (largest
     Temples: Rur and Gror; shrines to Boron (Al’Anfan rite) and            collection of accurate coastal maps in Aventuria); Orc’s
     Phex                                                                   village; Ugdalfskronir (warrior academy) in the old fortress
     Trade and Industry: Pearls; alabaster; tobacco; plants and             of the same name; bi-annual Highest Hjalding (meeting of
     rare herbs of the jungle                                               Jarls and Hetpeople); spirited Hesinden disputes in the
     Characteristic Features: Seat of the Alabaster Council; School         mage academy
     of Fourfold Transformation (mage academy, gray, anti-                  Atmosphere in the City: In the summer, direct and cordial, in
     magic and transformation); Abudijian Theater; Alabaster                the winter, polite, even though the city is quite crowded
     Residence of the Haran
     Atmosphere in the City: Pride on becoming the capital of Free          Thorwal is the largest Thorwaler settlement and also
     Maraskan; sadness for having lost the simplicity of small-             the seat of the Highest Hetwoman. The city consists of
     town life                                                              three parts, each different in character: the cliff with the
                                                                            Hall of the Hetpeople and the Map Library; the City of
     Sinoda was a sleepy fishing village before the Borbaradians            Strangers, where foreigners live in their half-timbered and
     occupied Maraskan. Only Sinoda remained free, so it                    stone houses; and the East City, which consists mostly of
     became the de facto capital of the Shîkanyad and the seat              traditional longhouses with artfully carved beams.
     of the Alabaster Council. These days, dozens of relatively
     new, redbrick towers stand next to old, white washed                   The city brims with the hustle and bustle of life in summer.
     houses within the spacious city walls, and the place                   Ships from different regions constantly load and unload,
     has long since lost its idyllic charm. The Kladj district is           and it seems like there is no end to the work and the profit.
     strongly flavored by political debates. Daring mortals often           Many crews winter here, and the skalds sing sagas of great
     set out from here to hunt horrors in the jungle or combat              heroes at the hearth fires of the Ottajaskos.
     the servants of Dark Maraskan.
                                                                            Trallop, the Watchful
     Thorwal, City of the Hjaldings                                         “We are the heart and mind of
     “This has been the starting point for                                  the Duchy!”
     many great expeditions and also                                        —a Knight of the Bear
     the legendary sailing races                                            (ducal guard), 1038 FB
     between Asleif Phileasson
     and Beorn the Blinder.                                                 “Pardon me? Did you say there
     Only we Thorwalers could                                               are no inns here? Is this some
     do something like this—                                                kind of joke?”
     and we have more deeds                                                 —an Albernian knight,
     yet to accomplish!”                                                    1033 FB
     —a member of the
     Windbinder Ottajasko,                                                  Region: Middenrealm, Duchy
     1036 FB                                                                Weiden
                                                                            Population: 6,000
     “It feels like a real city. I could get used to this place. The only   Governance: A master of the city (representative of Duchess
     thing that reminds you of Thorwal is all those longhouses on the       Walpurga of Lionhead, who resides in Bear Castle), as well
     east side. Interesting, but I’ll take a modern house, thank you.”      as the Seal Council of Guilds and Trade Associations
     —a sailor from Harben, 1037 FB                                         Temples: Boron, Firun, Peraine, Phex, Praios, Travia, Rahja,
                                                                            Rondra
     Region: Thorwal                                                        Trade and Industry: Different workshops, especially
     Population: 12,500 (considerably more in winter), 100 orcs,            leatherworkers, smiths, and rope makers; horse breeding
     50 goblins                                                             (especially Tralloper Giants, which originated here);
     Governance: Folk Council and Council of Captains together              Kolenbrander Merchant and Carriage House
     with the Hetman of the Bodir and the Highest Hetwoman                  Characteristic Features: Three mighty castles: Bear Castle
     (currently Jurga Trondesdottir)                                        (the ducal seat), Old Fortress (old castle of the count), and
                                                                                                                                   87
     is itself ringed by the huts of farmers, the poor, and the      Vinsalt, City of a Hundred Towers
     numerous tents of wandering tribes. Unau’s homes and            “Maybe I shouldn’t say this
     fields get their water via subterranean canals connected        aloud, but Vinsalt is the new
     to fresh springs in the mountains. They support the palace      Bosparan—even if the Horas
     gardens of the affluent while the poor often struggle with      now resides in the Sangreal
     rationing (water from the nearby Cichanebi Salt Lake is not     in Horasia.”
     potable).                                                       —a Vinsaltan burgher,
                                                                     1038 FB
     Vallusa, the Fiery City on the Sea
     “As long as trade is flourishing we                             “Blasé splendor, games of
     can afford our independence.”                                   intrigue for power… All of this
     —a member of the Council of                                     strongly reminds me of Bosparan.
     Merchants, 1038 FB                                              And that city is fallen, if I am not
                                                                     mistaken…”
     “A harbor I have navigated                                      —a Garethan burgher, 1038 FB
     many times. The light of the
     Firetower always calms my                                       Region: Horasian Empire, Yaquiria
     nerves after facing the dangers                                 Population: 60,000, plus several hundred dwarves and elves
     of the Blood Sea.”                                              Governance: A prince who rules with (and sometimes
     —a merchant ship captain from                                   against) the patricians
     Perricum, 1038 FB                                               Temples: All Twelvegods (two each for Phex and Travia);
                                                                     main temple of Nandus; temples and shrines to various
     Region: Free city between Bornland and                          demigods
     Middenrealm                                                     Trade and Industry: Many different products of trade, craft,
     Population: 4,000                                               and manufacturing; many banking houses; services for the
     Governance: Council of Merchants (a 24-member committee)        administration of the Horasian Empire
     Temples: Efferd, Ingerimm, Peraine, Rahja, Travia; shrines      Characteristic Features: Seat of the Crown’s Convent and
     to Praios and Rondra                                            Imperial Administration; cultural center for opera and
     Trade and Industry: Porcelain with Vallusean violet; artist’s   clock-making; Firdayon Palace; ruins of old Bosparan;
     smithy; precision machinery; important mid-point for            Nasuleum (the city’s first splendid tomb, which lent
     trade between Bornland and the Middenrealm                      its name to all that followed); pumping station for the
     Characteristic Features: The Great Wall (protects the island    city water supply; monasteries of the Knights of the
     city from storm tides); March Bridge (connection to             Holy Blood, the Order of the Eagle, and the Order of the
     the Bornland); Tobrien Bridge (connection to Tobrien);          Pentagram; Anatomical Institute (mage academy, white,
     the Firetower (tallest building in Vallusa and temple to        healing mages); Academy of the Arts of Warfare and Living
     Ingerimm); castle of the Ordo Defensores Lecturia (ODL),        (warrior school); Horasian Imperial Cadet Academy; School
     the gray magic order of Gray Staves; fortress of the            of the High Art of Dancing; Circle of Stone and Iron (school
     Rondranian Order of the Ardarites, located south of the         for engineering and architecture), Academia Horasiana
     city                                                            (university); Cosmological College (astronomy, philosophy
     Atmosphere in the City: Optimistic, proud, and boastful of      and mathematics); Law Seminary (law school)
     their independence, but fearful of Ingerimm                     Atmosphere in the City: Educated; proud; mindful of history
                                                                     and the achievements of Vinsaltan culture; Vinsalt is
     The free city Vallusa was for many years a point of             the capital of the Horasian Empire, but it is also secretly
     contention between the Middenrealm and Bornland, due            regarded as the capital of organized crime.
     to its location on the border, on an island in the estuary
     of the Misa. A large wall, erected by dwarven architects,       Vinsalt is at the same time one of the youngest and oldest
     protects the city from floods and storms blowing in from        cities. It was founded about 500 years ago on the ruins of
     the Tobrien Sea. Access to the city is via one of two large     time-honored Bosparan, an ancient metropolis. The city
     bridges. Since land is at a premium inside the walls, many      has still not reached the dimensions of the old capital, but
     houses have multiple floors, and some as many as six.           it is the largest and probably the most important city in the
     The city’s tallest building, the Firetower of the Temple of     Horasian Empire. The cityscape is shaped by the display of
     Ingerimm, became integrated with the city walls over the        wealth and progress; this includes the water towers in the
     years. Many people of Vallusa believe that Ingerimm will        North City (which supply many houses with running water),
     lift his protection from the city if anyone builds higher       the famous tower clock (a masterwork of engineering), and
     than the Firetower. On that day, it is said, Efferd will        the facades of the many theaters and temples. The demigod
     reclaim the island with typhoon force.
                                                                                                                               89
     Yol-Ghurmak, the Demon Forges                                    of invokers. Many inhabitants are sure that the city will
     “Everything is in flux in our                                    kill them sooner or later. Many give in, accepting their
     glorious capital, but do not be                                  grim fate, and hope that they might be spared due to their
     afraid. The Fiery Father will                                    fervent prayers to the Archdemons…or they flee into
     grant you the patience to get                                    madness.
     through it. And afterwards
     we will be better and                                            Zorgan, the Moonsilver City
     stronger than ever before!”                                      “It is a fact that Zorgan is the
     —a priestess of the Fiery                                        Rose of Arania. Lovely, but also
     Father, 1039 FB                                                  valiant when it needs to be.”
                                                                      —a Zorgan kadi, 1039 FB
     “Streets of horror swallow entire
     houses, and demons prowl the alleys                              “I can’t shake the feeling that
     in broad daylight! This monstrosity                              something festers underneath
     must be swept off the face of Dere!”                             the surface, and I will find out
     —a Blessed One of Ingerimm from                                  what it is.”
     Uhdenmount, 1039 FB                                              —a writer for the Aventurian
                                                                      Herald, 1037 FB
     Region: Shadowlands
     Population: 12,000 living residents plus an unknown number       Region: Mhaharanyat Arania
     of demons                                                        Population: 20,000
     Governance: A citizen-clerical guild council                     Governance: Seat of the Ruling Couple (Mhaharani Eleonora
     Temples: Amazeroth, Agrimoth, Blakharaz, Tasfarelel,             Shahi and Arkos Shah)
     shrines to all archdemons; Borbarad; emphasis of worship         Temples: Temple of all Twelvegods
     on the Otherworldly Family (the archdemons Agrimoth,             Trade and Industry: Mainly wheat and fruit, but nearly
     Thargunitoth, Blakharaz, and Charyptoroth)                       anything can be purchased in Zorgan.
     Trade and Industry: Smithy and noble artisan products            Characteristic Features: School of the Existing Pretense
     (weapons, armor, mechanical equipment); crystal mining;          (mage academy, gray, illusion mages); Moodsilver
     Yol-Ghurmakan lace; beer and schnapps brewing; black             Palace (magnificent main office of the Mada Basari, a
     corn (wheat); fishing; mushroom farming                          Phexian merchant order); Mirror Palace (residence of
     Characteristic Features: Agrimothaeum (temple of the Fiery       the Mhaharani); writer’s school; Typographical Institute
     Father); Heptagon Academy (mage academy, no guild,               (dedicated to the art of books); rose garden; Krak al’Shah
     invokers and artifact mages); Demon Forges; the Black            (the royal citadel)
     Palace; incomprehensible architecture; large numbers of          Atmosphere in the City: Cosmopolitan trading city; looks
     demons; the city is in a constant state of change at night,      proudly to a bright future while denying its dark and
     houses shift location and streets change their course.           sordid past
     Atmosphere in the City: Those that dwell here fear few things,
     if they fear anything at all.                                    Zorgan is the capital of Arania and residence of the
                                                                      Mhaharani and her husband. The heart of business in the
     Ysilia, the old city on Lake Ysli, was completely destroyed      city is the bazaar quarter, Sulaminiah, with all its exotic
     during the assault of Borbarad’s armies. Demons architects       smells and tastes and its love for the Tulamydian gods
     built a new city on its ruins. The structures were bizarre       Rahja and Phex. Life pulses like a heartbeat here. When
     and otherworldly, shapes that only demons and their gods         one merchant meets another, they celebrate and haggle
     could appreciate. A gaping maw known as the Crater of            with passion. Artisans work away in the quiet quarters
     Crystals now marks the center of Yol-Ghurmak, where              of Schamiran and Kenragrid in the shadow of the palace
     the former ruler, the Demon Emperor Galotta, turned the          quarter, to which only the upper class has full access.
     city center into his Flying Fortress and used it to devastate    Zorrigan, the old town, is now a place where thieves and
     Gareth. The sky above the city is eternally gray thanks to       beggars roam free and where illicit deals occur among
     the many smokestacks of the Demon Forges, and sunlight           abandoned and decaying buildings. The dark past of the
     never reaches the ground. Braziers and demonic ember             depraved demon realm, Oron, has been swept away by the
     pillars create a flickering, unnatural light in the city. Many   hospitality and lust for life of the Zorgans. Nevertheless,
     streets and houses are empty, demons are a part of every-        rumors hint that disciples of the archdemoness Belkelel
     day life, and not all of these fiends are under the control      remain hidden in the city to this day.
                                                                                                                                                   91
     why the gods raised the mighty mountain range of the Iron             “According to the Faedhari, it was the high elves that stopped
     Edge from the earth. The mountains keep the inhabitants               the Hordes of the Nameless One from the Giant’s Shore. This tome
     of the Giant’s Shore at bay, be they black giants, savage             also mentions dust creatures, sword wizards, and black trees, but
     human tribes, or flesh-eating horses. The Giant’s Shore is            one should not believe everything reported in a magical history
     also sometimes referred to as the Land of Darkness.                   book, especially one that does not mention dates. The sources
                                                                           from the Diamond Sultanate of the Tulamydes are far more
     “Mist, nothing but mist. This blasted inlet is so large that we       fruitful, though sparse. We believe that there was trade between
     haven’t seen anything but rock and fog. We would land if not          the Giant’s Shore and our lands, as evidenced by Yal-Kharibet, a
     for the endless howling. I am going to finish mapping this place      city in Rakshazastan named after Sultan Karibet. Unfortunately,
     quickly, even if the results are sloppy. I can see a steely gate in   there were at least two sultans with that name…”
     the rock, if I am not mistaken, but we must turn back or we shall     —excerpt from a lecture in history at the University of
     not see Bornland again. The cliffs straight ahead glimmer sickly      Methumis, 1037 FB
     yellow in the dusk and it smells of sulphur—the work of demons!
     Gods be done with this cursed place!”
     —handwritten remark on a map of the Misty Meadows in
     the Giant’s Shore, undated
                                                                         93
      Languages and Dialects                                          Language Specialization Garethi
                                                                      Alberned: Albernia, Garethi with loan words from
      “Bha’salasandralya*. You have already cast the taubra**?”       Thorwalian and Isdira
      “In Satuaria’s name, what are you talking about, elf?”          Andergastish/Nostrianish: Andergast and Nostria, simple
      —dialogue between a glade elf and a witch, as overheard by      but archaic Garethi with influences from Alaani and Orcish
      a squire, 1029 FB
                                                                      Aretya: Arania, mix of Garethi and Tulamidya
                                                                                                                              95
     The language of goblins, Goblinese, is unlike any other           Customary Forms of Greeting
     Aventurian language. Goblins love to incorporate foreign          Garethi:          Greetings!
     words (with necessary adjustments in pronunciation, of            Tulamidya:        Ahlan!
     course) into their own language.                                  Thorwalian:       Hej!
                                                                       Nujuka:           Paika!
     Other Aventurian races, such as grolms, giants, cyclopes,         Alaani:           Bin’urdam!
     mares, yetis, ogres, Zilites, Risso, and water nymphs, also       Isdira:           among elves: Sanyasala!
     have their own languages. Aventurian scholars cannot                                to humans: Sanya bha!
     decipher, or sometimes are not even aware of, many of             Rogolan:          Garoshem!
     these languages and thus can neither group them into              Orcish:           Ke khur!
     families nor understand their corresponding scripts. Even         Goblinese:        Bluug lak vaas!
     stranger languages exist as well. Dragonnic projects words
     and pictures directly into the mind of the ‘listener,’ and
     outsiders cannot learn the incredibly fast language of         A large number of idioms and proverbs find use well beyond
     kobolds without the aid of magic.                              their cultures of origin. Such expressions are usually very
                                                                    colorful and, in the lands of the Twelvegods, often refer to
     Secret Languages and Scripts                                   the gods or their churches. A number of expressions are
     Many less well-known languages and scripts exist in            quite common in Aventuria and, when used in-game, help
     Aventuria, such as the secret script Nanduria used by          bring the setting of Aventuria to life. This section presents
     scholars, or the magical Zhayad which is regarded as           examples from many different regions.
     the language of demons. Zhayad uses several hundred
     phonetic syllables and indicators, which are aligned into      Most Aventurians use the names of the gods for
     ligatures and symbols.                                         greetings, to say thanks, or even just to emphasize a
                                                                    statement. Examples include “Praios forbid!”, “Phex be
     Thieves and merchants communicate nonverbally using a          praised!”, “Greetings of Travia!”, and “Rondra’s thunder!”
     form of sign language called Atak, and the Secret Signs of     Aventurians have many general sayings, too, such as “The
     Vulpinian allow shady characters to leave messages for one     good gods forbid it!”, “In the name of all the Twelve!”, and
     another on house corners, tavern doors, and fence posts.       “May the Alveranians protect us.” A common form of an
                                                                    oath is: “In the name of the High Dragons of Alveran!” And
     Vulpinian (or Foxish), named after the secretive fox           one should be wary when voicing a very sinister fear, for
     god Phex, allows users to appear to engage in a trivial        “Speak of the Nameless One and he shall appear!”
     discussion while expressing their true meaning only to
     other initiates. Fan language, which allows users to send      “To hear the wings of Golgari” is a euphemism for dying, as
     simple messages via subtle movements of a personal fan, is     the raven of death carries the fallen to the Halls of Boron
     common in the salons and theaters of the Horasian Empire.      across the Sea of Oblivion. Golgari’s brother, Bishdariel,
                                                                    is the bringer of dreams, and therefore “dreaming under
     Idioms and Superstitions                                       the wings of Bishdariel” means one has enjoyed a restful
                                                                    sleep full of dreams. Satinav is associated with the passage
                                                                    of Time, and something that “defies the horns of Satinav”
     Idioms and Expressions                                         is so enduring that it never shows signs of wear and tear.
     “They are as dumb as Selemite sour bread!”                     “To reach a Nivesean age” has a similar meaning, as Nivese
     —a lecturer at the university of Al’Anfa on graduates of the   often live to a great age.
     university of Methumis, 1039 FB
                                                                    Someone who “fights like a dragon” is a dangerous
                                                                    opponent, to whom one should show great respect. To
                                                                    defend oneself “with axe and sword” has its roots in
                                                                    ancient times, as the original settlers had to fight off all
                                                                    kinds of dangers. In Weiden, people use a similar saying:
                                                                    “An axe in the house replaces a scholar.”
                                                                                                                           97
     insults are either very blatant or very subtle, and always       different situation. If the cat goes overboard or dies, then
     very colorful.                                                   the ship is most certainly doomed. An elf or half elf onboard
                                                                      a ship is a sure sign of ill luck. On the other hand, one
     Novadi add colorful descriptions to the name of their            almost never sees a dwarf onboard a ship, as dwarves fear
     god Rastullah: “By Rastullah’s mighty beard,” and so on.         the water (it can extinguish their life flame). According to
     The orthodox excuse themselves for (real or imagined)            many Angroshim, one should drink water in moderation. It
     violations of the 99 Laws with the oft-heard “I pray for         is far safer to enjoy brewed or distilled beverages.
     forgiveness!”
                                                                      Many superstitious customs relate to armed combat, too. If
     Among the Dwarves                                                one kills an opponent in a duel without knowing his name,
     Dwarves mention Angrosh’s name, or objects attributed            his ghost will surely haunt the victor. Weapons break if one
     to him, in sayings such as “By Angrosh’s hammer!”, “By           does not oil them on a daily basis. No one fights at the side
     Angrosh’s beard!”, and “By the anvil of the forefather!”         of someone who has broken three blades, out of fear that
     Their hatred for dragons has entered into their language         this person has been cursed. Furthermore, people might
     in a noticeable manner, and dwarves like to curse magical        come to regard such individuals as dishonorable.
     things that they suspect of being dragon’s work. This is also
     the origin of the exclamation, “Flames!” “He is a clanless       A superstitious custom called numerology, which links
     fellow!” is probably the worst curse a dwarf can utter, as       certain numbers with the gods and their work, is especially
     family means everything to dwarves.                              common among the Tulamydes and the dwarves. People
                                                                      all across Aventuria believe that the number 13 is unlucky,
     Aventurian Superstitions                                         and it is usually associated with the Nameless One and all
     Not all supernatural phenomena are apparent at first             his evil deeds in the world. In this regard the Novadi are
     glance in Aventuria. Some find it strange that people in         the exception, for they view 13 as a lucky number and 12
     a world so strongly shaped by wizardry and the work of           as bad luck.
     gods also possess a great deal of superstition. The kind of
     superstition is influenced by region of birth, especially        Middenrealmers view the numbers 3, 7, and 12 as lucky
     rural areas, where strange beliefs and customs persist to        numbers (worshippers of Phex include the number 9
     this day.                                                        as well). Many cultures regard the numbers 6 and 12 as
                                                                      perfect. The Tulamydes consider the number 5 magical, the
     The real-world saying that there is a kernel of truth in         number 6 elemental, the number 7 demonic, the number 9
     every superstition holds especially true in Aventuria, even      holy, and the number 12 as the number of power. Finally,
     though the facts might not always be apparent at first           the number 2 and its multiples hold great importance in
     glance. We give some examples below and recommend this           the dualistic worldview of the Maraskani, who see it as the
     section especially for players who are looking for further       paragon of perfection and a highly powerful number that
     variations on Negative Trait (Superstition).                     contains both good and bad luck within itself.
                                                                        Conversion
                                                                         Arania                      Year of Independence 995 FB
                                                                         Nostria and Andergast Year of Independence 854 b.FB
                                                                        Regions that worship the Twelvegods divide their year
                                                                        into 12 months, each of which is named after one of the
                                                                        Twelvegods. The standard year starts in summer on the
                                                                        first day of the month of the king of gods, Praios.
usually prefer that these remain intact in the sanctum of               Months
the god (but note that some temples sell relic talismans,
                                                                        Aventuria                   Real-World Equivalent
either directly or on a table in front of the temple, to keep
their offering bowls full.                                              Praios                      July
                                                                        Rondra                      August
Other talismans take the form of body decoration such as
                                                                        Efferd                      September
Thorwalian tattoos or Luloas, lines with ritual meaning
that are drawn on the skin of the Forest Folk to protect                Travia                      October
against the Evil Eye and other malevolent magic.                        Boron                       November
                                                                        Hesinde                     December
Calendars, Reckonings,                                                  Firun                       January
and Holidays                                                            Tsa                         February
                                                                        Phex                        March
“After Reto, after Haal, after Bardo and Cella, after Perval…
How in Hesinde’s name am I supposed to know what year they              Peraine                     April
mean? Can’t these Middenrealmers reckon events according to             Ingerimm                    May
Horas’ Appearance, as is right and proper? That would at least be
                                                                        Rahja                       June
consistent. I’m sorry, did you just say ‘after the Fall of Bosparan?’
I’ve never heard that term before in my life!”                          Aventurian months are often called moons, after the
—a chronicler at the court of the Horas Emperor, 1038 FB                changing moon phases, or are referred to by a god’s name.
                                                                        One moon encompasses 30 days. One week, which is also
Different forms of chronology coexist (more or less) in                 called a Day’s Run or a Praios’ Run, is seven days long. The
Aventuria, and differ from race to race, realm to realm,                days of the week have standard names in the calendar
and region to region. Even the length of a year can vary.                                                     of the Twelvegods,
Some peoples base their calendar on the moon, others on                                                       yet there exist some
the sun. All cultures measure days and nights, even when                     Products for The Dark Eye        differences, depending
they are hard to differentiate, such as in the Far North or                generally use the notation         on      the     region.
deep underground in the delvings of the dwarves.                           after the Fall of Bosparan         Aventurians usually
                                                                           or FB for clarity. To make         refer to the days of
The Calendar of the Twelvegods                                             conversions between                the week as Windday,
In every region that recognizes the Twelvegods, one                        reckonings easier, all             Earthday, Marketday,
year consists of 365 days and begins in summer on the 1st                  Aventurian reckonings              Praiosday, Rohalsday,
Praios. However, annual reckonings differ in many realms.                  possess a year 0.                  Fireday, and Waterday
The most common of these reckons time after “the Fall of                                                      (corresponding         to
                                                                           This section introduces            our Sunday, Monday,
Bosparan” (FB), and is measured from the year 0 FB (the
                                                                           only the most commonly             and so on). Days are
fateful year in which the Garethians destroyed the old city
                                                                           employed system of                 divided into two cycles
and empire of Bosparan). Events that occurred before the
                                                                           reckoning. We discuss other        of 12 hours. Each day
Fall of Bosparan (b.FB) are reckoned in a similar manner.
                                                                           reckonings in greater detail       starts with the first, or
 Conversions                                                               in their relevant regional         Praios, hour (midnight
                                                                           sourcebooks.                       to 1:00 a.m.) and
 Middenrealm                0 Haal                      993 FB                                                proceeds through the
 Horasian Empire            Horas’ Appearance           1491 b.FB
 Al’Anfa                    Golgari’s Appearance        686 FB
                                                                                                                                          99
   hours of the gods’ circle as seen in the constellations in the       names for the months (Midsunmoon, Cornmoon,
   night sky. This progression of hours repeats, starting with          Heimamoon, Battlemoon, Stormmoon, Frostmoon,
   the second Praios Hour (noon to 1 p.m.), and runs from               Grimmfrostmoon, Goimoon, Friskenmoon, Eggmoon,
   afternoon to evening.                                                Faramoon, Vinmoon) and the days of the week. The
                                                                        Thorwalers refer to the Nameless Days as Hranngars’
   Time of Day                                                          Days, named after the eternal enemy of their whale
                                                                        god Swafnir.
   Aventuria                Real-World Equivalent
                                                                        Maraskani count from the year in which Rur sent
   Praios                   12:00 - 01:00 am                            the world discus on its journey, an event known as
   Rondra                   01:00 - 02:00                               the Flight of the World Discus. According to their
                                                                        calculations, this occurred in 3822 b.FB.
   Efferd                   02:00 - 03:00
                                                                        The chronology of the Novadi starts on the 23rd of
   Travia                   03:00 - 04:00                               Boron, 760 FB, the anniversary of the day their god
   Boron                    04:00 - 05:00                               Rastullah appeared before them in the Oasis of Keft.
                                                                        They divide the year into 40 weeks called god names,
   Hesinde                  05:00 - 06:00
                                                                        each consisting of nine days. The remaining five days
   Firun                    06:00 - 07:00                               of the year are holy holidays called Rastullahellah,
   Tsa                      07:00 - 08:00                               which follow every eighth god name. Interestingly the
   Phex                     08:00 - 09:00                               Novadi reckon time with nights, not days, and divide
                                                                        their week into nine nights, each with its own name.
   Peraine                  09:00 - 10:00                               Norbards use a different calendar system, as well,
   Ingerimm                 10:00 - 11:00                               but whether they divide their years based on the
   Rahja                    11:00 - 11:59 am                            transition from light to darkness or according to the
                                                                        needs of their karan herds is not entirely clear. The
                                                                        Norbards calculate time according to moon months
   Praios                   12:00 - 1:00 pm                             of 28 days each. One complete cycle of their calendar,
   Rondra                   1:00 - 2:00                                 called an Uh’Jun, encompasses 100 moon months. This
   Efferd                   2:00 - 3:00                                 corresponds to nearly eight years in the reckonings of
                                                                        other human cultures.
   Travia                   3:00 - 4:00
   Boron                    4:00 - 5:00                             Nonhuman Systems of Reckoning
   Hesinde                  5:00 - 6:00                             Neither elves nor dwarves use a continuous chronology;
   Firun                    6:00 - 7:00                             instead they reckon by the major events that have
                                                                    determined the fates of races and peoples. The dwarves
   Tsa                      7:00 - 8:00                             call their months Summermoon, Ardormoon, Rainmoon,
   Phex                     8:00 - 9:00                             Winemoon, Mistmoon, Darkmoon, Frostmoon, Rebirth,
   Peraine                  9:00 - 10:00                            Marketmoon, Sowingmoon, Firemoon, and Bridemoon.
                                                                    They, too, have Nameless Days, which they refer to as the
   Ingerimm                 10:00 - 11:00
                                                                    Dragon Days.
   Rahja                    11:00 -11:59 pm
                                                                    Scholars doubt whether the elves of Aventuria even have a
   The last five days of the year are particularly sinister
                                                                    system of reckoning.
   and Aventurians associate them with the Nameless One,
   the arch nemesis of the gods. They call this period the
                                                                    The reckoning of lizards is highly complicated and scholars
   Nameless Days. During these five days, no stars are visible
                                                                    have failed to unravel the puzzle of the dates found on
   on the meridian, and most people believe the might of the
                                                                    lizard inscriptions. It is known that their week consists of
   Nameless God is greatest during this time. Initiates and
                                                                    5 days, and their month has 33 days. The lizards aggregate
   novices, especially, have many unholy, demonic labels for
                                                                    these into segments of 553 months (50 years). Ten segments
   these days. Many cultures face the Nameless Days with
                                                                    are called an Ehhn (500 years), and 33 Ehhn correspond to a
   great fear as supernatural and unholy phenomena become
                                                                    Tsiina (16,500 years). The rest is a mystery.
   more common during this time.
                                                                    The orcs measure time with the recurring cycle of lunar
   Other Human Systems of Reckoning                                 eclipses, and their shamans use measures of Great Years,
       Thorwalers count their years from the date of                which consist of 240 moon months (of 28 days each), as the
       Jurga’s Landing (1626 b.FB). They also use different         basis for their reckoning.
                                                                                                                                         101
   remake creation (      page 236). All other living beings are   between godly creation and demonic chaos. Even though
   said to have arisen from the tears of Los. Plants, however,     these are different myths, scholars believe they largely
   formed out of the body of the ancient titan Sumu, while         agree on three aspects:
   her dying womb birthed the titans.                                   Immortals created the world
                                                                        The world is subject to change because mortals and
   The Nivese have a different tale concerning the origin               immortals fight for influence in the world
   of creation. According to them, the mythical Heavenly                The most important aspect is that immortals can only
   Couple gave birth to the first human and the first wolf and          intervene indirectly in the world through the use of
   blessed them with descendants. These lived together in               miracles, and it is the work of their believers that must
   harmony, until Mada, one of the sons of men, killed the              affect the fate of the world
   cubs of the Heavenly She-Wolf, Liska. Liska laid her cubs       Despite all their might, gods and immortals must submit
   into a bowl, which became Mada’s Mark in the heavens.           to the iron Law of the World as devised by Kha, to prevent
   Liska then returned with her pack of Heavenly Sky Wolves        the world from falling into chaos. She laid down this Law,
   to devastate creation. The Nivese believe Mada’s sacrilege      called the Mystery of Kha, In the Heart of the World. None
   and the ire of the Sky Wolves formed the world.                 can violate this Law, neither the immortals nor Kha herself.
                                                                   Kha determined the structure of the world, the natural
   The Maraskani believe that the world is a discus created by     laws, and the order of the Spheres. She appointed a mortal
   the god Rur as a perfect present for his brother-sister Gror.   named Satinav to serve as the Guardian of Time, after he
   Rur threw the discus towards Gror and so the world discus       committed many crimes against Time. As punishment she
   flies through the Ethrajin, the home of demons and the          bound him to the Ship of Time, where he languishes with
   Brotherless (the Maraskani term for the Nameless One).          his daughters Ymra (past) and Fata (future), punishing every
                                                                   sin against the ordered course of creation without mercy.
   Nearly all creation myths describe an interplay between
   two primordial forces at the beginning of time, and the         Even though Kha was worshiped as a goddess by the
   world sprang from their interactions, whether harmonious        first lizard people, the mythos of the Twelvegods does
   or adversarial. Many see this confrontation as a battle         not consider her an immortal in her own right. Instead,
                                                                                                                             103
    For Aventuria, and perhaps even for the entire world,         of a Heroic Age, not the least of which being the Starfall
    a Turning of Ages (       page 235) is a time of upheaval,    (    page 232) that has enthralled almost every Aventurian
    danger, and uncertainty. Scholars believe that the battle     with its nightly changes. Talk of the Heroic Age flows from
    between Good and Evil, between Creation and Chaos,            scholarly circles and quite a few adventurers now see
    reaches its high point during this period, decisively         themselves as destined for greater things.
    influencing the fate of the world. Actions taken during the
    Karmakortheon ste the stage for the world in the coming
    Age, including which races (and which gods) will dominate.                             “1,000 years before the Fall of Bosparan, Geron
                                                                                            the One-Handed fought with the heavenly
    According to Hesindian interpretation, the 11th Age was                                  blade Sevenstroke against a great number of
    dominated by elves and dwarves, the so-called old or long-                               beasts. Shortly after the Fall of Bosparan, a
    lived races. Scholars predict that the 12th Age will be an                               band of nobles founded Rondra’s loyal Order
    Age of humans. However, there are many rivals among the                                of Theatre Knights. Only a short time ago, the
    short-lived races, rivals such as goblins or the resurgent                           Desecrator of Spheres, Borbarad, met his doom,
    orcs, either of which is quite happy to stifle all hope of                     and the heirs of the Demon Crown were crushed – if
    human dominance in the coming Age (         page 236).                 this isn’t a Heroic Age, my friends, I’ll eat my own beard!”
                                                                           —Arbosh son of Angra, forge dwarf mastersmith
“O good and wise gods, the fairy tales which the                  The Starry Sky
Haimamudin tell in the bazaars have a grain                       “I can hardly believe what I have witnessed in the last few weeks.
of truth at their heart after all! These lizard                   If I hadn’t seen it with my own eyes, I would definitely not believe
glyphs prove that the Scaled Beings founded a                     it. Stars disappear from the heavens while others change their
city upon the ruins of which the unparalleled                     position upon the firmament. The Starfall is no illusion. It is really
realm of Khunchom now stands today. Could it                      happening, right now!
be true that lizards once ruled this world?”
—Mirhiban al’Orhima, Tulamydian fire mage                         The constellations of the Circle of Twelve are not behaving as
                                                                  predicted by the astronomical tablets of the highly esteemed
                                                                  Niobara of Anchopal. I checked it four times and even consulted
    A Time for Heroes                                             two different versions of the Alamgest Folio (Bosparanian and
    The current Turning of Ages coincides with a Heroic Age       Tulamydian). At first I noticed a star which I had never seen
    (     page 235), another system that seems to repeat in       before, gray-black and wandering about the sky. Then, as my eye
    cycles. The dwarves speak of these Heroic Ages, as do the     searched for reassurance in the zigzag of the Serpent, I noticed
    songs of the elves and the old records of humans. About       that the stars seemed to be moving. At first the Serpent appeared
    every 1,000 years or so, a time dawns in which heroes can     to stretch and then to writhe. Then the familiar constellation
    accomplish great deeds. Many signs point to the advent        changed into something new, an ouroboros, a serpent that bites
                                                                                                                                      105
   After these come the Circle of Twelve, 12 constellations        the fifteen stars of the red and violet Mare, the sign of
   consisting of more than a hundred stars in total, each of       Rahja, make it the largest constellation in the sky.
   which corresponds to the work of a god. Many of these
   stars carry the names of famous Alveranians such as             Not counted among the Circle of Twelve but inseparably
   Schelachar (the Griffon), Bishdariel                            linked to it is the unholy Nameless Gap of Stars between
                                                                   the Mare and Griffon, the void that accompanies the
   (the Raven), or Gorfang (the Polar Bear), and each              Nameless Days between the years. The Gap of Stars is
   possesses a mythological connection to its corresponding        believed to be the breach that the Nameless God hewed
   god. The constellations of the Circle of Twelve slowly move     into the Wall of Stars, and within which the Nameless one
   through the firmament and the constellation of one deity        himself now lies chained in darkness.
   stands ascendent during every moon. The arrangement
   of months, in the faith of the Twelvegods, is therefore         The stars of the Retinue of the Twelve, which shine far
   directly related to the star-studded sky.                       less bright than those of the Twelvegods, are nonetheless
                                                                   considered part of the Circle of Twelve. They move
   The bright, amber-colored constellation of the Griffon,         synchronously in the background of the Circle of Twelve,
   which ushers in the new year when it is at its highest          where some mistakenly attribute them to the Circle or
   point, is dedicated to the sun god Praios. The steely, jewel-   simply miss them all together.
   studded Sword is holy to Rondra. Frighteningly, the star
   that represented the tip of the Sword disappeared during        The eight wandering stars are especially bright celestial
   the Starfall. Known as the Sar Stone (its name was derived      bodies that seem to choose their own paths in the firmament.
   from the language of the lizards—sar is the Rssahh word         They are particularly interesting to astronomers, and most
   for soul), its disappearance is seen as a dire omen. Efferd’s   bear the names of important demigods. Outside of realms
   constellation, the Dolphin, shines greenish-blue. The           that worship the Twelvegods, they are known by a great
   Goose, which belongs to Travia, is easy to find and shines      many different names.
   with tones of orange and blue. The Raven, which represents
   Boron, the god of death, glows a sinister red and shines        Horas, the brightest wandering star, shines pure white and
   very faintly. The Serpent, the symbol of Hesinde, has           is the symbol of contentment and harmony. Ucuri shines
   undergone a great change since the Starfall began. Once         with a white and gold light; rulers and champions invoke
   it had a distinctive zigzag form, but now the stars, which      it as a protective sign. Simia shimmers reddish white and
   twinkle in the colors of the elements, have rearranged          symbolizes restoration and beginnings. Kor, regarded as a
   themselves into a circle. The Polar Bear, symbol of Firun,      symbol of conflict and aggression, shines deep red. Nandus
   gleams bluish-white and dominates the merciless winter.         is milky blue and associated with wisdom, prudence, and
   Tsa’s constellation, the Lizard, sparkles with all the colors   knowledge, but it is also often interpreted as a warning.
   of the rainbow and contains the second-brightest star in        Aves, which shines faintly of all colors, is the symbol of
   the Aventuria sky (the elves named it Sajalana, which is        carefree freedom because it completes its often-winding
   Isdira for The Companion Home). The turquoise Fox, the          path across heaven’s tent faster than the other wandering
   symbol of cunning Phex, is surprisingly easy to find. The       stars. Marbo, which glimmers in pale white, is regarded
   warm green-golden constellation of the Stork heralds the        as a symbol of death, decay, and endings, but also of
   beginning of spring and is holy to Peraine. The Hammer          perfection, Levthan, which shines in faint hues of green
   and Anvil of Ingerimm shimmers with red light. Finally,         and is particularly visible during the equinoxes, seems
                                                                   to be surrounded by a ring, which astronomers call
                                                                   Levshije. Astronomers attribute it with excessiveness,
                                                                   abandon, and wild revolt, as well as failure and the doom
                                                                   of business ventures.
                                                                                                                                     107
                                                                   The tributes to their lord are usually so great that they
                                                                   have almost nothing left for themselves. If they are serfs,
                                                                   they have almost no choice in matters of their lives. Their
                                                                   lord decides, for example, what they can grow on their
                                                                   fields. If they wish to marry, their liege lord must approve
                                                                   the wedding. In addition, serfs must perform corvée services,
                                                                   labors for which they receive no pay and which can include
                                                                   additional work in the fields or even personal services. Free
                                                                   people, however, can leave the land whenever they wish.
                                                                   In some regions, bondsmen (meaning serfs, not slaves)
                                                                   can theoretically purchase their freedom, but since their
   The Feudal System                                               income is so low, this rarely happens. Some bondsmen
   In many realms of Aventuria, there is a longstanding            flee their lands and try to find work in the cities. If they
   custom where rulers give parts of their lands to followers      succeed, they can become freemen after a year and a day.
   as a reward for loyalty. Initially, ruled granted this right    It goes without saying that feudal lords try everything in
   for a lifetime. The entrusted land, called a fiefdom, is seen   their power to catch these fugitives and return them to
   as a sort of loan where the vassal becomes the ruler of the     their land.
   entrusted land. Feudal lords hold their vassals accountable,
   as do their superior sovereigns, be they counts, dukes,         Town Rights and Burghers
   or empresses. Vassals can tax the rural population, from        A new power base—that of the burghers—has emerged
   which they support themselves, and pass and enforce laws.       within Aventuria’s feudal system within the last few
   In return, vassals swear loyalty and fealty to their feudal     centuries. Through successful trade, many large cities
   lords, as well as to the protection of their own vassals and    began to generate greater wealth than that of the nobility.
   subjects. In times of war, vassals stand with their feudal      They used this wealth to purchase a sort of independence,
   lords, supporting them in battles and mustering soldiers,       which initially included market rights (that is, the right to
   but they must continue to see to the protection of their        hold their own markets). Since then, many of these places
   rural populations.                                              received city rights as well (they may build a wall around
                                                                   the city, cultivate the surrounding land, collect taxes, pass
   In exchange for the taxes they collect, vassals protect         laws, organize a city guard, and hold courts of law). The
   their subjects from enemies. In the feudal system, direct       city, as a collective, became entitled to the same rights as
   descendants inherit sovereignty. This is especially true for    a feudal lord. However, the authority which granted the
   the aristocracy.                                                city these rights still holds them accountable, and the city
                                                                   must still support them in battle. When this happened,
   Usually a feudal system consists of multiple levels, as         the nobility lost control of many of the large cities. Often
   many vassals divide the lands entrusted to them into            this was due to destitute nobles willingly granting these
   smaller fiefdoms managed by their followers. At the top         privileges to wealthy burghers in exchange for financing
   of the feudal pyramid is the regent of the corresponding        their extravagant lifestyles.
   realm, usually a king or an emperor. Dukes, princes, and
   margraves are provincial rulers, lords who claim an entire      Now burgomasters rule from city halls, commanding the
   region as their own. Below them (or at the same level as        city and its surrounding area. This independence is not
   them) are counts. Then comes barons and members of the          uniform across all cities. How many privileges a city gains,
   lesser nobility, such as squires, nobles, and knights.          and how much influence the feudal lord retains, varies from
                                                                   city to city. In places where the nobility is still powerful,
   The illustrious titles of the nobility vary from realm to       cities are governed by stewards appointed by the nobility.
   realm. In Arania, the baronesses are called beyrouni, and       Independent cities often have a magistrate or city council
   the Tulamydes are ruled by an emir instead of a count. For      comprised of, for example, representatives from guilds,
   more examples, see the upcoming regional source books.          influential families, and important temples. Sometimes
                                                                   councils include representatives of mage academies. The
   The ways in which the common folk relate to their               chairperson of a council is called master of the town,
   corresponding rulers also vary greatly from region to           burgomaster, or master of the council. Chairpersons are
   region. There is a distinction between free and non-free        responsible for enforcing the resolutions of the council. In
   subjects. Non-free subjects are not allowed to leave the        addition, they guard the sigil of the city and the key to the
   land of their lord without permission, as they are tied to      city, which can open or lock the city gates.
   the earth, to the piece of land they work for their master.
                                                                                                                                  109
Secular Forms of Address
 Rank                   Form of Address
 Emperor/Empress        Imperial Majesty           Key                                           Etiquette requires one to
 Member of the          Imperial Highness          Gray              Nobility                   bend one’s knee when the
 Imperial Family                                   Blue              Lesser Nobility            Emperor enters the room.
                                                   Without color     No Noble rank
 King/Queen             Royal Majesty
 Mountain King (Dwarves) Venerable Father
                                                         Forms of Address for Clergy
 Duke/Duchess           Majesty
                                                          Rank                                  Form of Address
 Prince/Princess        Serene Highness
                                                          Matriarch/Patriarch                   Your Dignity
 Margrave/Margravess Illustrious
                                                          of a Church
 Children of a duke     Princely Majesty
                                                          Metropolite of a Church               Eminencez
 Children of a prince   Princely Serene Highness
                                                          Archpraetor (High                     Excellence
 Count/Countess         Excellency                        Provost of a Temple)
 Children of a count    Highborn                          Provost of an Order                   Excellence
 Baron/Baroness         Highborn                          Arch Blessed One                      Magnificence
 Children of a baron    Highborn                          Blessed One                           Your Grace
 (Baronet/Baroness)
                                                          Acolyte/Lay Preacher                  Your Honor
 Noble-born             Honor
                                                          Address among Blessed Ones            Brother/Sister
 Squire/Signore         Honor
                                                          (Familiar) Addressing Believers Son/Daughter
 Children of a Lesser   Young Lord/Young Lady
 Noble
                                                                                          Etiquette requires one
 Knight                 High Lady/High Lord          Children of Margravates           to bend one’s knee when
 Doctor (also           Learned Sir/Lady           are addressed according to          a matriarch or patriarch
 Dottore/Dottora)                                  their hereditary title.             enters the room, and also
 Imperial Officers      Excellence                                                     to kiss their sigil ring or
                                                                                       their hand.
 Master of a            Master
 CraftHandwerks
                                                                                                                                 111
                                                                   Military Units
                                                                   The smallest unit contains 50 fighters and has many
                                                                   different names. The infantry refers to this unit as a
                                                                   banner, the cavalry a squadron, and the sappers call it a
                                                                   company. A banner is usually subdivided into platoons,
                                                                   or sometimes batches, of 10 fighters. Among the cavalry
                                                                   this is usually called a lance. Magical or Blessed One special
                                                                   units, referred to as a hand or a star, usually contain only
                                                                   5 personnel.
   Infantry
   Aventurian armies mostly consist of light infantry: lightly
                                                                   10 banners (or squadrons) of 500 fighters form a regiment,
   armed fighters with one-handed weapons such as axes,
                                                                   the most common unit on Aventurian battlefields.
   sabers, or swords; often with a shield. They bear the brunt
                                                                   Legions, which consist of 5,000 fighters divided among 10
   of battle, as they usually fight in the front ranks and incur
                                                                   regiments, form up only during times of war. The famous
   heavy losses.
                                                                   Bosparan legions of the past conquered a large part of
                                                                   the known world. They had a nominal strength of 5,400
   The heavy infantry train with different tactics and
                                                                   soldiers, though this was rarely achieved.
   formations, and only deliver their full potential when
   fighting as a unit. These heavily armored soldiers wear         Size   Unit              Composition
   cuirasses or full suits of armor. They usually wield long
   polearms (such as halberds and long pikes), two-handed          5      Hand/Star         Specialists
   swords, warhammers, or battle-axes, plus a short backup         10     Platoon/Batch Infantry
   weapon.                                                         10     Lance             Cavalry
                                                                   50     Banner            Infantry, five batches
   Lightly equipped archers carry, depending on the region,
   either a bow, a crossbow, or a balestra. Even though the        50     Squadron          Cavalry, five lances
   Church of Rondra regards archers as less honorable              50     Company           Bombards or sappers, five batches
   because they do not fight their enemies hand-to-hand, in
                                                                   500    Regiment          10 banners, squadrons,
   recent years archer units have proven essential to winning
                                                                                            or companies
   battles.
                                                                   5,000 Legion             10 regiments; only common during
   Many units not involved in the main battle act as                                        large-scale military campaigns
   supporting troops, but are considered to be part of the         Within fleets a squadron of about 12 ships is the usual unit.
   infantry. Sappers destroy enemy defensive positions or          Only the large naval powers, such as Al’Anfa, the Horasian
   build their own entrenchments. They also carry heavy            Empire, and the merchant fleet of Bornland, use squadrons.
   equipment such as siege towers or battering rams with           The two fleets of the Middenrealm, thinned out by wars
   them. Bombards move mighty siege weapons such as                or falling into disrepair, have too few seaworthy vessels to
   catapults or artillery onto the field of battle.                form such units. Smaller realms lack the necessary number
                                                                   of ships for such an endeavor. Thorwalers rarely set sail in
   Cavalry                                                         naval units for sea raids these days, to the great relief of
   The light cavalry is lightly armored, usually with a cuirass,   coastal dwellers.
   therefore the riders are often also called cuirassiers. The
   light cavalry fight with lances, sabers, or maces and often
   carry shields. These daredevils often win the greatest glory
                                                                   Military Ranks
                                                                   The command structure is very similar among the various
   in battle.
                                                                   Aventurian armies, even if various regions use different
                                                                   names for the ranks. The Middenrealm refers to common
   The heavy cavalry, also called chargers, battle riders, or
                                                                   soldiers as privates. It places corporals in command of a
   dragoons, descend from the classical knights. They usually
                                                                   hand or a siege engine, and sergeants in charge of a lance.
   wear full suits of armor and carry long war-lances, sabers,
                                                                   A platoon or batch is commanded by a sergeant. Many
   swords, maces, or warhammers. Their task is to disrupt
                                                                   graduates of the cadet’s academies carry the rank of ensign.
   enemy infantry. Most still regard heavy cavalry as elite
                                                                   An ensign has the command over the first lance and is
   units on the battlefield, even though Horasian strategists
                                                                   often the deputy of a lieutenant or captain. A lieutenant
   often quarrel with Weidenan knights on this issue. Other
                                                                   is the deputy of a captain. A captain commands a banner
   types of cavalry include mounted archers, scouts, and
                                                                   or a squadron. A colonel commands an entire regiment.
   couriers. While rarely seen on modern battlefields,
                                                                   Marshals, who are appointed by the Crown, command the
   chariot drivers are viewed as part of the cavalry.
                                                                                                                             113
   The Third Demon Battle                                                  commonly found in the countryside. The most common
   This battle, also called the Battle at the Trollgap, is one             dishes are stews with fish or meat added, depending
   of the most important events in recent history. On the                  on where you are, but usually limited by what the acres
   23rd and 24th of Ingerimm, 1021 FB, the free peoples of                 and forests of the surrounding area have to offer. Many
   Aventuria faced the dark hordes of the resurrected Master               delicacies are known far beyond their region of origin,
   of Demons, Borbarad. Borbarad unleashed ancient powers                  such as the pale Ferdokan beers and ales whose quality
   on the field of battle. Demons, undead, and golems faced                and names have become legendary. Other favorites
   the champions of the free peoples of Aventuria, who                     include Andergastan ham, Warunkan sembelquast (a type
   wielded the holy blade Sevenstroke and the Thunderstorm,                of exquisite blue cheese whose strong odor can even send
   the chariot of the goddess Rondra. The Seven Sign-Bearers,              the undead off to their eternal rest), sweet Punin marzipan
   some of the greatest heroes in Aventurian history, led                  (sometimes called Punipan), and famous Premian Fire, a
   them into battle. The battle ended with the victory of the              potent schnapps that can put even the heaviest drinkers
   free peoples, nd Borbarad himself was banished to Limbo                 to the test.
   for all time. Most scholars agree that the Third Demon
   Battle marks the beginning of the Turning of Ages between
   the Eleventh and Twelfth Age (       page 235).                                              “Leave me alone, Rowena! I am… n… not…
                                                                                                 d… drunk, as long as I can still… lie on thee
   The Battle in the Skies                                                                       floor… with… without holding on!”
   On the 29th of Peraine, 1027 FB, the hordes of Demon                                          —Tjalva Garheltsdottir, after downing
   Emperor Galotta and the undead dragon Rhazzazor, former                                       three bottles of Premian Fire
   allies of Borbarad, attacked the capital of the Middenrealm,
   Gareth, from the skies. After their army had reduced
   Warhome, which lay north of the capital, to ash, the Flying             Farmers grow many different varieties of grain, such as
   Fortress moved on to the imperial city. Entire sections of              rye, barley, and wheat, on the fields of central Aventuria,
   the metropolis were destroyed when the flying demon city                along with pumpkins, sunflowers, beans, peas, chickpeas,
   Yol-Ghurmak crashed into the city. The Middenrealmers                   lentils, and spinach. Potatoes, less common here than
   repelled the attackers, but the abduction of Realm Regent               on Earth, originated in the islands of the Southern Sea.
   Emer of Gareth and the enormous loss of life plunged the                This delicious tuber remained for many years a strictly
   Middenrealm into its greatest crisis.                                   Bornish delicacy until the Borbaradian Invasion, when
                                                                           soldiers who had learned to cook with it carried it back
                                                                           to their homes across the continent. As its popularity
   “Trollgap. Flying Fortress. Mendena. The servants of the                spread, it turned up in many new dishes, and demand
   Desecrator of Spheres should have learned by now that they              for its cultivation grew. Another popular dish that got its
   cannot defeat us. Always, when they beat us down, we stand              humble start in the Bornland is panjas, a type of flat cake
   up and pay them back in equal measure. We shall always                  made from sausage stock, buckwheat flour, and Plotzinger
   be victorious, because we have the gods on our side—and                 Dotzen, which is itself a small, delicious cake. Other
   because I command the cavalry. And also, we have wizards                famous drinks include Norbardian Meskinnes, a strong oat
   in our ranks!”                                                          schnapps made with honey, and Kwassetz, a type of beer
   —Marshal Alrik of Bluefir and of the Mountain                           brewed from fermented rye bread and dry cherries. Even
                                                                                                                            115
   Sport and Games                                                      Even though many rules have been incorporated over
                                                                        time, Imman remains a very rough sport, and players must
                                                                        always expect to receive bloody noses or even broken ribs.
   “They play boltan here? Good. I am going to earn my dinner
   then, because the way I play it, boltan is certainly not a game of
                                                                        Card games are very popular in the taverns of the heartland,
   chance.”
                                                                        even though a full set of full-color cards is not cheap to
   —Carolan Calavanti, Vinsaltan vagabond
                                                                        come by. Many cards are artfully-handcrafted items that
                                                                        are often unique, even though one can find printed (and
   Most Aventurians must work every day to make ends meet.
                                                                        thus much less expensive) playing cards in larger markets.
   For diversions from everyday life, people enjoy many
                                                                        Inrah is not a card game, per se, but rather a set of 121
   types of distractions, whether large festivals or games
                                                                        lavishly decorated cards, which mystics use for predicting
   of cards or dice conducted in taverns in the evenings.
                                                                        the future. A deck of Inrah cards consists of 49 symbol cards
   Tournaments remain very popular with common people,
                                                                        (the so-called major arcana) with illustrious names such as
   even though they are usually barred from competition.
                                                                        The Law of the World, Infinity, or The Emperor, as well as 72
   Audiences wait on the edges of their seats to see how their
                                                                        elemental cards with names such as Five of Water, Squire of
   favorites will perform in the joust, and loyal fans cheer for
                                                                        Fire, Mage of Ore, or Ace of Ice.
   their chosen heroes in melee (tournaments with sword or
   two-handed sword) and unarmed competitions. Betting on
                                                                        The best known card game is boltan, which is played using
   outcomes is not unusual. Sometimes large tournaments
                                                                        the elemental cards of Inrah. Players of boltan bluff with
   offer events in which any free citizen may participate, and
                                                                        their hidden cards while angling to increase the stakes. If
   archery competitions, spear hurling events, and contests
                                                                        every player but one passes, the remaining player wins the
   with clubs or quarterstaves offer more prize money than a
                                                                        pot, even on the strength of a weak hand. If two or more
   farmer can make in an entire year.
                                                                        players do not pass, they compare hands and the player with
                                                                        the highest card hand wins the pot. Boltan is also known
   One event that grows in popularity every year in many
                                                                        as Five Aces, a name derived from the game’s strongest
   regions of Aventuria is the Thorwalian sport of Imman.
                                                                        hand. Due to the usually large sums of money at stake,
   One can usually find enough people for a game of Imman
                                                                        brawls often develop over game results or accusations of
   in almost any large city north of the Khôm Desert, and
                                                                        cheating. This is the reason the game is banned in some
   many cities already have their own teams. Supporters of
                                                                        cities of the Middenrealm and the Horasian Empire.
   the sport like to meet in taverns to discuss players and
                                                                        However, such laws do not hinder devoted players, who
   the day’s results. In this game, two teams compete to get
                                                                        can always manage to find a game in a smoky backroom
   a small ball made of cork into the opposing team’s goal
                                                                        dive or a private salon in a more respected establishment.
   with the help of wooden sticks made from the wood of an
   ash tree. A hit above the goal post earns one point, while
                                                                        Another popular card game is Black Alrik, in which all
   a hit below earns three points. Extraordinarily, this sport
                                                                        players strive to make sure the eponymous card ends up
   is not only popular among the common people, as many
                                                                        in the hand of one of the other players when the game
   nobles see it as a rather rough pleasure. Every Quarter in
                                                                        concludes.
   the city of Gareth has at least one team, and all meet in
   the month of Praios for the Garethian City Championships.
   Nearly every child knows the rules by heart and can define
   an off-side emperor, a Mada’s ball, and an elven roller. Teams                            “Hah! My hand would make even a Bennain
   consist of 15 players each, and the playing field measures                                  turn green with envy. I wouldn’t raise the
   153 yards by 87 yards.                                                                      stakes if I were you, Rowena. An ancestor of
                                                                                               Raidir Conchobair the Sword King, rest his
                                                                                              soul, bet his entire Margravate in a game of
                                                                                            boltan with the Albernian princess—and lost.”
                                                                                          —Carolan Calavanti, Vinsaltan vagabond
                                                                          Dice games are popular and portable, but far more dice
                                                                          are rolled in taverns than elsewhere. Most dice games
                                                                              are played with six-sided dice that are usually made
                                                                                  from wood or bone, though some nobles own
                                                                                    dice crafted from metal or semi-precious
                                                                                     gems that are worth far more than the stakes
                                                                                    on the table. Being games of pure chance, card
                                                                                 and dice games enjoy Phex’s protection, and
                                                                          many followers of Phex indulge in them extensively.
                                                                                                                               117
   Aventurian science can already boast several important          believed that some master smiths, such as Thorn Eisinger,
   achievements: the mathematical concept of zero was              the Smith of 1,000 Heroes, somehow learned the secret and
   discovered long ago, and Tulamydian scholars have               millennia-old techniques of the cyclopes.
   uncovered many secrets of Al’Gebra (algebra). Kuslik has
   published its goniometer tables, and the mathematical
   extraction of roots has been known since the time of                                 “Of course we are better artisans. Father
   Bosparan. On the other hand, the past 100 years has                                   Angrosh gave us more time than you short-
   seen few groundbreaking discoveries in mathematics.                                   living humans to perfect our craft.”
   Rulers understand that the application of mathematics                                 —Arbosh son of Angrax, forge dwarven
   contributes to the quality of life in Aventuria: the Festuman                        master smith
   tables of compound interest and commercial fractions play
   an important role in trade, and is therefore responsible for
   the great wealth of Horasian and Bornish merchants.             With the exception of the one-eyed cyclopes, dwarves
                                                                   are still regarded as the absolute masters of the crafts
   Architecture and ship construction also profits from            of engineering and forging. Perhaps Angrosh really has
   mathematics, as geometry helps calculate the ideal forms        blessed them with extraordinary mastery. The highly
   for hulls and sails and reveals the strength of domes           advanced and greatly esteemed art of crafting is practiced
   and defensive walls. Technical marvels of mechanical            in every dwarven community, and humans have learned
   engineering, which are crafted by dwarves in particular,
   include instruments such as adding machines and
   calculator spindles, tower clocks, and complicated locking
   mechanisms. Vinsalt Eggs—mechanical pocket watches
   developed by engineers in the Horasian Empire, have
   become particularly common among wealthy merchants
   and nobles in just the last few years. It is rumored that
   machinists working in the Demon Forges of Yol-Ghurmak
   also recently created a very precise chronometer.
Most business ledgers, public records, and personal             Thorwalers are highly respected in Aventuria for their
correspondence are still traditionally written by hand on       shipbuilding skills, and their traditional longboats
parchment, especially in cases where durability is important    have hardly changed over the centuries, except for the
or paper is simply not available. Paper is produced from rags   occasional innovation to sails, masts, rigging, or rudders to
or raw plant fibers in special paper mills. The proliferation   make the ships of the northmen glide even faster through
of books and gazettes in recent times is credited to the        the waters. A few envious shipwrights from the south
Maraskani, who invented the movable type printing press,        claim that these qualities are due only to the magical runes
a groundbreaking development that uses moveable letters         that the Thorwalers carve into the wood and weave into
made from hardwood or lead alloys. The creation of high         the sails of their dragon ships.
quality editions of books such as the Encyclopaedia Magica
and the lesser gods’ vademecums would not be possible           The shivone and its variants, the most modern ship design
without these technological innovations. Similarly,             afloat, was invented almost simultaneously in Grangor
printing presses have fueled the widespread distribution        and Festum. Today, these hardy ships are built by almost
of gazettes such as the Aventurian Herald. Nevertheless,        every major naval power that can afford them. Thorwalers
in many places, books are still copied by hand, and printed     and Tulamydes adhere to the traditional ship designs
pages are produced from single images carved into wood,         of their ancestors (longboats, and zedrakke or thalukke,
according to long-held tradition.                               respectively).
                                                                                                                            119
   Despite many innovations in seafaring, sailing the high             accompanied by a lute. The sad Lamentos of the Almadans
   Aventurian seas still has its risks. Even though ships have         are similar to songs of the Tulamydes, which are almost
   succeeded in making the crossing to other continents,               always accompanied by complex soundscapes, created
   navigation on open water is still rather imprecise. Ships           by kabas fluete, dabla drums, and bandurria, a string
   still usually rely on coastlines and widely recognizable            instrument with a whirring sound.
   landmarks. Navigators can make some use of latitude, but
   the determination of longitude is critical for determining          Dwarves primarily know working or drinking songs, which
   position. Calculating longitude is very difficult, and the          can be sung or shouted without accompanying music. The
   skill is available to only a very few cultures.                     Angroshim have a preference for a style of music that
                                                                       imitates the sounds of ore mining or a hammer striking an
   Unfortunately, the most modern instruments available                anvil. Therefore, they primarily use drums, kettledrums,
   for determining one’s position (the south-pointer,                  cymbals, and Angrosh bells, as well as brass instruments.
   the quadrant, the Hylailean three-pointed cross, and                The success of the bard group Rolling Thunder, consisting
   the Vinsalt Egg) can still be foiled by the unexpected              of both human and dwarven musicians, is a prime example
   appearance of supernatural phenomena, storms, or even               of this sort of rock music, which is becoming popular with
   simple ocean winds.                                                 a wider audience. Furthermore, hill dwarves cherish music
                                                                       which creates a cozy atmosphere. Instruments such as the
   The recent changes in the night sky have been especially            squeezebag (accordion), sackpipes (bagpipe), flutes, and
   ruinous to ships trying to navigate on the high seas,               fiddles are popular.
   as sailing out of sight of a coastline has become a real
   challenge once again.                                               Norbards love dance and song, which they accompany with
                                                                       a bell ring, the tambourine, or a klamfa, a three-stringed
   It doesn’t take long for word of new inventions to spread           instrument similar to a lute.
   across Aventuria, and in return, the demand for such
   innovations soon rises. Al’Anfa and the Horasian Empire             For the elves, music is an essential part of their everyday
   stand at the forefront of technological development, as             lives, as well as their magic. This is the reason why it
   they are prosperous realms with large universities, but             greatly differs from that of other peoples. Elven singers
   they spare neither expense nor effort to purchase, copy,            shape their songs with their emotions to create harmony
   or steal new inventions and techniques. They rely on                among the listeners. But, elven music does not always
   their respective spy networks both to steal from others             sound beautiful to human (or dwarven) ears, especially the
   and to protect their own innovations from prying eyes.              djassandra (Isdira: sweeping sound), when multiple elves
   Yol-Ghurmak is far less scrupulous and often cuts out the           start playing and singing at once. This is often unbearable
   middleman by simply sending demons to abduct promising              to humans as it usually follows no distinctive harmony.
   scholars.                                                           The ability of the elven people to sing in two voices may
                                                                       contribute to the fact that their songs are regarded as
   Music and Art                                                       heavenly and strange. Elves usually use flutes or harps,
                                                                       either on their own or to accompany their songs. The
   “What would life be without the beautiful things which Rahja has    elven magic songs are particularly special, containing both
   given us? Yes, I speak of music and drama, as well as the arts of   a tale and a spell, as the harmony of the melody magically
   painting and sculpting. Everything that was made to uplift and      influences the singer’s surroundings. The magical dances
   inspire the human spirit expresses itself in art.”                  of the Tulamydian Sharisad are similar in their ability to
   —an actor of the Vinsaltan opera, 1039 FB                           touch their audiences, however
                                                                       most attribute this effect to the
   Music in Aventuria is usually used to provide a backdrop            passion of the dance than rather
   for stories, to accompany a dance, to liven up work, or to          than to the music.
   boost morale in a military campaign. Singing is widespread
   in all cultures, even though critics claim dwarves cannot           Music flourishes in the
   sing at all, and Thorwalers are always so drunk that they           Horasian Empire. In
   can do little more than bray.                                       many places in the
                                                                       empire, composers and
   There are many examples of the different styles of music            conductors       command
   in Aventuria. The Minnesang of knights and bards of the             respect, and find their
   Middenrealm sing accompanied by a hand-harp or a lyre.              music regarded as an art
   The mythical sagas of the Thorwalers, which the skalds              form in itself. The Vinsaltan
   recite from memory, are often evening-long presentations            opera has gained particular
For centuries, painting and sculpting have been shaped by       And as death drew near, I begged for one last kiss,
figurative images, though they sometimes have allegorical       She gave me this mercy, sent Boron a wish.
approaches or depict topics the artists could not have          (sung to the Earth melody “The King in Thule”)
seen or experienced themselves. One can find images of
                                                                Loving Regards
gods and saints in all forms: the gold-decorated wooden
                                                                (Old song from the Albernian lake land)
icons of the Bornlanders, as well as the statuettes of saints
made out of wood, stone, metal or, very rarely, gemstones.      If you go to Nostria fair,
These statuettes find their place in many Aventurian            Sage, donf, joruga, and vine
houses as talismans. The temples of the Twelve usually          Remember me to one who lives there,
house large statues of the gods, some of which have gained      For once she was a true love of mine.
legendary fame themselves, such as the famous Kuslikan
sculpture Hesinde with her Human Pupils or the Six-Armed        Tell her to make me a cambric shirt,
Rondra. Secular depictions are also widely known, such as       Sage, donf, joruga, and vine
the gigantic Colossus of Al’Anfa, which rises over the port     With no seam nor needlework fine
entrance of the city. Tapestries, which depict mythological     And then she’ll be a true love of mine.
scenes, are widespread in the Tulamidyian areas as well as      Tell her to wash it in yonder dry well,
in northern regions. The Maraskani, the Thorwalers, and         Sage, donf, joruga, and vine
the Tulamydes are regarded as the true masters of pattern       Which never sprung water nor rain ever fell,
art, even though they use very different subject matter.        And then she’ll be a true love of mine.
Thorwalers like curved lines and prefer mythological topics,
while Tulamydes favor playful, floral patterns. Maraskani       Oh, please find me an acre of land,
connect all of this together and some of their patterns are     Sage, donf, joruga, and vine
said to have a mystical power. The supernatural power of        Well between surf and parcel of strand:
the carved magical runes of the Thorwalers and the glyphs       For then he’ll be a true love of mine.
woven into the magical carpets of the Tulamydes is widely
                                                                Oh, plow it with a lamb’s horn.
known.
                                                                Sage, donf, joruga, and vine
                                                                And sow it all over with a single corn:
Painting often follows classical subjects. Paintings of
                                                                Or he’ll never be a true love of mine.
battles, landscapes, and portraits of affluent merchants
and famous nobles are widespread. Landscapes or pictures        Oh, cut it with a sickle of leather,
of cities have become increasingly realistic thanks to the      Sage, donf, joruga, and vine
understanding and use of perspective. Cartographers have        Bind sheaves with an ostrich’s feather:
been sponsored to produce series of maps and atlases,           Or he’ll never be a true love of mine.
but hitherto only rarely have their works depicted exact
geography. They include countless decorative elements.          And if you are at the end of your work,
Sometimes cartographers produce real works of art and           Sage, donf, joruga, and vine
they find their way onto walls as decoration.                   Ask him to come for his cambric shirt
                                                                And you’ll be once more a true love of mine.
                                                                (sung to the Earth melody “Scarborough Fair”)
                                                                                                                        121
   Most painters of today still use traditional materials and                Many nobles in the Middenrealm do not approve of their
   techniques, such as oils on canvas or wood, and ink on                    subjects educating themselves, as they fear that farmers
   parchment or rice paper. Furthermore, some believe that                   and artisans could become rebellious and unruly due to
   a few use magic to increase effect of their paintings. The                strange ideas gained from books.
   pictures of the elven artist Golodion Lakemoon are so
   artfully crafted, that even reality fades next to them.                   Therefore, most printing presses are in the hands of
                                                                             nobles, churches, or mage academies. This guarantees
   For instance, the rustling of leaves in the wind, the foaming             the best control of which publications leave the printing
   of the waves, and even the people depicted in Golodion’s                  companies for circulation. To this day, books considered
   pictures move or change over time thanks to the magic                     heretical or rebellious are written by hand, primarily
   that lives within them.                                                   in secret. This also holds true for the spell books where
                                                                             guild mages record their magic spells. To this day, it is not
   The Horasian Empire, where many people are literate, has                  possible to print the core of a spell on a press so that mages
   many different genres of literature. Poets write not only                 can learn them. Still, the Adamant Press, the printing
   sagas and legends, but they create poems and dramatic plays.              press of the Khunchoman Dragon’s Egg Academy, has been
   With the same passion they also write Travial literature.                 experimenting with magical printing blocks for a long
   These are simple stories with an archetypical ensemble of                 time.
   characters, whose plots are usually about unrequited love,
   jealousy, and gods-fearing actions. Novellas and novels,
   such as The Love of a Princess, the serialized adventures of
   Avestos, or the heart-breaking daredevil Rapiero Floretti,
   have also found a large following.                                             Books as Teachers
                                                                                  The heroes of The Dark Eye usually need a teacher
   Aventurian Libraries                                                           to activate their skills or to raise activated skills.
                                                                                  Heroes can also attempt to increase them with
   “They might believe that knowledge in books is useless. But in                 self-study.
   fact it is quite the opposite. In a book, knowledge will never be lost.
   Lady Hesinde teaches us that we never truly forget, and this holds             A hero can use a book as a teacher, as they
   even more true once we have put it in writing. Although one can                contain a great variety of informative facts.
   find great volumes at the universities of Al’Anfa or Methumis, and             Mages can use the widespread spell books to gain
   in mage academies such as the Academy of High Magic in Punin,                  the knowledge of a certain spell or property.
   we can truly claim that the Halls of Wisdom, Hesinde’s main
   temple, contains in its Parlor of Learning the largest library the             Self-study usually takes longer when compared to
   world has ever seen. Why, do you think, so many scholars come                  studying under a private tutor, as the hero must
   here to use our library? Exactly, because they seek knowledge                  learn many things through trial and error. The
   only found here and not at the courts of the nobility. They think              length of time needed is at the GM’s discretion
   too highly of their standing and spurn this valuable knowledge.”               and should be based on the skill, spell, or combat
   —Rymorio Erkenlander, grand master of the Parlor of                            technique in question, and the existing skill of
   Learning, 1040 FB                                                              the hero. To learn from a book, the hero must
                                                                                  be able to read it, and have a command of the
   Books are valuable items in Aventuria, and the invention                       corresponding language and script of the book.
   of the printing press and its regular use has not changed                      This means the hero must speak the language at
   that fact. Written works circulate faster and wider                            level III and must have learned the alphabet of
   than was previously the case—back when scribes and                             its script.
   illuminators had to produce books with painstaking
   manual labor: writing in silver, gold, and colored inks.                       Raising or learning skills from a book costs the
   Not every Aventurian can use the knowledge held within                         hero adventure points per the cost table on
   in books, as most humans can neither read nor write. The                       page 351 in the Core Rules.
   Horasian Empire might be the exception to the rule, as
   the educational standard of even a simple city dweller is
   very high. The larger cities of the Middenrealm now teach
   reading. The ability to read has become more important
   with the increasing texts associated with trades and crafts.
                                                                                                                                         123
   Encyclopaedia Magica                                                 Herbarium Kuslikum
   “It is no easy task to clearly define magic and to separate it       “Of the disdychonda: it remains unknown which immortal
   according to different properties, as the working of magic differs   thought of such a plant, but the disdychonda of the rainforests
   among all peoples. But despite these phenotypical problems it        remains as the most frightening example of a plant that feeds on
   was possible after century-long research to order and catalogue      flesh. It carries a violet bloom with numerous garlands, which
   the core premises of magic. There are, to this day, still topics     sprout on a trunk of about 7 inches. The real danger lies in the
   which need extensive research, especially temporal magic and the     four giant leaves, which spring from the greenish brown trunk
   Contra-Contraria, the anti-anti magic.”                              near the ground and their dark green color often melts it into
                                                                        the surrounding area. If a living being touches them they roll
                                                                        together, to constrict their victim, and the nettles on its surface
                                                                        emit their insidious poison.”
                                                                                                                                         125
   Gazettes and Periodicals                                            abilities, and faith against an enemy we cannot see. For who
   In some regions, a town crier still publicly announces              would we be, if we did not make sacrifices to help in the fight?
   the news, because many people cannot read. Coverage in              Who would we be if we did not show compassion, and comfort
   printed form, however, becomes ever more dominant in                those already beyond Peraine’s help? I tell you, we would be no
   the cities of the Middenrealm, the Horasian Empire, and             one. We would be no better than the dark henchmen who bring
   the South. Newspapers such as the Havena-Fanfare, the               disease and ruin to the world in the name of their demonic
   Yaquir View, the Brabakan Picture Postillion, and the newly         masters. No, we are better than that, because the Twelve and
   founded Andergastan Friend of the People cover mainly local         Peraine are with us!”
   events.                                                             —the Servant of Life Leatmon Phraisop the Younger,
                                                                       highest Blessed One of the goddess Peraine, 1040 FB
   The Aventurian Herald is the best-known Aventurian
   newspaper, as the news bulletin with its main seat in               Aventurian air possesses a curative effect, which stimulates
   Gareth has many offices and traveling correspondents all            rapid healing. This is also the reason why plagues have
   over the continent. As a press review, it covers news from          had less of an impact on Aventurian history than they did
   all over the world and summarizes reports from other                on European history. This does not mean that there have
   regions.                                                            been no devastating plagues in Aventuria—only that they
                                                                       occur far more rarely than on Earth. There are numerous
                                                                       diseases in Aventuria, and while some possess annoying
                                                                       symptoms, others are highly contagious and are often
                                                                       terminal. During the military campaigns of the current era,
                  The Aventurian Herald is the free support            gangrene and Battlefield Fever have become enormous
             magazine for the roleplaying game The Dark Eye.           problems.
           It advances the living history of the continent
        from the perspective of Aventurian authors, and                Scholars cannot agree on what causes diseases; ideas
      is published every two months in German. Several                 include filth and contamination, bites, stings, claw wounds
      sample issues of the Herald are available in English             from animals and monsters, and even the works of demonic
      as free downloads. For more information, visit us at             powers. Some view diseases as a curse from the gods.
      www.ulisses-us.com.
                                                                       Even if the cause of a disease or epidemic is not evident,
                                                                       Aventurian healers, and especially those of the Church of
                                                                       Peraine, have dedicated themselves to the struggle against
                                                                       such infections.
   The Hesinde Mirror mainly concerns itself with scientific
   and magical topics and the Hesinde temple of Kuslik
   publishes it every three month. The Salamander, a
   quarterly publication of the mage’s guilds, reports on the
   latest research in magic and alchemy, and also contains
   guild proclamations.                                                   Diseases as Part of the Game
                                                                          If there is no experienced healer in the group
   Aventurian Diseases                                                    who knows how to Treat Diseases and has the
                                                                          necessary means, diseases are insidious opponents.
                                                                          Sometimes, the correct healing herb is not available
   “We have learned much about diseases and plagues in recent             in the region through which the heroes travel.
   years – and what we have learned causes us to fear them beyond
   all measure. The constant wars, lack of access to food, and, not       There are probably few groups who enjoy having
   least, the increasing work of demons, have caused so much pain         their entire party face a painful death from disease,
   and suffering throughout the entire world. I am not talking about      without any hope of relief.
   a dripping nose during deepest Firun’s moon, where a hot herbal
   infusion might help, nor about the Wolf after a heavy night of         We advise you to use diseases mainly for dramatic
   drinking. No, the epidemics which haunt us, like Zorganpox or          purposes; for instance, to create tension in the
   the Red Wheeze, are the events for which the mild Lady Peraine         game, as an unseen enemy of the heroes, or to
   put us on this world.                                                  show the hopelessness of a specific situation.
                                                                  Blue Wheeze
                                                                  One of the most dreaded plagues of Aventuria is the blue
Blessed Ones can often combat diseases very effectively,          wheeze. It usually occurs as a secondary infection that
thanks to their blessings and liturgies. They can also sooth      follows a more harmless disease, such as dullskull or bloody
symptoms magically, although the disease remains.                 phlegm. The diseased suffers increasing chest pains, fever,
                                                                  coughing, and diarrhea. The blue wheeze gets its name due
Many healers trust in the potency of herbs or alchemicae          to the faint, slightly bluish complexion, the swollen blue
that have proven their efficacy throughout the centuries.         tongue, and the violet mucus of the diseased.
You can find the game mechanics on the state diseased, the        Level: 6
outbreak of a disease, and its treatment in the Core Rules on     Progress: Starting with the first day, the diseased develops
pages 35 and 343.                                                 severe pains in the chest, a fever, restless sleep, and
                                                                  shallow breathing. On the second day, coughing fits begin,
Selected Diseases                                                 accompanied by blue and violet phlegm. The skin grows
“Zorganpox? By blood-drinking Kor, don’t worry about such         pale, and sometimes the face takes on a lightly bluish cast.
a rare disease. Battlefield fever and gangrene are your worst     There is often discoloration of lips and tongue, which also
enemies, once you have felled your opponent.”                     turn blue. As blue wheeze progresses, the diseased suffers
—a mercenary of the Tulamydian Riders, 1039 FB                    increasing fatigue and even complete exhaustion.
                                                                  Resistance: Toughness
Leprosy                                                           Incubation Time: 1 day
Leprosy causes lengthy suffering, heavily disfigures the          Damage: From the first day, 1 level of Pain (only occurs on
victim, and often ends fatally. In the beginning, there is a      the first day), from the second day, 1 level of Stupor every 3
growing feeling of numbness, and dark spots appear on the         days, plus 2 DP per day/1 level Pain (only occurs on the first
skin. As it progresses, fingers, toes, and even entire flaps of   day), plus 1 DP per day
skin are lost. The diseased are called lepers. Society exiles     Duration: 14 days/7 days
lepers to live in isolated settlements or infirmaries, so that    Causes: Following a disease of bloody phlegm or dullskull
the disease cannot spread into the general populace.              (1-2 on 1D20, 10%), longer contact with a diseased (1 on
Level: 5                                                          1D20, 5%)
Progress: Leprosy progresses very slowly, beginning               Treatment: Bed rest, home remedies, and drinking plenty
with red spots on the skin, which feel numb and spread            of liquids reduces the duration of the disease by half.
over a number of weeks. The spots become increasingly             Antidote: None; the Church of Peraine knows liturgies to
knotty, and within a few months, face and limbs starts            stop the blue wheeze.
to disintegrate. The diseased does not lose the ability to
regenerate, unlike the state diseased. When healed in a           Bloody Phlegm
later stage, the knots and any disintegration caused by the       Bloody phlegm is an unpleasant, yet rarely deadly,
disease remain.                                                   disease that occurs primarily in southern Aventuria. The
Resistance: Toughness                                             characteristic reddish-brown mucus, emitted through
Incubation Time: 3 Months, in rare cases multiple years           coughing, is the basis of its name. The longer one stays in
Damage: The diseased lose two levels of their appearance,         the jungle, the more likely one is to catch Bloody Phlegm.
going from normal-looking to the disadvantage Ugly II,            Many healers assume certain plants or animals living
or going from Good Looking I to Ugly I, and so on. At the         there transmit the disease. Another assumption is that the
                                                                                                                               127
   shamans and magically-gifted Forest Folk are responsible         Efferd’s or Dungeon Syndrome
   for it. They are said to be able to invoke the bloody phlegm     Sailors fear Efferd’s syndrome, and prisoners worry that
   through rituals, to deter slavers and brash adventurers. In      dungeon syndrome will drive them mad at some point.
   reality, many Forest Folk and Utulus are naturally immune        Both diseases have a different origin, but their courses are
   to bloody phlegm.                                                very similar. Whether too long at sea, or rotting away in
   Level: 3                                                            a dungeon, a hero begins to suffer the corresponding
   Progress: The mouth and                                             syndrome. Initially the diseased only feels weary; but
   throat swell up, and then             Immunity against bloody       fever and hallucinations follow. The healing process
   one coughs up reddish-               phlegm is a recommended        starts only when the hero has firm ground underfoot or
   brown phlegm, which is               advantage for Forest Folk      has left the dungeon.
   accompanied by fits of               and Utulu characters.          Level: 2
   coughing and a low fever.                                           Progress: This slow disease starts with fatigue, followed
   In some cases, bloody                                               by clouded vision and even hallucinations.
   phlegm can lead to                                                  Resistance: Spirit
   contracting blue wheeze (1-2 on 1D20, 10%).                      Incubation Time: Immediate
   Resistance: Toughness                                            Damage: 1 level Confusion per 5 days/1 level Confusion
   Incubation Time: 3 days                                          Duration: Until the victim leaves the ship or dungeon
   Damage: Every three days, 1 level of Stupor, plus 1 DP/1         (disease stops immediately)
   level of Stupor, plus 1 DP per day                               Causes: At least 5 weeks at sea or in a dungeon (starting
   Duration: 10 days/3 days                                         from the sixth week every week, 1 on 1D20, 5%)
   Causes: Long stay in the rain forest, at least 2 weeks (1-2      Treatment: Restraints, so the diseased does not pose a
   on 1D20, 10%), proximity to someone with the disease (1-5        danger to themselves during the hallucinations.
   on 1D20, 25%)                                                    Antidote: See duration. Fresh sansaro keeps the disease
   Treatment: Bed rest and home remedies reduce the course          from getting worse (no further levels of Confusion).
   of the disease by 2 days.                                        Consuming sansaro for two weeks cures the disease.
   Antidote: A secret mixture of different herbs from the rain      Ingesting fresh merman’s weed prevents the disease for a
   forest (only known to shamans and animists of the Forest         week.
   Folk tribes)
                                                                    Jaundice or Battlefield Fever
   Dullskull                                                        High fever and strong bodily pains characterize the
   Dullskull is a particularly strong form of common cold.          infamous battlefield fever. Mercenaries, warriors, and
   Symptoms include fatigue, stuffy nose, and strong                soldiers are its main victims, as the disease usually begins
   headaches. Some believers of the Twelvegods regard               on battlefields or when wounds are not treated cleanly. As
   dullskull as punishment from Hesinde or Praios for telling       the disease causes a yellowing of the lips, battlefield fever
   lies in the temple.                                              is also known as jaundice.
   Level: 2                                                         Level: 2
   Progress: Fatigue, weakness, and dizziness, as well as           Progress: Heavy fever, accompanied by cramps and bodily
   fever, coughing, and a blocked nose.                             pains. In later stages, yellowish lips. Elves suffer more
   In some cases, dullskull can lead to contracting blue            severely from jaundice (the disease check for jaundice
   wheeze (1-2 on 1D20, 10%).                                       is always successful). In some cases, jaundice can lead to
   Resistance: Toughness                                            yearly fever (1-2 on 1D20, 10%).
   Incubation Time: 2 days                                          Resistance: Toughness
   Damage: 1 level Stupor, 1 level Confusion as well as 1 DP        Incubation Time: 3 days
   per day/1 level Stupor. Dwarves who suffer from dullskull        Damage: 1 level Pain and 1D6 DP per day/1 level Pain, as
   become very grumpy and receive the negative trait Short          well as 1 DP per day
   Temper, as long as the disease lasts.                            Duration: 7 days/3 days
   Duration: 6 days/3 days                                          Causes: Contaminated wounds, especially on battlefields
   Causes: Lying or spreading falsehoods in a temple of Praios      (1-4 on 1D20, 20%), proximity to someone with the disease
   or Hesinde (1 on 1D20, 5%), proximity to a diseased person       (1 on 1D20, 5%)
   (1-2 on 1D20, 10%), hypothermia (at least one level of           Treatment: Bed rest and general fever treatment (1 DP
   hypothermia, 1-8 on 1D20, 40%)                                   less per day).
   Treatment: Bed rest reduces the duration of the disease          Antidote: Alcoholic potion made from yoruga and
   by 1 day.                                                        gulmond shortens the disease by 2 days; an ointment made
   Antidote: Thrashbeard (immediate relief, the diseased            from thrashbeard prevents catching yearly fever.
   loses no further DP through the disease)
                                                                                                                             129
   Level: 5                                                              Laboratories are dangerous places, which leak stinking
   Progress: On the first day: confusion and a loss of speech            exhalations, and from time to time these workshops are
   control occur, afterwards fever and a strong sense of                 responsible for fires in cities.
   fatigue. Some victims fall into a state of restless sleep.
   Resistance: Toughness                                                 Even with these troubles, many people buy from
   Incubation Time: 1 Day                                                alchemists. Scented fragrances, love potions, healing and
   Damage: On the first day, 2 levels Confusion, from the                magic potions, weapon oils, or burn ointments are only
   second day, 2 levels Stupor and 1D6 DP per day/on the first           a few of the things one can purchase from them for coin.
   day, 1 level Confusion, from the second day, 1 level Stupor as        According to popular belief, some alchemists can enhance
   well as 1D3 DP per day                                                the effect of their potions thanks to their magical gifts,
   Duration: 3 days                                                      but, in general, the regular practice is quite different. The
   Causes: Bites of carrion feeders, wounds from heavily                 typical steps of mortar, dissolve, distill, and distill again
   contaminated weapons, poor or no dressing of wounds (1-2              are found in alchemist’s labs and witches’ kitchens alike.
   on 1D20, 10%)                                                         Whether one is in an archaic or a highly modern workshop
   Treatment: Bed rest and general fever treatment (1 DP                 (such as those of the Red Salamander), the practices do
   less per day).                                                        not vary. Often alchemy uses plants from many different
   Antidote: None; the Church of Peraine knows liturgical                regions to brew the ingredients needed for antidotes
   chants that cure traumatic fever.                                     against diseases and minor ailments. True masters of the
                                                                         art know many secrets of the craft, such as how to create
   The Art of Alchemy                                                    the dangerous, ever-burning Hylailian Fire, or brew a
                                                                         variety of outlawed poisons.
                          “You just want to purchase a simple love
                                              potion? Do you think       The ingredients for a potion or an ointment sometimes
                                                    me a charlatan?      sound fantastical. While one can purchase such ingredients
                                                     I am a studied      as Unau brine, Khunchomer pepper, or Brabakan vitriol
                                                 alchemist from the      from a well-supplied alchemist or a large town’s market,
                                                   workshops of the      finding dragon’s blood, ice from the peak of a glacier,
                                                   Red Salamander        children’s pitch, the nails of a hanged man, alabaster dust,
                                                   in Brabak. I can      or troll saliva might be adventures in their own right.
                                          brew you a potion which
                                         brings forth unbridled          Specific rules on the recipes, ingredients, and laboratories
                                         lust. But you will not win      for brewing such elixirs, tinctures, and potions are covered
                                          true love with this. I can     in the Core Rules on page 270.
                                          accomplish other things
                                          with my art: I can concoct     Poisons
                                         a potion of invisibility,       Aventuria has a large variety of poisons of herbal, animal,
                                        that will let you be close to    or mineral origin. Not every poison leads to the death
                                 your lover, unseen. If he proves        of its victim, but among the less law-abiding alchemists,
                                  to be unworthy of your love, I         producing poison is seen as a dangerous but
                                    can produce poisons for you to       highly lucrative discipline.
                                     take your revenge. Naturally,
                                     only if you can afford it, as the   Most realms strictly prohibit even possessing
                                     ingredients are expensive and       certain poisons. In the Middenrealm, the law
                                     rare.”                              punishes their use most severely. The law is no
                                     —a southern alchemist in            less strict on creating such infernal tinctures,
                                      Mengbilla, 1040 FB                 and in the Middenrealm, the Horasian
                                                                         Empire, the Bornland, the Warring Kingdoms
                                         Alchemy is a high art,          Nostria and Andergast, Arania, the Caliphate,
                                          even though the guild          and many other places, there are strict
                                             of alchemists has           punishments for alchemists caught brewing
                                           often been disgraced.         or selling such dangerous potions.
                                                                                                                             131
   Pastilles Against Pain                                           Price of Ingredients/Level: 20 silverthalers per level
   These pastilles suppress pain for a short time. They are         Laboratory: Archaic laboratory
   popular not only with traveling heroes but also among the        Brewing Difficulty: 0
   wealthy patients of tooth pullers and patricians plagued         Quality Levels:
   by headaches. Ingestion does not make the condition level        1: Regenerates 1 additional LP, AE, and KP during sleep in
   disappear, it merely suppresses the effects. For instance,          the next regeneration phase.
   someone suffering from the effects of a level III condition      2: Regenerates 2 additional LP, AE, and KP during sleep in
   can ignore one level thanks to pastilles of QL 2, and only          the next regeneration phase.
   suffers from the effects of level II. If the hero reaches Pain   3: Regenerates 3 additional LP, AE, and KP during sleep in
   level IV, the effects of the pastilles no longer help and the       the next regeneration phase.
   full effects of level IV apply. The effect of the pastilles is   4: Regenerates 4 additional LP, AE, and KP during sleep in
   immediate.                                                          the next regeneration phase.
   Typical Ingredients: Ice water, gulmond, candy sugar,            5: Regenerates 5 additional LP, AE, and KP during sleep in
   garlic, horse sweat, stone oak acorns                               the next regeneration phase.
   Price of Ingredients/Level: 10 silverthalers per level           6: Regenerates 6 additional LP, AE, and KP during sleep in
   Laboratory: Archaic laboratory                                      the next regeneration phase.
   Brewing Difficulty: 0
   Quality Levels:                                                  Potion of Toughness
   1: Suppresses the effects of one level Pain for 15 minutes.      A potion of toughness can improve a hero’s physical
   2: Suppresses the effects of one level Pain for 30 minutes.      resistance against poisons, diseases, and malicious magic.
   3: Suppresses the effects of two levels Pain for 15 minutes,     It is equivalent to the potion of will (see Core Rules, page
       after that suppresses the effects of one level Pain for a    273), which strengthens the mind. The effect of the potion
       further 15 minutes.                                          of toughness is immediate.
   4: Suppresses the effects of two levels Pain for 30 minutes.     Typical Ingredients: Diamond, finage, coconut, granite,
   5: Suppresses the effects of three levels Pain for 15 minutes,   oxen’s blood, olgin root, Unau brine
       after that suppresses the effects of two levels Pain for a   Price of Ingredients Levels: 55 silverthalers per level
       further 15 minutes.                                          Laboratory: Alchemistic laboratory
   6: Suppresses the effects of three levels Pain for 30 minutes.   Brewing Difficulty: -2
   Sleeping Potion                                                  Quality Levels:
   A sleeping potion provides restful sleep and improves            1: Toughness improves by 1 for 5 minutes.
   regeneration. However, the user of the sleeping potion           2: Toughness improves by 2 for 10 minutes.
   must sleep to receive its effect.                                3: Toughness improves by 2 for 15 minutes.
   Typical Ingredients: One beery, clear rainwater, yagan           4: Toughness improves by 2 for 20 minutes.
   nuts, mint, gulmond, chamomile, raven feathers, white            5: Toughness improves by 3 for 30 minutes.
   Khôm sand                                                        6: Toughness improves by 3 for 45 minutes.
If you want to travel onwards into the Dragon Stones, then I have
excellent ropes from the rope makers of Ilsur. You’ll definitely
need those in the mountains! You already have rope? Well, then,
I can see that you are experienced travelers and have almost
everything you need for survival, eh? Do you have a hatchet to
cut kindling? You don’t intend to mar your valuable sword by
hacking away at innocent pieces of wood? Ah, I see, your dwarven
friend has an axe. What a pity. This hatchet comes from the finest
smithies of Angbar. Well, so it is.
Well, brother of mine, one last drink and I’ll give you a skin of
kwassetz and a small earthenware flask of thise Meskinnes
you like so well, straight from my sister-in-law’s distillery in
Cherrydell. Well, what do you say? Isn’t that a good offer? Are we
in agreement? Fine, get out your silver and let’s shake hands on it.
Here’s to your good fortune.”
—a traveling merchant of the Norbard tribe of Surjeloff,
1039 FB
                                                                        133
   Currencies and                                                  Sometimes, exuberant local patriotism and tangible
                                                                   commercial interests lead to strange practices. For
   Payment Transactions                                            example, laws in the Horasian town of Silas prohibit
                                                                   travelers from bringing in silver pieces that do not bear
   Among many peoples and in many regions, typical                 the city’s coat of arms, and fee-based exchange offices
   business transactions involve an exchange of goods rather       exist at every city gate. In Mengbilla, where the worship
   than payment with coins. Farmers trade goods with one           of Praios is prohibited, Middenrealmish ducats are not
   another, hunters from the north exchange pelts and game         accepted because their reverse shows the griffon, a symbol
   for everyday items, Nivese nomads barter with each other        of Praios. Someone wishing to enter Angbar must possess
   using herds of karans instead of money, and Novadi tribal       at least 12 halers, a rule established nominally to protect
   princes trade in camels as often as with coin. In areas that    the city from pickpockets and beggars.
   welcome currency, coinage has mostly replaced metals and
                                                                   Arania uses Middenrealmish denominations but mints its
                                                                   own coins, known as the dinar, shekel, hallah, and kurush.
                                                                            In most of the Lands of the Tulamydes, people
                                                                              accept Aranian coinage as means of payment.
                                                                                                                               135
                                                                             A Word on Prices
   Even though many trade routes are regarded as relatively               Trade Fairs
   safe, transportation risks always affect costs. Camels,                Trade fairs are popular events held in all parts of Aventuria,
   wagons and draft animals, and expensive cargo ships must               where merchants, traveling folk, and many others gather
   be hired or purchased, and then maintained. Moreover,                  for commerce of all sorts.
   nearly all long-distance traders spend good money to
   hire escorts such as heroes, mounted mercenaries, or                   Trade fairs quickly turn into large folk festivals,
   warships. These guardians deter bandits, and repel them if             frequented not only by merchants, but also by performers,
   necessary, but this increases the price of transported goods           fortune tellers, illusionists, and artists. These trade fairs
   even further. Land routes often raise prices more than                 guarantee good prices and a wide variety of goods. To
   transportion by sea. A good example is the silk caravan, a             attract merchants from all corners of the world, cities and
   merchant convoy that transports silk and other valuable                towns, as well as merchant and craft guilds, often loosen
   goods, such as spices or opals, from the Empire of Al’Anfa to          or even suspend, their laws and regulations. Import taxes
   Mengbilla in a trip that takes an entire year. Transporting            are suspended and even strangers are allowed to enter
   wares on the sea route to Port Corrad costs just a quarter of          the city to sell goods that normally fall under exclusivity
   what is required to transfer all goods and transport them              agreements with guilds. Experienced merchants as well as
   on land via Realm Roads and corduroy roads to Mengbilla.               crafters and merchants with a small or unusual assortment
                                                                                                                                   137
       artifacts and tinctures especially for this festival in          	Oxen Market of Baliho (18th-22nd): This rustic trade
       hopes of finding affluent buyers.                                 fair feels more like a folk festival with cattle drives
       Trade Fair and Great Slave Auction in Al’Anfa                     tacked on. Jesters perform their art between the
       (2nd-5th): The largest trade fair in the south attracts           colorful market stalls, and the common people enjoy
       merchants who are not otherwise engaged in                        an archery competition and games of cowpat betting
       Khunchom at the time. The slave auction draws many                (betting where a cow will do its business on a field
       onlookers in addition to intermediaries, wealthy                  marked with gridlines) and knife throwing.
       buyers, and people desperate to purchase the freedom             	Angbaran Trade Fair (21st-23rd): Probably the
       of an enslaved family member.                                     largest craft fair in Aventuria; This fair for Koshan
   Hesinde                                                               and Angroshim wares begins on the Day of Weapon
       Opera Festival in Vinsalt (20th-29th): The opera                  Forging, and is accompanied by a public festival
       festival is held in tandem with an art fair that offers           organized by dwarves and humans.
       works from the most famous artists in Aventuria.              Rahja
       Great Camel Market of Mherwed (around the 25th):                 	Great Trade Fair in Grangor (8th-12th): This Horasian
       This trade fair, held in conjunction with a popular               harbor town holds one of the largest trade fairs in
       camel race, draws merchants from the Lands of the                 Aventuria, Even goods from Gyldenland are sometimes
       Tulamydes offering all kinds of exotic wares, slaves,             offered. The popular Grangoran Masquerade Festival
       and tropical fruit.                                               accompanies the trade fair.
   Tsa
       Trade Fair of Riva (27th-2nd Phex): This northernmost
       trade fair in Aventuria offers all kinds of goods from
                                                                     Weights and Measurements
       the Far North, including rare elven and even firnelven        “A Warunkan ell? What in Swafnir’s name is that supposed to be?
       items, as well as findings from the Reed Moor.                Does it have anything to do with the undead? No? Good! Wretched
   Phex                                                              brood of Hranngar, damn them all… What’s an ell, then? A
       Trade Fair of Trallop (12th-15th): This rather rustic         measurement of length for linen? Why didn’t you say that in the
       trade fair features beef products, wool, linen, and           first place, my good fellow? Now, how much is that in Imperial
       other goods from the area of Weiden, Donnerbach, and          yards?”
       Uhdenmount. The Trallop Fair is especially famed for          —a Thorwaler hetman on the Radrom, searching for cloth
       its signal horns and many antique weapons.                    for a new sail, 1040 FB
       Market and Games in Lowangen: this city on the
       Svellt attracts many merchants and traveling folk             Aventurian weights and measurements are a complicated
       during the last week of Phex. Besides artisan products,       matter, because almost every region and many villages use
       the fair also features thoroughbred horses, leather           their own measurements. Terms such as the Warunkan ell,
       wares, and metal ores ranging from gold to tin. A             Trallopan bread, Mirhaman drop, and Festuman stere often
       secret market, dealing in orcish weapons and findings         confuse travelers.
       from the Rain of Stars, thrives here as well.
   Peraine                                                           Aventuria didn’t gain a (more-or-less) standardized
       Aventurian Convention of Bards (7th-12th): Bards              system of measurements until the wise Rohal reformed
       and minstrels meet annually in Bethana, Honygnton,            measurements in 539 FB. Rohal’s successors sometimes
       Norbury, or Zorgan (the venue changes each year).             encountered strong resistance against this system from
       Artists and performers loudly present what they               local rulers, and sometimes had to resort to brutal methods
       have learned while merchants noisily praise their             to enforce it. Today, however, most realms and rulers use
       wares. People attend to exchange artfully decorated           this system. There remain some exceptions, especially
       instruments, compositions, and scholarly writings.            among the dwarves, who stubbornly hold onto their
       Spring Festival in Fasar (19th-25th):This week-long           traditional measurements.
       folk festival and large trade fair attracts merchants
       from across the Land of the First Sun, and beyond,
       offering animals such as ostriches and camels, natural        Measures of Length
       resources such as marble and sulfur, and glassware,           1 Inch (or thumb)
       carpets, and weapons.                                         1 Hand                   4 inches
   Ingerimm
       Great Trade Fair of Festum (1st week): This fair              1 foot                   12 inches
       offers artisan wares as well as amber, wax, honey, and        1 Yard (or ell or pace) 3 feet
       anything the industrious merchants of Festum can              1 Mile (or Middenmile) 1,094 yards (3,282 feet)
       get to the city. This fair is also the traditional time for
       commissioning the newest Bornish ships.
                                                                                                                              139
   such as dwarves and elves, have their own perceptions
   of the law. These legal perceptions rarely match those
   of Middenrealmers, and as with humans, are influenced
   by customs and practices. Laws and punishments are set
   according to the word of the corresponding mountain
   king, shaman, or tribal leader.
   Law and order derive from the will of the king of the gods,       The highest courts of law, known as the Realm Court in
   Praios, who, according to the faith of the Twelvegods,            the Middenrealm, the State Court in the Horasian Empire,
   governs the world. Since nobles stand above the common            and the High Diwan in Arania, deal almost exclusively
   people, as is Praios’ will, the nobility has traditionally held   with serious cases such as high treason or feuds between
   jurisdiction over most matters. In cities without provincial      members of the nobility.
   lords, burghers themselves sit in court and pass judgement.
                                                                     Other lands handle legal cases less bureaucratically
   Not everyone is equal before the law. Blessed Ones, guild         and often much more quickly. In Thorwal, for example,
   mages, guilds, and even elves and dwarves live under their        hetpeople and jarls perform the tasks of a court and pass
   own laws and are allowed to regulate internal problems            sentences in all regards. Only the most complicated or
   themselves. However, should an outsider be harmed, the            most serious cases come up before the bi-annual Highest
   perpetrator can be brought before the court of the local          Hjalding.
   jurisdiction for trial and sentencing. Even if found guilty,
   those accused can still be freed if their guild or Church pays    Courts and Presiding Judges
   a ransom, but this often leads to more dire consequences
                                                                     Magistrate’s Courts
   anyway, for guilds and Churches are prudent when it
   comes to their reputations, and any member who risks               Middenrealm        Bailiffs of the crown, cities
   damaging it can expect punishments that go much further            Horasian Empire    Bailiffs of the crown, country towns
   than those of the civil justice system, especially in cases
   involving demonology or necromancy. Blessed Ones and               Bornland           Village mayors
   soldiers of the Realm’s armies must be handed over to their        Arania             Kadis or haranis
   corresponding jurisdictions. So-called wandering folk, on
                                                                      Thorwal            Hetpeople
   the other hand, usually have no rights in the Middenrealm,
   and it is best if they avoid conflicts with the law altogether.   Free Courts
                                                                      Middenrealm        Barons, realm cities
   Courts of Law
                                                                      Horasian Empire    Barons, free cities
   Different courts of law convene for different kinds of
   offenses. The Magistrate’s Court, also called the Lower            Bornland           Bronnjars
   Court or Village Court, is concerned with small offenses           Arania             Beyrounis
   or disputes and is often called to order by a noble, though
   other nobles have no voice in it. The Free Court (also known       Thorwal            Jarls
                                                                                                                                141
   Punishments                                                      of social reprimand, to public humiliation in the pillory.
   Aventurian punishments are harsh and diverse. Judges             These are followed by fines of up to 200 silverthalers or
   select punishments based on the severity of the offense,         corporal punishment, which may consist of caning or
   whether it was a repeat offense, and whether magic was           flogging. The forced cutting of ones’ beard or hair is
   used. Use of magic in a crime is considered particularly         another classic form of shaming punishment.
   reprehensible in the Middenrealm and is always punished
   as if the offense was premeditated. Cruelty, self-interest,      Crimes are often punished by fines, which may be
   and the use of magic while committing a crime lead to            supplemented by corporal or shaming punishments,
   punishments that are more severe than if one can honestly        depending on the severity of the crime. Thieves and
   plead error, confusion, or imprudence. The saying                slanderers are often sentenced to mutilation, which
   “ignorance is no excuse” holds true in Aventuria. Violating      entails the removal of one or more body parts according
   a law unintentionally may have a mitigating effect but           to the nature of the crime. Thieves lose fingers or even an
   neither is there a law that obliges judges or nobles to          entire hand, for repeat offences, while liars and slanderers
   grant clemency. The only exceptions are the elves, whose         have their tongues pulled out. The most popular forms
   otherworldliness was taken into consideration in the             of corporal punishment include the cutting off ears and
   Trallopan Contract.                                              noses, and also blinding.
   Arbiter trials also take so-called justifications into account   People sentenced for serious crimes often must perform
   as mitigating circumstances. If the accused broke the law to     road construction or endure forced labor in quarries,
   prevent a greater evil, all charges might even be dropped.       pits, or mines. Al’Anfa punishes even minor crimes
   However, particularly conservative Blessed Ones of Praios        with enslavement or service at the oars of the galleys of
   prefer inquisition trials and believe that breaking the laws     the Black Fleet. Such pronouncements are usually life-
   bestowed by Praios may never be done with impunity.              sentences, and some recipients survive such conditions for
   They always call for at least symbolic punishment or a           only a short period of time.
   special act of penance.
                                                                    Dangerous criminals are usually branded, so that everyone
   Judges rarely impose prison sentences, since family              recognizes them. Serious crimes, such as tithe fraud, are
   members must pay the convict’s costs of incarceration.           punished by onerous fines and branding. City courts are
   Then, at the end of the sentence, they must pay a final          especially likely to commit a person to debtors’ prison
   ransom to secure the convict’s release. This is true for         until someone pays the fine imposed by the court. Since
   criminals as well as those incarcerated in debtors’ prison.      the cost of the prisoner’s upkeep is added to the fine,
   In cases of political hostages, the treatment of the hostage     the bill quickly grows too large to pay. When all hope of
   may depend upon the donations of the family.                     payment is gone, the convict is usually sent to a quarry or
                                                                    a mine to die.
   Those guilty of misdemeanors commonly receive shaming
   punishments that range from so-called discrediting, a sort       Serious crimes may also be punished with a death
                                                                    sentence. Only nobles have the right to die by the sword.
Severe punishments are frequently imposed for blasphemy          For lesser offenses, a trial by combat may be granted if
and heresy. Individuals charged with such crimes are             both parties agree to it. The decision lies with the presiding
supposed to be handed over to the Church against which           judge, although in practice it occurs far more often in some
the blasphemous act was committed, but this mandate is           regions than in others.
rarely obeyed these days.
                                                                 Even though the model of the classic duel prevails, in theory
God’s Judgement and Trial by Combat                              there are no limits to the form a god’s judgement could
“We demand Praios’ judgment, for right and life!”                take. For example, it is said that a mage once challenged
—Baroness Duridanya of Griffonmount-Ravenmouth, at               an accuser to a game of Garadan to resolve the trial. In the
the Council of the Imperial Court in Gareth, 1015 FB             Lands of the Tulamydes, magicians prefer to let summoned
                                                                 djinn fight in their stead.
An accused who does not accept judgement or blame,
or perhaps thinks the judge is prejudiced, can call for a        Trial by combat is very common in certain cultures
god’s judgement, usually in the name of Praios or Rondra         outside of the Middenrealm, where trials are often far less
(in which case it is referred to as Rondra’s Ordeal). In the     complicated. In Thorwal, disputing parties often challenge
south, god’s judgements are usually sworn in the name of         each other to a ritual duel known as a holmgang. To prove
Boron. Freemen accused of serious crimes, such as murder         their innocence, some individuals vow to undertake a
or treason, also have the right to call for a god’s judgement,   dangerous sea raid or volunteer to be marooned on a
but in practice it is claimed primarily by nobles.               deserted island in Ifirn’s Ocean.
A god’s judgement almost always takes the form of a duel         Taxes and Levies
that is usually fought to first blood (first injury) or second
blood (incapacitation), and rarely to third blood (death).       “We were traveling through lands that didn’t belong to nobles
Usually the accused must fight this duel personally, but         or priests and we thought we were finally safe from levies of all
can, in some regions, ask for a champion to fight in place       kinds. Then we came to a ramshackle bridge across a raging
of the accused. The court (or the suing noble) must then         river. It looked safe, so we started across only to be stopped by
appoint a champion. The Champion of the Realm usually            a bridge troll, who demanded honey and licorice from us. Honey
fights in place of the Empress. An accused who wins this         and licorice! He might as well have asked me for a green horse.
duel is henceforth regarded as innocent, with honor              There was nothing we could do against this brute, so we wound
restored. However, an accused who loses and does not             up crossing at the ford about 10 miles upstream…”
die as a result of the duel then faces a death sentence for      —Geron Bladebreaker, mercenary, 1037 FB
giving false testimony before the gods.
                                                                 Taxes
Worshipers of the Twelvegods believe that the god or             “You want me to pay a tax on double-bladed weapons? I don’t
goddess judges these ordeals personally, and participants        understand. I am carrying only one sword. Of course it has a
try their best to fight a god’s judgement with honor. Beings     cutting edge on both sides. It’s a sword. But that doesn’t mean
who do not worship the Twelvegods are usually ineligible         that it is a double-bladed weapon. Hesinde help me! Fine, fine,
to participate, but a non-believer may fight after swearing      alright. Here are two halers, by Praios’ will.”
an exception, that is, if they demonstrate that their belief     —a young warrior entering a small town in the County of
system has a parallel. For example, the warrior culture of       Ridgerock, 1040 FB
                                                                                                                                 143
   Most realms in Aventuria levy taxes, which means that            Travelers most frequently encounter toll houses that
   each burgher must pay certain amounts to the lord of             monitor traffic at provincial borders. Similar installations
   the land and to the temples of the Twelve. Normally this         are also found in most harbors.
   equals one-tenth of what a person generates in a year. This
   tax is paid to the lord of the land, and serves as the main      The import tariff, payable at a realm’s border, is about
   source of income for the nobility. Tithes are seldom paid        five to ten percent of an item’s value and can vary
   with coins, as farmers usually pay with produce or natural       depending on where the goods were made. Travelers
   resources, or through special services performed for the         who are not merchants must pay an obolus, the amount
   land or in the court of the ruler. A lord’s subjects sometimes   of which depends on their profession, which they can
   also pay levies for a number of other things, such as using      prove by showing a document or a seal. If no document
   the lord’s mill, buying one’s way out of military service        is forthcoming, the custom officers can set an amount at
   (paying a banner coin), desiring to marry (paying a wine         their discretion. Day laborers should expect to pay about
   coin), or having the misfortune to die (paying a death coin or   1 haler, warriors and mercenaries around 10 silverthalers,
   mortuary coin). Nobles, too, must pay similar levies to their    and a guild mage up to 5 ducats. Toll fraud is a serious
   feudal lords. For example, they must pay a knight’s coin or      crime, and offenders are harshly punished. At the borders
   dowry when their firstborn children enter into the order of      of provinces, travelers pay a symbolic amount, usually
   knighthood or are married.                                       between a haler and a silverthaler. Merchants pay about
                                                                    5% of the value of any wares they carry. Nobles and Blessed
   One particularly unpopular levy is the Emperor’s Thaler, a       Ones who hail from the province they intend to enter are
   head tax of varying amount that is collected from landlords      usually exempted from payments. Blessed Ones rarely pay
   and cities alike. In times of peace this money goes toward       more than a symbolic amount in any case.
   financing the visit of the traveling Imperial Court. In
   wartime, it finances military campaigns.                         Bridge tolls are usually assessed at 1 kreutzer per foot and
                                                                    1 haler per wheel. This holds true for most passes, dikes,
   Landlords or cities that are short on money charge               and tunnels as well. A ferry covering the same distance
   additional taxes and levies to refill their coffers as quickly   costs around eight times the amount charged at a bridge.
   as possible.
                                                                    Toll collection outside of the Middenrealm and the
   In addition to these levies, most sedentary Aventurians          Horasian Empire is not always as organized as this. In the
   also pay the so-called temple tithe to their local temple of     Lands of the Tulamydes, the collection of taxes by the
   the Twelvegods, usually the temple of a deity they revere        ruling tribe more closely resembles extortion. Thorwaler,
   or look to for protection. It is not always easy in cities to    on the other hand, are very proud of the fact they do not
   tell whether a burgher has paid a tithe, and envious people      pay taxes. Attempts to impose a head tax have rarely lasted
   sometimes denounce their enemies by claiming they have           for very long.
   not yet paid their temple tithe. Out in the countryside, the
   lord of the land usually collects the temple tithe personally    The launching right is a special form of tariff that can
   and passes it on to favored temples, a practice which            be granted as a privilege to trading cities or harbors. In
   sometimes leads to resentment from Churches that have            addition to the actual tariff paid on wares, the launching
   fewer ties to the nobility, such as those of Peraine and         right requires that traders sell their wares only to local
   Travia.                                                          merchants for at least two days, granting them an advanced
                                                                    purchasing rights and making easier for them to negotiate
   Tolls                                                            better prices and increase their own profits.
   “This is only a ford through a brook. Why should I give you my
   hard-earned coin? I’ll give you a taste of my steel instead!”
   —last words of a mercenary who tried to cross the river
   Rathil towards Weiden before the Count’s guards pulled
   him from his horse, 1039 FB
                                                                145
   What Grows and                                                 capdivers (a species of penguin) are native to these lands,
                                                                  but so are strange creatures such as the extremely deadly
   Lives in Aventuria?                                            ice urchin and the snow-white Firun’s polar bear, which
                                                                  competes for prey with scaled glacier worms and gigantic,
   Since many of the northern forests are overgrown with          flying frost wyrms.
   dense groves of pine trees, sunlight almost never reaches
   the ground. The further north one travels, dense stands of
   black or sword firs replace the pine forests. In Andergast,
   one can find the defiant stone oaks, whose timber is                                “Ice urchins? They are real monsters, by
   thought to be the hardest on the entire continent. Mosses                             Swafnir! They look like little balls made out
   and ferns grow in profusion on the ground, and healing                                of sharp ice splinters. But if you get too close,
   herbs such as yoruga and needhelp thrive here as well.                                 they explode and impale you! Where do you
   Many animals migrate in winter, which affords even less                               think I got this scar?”
   experienced hunters a bit of success. The majestic elk is                            —Tjalva Garheltsdottir, Hetja from Prem
   regarded as the typical Bornish animal, but during winter
   can be encountered in many places. Black bears and
   aggressive swampreeks should be treated with caution,
   and further north one encounters ravenous snow-lurkers.        The Heart of the Continent is known for its green pastures,
   At the campfire people exchange stories of meeting treants     where countless shepherds escort their animals to the
   and unicorns, or tell of sightings of Milzenis the Giant in    pastures at daybreak and drive them back to their yards or
   the depths of the Bornwood.                                    pens in the evenings. Sheep, goats, pigs, chickens, geese,
                                                                  turkeys, and cattle are common. Abilachtian Fleckvieh
   Wildlife is not as plentiful or diverse in the Orclands, the   spotted cattle and Gyldenland brown cattle are the best-
   steppes of the north, and the Green Plain. Herds of steppe     known and most widespread cattle breeds. Balihoen
   cattle, Halmar antelopes, and, occasionally, karans roam       yellows graze in Weiden, and farmers also keep Bornlander
   through the land. One might also encounter Orcland             cattle because they can easily be trained to pull carts. In
   bears and dire wolves, or less commonly, horned dragons        most cases, herds are driven only to wild meadows, heaths,
   or woolly rhinos. Woolly mammoths are a particularly           or thinner forests because the most fertile land is reserved
   common sight in the Gjalskland, but seldom seen                for crops.
   elsewhere. In the ever-green Salamander Stones one can
   see gigantic elephant trees and other fantastical flora and    Dense, primeval forests still cover large parts of the
   fauna. The pristine homeland of the elves provides hints       Middenrealm. In many places, stands of tall elm trees,
   of the wonder of primeval Aventurian forests, such as the      red and ghost birches, and dark blue firs are nearly
   great Middenforest that once covered the Heart of the          impenetrable, and spider briar bushes and hazel bushes
   Realm. In the Far North and the Eternal Ice, little grows      make overland travel even more difficult, unless one uses
   and thrives. Various species of seals and the droll Boron      one of the rare paths cut through the thicket.
                                                                                                                               147
   which are highly poisonous or otherwise dangerous. The          Aventuria, and pearl dragons populate the skies above the
   Maraskan tarantula or Maraske, which is nowhere else as         island and may become dangerous to humans, if they are
   common as here, is the best known poisonous creature            not quarrelling with each other. Moreover, many plants
   from the island. The arachnid is waist-height, covered          of Maraskan are also poisonous or at least, very strange.
   in yellow and red dots, and loves to feed on the highly         From the bark of the rare Axorda tree one of the few cures
   toxic, pungent toadstool mushroom. It has a horrifying          against the Zorganpox can be produced. Of the trees of the
   scorpion’s sting, from which experts get a treacherous          traveler it is even said that their roots reach into Limbo.
   poison. Red Marans, probably the largest birds of prey of
                                                                   Chimerology is the art of melding two living beings
                                                                   together; luckily, very few such creatures are able to
                                                                   reproduce. Besides revenants and demons of all kinds, the
 “A chimera is when two beings are melded                          former Shadowlands are especially infamous for harboring
 into one, by using ancient magical arts.                          chimerae and creatures that resulted from the demonic
 Most of them cannot beget offspring, thank                        corruption of natural animals (daimonids being one such
 the gods, but some of them have spread                            example). The Heptarchy of Oron, which was located in
 all over the continent to this day. There are                     Arania, was the birthplace of the carnivorous Shadifriitim,
 the harypie, hybrid beings of woman and bird,                     which were created by crossing demons with proud Shadif
 which often occur in entire swarms or the manticore.              mares. The White Harrier was first bred by demons in
 It has the features of a human, body and mane of a lion and the   Transysilia. Several of these gigantic, two-headed wolf
 sting of a deadly scorpion. The wizard sultan Hasrabal is said    creatures still menace Tobrien lands.
 to have kept one in his palace! And you must surely have heard
 of the Borbarad mosquitoes which do not only rob you of your      Aventurian Seas
 blood but also of your memories, right?”                          The Aventurian seas are home to a number of humanoid
 —Mirhiban al’Orhima, Tulamydian fire mage                         races, including the newt-like zilites, fishmen such as the
                                                                   risso, the mysterious mermaids and mermen, and the
                                                                   toad-bodied krakonians. Moreover, the seas are home to
                                                                   a multitude of creatures and are regarded as extremely
                                                                   rich in fish. In the coastal areas of temperate and northern
                                                                   regions, one frequently encounters schools of fish of all
                                                                   kinds, but also dolphins, moray eels, swordfish, striped
                                                                   sharks, minke whales, and giant krakens. Sometimes,
                                                                   hammerhead sharks, sword sharks, and tiger sharks hunt
                                                                   in these waters for easy prey. However, the Ifirn’s shark in
                                                                   Ifirn’s Ocean is considered particularly dangerous. It is the
                                                                   largest Aventurian shark known and has no qualms about
                                                                   attacking humanoids or even dolphins, the sacred animals
                                                                   of Efferd.
Many creatures know little more than the urge to feed, and they
will not be stopped by us. Therefore, always be prepared when
you set out to explore the world.”
—from the Introduction to Prem’s Wildlife, Prem, 923 FB
                                                                           149
   Goblin                                                               Their human neighbors often look down on them but view
                                                                        their work as a sign of bravery.
   “Goblins are smallish creatures. They may have ape-like
                                                                        Goblins are known to live only in Aventuria, although
   countenances, but they are able to speak and use simple tools. One
                                                                        rumor has it that some live on the Giant’s Shore. They have
   can meet them as bandits on the road, as hunters and gatherers
                                                                        not spread to the other continents.
   in the wilderness, and even in certain cities, like Festum, where
   they have found their niche catching rats and performing menial
   tasks for their human masters. Never trust a goblin. They are        Way of Life
   born thieves.”                                                       Urban goblins have gradually come to adopt the customs
   —Dame Gilda of Honingen-Salpertin, Almanac of Folklore,              and religions of their human neighbors. For that reason,
   Honingen, 921 FB                                                     tribal goblins (and the humans themselves) view goblins
                                                                        with mistrust and contempt. Their less “civilized” brothers
   Of all the intelligent races in Aventuria, goblins might             and sisters in the Sickle Mountains live in family units
   very well be one of the most misunderstood. Goblins are              where women hold prominent positions due to their
   related to orcs, but they stand somewhat smaller than a              importance for the creation of progeny. This rural goblin
   dwarf on average, their build is wirier, and their slightly-         culture is founded on the worship of the divine couple,
   stooped bodies are covered head-to-toe in dense, shaggy              Mailam Redkai and Orvai Kurim, who are usually depicted
   fur that usually ranges in color from rust red to brown (the         as boars that walk upright on two legs. Mailam Redkai,
   source of common slurs against them). They are weaker                the Great Mother or Mother Sow, created the Suulak (the
   than orcs, but they are much nimbler and more agile. Their           goblins’ term for themselves). She symbolizes fertility,
   low, prominent brows, protruding teeth, and wide noses               healing, food, and summer.
   give their faces a somewhat ape-like appearance, such that
   most humans find it hard to believe that an intelligent              Goblin families are led by a wise woman, who often also
   mind resides within a goblin’s frame. This misjudgment can           serves as the family’s shaman. The Great Mother’s male
   lead to disaster, as goblins, which                                                       partner, Orvai Kurim, is the lord of
   have a reputation as thieves and                                                           hunters. He represents the martial
   cowards, have one of the oldest                                                            aspects of goblin culture. Goblins
   cultures in Aventuria. The several                                                       view hunting, feuds, and war to be
   hundred thousand goblins known                                                           basically similar activities. Orvai
   to live on the continent maintain their                                                Kurim is most often worshiped by male
   own culture, their own language, and an                                                    goblins. For that reason, in times
   impressive shamanistic tradition.                                                            of war, the most experienced
                                                                                                   hunter or warrior of the family
                                                                                                      assists the wise woman
   Distribution                                                                                        in word and deed. When
   Goblin strength is often underestimated
                                                                                                        there is war, goblins ride
   in Aventuria. Most have settled in the
                                                                                                          boars into battle, a sight
   Green Plains, the Sickle Mountains, and in Nostria
                                                                                                          which many experienced
   and Andergast. One can encounter them in every
                                                                                                           knights find ridiculous.
   corner of Aventuria, either as roaming bandits,
                                                                                                            As anyone who has
   simple workers, or slaves. Goblins are extremely
                                                                                                            been trampled by an
   adaptable and inventive. You can even find
                                                                                                            angry boar can tell you,
   white-furred snow goblins living near
                                                                                                           it is no laughing matter.
   the hostile coast of the Ice Sea. In most
   regions of Aventuria, goblins have no
                                                                                                          Goblins have no known
   rights and are viewed as mere animals.
                                                                                                  written language, and little is
   Killing one is no more serious a crime
                                                                                                   known of the history of the
   than poaching. Goblin coexistence with
                                                                                                    goblins before their first
   humans and other races is indeed possible, as
                                                                                                    contact with humans. They
   demonstrated by the large goblin communities
                                                                                                   ruled their own kingdoms in
   in Festum and Uhdenberg, where they work
                                                                                                northern Aventuria millennia ago,
   as rat-catchers or tanners or serve in
                                                                                                 and 800 years ago, an empire of
   other dirty and dangerous trades.
                                                                                                                               151
   Ogre                                                                 Their closely-related but vegetarian cousins, known as
                                                                        moundlings, live in earthen caves in the upper Bodir and
                                                                        in the Orclands. So-called black ogres live on the Forest
   “The children of the giant Ogeron still live among us today, and
                                                                        Islands and in the rain forests of the south. They are much
   we can be happy that they are not as numerous as they once
                                                                        more dexterous, smarter, and even somewhat civilized,
   were. Their hunger cannot be sated, and all ogres prefer human
                                                                        and people fear them greatly because they can control
   flesh. Never forget the carnage that these powerful giants caused
                                                                        their constant hunger long enough to create and follow
   during the Battle of 1,000 Ogres, when a whole army had trouble
                                                                        plans.
   routing them. Ogres are three times as strong as an adult human.
   When hungry, they swing clubs or throw rocks to kill what they
                                                                        Large populations of black ogres inhabit Uthuria, where
   want to eat.
                                                                        they are said to have even built their own cities—nobody in
                                                                        Aventuria would have thought ogres capable of such feats.
   It seems that Hesinde forgot about them when she was assigning
                                                                        Ogres have never been seen in Myranor.
   intelligence. Ogres are as simple as they are strong, which is why
   it is easy to deceive them when you need to save your life.”
   —Excerpt from an outdated version of the Bestiary of Belhanka        Way of Life
                                                                        Ogres live in small family units comprised of three to six
   Ogres are the natural enemies of humans, as they hunger              individuals. Males go out on raids that can last days, while
   for their flesh. Their insatiable hunger is well known, and          females stay behind to guard the cave. Except for rare
   many wanderers or mushroom hunters have fallen prey                  individuals with above average intelligence, Ogres speak
   to these muscular beasts. According to legend, they arose            only a basic, grunting language that borrows many words
   in their thousands from the remains of the ever-hungry               from Garethi or Oloarkh, the lesser orc language. There is
   giant Ogeron when it fell to Dere during the Giant Wars.             evidence of a forgotten shamanistic culture that suggests
   Since that day, they are driven by Ogeron’s hunger for               ogres once possessed a higher level of civilization. Those
   flesh. The people-eaters, as they are often called, stand            few scholars who study the people-eaters even claim that
   more than 8 feet tall and are very corpulent. Their pale                       ogres have their own oral tradition of myths and
   skin is hairless and shines with the rancid fat they use                          legends. Despite the constant hunger that
   to cover their bodies. If you are lucky, this smell will                            drives many ogres, instances of cannibalism
   alert you to their presence before you see them.                                         are exceedingly rare.
   Ogres have some skill with crafts, and even
   though they know how to make fire, they                                                        Ogres      sometimes        form
   often use their sharp, yellow teeth to                                                          partnerships of convenience
   rend and devour their prey raw. Ogres                                                             with orcs or goblin gangs,
   have the lowest intelligence of all such                                                           though the poor goblins
   races in Aventuria, and their limited                                                               often wind up being eaten
   minds are slave to their instincts to                                                                if the mutual raids don’t
   feed and mate. When sated (a rare                                                                     succeed. Orc shamans
   condition), an ogre can manage to                                                                      sometimes        capture
   hold a rather limited conversation                                                                     ogres to break their
   (if it speaks your language, that is).                                                                 spirits with magic and
                                                                                                          beatings, and then arm
                                                                                                          and train these enslaved
   Distribution                                                                                          ogres to serve the orcs
   Ogres can feel at home anywhere in
                                                                                                         in war. Some shamans
   Aventuria but choose to live mainly in
                                                                                                         lend these battle-tested
   ruins, abandoned structures, and caves.
                                                                                                         bodyguards      to     orc
   Sometimes they build simple leaf huts
                                                                                                        warriors as signs of favor,
   or dig short tunnels into the ground. Many
                                                                                                       in return for those orcs’
   ogre families roam the countryside throughout
                                                                                                      loyalty.
   the year, and groups can be encountered almost
   anywhere, at any time. Cave ogres, which are
                                                                                                    Ogres normally hunt alone
   human-sized, blind, and possess no exceptional
                                                                                               or in small groups, but in rare
   senses, live only in the northern mountains.
                                                                                             cases they form gangs, and hordes
                                                                                                                                153
   Orc                                                                  throughout the steppes in heavy wagons that resemble
                                                                        rolling fortresses. The Olochtai, which even other orc
                                                                        tribes consider primitive, dwell in the Olochtai Mountains
   “They are tough. They are strong. They are brave. No other race
                                                                        and the Waskir Highlands, where they shelter in caves.
   is as dangerous to humans. They multiply quickly, and their only
                                                                        Olochtai fur is especially dense and protects them from the
   goal seems to be to further their eternal struggle against humans.
                                                                        cold winds of their homeland.
   Orcs are more dangerous than even trolls or ogres.”
   —Corporal Jost Undernickel, Army of the Middenrealm, to his
                                                                        After the most recent war of conquest ground to a halt,
   cadre, two weeks before the Third Orc Storm.
                                                                        orcs settled along the Svellt River and began to demand
                                                                        tribute. The other tribes suspect that these traitors chose
   Few things in central and northern Aventuria can raise
                                                                        to live close to the humans of the Svellt in order to adopt
   as much panic and fear as shouting the word “Orcs!” As
                                                                        their relatively soft lifestyle.
   one might expect, orcs live mainly in the wide steppes
   of the Orclands, which are surrounded on three sides by
                                                                        Beyond the Orclands, one encounters individual orc
   inhospitable mountain ranges. Orc raids and military
                                                                        families in the far reaches of the Brydia. A tribe of white
   campaigns are feared widely, and their belief in the
                                                                        orcs, the last of the seven major tribal divisions of orcs, is
   rightness of their strange culture is just as strong as
                                                                        known to live in the far north, among the Ice Pinnacles.
   their instinctive hunger for battle and pillaging. Orcs are
                                                                        Apart from these areas, orcs can be found roaming almost
   somewhat smaller than humans, though much sturdier,
                                                                        anywhere in Aventuria in gangs of orc bandits known as
   and their arms are longer. Orcs are resistant to cold, and
                                                                        Yurach. The members of these gangs were driven off by
   the horny soles of their feet make easy work of stony
                                                                        their families for showing cowardice or weakness. Yurach
   mountain paths. Their bodies are covered completely in
                                                                        often ally with goblins or human bandits to waylay
   dark brown or black fur which blends into long hair at the
                                                                        travelers, but these pathetic, half-starved creatures are
   back of their head. Protruding, tusked jaws, flat noses, and
                                                                                              nothing like true orc warriors.
   wide brows dominate their almost-hairless faces.
                                                                                                   Way of Life
   Distribution                                                                                         An orc’s life cycle is faster
   The largest orc settlements
                                                                                                          than a human’s. Orcs
   are found in the Orclands,
                                                                                                          reach sexual maturity
   where several dozen
                                                                                                          at an earlier age, but
   families comprise each
                                                                                                         rarely live more than
   of seven larger tribes.
                                                                                                              40 years (assuming
   The Orichai of the
                                                                                                               violence      doesn’t
   Orclands have more
                                                                                                                cut their life even
   than ten thousand
                                                                                                                shorter). Orcs live
   members,          mostly
                                                                                                               in family groupings
   hunters, gatherers, and
                                                                                                             under a strict caste
   smallholders. The primal
                                                                                                             system, their lives
   Zholochai, who are just as numerous,
                                                                                                              dominated by the
   are nomadic hunters and warriors
                                                                                                              concept of might
   who range between the Orclands and
                                                                                                             makes right. Slaves
   the Blood Spires. The fast and mobile
                                                                                                            and women occupy the
   Zholochai Rider hordes have made quite
                                                                                                          lowest rank. Next come
   an impact during raids in recent years.
                                                                                                           farmers,       craftsmen,
   The Truanzhai, more than 12,000 heads
                                                                                                            and hunters. Elite
   strong, populate the Bodir Valley,
                                                                                                             warriors and priests
   where they breed cattle and conduct
                                                                                                               hold the third rank,
   trade. From an orcish perspective, the
                                                                                                               and the top rank
   Truanzhai are almost peaceful. The
                                                                                                             is held by chieftains
   Molokash isolated themselves from
                                                                                                             and shamans. Not
   the other tribes by choosing to
                                                                                                             surprisingly,        the
   settle in the marshes of the Bodir
                                                                                                              orc caste system is
   and live by fishing. The
                                                                                                              based not on birth or
   Tsharshai tribe conducts
                                                                                                               family, but rather on
   trade with any who
                                                                                                                skills and strength.
   agree to barter, and move
                                                                                                                              155
   Troll                                                                 Way of Life
                                                                         Trolls live in small family units and prefer to make their
   “Trolls are small giants, but you should not be afraid of them.       homes in caves or the ruins of old troll fortresses built
   Despite their fearsome appearance, most trolls have gentle hearts.    from huge blocks of stone. In ancient times, trolls built
   Trolls grow up to 16 feet tall, have shaggy hides, and speak in a     fortresses, standing stones, and even the so-called troll
   rumbling language. Often they speak a little Garethi, too, making     tables, which usually indicate the presence of ley lines
   it possible for most people to communicate with them. If you          and magical nodes. According to legend, some of these
   anger a troll, it can work itself into a rage. Trolls almost always   structures serve as portals that lead to the fairy realm or
   act friendly towards people bearing sweets—as long as you are         connect the old fortresses along magical paths. According
   willing to share, you and the troll will get along quite well.”       to rumors, trolls know that their magic is somewhat similar
   —from the memoir of Narla Hamletstetter, an adventurer with           to druidic magic, but some scholars claim that trolls are
   romantic notions of heroic life, modern                               so strongly connected to stone in their mind that they are
                                                                         able to cast magic through rock paintings and crystals. It
   Trolls have lived in Aventuria since ancient times. Their             is possible that the many standing stones and troll tables
   ruins can be spotted in almost every mountain range                   now scattered across Aventuria once belonged to a magical
   on the continent, proof of their past successes. Their                system so enormous that the human mind is incapable of
   advanced culture came to an end during the so-called                  grasping its scale.
   Troll Wars fought by Belen-Horas in the years 873 to 858
   bFB, when almost all the trolls were killed. These immense            Dealing with trolls is not easy, as they have a well-earned
   creatures most resemble humans of great size and thus are             reputation for stubbornness and obstinacy. You can
   sometimes counted among the giants. Their skin texture                sometimes bribe trolls with sweets, but don’t be fooled
   ranges from leathery to barky, and male trolls grow huge              by their somewhat awkward demeanor and often crass
   beards. Trolls typically live for 300 to 400 years, but some          humor. Trolls are shrewd and pay close attention to those
   individuals are known to have reached a much greater                         with whom they interact. If they get the impression
   age. Trolls use simple tools and usually wear                                         that you intend to cheat or insult them,
   simple clothes made of leather and furs. Wall                                                 trolls can fly into a frenzied rage.
   paintings from the age of Belen-Horas depict                                                       When merely angered, they
   heavily-armored trolls using huge axes to fell                                                        swing their fists and tree-
   countless human warriors. It is said that trolls are                                                   trunk-sized clubs in fits
   eccentric, moody, and easily enraged. Due to their                                                       of passion. In the worst
   somewhat barbaric demeanor, they appear more                                                               case, a troll in a rage
   stupid than they really are.                                                                               can be a merciless
                                                                                                              opponent—it retrieves
                                                                                                               its ancient, heirloom
   Distribution                                                                                                 weapon and devises
   Most of the 1,000 or so trolls                                                                                a complex plan for
   who remain in Aventuria                                                                                        bloody revenge.
   now live in the Troll Teeth,
   a mountain range named for                                                                                   Besides    sweets,
   one of their prominent features.                                                                             fruit, sugar beets,
   Some trolls live in other mountains                                                                           and troll pears
   of the north, sometimes even close to                                                                         (their   absolute
   human settlements. For unknown reasons, some                                                                 favorite), many
   trolls began to wander recently to visit the ancient                                                       trolls seem to like
   sites of their culture. It is while undertaking                                                       music even though they
   these travels that they sometimes make homes                                                          do not build instruments
   under bridges and demand gifts and sweets from                                                         themselves. Some trolls
   travelers.
                                                                                                                                 157
   Cave Spider                                                            the cave systems inside this mountain range in the middle
                                                                          of the Khôm Desert often gets surprised by the attacks of
                                                                          this spider, as its fur, coated with hooks, enables it to cling
   “Of the cave spiders: these entirely disgusting creatures make
                                                                          to the walls and ceilings of the caves and pounce down
   their homes in caves. The cave spider is large and hairy, and
                                                                          onto its prey with a jump. For some time there were also
   the webs it spins for itself and its brood can trap creatures as
                                                                          accounts, from rather unreliable sources, that there exist
   large as an adult human, and those so ensnared cannot defend
                                                                          smaller specimens of cave spiders in the Svellt Valley who
   themselves. They can only watch as the spider draws closer and
                                                                          carry crystals on their bodies.
   closer, waiting to drain them of blood and life. These unfortunates
   can only pray to the Twelve in Alveran that death comes quickly.
   Remember this: if you travel in the caves underground, torches         Way of Life
   not only illuminate the dark, they also set the webs of these spider   Finding a cave spider is easy. One need only tug on a
   creatures alight.”                                                     web, even if it looks abandoned at first glance, because
   —from a copy of the Bestiary of Belhanka, date unknown                 the spider hides out of sight at one of the corners of the
                                                                          web, waiting for prey. When waiting proves unsuccessful,
   The cave spider’s body ranges from 55 to 63 inches long                these spiders go on the hunt. Some cave spiders are smart
   and is an imposing sight, even without its eight powerful,             enough to stalk prey while waging an effective campaign
   bristly legs, which gives most people who behold it a cold             of terror that causes victims to rush headlong in special
   shiver. Males have black fur, while the females have brown             webs prepared in advance. Anything caught by one of
   fur that sometimes bears a reddish-brown mark. Dripping                these strands, which is coated with an incredibly strong
   fangs complete this gruesome, nightmarish picture. Little              adhesive, finds it almost impossible to escape. The web’s
   is known about the origins of these giant arachnids. Some              substance is so robust that even stags and young aurochs
   think they are result of a failed experiment from the Dark             have been caught in its embrace. Once victims are secured,
   Ages, while others claim that they are the degenerate                  the spider administers its bite. Contrary to popular belief,
   descendants of an alleged civilization of spiders. However,            spider venom doesn’t kill victims, it only paralyzes, but
   it is possible that they are simply very large spiders that            this effect takes time. While waiting for the venom to take
   aren’t supernatural at all.                                            effect, the spider finishes cocooning its victim and hauls
                                                                          it up into its nest. Later, the spider injects the victim with
                                                                          slow acting digestive juices. The victim is then devoured
   Distribution                                                           alive at the spider’s convenience.
   Cave spiders are relatively rare and live, as their name
   suggests, in caves, caverns, and mountain cracks, but some
   dwell in ruins and dark forests. One can easily recognize
   their territory by the presence of large cobwebs. However,
   since they constantly prowl around their vast
   territory when on the hunt, one might come
   across them quite unexpectedly. Their close
   relatives, the tree spiders, live in southern
   Aventuria. Unlike cave spiders, tree
   spiders do not spin webs. Rather, they
   stretch gluey snares between trees and
   rocks. The exceptionally rare mist
   spider, another relative, lives in
   the hot, humid mist forests of the
   South Sea island of Altoum, and
   is said to possess almost human
   intelligence, which it uses to
   devise traps and ambushes.
   Finally, as another direct
   relative of the cave spider,
   there is the hook spider, which
   builds its nests in the Djurkaram
   Massif. Whoever ventures into
                                                                                                                            159
   Crypt Louse                                                          threat to life and limb, their hard shell is a serious challenge
                                                                        for sword or axe, and even their appearance sorely tests
                                                                        courage and morale.
   “Brothersister, the world as created by Rur knows only beauty,
   even though some creatures may seem disgusting at first glance.
                                                                        Crypt bugs have a very bad reputation, and are thought to
   Take, for instance, the crypt bug. They are large, have many legs,
                                                                        attack any humans they perceive. The dwarves tell some
   and devour carrion. There seems to be nothing about them that
                                                                        colorful tales of these many-legged creatures, and their
   one would call beautiful. And yet, these giant crustaceans are a
                                                                        ancient legends tell of large numbers of crypt bugs that
   gift of the gods. Remember, if not for the crypt bugs, there would
                                                                        constantly prowled the home tunnels of the Angroshim,
   be a lot more rotting flesh lying around everywhere. Crypt bugs
                                                                        always searching for food.
   do us a great service by devouring carcasses. Thanks to them,
   fewer carrion feeders live around humans and we are spared
                                                                        Some say they servants of the dragons or other dark
   many diseases. Plus, they also eat rats, the only creature I think
                                                                        powers. Actually, crypt bugs prefer abandoned areas
   was not a present from Rur to Gror. As long as you leave it alone,
                                                                        and fight two-legged beings only if when threatened or
   the crypt bug will leave you alone.
                                                                        starving. They are not particularly intelligent and live
                                                                        mainly by their instincts.
   Yes, sometimes they attack humans, but what do you expect from
   wild animals? They really only attack you if you provoke them.
   It is quite easy to avoid them entirely. How? Don’t venture where    Distribution
   these creatures live. That is always the best choice. And there is   It is unknown whether the crypt louse is the legacy of the
   always a choice. I’ve never met someone who could prove they         Seventh Age, in which many-legged beings ruled over
   had only one option…”                                                Dere, or simply a whim of Sumu. An appearance by one
   —Garakziber, gardener from Zorgan, in a philosophical                of these expressionless monsters is always accompanied
   dispute with a Maraskani visitor, modern                             by eerie clicking sounds. Groups of them nest primarily
                                                                        in dark, damp places such as cave systems, ruins, crypts,
   Crypt louses, sometimes called crypt bugs, are scary                 catacombs, and canals.
   monsters from the lightless world below. They are
   essentially dog-sized crustaceans. Their razor-sharp and             These creatures seem native to all continents. One may
   uncommonly powerful mandibles pose a considerable                    encounter them in Myranor and Uthuria where even
                                                                                                                              161
Krakennewt                                                                still fits through surprisingly narrow gaps. Aside from
                                                                          its tough skin, most of its body parts are soft and elastic.
                                                                          Krakennewt hunters prize the two bone-white horns on
“It was almost twenty years ago, the krakennewt epidemic in the
                                                                          its forehead, which give it a demonic look. However, their
Gulf of Prem. Phex and Efferd protect us from something like that
                                                                          tough meat is only fit for human consumption after expert
ever happening again! We were stuck in Prem for weeks after two
                                                                          preparation, and even then it is better suited to more
of these beasts sank our ship out from under us, and several times
                                                                          adventurous appetites.
we had to drive one of these tentacled monsters from the entry to
the harbor! I’ve seen seasoned mariners and pirates cry with rage
                                                                          A subgenus, the dwarf krakennewt, is also dangerous, as
and sadness as they told us about mates who were pulled into
                                                                          it is small enough to hide in wells and pull unsuspecting
the dark waters by tentacles. Many crews set out with mighty
                                                                          victims into the deep. Although it is not as strong as its
shark lances and harpoons to destroy the brood of Hranngar, as
                                                                          larger cousin, it usually possesses sufficient strength to
they call these monsters there. It was weeks before all the ports
                                                                          deal with one or two humans.
were navigable again and some of the creatures turned up later
in coves, caves, and even well shafts. Their beak-like faces and
sharp teeth are hideous to look at. My old scars sometimes ache           Distribution
in winter and they will never let me forget. What I just can’t get        The krakennewt has been spotted in every ocean, from the
over after all these years is this: they just peeled the flesh of these   Sea of Pearls to Ifirn’s Ocean, as well as in many coastal
beasts like other people would do with cucumbers. Makes me                regions. Despite its amphibious nature it seems to prefer
nauseous just thinking about it!”                                         open water to the shore. Thanks to its ability to move on
—a veteran’s tale in the Sword and Armor tavern, Imperial                 land, some specimens have reached deep lakes and ponds.
city of Gareth, modern                                                    Most scholars assume that the krakennewt has a natural
                                                                          origin, but legend says it is a chimera that was born in the
The krakennewt is one of the largest and most fearsome                    waters beyond the Wall of Efferd. If so, it must have been
terrors of the sea. With its eight, all-crushing tentacles and            crated long ago, as magical and karmic analyses reveal no
its beak-like maw that bristles with fangs, it instills fear in           demonic residues. Other sources claim that the krakennewt
the most valiant sea-dwellers and mariners. Even mighty                   is related to the tridecapus, a creature with thirteen arms
galleys and the fast dragon ships of the Thorwalers are                   that is said to work in concert with the Nameless One.
not safe from its attacks. Despite its gigantic size, the agile
krakennewt moves quickly through the water. Not even                      Way of Life
settlements close to shore are safe from this amphibian.                  It has large yet strangely soulless eyes, and its tendency
      Two specialized tentacles allow it to come ashore                   to abandon tactics and fight to the death when hungry
           and travel on land to hunt and perhaps choose                  is evidence of animal intelligence at best. Little is known
                     a lake or a water-filled cavern to serve             about it except that it feeds and is able to reproduce. It
                        as its new home.                                  avoids poisonous animals but otherwise has no qualms
                                                                          venturing onto dry land to attack intelligent beings when
                           Although a krakennewt can grow                 hunger gnaws it from within.
                            to enormous proportions, its body
Krakennewt                                                         Locked       Jaws     (Bite;    the
Size: 13 to 16 feet long (body); 20 to 26 feet long                krakennewt makes a bite
  (tentacles)                                                      attack with a penalty of -2.
Weight: 1,984 to 2,645 pounds                                      If the target does not defend,
COU 15 SGC 6 (a) INT 13 CHA 8                                      the creature bites down hard. In
DEX 13 AGI 12 CON 35 STR 36                                        the following CR the creature’s bite
LP 350 AE – KP – INI 14+1D6                                        attack succeeds automatically (the GM does not
DE 6 SPI 1 TOU 7 MOV 2/9 (on land/in water)                        have to roll). The bite attack does +1 additional DP
Tentacles: AT 13 DP 1D6+8 RE long                                  per CR (no additional DP in the first CR, +1 DP in
Bite: AT 10 DP 3D6+6 RE short                                      the 2nd CR, +2 DP in the 3rd CR, and so on). Roll
PRO/ENC: 1/0                                                       damage as per usual. Also, the target suffers the
Actions: 4 (max. 1 x Bite, max. 3x Tentacles)                      state immobilized. The creature’s defense drops to 0
Advantages/Disadvantages: Darksight II                             as long as it holds a target in its jaws. The creature
Special Abilities:                                                 can release the target at the end of a CR by spending
    Clutch (Tentacle; the clutch attack suffers a penalty          a free action.)
    of -4. If the creature’s AT succeeds and the target’s      Skills: Body Control 5 (12/12/35), Climbing 2 (15/12/36),
    Defense fails, the target is seized and suffers the          Feat of Strength 12 (35/36/36), Intimidation 13 (15/13/8),
    states of immobilized and bound. Roll DP as usual.           Perception 7 (6/13/13), Self Control 10 (15/15/35), Stealth 10
    Starting with the next CR, the creature’s AT succeeds        (15/13/12), Swimming 9 (12/35/36), Willpower 4 (15/13/8)
    automatically and inflicts DP (ignoring PRO) equal         Number: 1
    to the initial DP roll (due to squeezing). Instead of      Size Category: Gigantic
    squeezing, the creature can use one action to lift         Type: Supernatural creature, non-humanoid
    the victim to its maw. The creature can then bite          Loot: 90 rations flesh per severed tentacle (tough), 200
    the target (if it has a bite attack) on the following        rations flesh from the torso (inedible), flotsam (in
    CR. Bite attacks succeed automatically against               the digestive tract; value: 1D6x3D20 silverthalers);
    seized opponents. After biting, the creature’s               trophy (forehead horns, 25 silverthalers)
    Defense drops to 0 for the remainder of that CR.           Combat Behavior: At the beginning of the combat
    Creatures can only seize opponents with a smaller            the krakennewt attempts to constrict victims with
    size category. To escape from a clutch maneuver,             1D3 tentacles and bring them to its maw. Then it
    the target must make a competitive Feat of Strength          bites until its victim is dead. If needed, it fends off
    (Dragging and Pulling) check. The creature can               remaining enemies with its other tentacles.
    release its target with a free action. If the creature     Escape: the krakennewt retreats if it loses 6 tentacles,
    releases a target it has lifted into the air, the target     or 50% of its LP on the torso.
    drops to the ground and must make a Body Control           Fishing (Monsters of the Sea)
    (Combat Maneuvers) check or suffer the state prone.            QL 1: The krakennewt can also survive and move
    Prerequisites: the creature must possess this SA               on land.
    naturally.                                                     QL 2: Once the krakennewt has lost 6 tentacles, it
    Powerful Blow (Tentacle; after a successful attack,            usually flees.
    opponents of size categories medium or smaller                 QL 3+: the krakennewt cannot easily grab a victim
    must make a successful check on Feat of Strength               coated with oil or another greasy substance (Clutch
    with a penalty of -8 or suffer the state prone.)               attack suffers an additional penalty of -6; the Feat of
    Tentacle Sweep (Tentacle; if the krakennewt is                 Strength (Dragging and Pulling) check to free oneself
    at least one size category larger than its targets,            from the clutch has its difficulty decreased by 2).
    then it can use a tentacle sweep to knock multiple         Special Rules
    targets off their feet. This attack suffers a penalty of   Severing Tentacles: To sever the tentacle of a krakennewt,
    -2, and Dodge is the only permitted defense. If this         the attack on the tentacle must be declared before
    fails, the targets fall down, receive the state prone,       making the roll. Only weapons with a sharp blade
    and take 1D3 DP (ignoring PRO). Such an attack can           can pierce a tentacle. The tentacle must take 12 DP
    be made only against targets next to or in front             in 1 CR to be severed. If less than 12 DP are taken, the
    of the krakkennewt. The difficulty of the attack is          opportunity is lost for that tentacle.
    increased by 2.)                                           Pain +1 at: 263 LP, 175 LP, 88 LP, and 5 LP and less
                                                                                                                                  163
   Tatzelwurm                                                               Findings in the Hoard of a Tatzelwurm
   “The tatzelwurm might not be as dangerous as the ancient                     3 tatzelwurm eggs
   dragons but it is a plague nonetheless. It lives in ruins, tunnels,          400 pounds of dragon dung
   and forests. Many times these beings have advanced into our                  15 gilded buttons
   underground cities, always searching for food. But we know                   2 gnawed belt buckles
   how to deal with them. We are experts in this. The stench of the             a green slouch hat with a peacock feather
   tatzelwurm is particularly foul. You cannot get it off you for               a small, broken box full of cutlery
   weeks.”                                                                      8 shiny stones of different sizes
   —Hardas son of Kurolas, dwarven adventurer, to young                         a hand mirror
   warriors of the Dragon Warrior Academy in Xorlosh                            the bridle from a horse’s harness
                                                                                a number of dead dragonflies
   Dragons exist in different sizes in Aventuria. An emperor                    unusually large butterfly wings
   dragon flying overhead can instill fear and terror into                      a silver statue of a knight, about 15 inches long
   entire regions. The tatzelwurm, on the other hand, is not                    a chewed-up riding boot
   the most imposing representative of the dragon race. This                    a dead jay
   wingless reptile grows up to 13 feet long and has three pairs                the blade of an axe
   of legs. Its scaly skin, flat, ridged back, and maw full of sharp            2 horseshoes
   teeth are quite dragon-like, but its animal intelligence                     6 silverthalers
   and lack of magical abilities keep it from being classified                  a number of bones, primarily from sheep and deer
   with its mightier relatives. Furthermore, its relatively
   cool 140 degrees F. blood only produces a putrid, stinking
   gas instead of a firestorm, but open flames can ignite the            Distribution
   gases it spews. Its proverbial stench, which has no equal in          The tatzelwurm can live anywhere in Aventuria but mainly
   Aventuria, is its most memorable feature. Anyone who gets             lives in caves, ruins, and dark forests. Mountain regions
   too close to a tatzelwurm acquires its hellish odor for two           such as the Dark Ridge are its preferred habitat.
   to four weeks. Long baths and expensive perfumes help
   only a little.
                                                                                                                                     165
   Treant                                                               they grow branches and twigs from their bark-covered
                                                                        bodies (which are not made of flesh and bone but rather
                                                                        wood and resin). Treants have never been known to use
   “Today, little Alrik, I want to tell you something about treants.
                                                                        tools and clothing, but they possess excellent minds and
   They are living trees with souls, just like us. Like people, some
                                                                        speak a creaking language. Depending on species, treants
   of them are good and some are evil. The good ones can help you
                                                                        can live as long as 1,000 years.
   if you get lost in the woods, as they lead you back out again. If
   they like you, they may even give you nuts and fruit. No, not from
   their own branches, little Alrik. They are beings that are much      Distribution
   older than us and they are very proud. You should never laugh at     Treants can be found in forests and groves all over the
   them, as they do not like that. And stay away from the bad ones.     continent, but they are encountered most often in the vast
   They kill people, whom they consider intruders. Well, they might     forests of the north. Notably, treants are differentiated
   be right about that one. You should especially keep away from        by the species of tree to which they belong. Fir, spruce,
   rowan treants, they are not to be trusted.”                          and pine treants live in the dense, coniferous forests
   —Grandpa Elwain to his grandson Alrik, Winhall, 1037 FB              of the north and claim entire forests for themselves. Fir
                                                                        treants, it is said, are wise and noble, while spruce treants
   Little is known about the origin of these tree-tall beings.          are regarded as rather war-like. Unlike them, pine treants
   When standing still, they are difficult to discern from the          seem to be rather quiet fellows. The less durable birch
   surrounding trees. These 10- to 13-foot tall beings are called       and aspen treants usually make their homes in smaller
   treants for a reason. They look like gigantic mixtures of            groves and woods. Birch treants are the most curious and
   man and tree. Although most of them have arms and legs,              can be fairly intrusive, while aspen treants are said to be
                                                                        very sociable. Larch treants, which are mostly female, are
                                                                        considered very just and are a rare sight, indeed.
                                                                        Way of Life
                                                                        Treants usually live on their own or in small families. They
                                                                        all have a love for the forest and nature in common. They
                                                                        defend their forest fiercely against any troublemaker who
                                                                        dares to strike even one of their trees with an axe. They
                                                                        will remain motionless and watch wanderers, trying to be
                                                                        mistaken for trees. This way they let loggers and charcoal
                                                                        burners come close so they can strike them all of a sudden.
                                                                                                                             167
                                                                 Grimwolf
   Grimwolf                                                      Size: 3.6 to 3.9 body length
                                                                 Weight: 110 to 132 pounds
                                                                 COU 14 SGC 14(a) INT 13 CHA 12
   Different kinds of wolves exist in Aventuria: dire wolves
                                                                 DEX 14 AGI 13 CON 13 STR 13
   hunt in the north, while forest wolves live in the forests
                                                                 LP 22 AE – KP – INI 14+1D6
   of central Aventuria. Sandwolves are found in the Lands of
                                                                 DE 7 SPI -2 TOU 0 MOV 12
   the Tulamydes, and the rare silverwolves live only in the
                                                                 Bite: AT 14 DP 1D6+3(+disease*) RE short
   Rorwhed Mountains and the Green Plains. The common
                                                                 PRO/ENC: 0/0
   grim or gray wolf is native to Andergast, Garetia, and
                                                                 Actions: 1
   Tobrien, but packs occasionally roam beyond these areas.
                                                                 Advantages/Disadvantages: Darksight I, Exceptional
                                                                    Sense (Smell)
   Grimwolves usually avoid humans, but desperate hunger
                                                                 Special Abilities: Locked Jaws (Bite; the grimwolf
   may drive them to attack villages or parties of travelers,
                                                                    makes a bite attack with a penalty of -2. If the target
   which they attack in large packs. Even so, people fear them
                                                                    does not defend, the wolf bites down hard. In the
   mainly because they can transmit dangerous diseases.
                                                                    following CR the bite attack succeeds automatically
                                                                    (the GM does not have to roll). The bite attack does
                                                                    +1 additional DP per CR (no additional DP in the first
                                                                    CR, +1 DP in the 2nd CR, +2 DP in the 3rd CR, and so
                                                                    on). Roll damage as per usual. Also, the target suffers
                                                                    the state immobilized. The wolf’s defense drops to 0
                                                                    as long as it holds a target in its jaws. The wolf can
                                                                    release the target at the end of a CR by spending a
                                                                    free action.)
                                                                 Skills: Body Control 7 (13/13/13), Climbing 0 (14/13/13),
                                                                    Feat of Strength 5 (13/13/13), Intimidation 7 (14/13/12),
                                                                    Perception 7 (14/13/13), Self Control 4 (14/14/13), Stealth 7
                                                                    (14/13/13), Swimming 7 (13/13/13), Willpower 4 (14/13/12)
                                                                 Number: 1, or 1D6+2 (small pack)
                                                                 Size Category: small
                                                                 Type: Animal, non-humanoid
                                                                 Loot: 15 rations meat (tough), fur (5 silverthalers)
                                                                 Combat Behavior: Grimwolves are not particularly
                                                                    brave and usually attack only if driven by hunger or
                                                                    when threatened in their territory. They avoid fire.
                                                                    To approach a torchbearer or a campfire, a wolf must
                                                                    make a successful check on Self Control or flee (or at
                                                                    least move no closer). If the alpha animal is killed,
                                                                    the rest of the pack flees. To identify an alpha animal,
                                                                    make a check on Perception (Spot).
                                                                 Escape: Loss of 50% of LP or if the alpha wolf dies
                                                                 Animal Lore (Wild Animals)
                                                                      QL 1: Grimwolves avoid fire.
                                                                      QL 2: Grimwolves can transmit diseases.
                                                                      QL 3+: If the alpha animal is killed, the rest of the
                                                                      pack flees.
                                                                 Hunt: -2
                                                                 Special Rules
                                                                 *) Disease: Grimwolves can transmit diseases. For every
                                                                    10 DP it inflicts in combat, roll 1D20: 1-16 (no disease),
                                                                    16-20 (rabies). If infection occurs, make a disease
                                                                    check (see Core Rules, page 343). For more information
                                                                    on rabies, see page 129.
                                                                 Pain +1 at: 18 LP, 11 LP, 6 LP, and 5 LP and less
                                                                                                                                    169
   Wild Boar
                                                                 Wild Boar
   Aventurian wild boars are feared by farmers and hunters       Size: 3 to 4 feet long
   of many regions. They can act very aggressively towards       Weight: 440 to 550 pounds
   humans, especially when caring for their young. Many          COU 15 SGC 13(a) INT 12 CHA 10
   wild boars become agitated simply when someone intrudes       DEX 11 AGI 10 CON 15 STR 15
   into their territory. They try to knock opponents off their   LP 35 AE – KP – INI 11+1D6
   feet with ramming attacks and then drive them away with       DE 5 SPI -2 TOU 2 MOV 10
   their tusks.                                                  Bite and Ram: AT 15 DP 1D6+4 RE short
                                                                 Ramming: AT 13 DP 1D6+3 RE short
   Some travelers speak of encountering giant wild boars.        PRO/ENC: 0/0
   These large specimens are particularly dangerous, and         Actions: 1
   people have become famous just for killing one. Goblins       Advantages/Disadvantages: Extraordinary Sense
   occasionally train boars as mounts and ride them into           (Smell)
   battle.                                                       Special Abilities: Takedown (Ramming)
                                                                 Skills: Body Control 4 (10/10/15), Climbing 0 (15/10/15),
                                                                   Feat of Strength 7 (15/15/15), Intimidation 1 (15/12/10),
                                                                   Perception 4 (13/12/12), Self Control 4 (15/15/15), Stealth 4
                                                                   (15/12/10), Swimming 4 (10/15/15), Willpower 4 (15/12/10)
                                                                 Number: 1, or 1D3+3 (sounder)
                                                                 Size Category: Medium
                                                                 Type: Animal, non-humanoid
                                                                 Loot: 100 rations meat, fur (10 silverthalers), trophy
                                                                   (tusks, 5 silverthalers)
                                                                 Combat Behavior: Wild boars are aggressive when
                                                                   raising piglets and attack anyone within 30 feet.
                                                                   They use their whole body to ram opponents (SA
                                                                   Takedown) and then fight with their tusks. Roll 1D6:
                                                                   on a result of 1-2, they fight until their opponent is
                                                                   dead; on 3-4, they flee after 1D6 CR; on 5-6, they fight
                                                                   until they lose 50% of their LP.
                                                                 Escape: Loss of 50% of LP; see Combat Behavior
                                                                 Animal Lore (Wild Animals)
                                                                     QL1: Wild boars react aggressively if they are
                                                                     approached too close or if they currently have
                                                                     young. They can become especially dangerous if
                                                                     famished or in mating season.
                                                                     QL2: Boars are unpredictable. Sometimes they
                                                                     simply flee, sometimes they fight like berserkers
                                                                     until the very end.
                                                                     QL3+: Don’t underestimate wild boars. They are
                                                                     dangerous even when seriously injured and can
                                                                     remain active longer than expected.
                                                                 Hunt: -1
                                                                 Special Rules
                                                                 Giant Wild Boar: The giant wild boar is similar to its
                                                                   smaller cousin, but with the following modifications:
                                                                   +3 CON, +3 STR, +15 LP, +2 TOU; +2 DP; +1 PRO; Size
                                                                   Category Large; Feat of Strength 10; Loot: 200 rations
                                                                   meat, trophy (tusks, 30 silverthalers); size and weight
                                                                   increase by 10% to 20%.
                                                                 Pain +1 at: 28 LP, 18 LP, 9 LP, and 5 LP and less
                                                                                                                                   171
   Aventurian Herbarium                                                                            “The four-leaved singleberry is known to the
                                                                                                   elves and all inhabitants of the north as an
   “So that it is worthy in the name of Lady Hesinde and pleasing to                               effective remedy. But you can significantly
   her mild sister Peraine, who holds divine dominion over all plants,                             enhance its effect if you prepare it as a
   we aim to collect and record what there is to know about the                                  juice. By the grace of Peraine, some plants
   different types of plants of Aventuria. Be they as commonplace                             require no alchemical preparation whatsoever
   as grass, as majestic as the mammoth tree, as mysterious as the                     to be useful. Chewing freshly harvested sansaro, for
   Alveranie, or as repulsive as the purulent toadstool—no plant               instance, helps prevent dungeon syndrome. How do I know?
   whose shape and use we know shall be left out, in praise of the             Well, that’s a very long story…”
   works of Peraine and in testimony to the glory of omniscient Lady           —Brother Hilbert, Blessed One of Peraine
   Hesinde!”
   —from the preface of the Folio of Herbalism, first collected
   by the Sisterhood of Mada, Grangor, 1005 FB                           Ingesting a dose of yoruga oil prevents infection by black
                                                                         rabies for 4 months. However, this medicine does not help
                                                                         with rabies infections. Taking three doses within a day of
   Healing Herbs                                                         exposure lowers the chance of infection to 5% (1 on 1D20)
   Many healing herbs do not require alchemical preparation
                                                                         for black rabies, or 20% (1–4 on a D20) for rabies. Taking
   to take effect. This can be especially useful for heroes
                                                                         an alcoholic brew of yoruga and gulmond shortens the
   traveling in the wilderness, provided they have the
                                                                         duration of battlefield fever by 2 days.
   knowledge needed in herbal lore to discover such plants
   and categorize them correctly.
                                                                         Waternymph Weed
                                                                         Waternymph weed is reminiscent of
   Four-leaved Singleberry
                                                                         chives but grows near the sea, on
   The four-leaved singleberry is a well-
                                                                         sandy surfaces. It is a proven remedy
   known healing herb
                                                                         for Efferd’s and dungeon syndrome.
   that grows in forests
   and along forest edges all
                                                                         Search Difficulty: -1
   over northern and central
                                                                         Identification Difficulty: 0
   Aventuria. Overuse of
                                                                         Applications: 3/4/5/6/7/8
   singleberry can lead
                                                                         Effect: Taking a dose of
   to addiction.
                                                                         waternymph weed suppresses
                                                                         symptoms of Efferd’s or dungeon
   Search Difficulty: -3
                                                                         syndrome for a day. Taking
   Identification Difficulty: -2
                                                                         fresh waternymph weed also
   Doses: 1/1/2/2/3/3
                                                                         prevents contraction of these
   Effect: Per use, recover 2 additional LP during the next
                                                                         two diseases for a week.
   regeneration phase (maximum of 4 additional LP per
                                                                         Increasing the dose has no
   regeneration phase). Anyone taking 2 or more doses within
                                                                         effect.
   a single day becomes addicted to singleberry and loses 1D6
                                                                         Price: 3 / 3.5 silverthalers
   LP per week when not taking at least 1 dose per week.
   Price: 6/7 silverthalers
                                                                         Sansaro
                                                                         Sansaro is a type of seaweed that occasionally grows near
   Yoruga
                                                                         the Aventurian coasts. Even though the plant
   Yoruga is similar in appearance to the celery
                                                                         smells foul, it helps prevent diseases of all kinds
   plant. The roots of this healing herb,
                                                                         and repels parasites.
   which grows in the forests and meadows
   of northern Aventuria, helps prevent
                                                                         Search Difficulty: -5
   numerous febrile diseases.
                                                                         Identification Difficulty: -4
   Search Difficulty: -4
                                                                         Applications: 1/1/1/2/2/3
   Identification Difficulty: -3
                                                                         Effect: Sansaro alleviates the effects of
   Applications: 1/1/2/2/3/3
                                                                         Efferd’s and dungeon syndrome. There
   Effect: The raw yoruga root is indigestible
                                                                         are no extra levels of Confusion added by
   and causes diarrhea. When processed
                                                                         the diseases. Constant ingestion for two weeks
   into a fever tonic, however, it helps
                                                                         completely cures both diseases. If taken for
   relieve cases of rabies and black
                                                                         febrile diseases, sansaro subtracts 1 from the DP
   rabies.
                                                                         suffered each day.
                                                                                                                             173
   The legendary Alveranie, a plant holy to the Twelvegods,        Rat fungus grows readily throughout Aventuria as long as
   grows throughout Aventuria, though it is extremely rare,        there is no frost (especially between the months of Rahja
   and cannot be found anywhere during the Nameless Days.          and Praios). It can be used to create rat fungus poison (see
   Each month, it blooms in a different color, to match the        below).
   color of that moon’s associated deity.
                                                                   Search Difficulty: -4
   Search Difficulty: -6                                           Identification Difficulty: -3
   Identification Difficulty: -2                                   Applications: 1/1/2/2/3/3
   Applications: 1/1/1/1/1/1                                       Price: None (as it is not publicly traded)
   Effect: No particular effect is attributed to the Alveranie,    Special Rule: This fungus exerts a strong attraction on
   but miraculous events are said to occur in its vicinity.        people. The GM rolls against the poison level, which is
   Finding an Alveranie is considered a good omen by               3 (13/13/13) modified by the SPI of the hero. If successful,
   worshippers of the Twelvegods. It is extremely difficult        the hero inhales spores or even eats the fungus and is
   to destroy an Alveranie (100 LP), but once destroyed, it        consumed with doubts. If a Blessed One consumes rat
   can only be coaxed into flowering again by a deed that is       fungus, the GM checks for infection with zorgan pox
   pleasing to the gods.                                           (see Core Rules, page 344). The chance of infection is 50%
   Price: Not traded (but commands up to 100 ducats on the         (1–10 on 1D20). Even if infection does not occur, the Blessed
   black market)                                                   One is still overcome with doubts.
Twelve heavy drops of blood fell from Los’ wounds. When the All-
God bent over the body of the Primordial Giantess and realized
what he had done, he regretted his anger and shed bitter tears
which rained in their thousands upon the dying body of Sumu.
The twelve drops of blood became the twelve good gods, and from
the thousand bitter tears sprang all living creatures, born from
despair to share Sumu’s fate of mortality. The tears also gave life
to plants, which grew from the body and the hair of the dying
giantess.
The first tears became the dragons, the slime creatures, and
the multi-legged beings. Fish and the creatures of the deep seas
followed next, then birds such as owls and eagles, then horses
and lions and so forth until every creature we know of existed on
Dere. From the tears that were shed of Los’ left eye, male beings
were created, and from the tears of the right eye, female beings.
And since Los’ tears did not always fall in pairs, some beings in
the world have only one gender, such as unicorns, which are all
stallions. Finally, from the last two tears of the All-God sprang
man and woman, the parents of all peoples that walk under
Praios’ Eye. ”
—from the Beviary of the Twelvegods, Emperor Haal Edition,
994 FB
                                                                      175
   The Creed of the Twelvegods                                   contradict each other. Yet, if one considers the bigger
                                                                 picture, all twelve deities are on the same side, for they
                                                                 stand steadfast against Chaos.
   In 98 b.FB, Emperor Silem-Horas determined which gods
   should be henceforth the only true gods in his world-
                                                                 The solidarity of the Twelvegods is particularly influential.
   spanning empire. With the so-called Silem-Horas Edict he
                                                                 A worshipper never worships only a single god, but always
   ended long conflicts between the numerous competing
                                                                 the entire pantheon. A warrior devoted to Rondra might
   churches. The edict also discussed cults, which were
                                                                 condemn the reign of the Priest Emperors, but would never
   frowned upon during his time. Thus the inseparable
                                                                 deny the divine influence of Praios. A seductive Blessed
   pantheon of the Twelvegods and their children rose to
                                                                 One of Rahja cannot ignore the fact that Travia represents
   prominence, and all other gods were condemned as false
                                                                 spousal fidelity, even while renouncing marriage in order
   gods. This was also the deathblow to many formerly
                                                                 to meet the faithful with love and passion. Personal
   popular cults, as their priests could perform their rites
                                                                 preferences do play a large, even decisive, role in the
   only in secret. That this edict combines the gods of
                                                                 veneration of the gods, however. Aventurians pray to
   Gyldenland with the deities of Aventuria is known to only
                                                                 the deity closest to them, whether due to matters of the
   a few Aventurian scholars. (    page 236)
                                                                 heart, their convictions or vocations, or because that deity
                                                                 represents their interests in the best way. A nobleman
   The Silem-Horas Edict applies to the Middenrealm, the
                                                                 might honor Lord Praios, but as a hunter, he may be
   Horasian Empire, Bornland, and nominally also to Arania,
                                                                 preferentially devoted to grim Lord Firun. Many farmers
   which was once under the rule of the Middenrealm.
                                                                 pray mainly to the goddess of agriculture, Peraine, while
   Although the Twelvegods also play an important role in
                                                                 scholars and those gifted in magic often bow first to
   the rest of Aventuria, Silem’s decree could not enforce
                                                                 Hesinde, the goddess of wisdom and magic. Similarly, most
   the belief in the “only true gods” throughout the rest
                                                                 warriors and traveling swords pray first to Rondra, the
   of the continent. In Andergast, for example, the druids
                                                                 goddess of honorable combat.
   and certain ancient animist religions resist the Edict’s
   enforcement to this day. On Maraskan the edict is decreed
   by law, but on that island, shaped by the dualism of the
                                                                                        “Death makes us equal and all is forgiven
   twin gods, no-one really follows it. The Thorwalers have
                                                                                         and forgotten? Unthinkable! Nothing is
   returned to the veneration of their whale god as chief
                                                                                         really ever forgotten! This is what I believe,
   patron of their people, while they slowly forget some of
                                                                                         the maxim by which I live. Lady Hesinde
   the less popular Twelvegods, which are seen having been
                                                                                        ordered me here to bear witness and record
   forced on them by occupation.
                                                                                      events. Even if I honor the silent Lord Boron
                                                                                and pray for his favor, his Blessed Ones are wrong
   The twelve large Churches teach the proper ways to
                                                                     in what they say. Wait, let me write that down, so that it may
   worship the Twelvegods. There are, however, significant
                                                                     never be forgotten… ”
   differences in the interpretation of the Twelvegods’
                                                                     —Nacladora Berlînghan, Blessed One of Hesinde Draconite
   teachings, and the interaction between individual churches
   is not always harmonious. Sometimes there are quarrels
   over responsibilities, because some deities incorporate
   aspects that are contradictory to those of other gods.
   Even within the same Church, differences may arise due
   to different sects, such as between mystical and pragmatic
   congregations. These frictions may ultimately lead to a
   schism, the prime example of which, in the current era,
   are the two completely separate Churches of Boron—the
   so-called Punin and Al’Anfan rites (sects).
Rondra
“We must protect those who cannot fight for themselves. With
Rondra’s courage we face even superior forces to defend creation
and good people everywhere.”
                                                                   177
                                 Efferd
                                 “Water cannot be formed or forced. It is eternal and gives life and
                                 prosperity to all beings. ”
                                 Efferd is the god of the sea, waters, and wind. His sacred
                                 animals are dolphins, but he rules all creatures of the
                                 sea, and his retinue includes mermen, mermaids, and
                                 water nymphs. It is said he is one of the oldest gods. As
                                 the lord of waves and surges, he is regarded as moody and
                                 unpredictable. The Lord of Winds is worshiped by fisher
                                 folk, boaters, and seafarers who hope for his mercy. In
                                 times of severe drought, he is revered as lord of live-giving
                                 water.
                                 Travia
                                 “Only where hospitality and faithfulness reign, can people live
                                 together in peace and harmony and without fear.”
The Church of Boron is split into two sects. The head of the
Punin rite is called Raven, after the holy animal of Boron,
and leads the main temple in Punin. In the Al’Anfan rite,
Boron is worshiped as supreme god even above Praios,
which leads to conflicts with the other churches of the
Twelvegods. In the south, one gives oneself to the divine
intoxication of oblivion, and suicide is regarded as the
highest form of sacrifice to the silent god. Al’Anfa hosts the
main temple of this sect, which is under the leadership of
a Patriarch.
Hesinde
“Your mind may be imperfect, but you may learn and grow, for
the gods have granted you gifts to make it perfect.”
                                                                 179
                                 Firun
                                 “Life is not simple. It is a constant struggle for better quarry, food,
                                 a safe bivouac in the wilds, and protection from the cold. The
                                 timid can never retain the upper hand in this struggle.”
                                 Tsa
                                 “Life is colorful. It changes constantly. Do not cling to the past.
                                 Rather, embrace the new beginning. Shape what is to come, mold
                                 your future as you would like it to be.”
Peraine
“There is much to do before you can reap the fruits of your labor.
This applies to all areas of life, and only those who sow and care
for their crops can eventually reap.”
                                                                       181
                                 Ingerimm
                                 “Even the young can learn what one can make the world’s natural
                                 gifts, but only a master can give these things permanence. No one
                                 wants to swing a sword that breaks after the first blow.”
                                 Rahja
                                 “Without beauty and joy, life would be senseless. The world is
                                 beautiful, as the gods have decreed it, so let us celebrate!”
                                                                                                                                        183
   The Archdemons                                                         Thargunitoth or Tiakoal: Enemy of Boron, Lady of
                                                                          Nightmares, Mistress of Ghosts and Undead
                                                                          Amazeroth or Iribaar: Enemy of Hesinde, the
   “Be on your guard, for Chaos obeys no logic. Do not suppose that
                                                                          Blinder of Many Shapes, Lord of Forbidden Knowledge
   Chaos is only a black abyss from which eternal screaming seeps into
                                                                          and Madness
   Creation. No, just as the gods have their various paradises, there
                                                                          Nagrach or Belshirash: Enemy of Firun, the Vicious
   are places in the Netherhells where it is easier to find demons of
                                                                          Hunter and Lord of the Corrupted Ice, Master of the
   a particular sort. Places like the bloody execution sites of Kholak-
                                                                          Wild Hunt (which hunts its victims to their deaths and
   Kai, the gruesome bone fields of Yaq-Monnith, the midnight blue
                                                                          devours their souls)
   and tentacle-filled depths of Yamesh, the oppressive and lie-
                                                                          Azfuloth or Calijnaar: Enemy of Tsa, Duchess of the
   filled Thezzphai, the soul-grinding Fortress of Night, the lunatic
                                                                          Teeming Chaos, Mistress of Chimeras
   mirror structure of Gnaph’Caor, the blinding flash of the Plains of
                                                                          Tasfarelel or Zholvar: Enemy of Phex, the Greedy
   Unnatural Ice, the eternally confusing mutability of Sefaloth, the
                                                                          Haggler, Lord of Bloodstained Gold
   always-brimming treasuries of Zholvar, the teeming chaos of the
                                                                          Mishkara or Belzhorash: Enemy of Peraine, Decaying
   halls of Hirr’Horash, the diseased streets and smoking chimneys
                                                                          Monarch of Eternal Disease, Mistress of Crop Failure
   of Yol-Ghurmak, the black, rotting fortress of Dar-Klajid. Find the
                                                                          and Infertility
   order in non-order and the key to ruling the world is yours. None
                                                                          Agrimoth or Widharcal: Enemy of Ingerimm, Defiler
   can resist a being who can invoke the power of the Netherhells
                                                                          of Elements, Corrupter of Ore, Fire, Air, and Humus,
   with one word.”
                                                                          Prince of the Otherworldly Demon Forges of Yol-
   —from the original lizardfolk manuscript of the Daimonicon,
                                                                          Ghurmak, Lord of Dark Craftsmanship
   currently in the possession of Pardona
                                                                          Belkelel or Dar-Klajid: Enemy of Rahja, Temptress
                                                                          of Many Sexes, Mistress of Rotting Lust and
   Many opponents besides the Nameless threaten the
                                                                          Bloody Ecstasy
   order of the gods, ones who stand outside of creation, the
   adversaries of all gods—the Horrors of the Seventh Sphere.
   The world beyond the Wall of Stars and the Sixth Sphere,
   also known as Outside or Chaos, is the home of demons. It
   seems that Chaos has produced an adversary of each of
   the Twelvegods, ones whose hordes seek to undo the work
   of the gods or at least pervert it so Chaos can devour the
   entire world. Whether they must obey the Demon Sultan
   of legend, or have simply sworn fealty to him, is unknown.
   However, concepts such as fealty derive from the ordered
   thinking of the world and mean little to the chaos from
   which these entities come. Some tainted mortals form a
   pact with one of these beings, offering their souls for power
   from the Netherhells. It is said that the sinister black mage
   Borbarad was able to form pacts with seven Princes of Hell
   thanks to the accursed Demon Crown (           page 234). The
   legacy of this sacrilegious artifact persists in the world
   today in the form of the sundered Shards of the Heptarchs.
                                                                                                                          185
   the night sky, and magic performed in its light is said to be   Swafnir, the God-Whale
   particularly powerful. The Nivese also know Mada, but as        In the shape of a white sperm whale,
   a human wrongdoer who endangered the peace between              this son of Efferd and Rondra
   humans and the heavenly Sky Wolves.                             travels the seas of the
                                                                   world. He is regarded as
   Marbo, the Gentle                                               lord of seafarers and
   The gentle Marbo is the child of Boron and a mortal             protector against all
   woman, and her task, similar to Ifirn’s, is to intercede on     kinds of sea monsters.
   behalf of mortals with her father. People often pray to         He is venerated most
   her for a quick and merciful death and the safe return of       by the Thorwalers. The
   souls into the Halls of Boron. She is often associated with     pugnacious northmen
   vultures, which many scholars find puzzling.                    even consider him their
                                                                   main god, since legend
   Nandus, Lord of Riddles                                         says he led their ancestors,
   Nandus is considered a child                                    the Hjaldings, across the Sea of
   of Hesinde and Phex,                                            Seven Winds to Aventuria, and they now view themselves
   and combines Hesinde’s                                          as his chosen people. According to their sagas, he wages an
   wisdom with Phex’s                                              endless battle against the gigantic sea serpent Hranngar,
   cunning and rebellious                                          the source of all evil.
   nature. He loves riddles
   and promotes public                                             Ucuri, Herald of the Gods
   education and the pursuit                                       Ucuri was created by Praios from his own essence. The
   of knowledge. Many of the                                       falcon-shaped herald of the gods is sent out when the gods
   nearly-heretical thoughts,                                      need to discuss important matters. Only the most depraved
   which his Blessed Ones carry                                    mortals would dare to attack an Ucuriate. Members of his
   to the common people, mark the                                  Order travel as heralds to all parts of the world, delivering
   Blessed Ones of Nandus for hostility and sometimes even         important documents and messages to the Churches of the
   persecution by secular authorities and rulers.                  Twelvegods.
   According to legend, Nandus is the divine father of two         Xeledon, the Mocker
   powerful wizards, Rohal and Borbarad, who repeatedly            This son of Hesinde and a mortal man receives little
   returned to the world in past centuries to fight each other     reverence, as it is his sport to make fun of the imperfections
   in a bitter war of ages (  page 238).                           of worldly achievements. He has only ridicule and mockery
                                                                   for the works of mortals. There are numerous stories about
   Simia, the Inventive                                            the demigod with the nimble tongue denigrating crafts,
   Worshipped as son of Ingerimm and Tsa in the creed of           art, and many a life’s work.
   the Twelvegods, he combines the creative will of his father
   with the creative and freedom-loving nature of his mother.
   Simia is considered the god of inventiveness and even
   though he has no Blessed Ones of his own, a magnificent
   temple to him stands in Gareth. Priests at that temple
   invented the prism, which turns Praios’ sunlight into
   Tsa’s rainbow. Simia is also known to the dwarves, but as a
   goddess, and they worship her as the daughter of Angrosh.
                                                                                                                                 187
   casting spells via sheer power of the mind and the use of     The orcs worship two powerful and bloodthirsty gods—
   one’s own life energy.                                        Brazoragh (dominion, sun, combat), and Tairach (death,
                                                                 magic, knowledge). Some also worship Gravesh (crafts)
   The Beliefs of Non-Humans                                     and Rikai (healing), but only among the lower castes of
   The dwarves worship only their creator god Angrosh,           what passes for society in the Orclands.
   the Lord of Fire, Ore, and Crafting. According to their
   understanding, Angrosh created the entire world. They
   see it as their task to protect and maintain the world
   mechanism, and combat all threats, especially from the
   dreaded dragons. Hill dwarves who live in close proximity
   to humans are slowly adopting the worship of the Twelve,
   and especially of Travia, the patron of hospitality. Not to
   be left out, diamond dwarves increasingly worship the
   resourceful Simia, having named her the daughter of
   Angrosh.
                                                                                                                                     189
190 Chapter 7: Gods and Demons
Chapter 8:
Magic and Sorcery
“You have a very special gift, my child. The gods put it in your
cradle. You could say that you have been kissed by Mada,
because in your blood lies the arcane power that enables the
knowledgeable to cast spells. Now you must decide what to do
with your gift, and therefore I want to tell you something very
important.
                                                                        191
   Aventuria as a Magical World                                       So it came to pass that Mada grew depressed from her futile
                                                                      prayers and wished to die. As the day of her death approached she
                                                                      mustered up all her strength, and her god-like mind perceived the
   Every Aventurian child knows that magic is inherent
                                                                      unity of the Spheres. But she had grown too weak to give mortals
   to their world and grows up with stories about dragons,
                                                                      the gift she intended. Thus, the forces of the stars mingled with
   fairies, elves, and powerful wizards such as Rohal and
                                                                      the powers of Dere and became one, and ever since then a new
   Borbarad. Some children even encounter one of these
                                                                      power has flowed throughout all the Spheres.
   magical beings or a spellcaster, as those who can control
   the stream of power exist among most races and peoples.
                                                                      Praios, the king of the gods, cursed Mada three times for her
   However, the predisposition to magic is a rare gift (except
                                                                      sacrilege. He banished her to a silver stone which he set in the
   for elves, which are always born with the ability to use
                                                                      firmament, and ever since then Mada’s Sign has shone in the
   magic). Dwarves, on the other hand, almost never produce
                                                                      nightly sky as both a consolation and a warning for mortals.
   wizards. Few humans have the potential to become great
                                                                      Praios then appointed Phex the guardian of the firmament so that
   wizards, witches, or druids because their abilities are often
                                                                      neither Mada nor anyone else could cause such damage again.”
   too weak for the demanding training or else were stunted
                                                                      —excerpt from Annals of the Age of Gods, a holy text of the
   by handling too much magic-inhibiting iron when young.
                                                                      Church of Hesinde, written around 1,400 b.FB
   The origin of magic (or, as many guild mages like to call
                                                                      Magical power permeates the entire world but does not
   it, arcane energy) is unclear. Some believe the gods brought
                                                                      always reveal its workings, not even to those skilled in
   it into the world, although which gods depends on whom
                                                                      its use. In general there exists a balance between the six
   you ask. Most Tulamydes thank Phex for it, Horasians
                                                                      elements: ice, ore, fire, humus, air, and water, which are set
   always thank Hesinde, and orcs thank Tairach alone. There
                                                                      in pairs of opposites. Magic seems to be able to influence
   is a widespread belief that Mada brought magic into the
                                                                      each of these elements, but some scholars believe that
   world, although many disagree on the details. Was she
                                                                      magic was its own element before the time of Mada’s
   a goddess or a mortal? Did she take the power from the
                                                                      Sacrilege. Naturally, the less knowledgeable argue that
   stars or destroy the Citadel of Magic? In the creed of the
                                                                      anti-magic or non-magic would have needed to exist as a
   Twelvegods the legend is known in the following version.
                                                                      counterpart to magic. The old dispute over these seventh
                                                                      and eighth elements, called heptessence and octessence,
   “When the gods still walked among mortals in the early days,
                                                                      respectively, remains unresolved to this day.
   Hesinde gave birth to the daughter of a mortal man. Blessed
   with the mind of her mother but cursed with the mortal coil of
                                                                      The world is covered in so-called ley lines of power, veins
   her father, the child was called Mada. When Mada saw how the
                                                                      of raw arcane energy that assist or inhibit the casting of
   gods toyed with humans, she was saddened and begged the gods
                                                                      certain spells. For ages, guild mages believed that ley
   to give humans the power to control their own destinies. But the
                                                                      lines were unalterable, but events such as the return of
   gods did not want to listen to her prayers.
                                                                                                                                     193
   The great Magician’s Guild dissolved after the disastrous       Witches, often called Daughters of Satuaria even though
   War of Wizards in 595 FB, leading to the creation of            their numbers include the occasional man (called a sorcerer
   the three guilds that exist today: the Order of the White       or warlock) among their ranks, are quite prevalent in
   Pentagram, an association of law-abiding and god-fearing        Aventuria and organize themselves in different sisterhoods
   wizards; the Great Gray Guild of the Mind, a guild for          or circles. They share a strong connection to the earth, and
   mages who are tolerant of other views and have a thirst         their magic is based on the free expression of feelings.
   for knowledge; and the Brotherhood of the Knowing, also
   called the Black Guild, an association of freethinking and
   sometimes unscrupulous mages.
   Many educated mages do not belong to one of these guilds,                              “Fiddlesticks! My gut tells me that this kind
   but despite its costs and restrictions, membership in a guild                          of magic is completely rotten. I don’t have
   grants very special advantages. Guild mages live under                                 to understand it, I want to feel it. My curses
   Argelion’s Law (a special legal code named for a Hesinden                              are most effective when my blood boils!”
   saint who tried to protect society from the misuse of                                 —Rowena, Bornlandish cat witch
   magic), which states that guild mages must wear approved
   clothing or display the magically tattooed seal of their
   academy or their teacher, so as to be easily recognizable
   as mages.                                                       Most witches work in secret because they do not enjoy
                                                                   the same legal protections as guild mages. Witches still
   Argelion’s Law also states (at least on paper) that guild       meet in secret in many regions of Aventuria, although
   mages are protected from secular law and may be punished        mainly out of a sense of tradition and caution rather than
   only by their own guild. They are the only magically gifted     genuine need. The various sisterhoods are comprised of
   who enjoy such protection, even though this right is often      witches who share a common or similar type of familiar, or
   contested by Churches and the nobility. And while witches       those who were chosen by their familiar. The best known
   and other spellcasters should not fear being burned at          among these groups are the Daughters of the Earth (toads),
   the stake from every stray suspicion of wrongdoing, it is       the Beauties of the Night (cats), the Sisterhood of Knowledge
   unfortunately true that trials are not always conducted in      (serpents), the Seers of Today and Tomorrow (ravens), and
   a fair manner.                                                  the Secretive Sisterhood (owls). Other sisterhoods, those
                                                                   which have monkeys or even spiders as their familiars, are
                                                                   far less numerous.
                                                                                                                               195
“Sycophants of gods, flatterers of demons.                                    Magical Artifacts
They are all repugnant. We must rise above
them, and magic is our way!”                                                  A Dark Eye (          page 238) is certainly one of the
—Azaril Crimsonweed, High Prophetess                                          most powerful artifacts in Aventuria. To create one is
of the Church of Borbarad                                                     considered the epitome of the magical craft, and to own
                                                                              one brings the promise of immense power, as it allows one
                                                                              to remain unseen while gazing at any conceivable place at
     Borbaradians believe that every human can be a mage if                   any desired time. No known artifact can show the future,
     in possession of the required willpower. They cast magic                 yet some claim that a lizardman sorcerer’s Dark Eye that
     with their own life force or by means of blood magic and                 grants time travel lies lost somewhere beneath the sands
     tolerate subjugation by neither gods nor demons.                         of the Khôm Desert. The infamous Star of Elem is said to
                                                                              have been an incredibly powerful Dark Eye that allowed
     Demon worshipers have succumbed to the temptations                       people to peer into far-away fairy realms.
     of demons and sold their souls to the Netherhells in order
     to obtain tangible magical power. It is rumored that                     No one has successfully created a Dark Eye for many years
     ancient wizards such as Balphemor of Punin achieved                      and there are probably few human spellcasters alive today
     immortality via such pacts. But even ordinary people are                 who would even be able to do so.
     said to have obtained the most terrifying abilities after
     signing a Netherhellish contract and agreeing to spread
     the influence of demons in the world.
                                                                                                                             197
   The Eye of the Morning
   Description: The Dark Eye known as the Eye of the
   Morning is about the size of a child’s head and possesses
   a rich black color. Since the time of the Peace Emperors,
   this artifact has been held by the Middenrealm. It is one
   of the few portable Dark Eyes known. The empire’s secret
   circle of advisors, the Order of the Eye, makes use of it at
   court to supply Empress Rohaja with timely information
   and advice.
   Effect: About once a month, in the presence of the proper
   constellation, the Eye of the Morning allows the user to
   view a distant event, person, or place. It usually reveals
   images from the present, but sometimes shows events                 The Effect of the Belt of Strength in Detail
   from the past and on very rare occasions has sometimes              The wearer of the Belt of Strength receives different
   revealed images of future events. Also on rare occasions,           bonuses depending on QL. Bonuses are cumulative,
   it sometimes shows only whirling gray ether or the distant          meaning at QL 3, the wearer gains a total +2 STR and
   flash of lightning. The Eye of the Morning is activated             +1 TOU. Also, for every QL, the duration of the effect
   by either the secret Seal of the Realm or by speaking the           lasts 10 minutes.
   pass phrase, which is known only to the highest ranking             1 QL: +1 STR
   members of the Order and the Imperial family.                       2 QL: +1 TOU
   AE Cost: Unknown                                                    3 QL: +1 STR
   Price: Priceless                                                    4 QL: +1 TOU
   Djinn Lamp
   Description: a fire djinni is bound to this somewhat              Petrifaction Brooch
   old and worn bronze lamp despite having outlived its              Description: This gilt brooch, into which an agate is set, is
   summoner by centuries or perhaps even millennia. Once             worn for personal protection. It is particularly useful when
   each month he can leave the lamp for an hour, provided            the wearer expects a lethal blow in battle or a fall from a
   someone polishes the lamp anew. This prison has made              great height and wishes to survive. The petrifaction effect
   its occupant, who calls himself Flazdran ibn Flandon, even        is so strong that the body becomes indestructible for the
   more capricious than is generally said of these beings            duration of the spell. While petrified, the user receives the
   of fire. Thus he may fulfill the wish of his liberator,           state immobilized, but the user’s clothes and equipment are
   converse excitedly, or set everything in the immediate            not affected by the magic of the brooch.
   vicinity on fire.                                                 Effect: Magical storage with 1 Paralysis (SR 12). The trigger
   Effect: Once per month the artifact may be activated for an       involves laying a hand upon the brooch and speaking the
   hour, which frees the djinni inside to act during that time.      word Yeti.
   The trigger is the act of polishing the lamp.                     AE Cost: 24 AE, 2 additional permanent AE
   AE Cost: Unknown                                                  Price: 850 silverthalers
   Price: 4,444 silverthalers
                                                                                                                                  199
   and even participate openly in public life as nobles in the
   Transysilian Shadowlands. Ghouls are widely regarded
                                                                  Magic in Daily Life
   as a curse of the battlefield. They feed on the flesh of the
                                                                  “And then… then we had to flee from these wretched swampreeks.
   dead, and certainly do not refuse the flesh of the wounded.
                                                                  They were simply too numerous, and they were determined to
   Blessed Ones of the Church of Boron constantly seek them
                                                                  kill us! Nasty things, with their red eyes and sharp teeth. I told
   out and destroy them.
                                                                  Dappert to be careful near the morningthorn since the sun had
                                                                  almost set behind the hill. But he did not listen to me. Instead
   Many of these creatures have been touched by the magic
                                                                  of taking the safe path through the moor, he made his own path
   that is innate to the world and are commonly regarded
                                                                  through the hedges… I heard his screams as the thorns tore
   as a natural part of the world, whether they be kobolds,
                                                                  through his clothes. Now there will be one more swampreek. Why,
   treants, or minotaurs. Magically-gifted individuals, in
                                                                  gods, why?”
   their quest for power or even just the pursuit of science,
                                                                  —a peat cutter, Bornland, 1038 FB
   have tried many times to create hybrids of these creatures
   and give them life. The crazed harpies, beasts that are
                                                                  Magic is common in much of Aventuria, and except for the
   half-woman and half-bird, are certainly the best known.
                                                                  daily tribal life of the elves or the day’s work in a mage’s
   Experiments in chimerology have also produced the
                                                                  academy, few Aventurians recognize it when they see it, as
   colorful Ikanaria butteflies, which rob careless people of
                                                                  many magical beings and phenomena are considered part
   their minds with their dazzling colors and pose an extreme
                                                                  of the natural world. In Albernia, for instance, the sigh
   hazard, especially for spellcasters. Legends tell of the
                                                                  of a small flower fairy in the forest is fantastic, certainly,
   hybrid creature known as the manticore, a lion with a
                                                                  but it is also common, an encounter which a local would
   human face and a giant, deadly scorpion’s tail. Daimonides
                                                                  rarely consider worth mentioning. A traveling Tulamyde,
   are an amalgamation of living being and demon created by
                                                                  on the other hand, would probably tell her grandchildren
   the unfathomable forces of the Netherhells.
                                                                  impressive stories of the “countless small, djinn-like
                                                                  creatures” she met in the Bornwood.
   By far, the most dangerous of all magical beings are those
   creatures which directly arise from the Seventh Sphere
                                                                  Many villages and do not have a village witch and have
   and thus from Chaos: demons. Their number is said to
                                                                  never even seen a traveling wizard. The works of gods
   be infinite, and Aventuria has had to deal with far too
                                                                  are also not widespread. The Blessed Ones of Peraine
   many creatures from the Netherhells in the wake of the
                                                                  journey to many villages only during times of sowing and
   Borbaradian Invasion. Creatures such as the sabretooth-
                                                                  harvesting, and even Birth Blessings must be administered
   like Zantim whose sole purpose seems to be to shred and
                                                                  by a traveling priest in many instances. A human bowyer
   maim its enemies; the invisible Gotongi, which are often
                                                                  might look upon an elven competitor and her magic with
   used as spies; or the many-horned Arkhobal, which can
                                                                  suspicion in a big city, and people might avoid guild mages
   blight entire regions. The most dangerous aspect about
                                                                  altogether on the streets, or greet them in an especially
   these creatures is that they are immune to most normal
                                                                  friendly way, just to be safe. Only people with good
   weapons and can only be defeated via magic or the blessing
                                                                  contacts, a lot of coin, or both commonly possess magical
   of the gods (and even then, heroes must possess a goodly
                                                                  artifacts outside of the Lands of the Tulamydes.
   amount of courage to stand in the path of such a creature).
                                                                  In The Dark Eye, the heroes are the exception to the rule, as
                                                                  they encounter magic on an almost daily basis.
                                                                201
202 Chapter 8: Magic and Sorcery
 Chapter 9:
 Fame and Infamy
“What would Aventuria be without those names that accompany
us on an almost daily basis? Where would the world be without
those who shaped it through the will of the good and indivisible
gods? Could Aventuria even exist if legendary heroes of the
past, such as Lamea or Gylduria, had not landed on its western
coast? Would we have law and order if good Emperor Raul had
not overthrown the corrupt Witch-Empress Hela during the fall
of Bosparan? Would we have learned so much from the elves if
Emperor Murak had not met the elven queen Amarandel Sundew
in Trallop? Would people still live in fear of magic if Rohal, the
Protector of the Realm, had not adopted so many useful laws?
And, most unthinkable of all, what would we believe if good
Emperor Silem-Horas had not adopted the Twelvegods Edict
under the guidance of the wise prophetess Illumnestra?
But there is always a flip side to every coin. Nandus did not put
a head on your shoulders just to prevent the rain from running
down your throat! You are supposed to use your head to learn
from past mistakes. No one should treat with demons. The
desperate Emperor Fran the Bloody learned this lesson too late,
and Borbarad, the Defiler of Spheres, ignored it to his peril. We
must oppose any who wish to open the floodgates and allow chaos
into our world. We must look beyond the veil of legends and
recognize our fear when we whisper names such as Pyrdacor or
Pardona, for even though they are long gone, the horrors they
brought into the world still affect us to this very day.
But let us not part on such a somber note. Think back to the good
Emperor Haal, who systematically refashioned the realm and
made it secure. Praise his son, Brin, who gave his life fighting
orcs and demon worshippers. Venerate his daughter, the good
Empress Rohaja, who drove the last servants of the Shadow into
the eastern sea, allowing us to live free under the blessing of the
gods and pursue our day’s work.”
—overheard in a Nandus school in Gareth, 1040 FB
                                                                      203
   In addition to your heroes, many important characters,            King: Kings are essential to Aventuria’s ongoing,
   both past and present, shape the fate of Aventuria, and        living history. They are either a key part of a story
   their names are either proclaimed in awe or cursed in          or they put into motion events that advance the
   disgust. This section introduces a few of the individuals      Aventurian setting or the plot of an adventure.
   who have greatly influenced present-day Aventuria.             Since these characters are so important, their
   There are two different types of NPCs. Those such as the       fate is largely set in stone, although heroes
   Empress Rohaja, the sorceress Nahema, or Bibernell, the        might influence that fate. Any deviation to
   Sword of Swords, propel the fate of the world forward as       the narrative—be it the premature death of a
   rulers, mighty wizards, or influential Blessed Ones. Far       villain at the hand of a hero, or the replacement
   more frequently, though, the heroes encounter ordinary         of an NPC—is possible in principle but leads
   NPCs who send them on missions, serve as local sources         to conflicts with other publications. Empress
   of knowledge, or meet them as enemies on the battlefield.      Rohaja, who has decisively influenced the
   And who knows, perhaps the guild mage from your party          fortunes of the Middenrealm, is one example
   becomes a wise archmage from whom younger heroes               of a king in this system.
   seek advice. Or maybe your heroes are granted a barony
   in Weiden, after they help push the orcs back into the Fog         Knight: Knights are important officials in
   Moors. One of your heroines might even rise through the        Aventuria and appear in future publications
   ranks of the Church of Rondra to guide the path of the         if their death or fate is not explicitly placed
   entire congregation.                                           into the hands of your players. Knights can
   The NPCs in this chapter play important roles in the           usually be replaced by other NPCs without
   Aventurian setting and are considered kings and knights        much worry, as long as replacement fill
   (see The Garadan System, below).                               the same function in the game world, such
                                                                  as guiding mentors, main antagonists,
                                                                  or cavalry coming to the heroes’ rescue.
                                                                  Recurring villains or high-ranking officers
       The entry for each NPC includes a personal quote           in the military are often considered knights.
       and a description that does not reveal any secrets,
       so this information can be read by GM and players             Pawn: Pawns play a fixed role in an adventure
       alike. Many of these NPCs are famous (or infamous),        module but have no further role in the living
       so it is not unusual for a hero from the South to          history. They can easily be replaced by other
       know something about Empress Rohaja. Each entry            characters without conflicting with official
       also includes two opposing views that show how             Aventuria. The owner of a tavern, a quest
       the common people perceive this person. One is             giver, or the villain of an adventure could all
       mainly positive (+), the other rather negative (-).        be considered pawns as long as their roles are
       GM-only information starts on page 231.                    not critical beyond that adventure module.
“Finally, we defeated the Heptarchs! Now, we must rebuild the        “What? Yes, we are well aware of the problem. But we need
Realm. I do not consider even myself above this task. We take our    to proceed with caution, as experience has shown this is not
gods-given duty seriously, and now we must fulfill it. What would    something we should take lightly. We don’t want to repeat past
you have us do, Master Baron?”                                       mistakes. So, no troops! Send spies and scribes who can bring us
                                                                     more information before we come to a decision in this matter.”
Rohaja is the young Empress of the Middenrealm. She is a
heroine who actively tackles issues and rallies upstanding           The young Emperor of the Horasian Empire is the son of the
champions who follow her every command. Her battle                   Magister of Magisters, Aldare Firdayon, and the Emperor
experience makes her a prudent ruler, and she travels with           Dragon, Shafir the Magnificent. All parties recognize
her Imperial Court from palace to palace to address the              him as the true champion of the Horasian Empire’s War
worries and needs of her subjects and dispense justice.              of Succession, though many remain uncertain as to how
                                                                     being the son of a dragon will affect him.
She married the love of her youth, Rondrigan Paligan, who
loyally serves her in the capital as Grand Privy Councilor           Even after he ascended to the throne in 1040 FB, he is still
of the Realm. They have no children, much to the dismay              rarely seen in public. Instead, the Horas often withdraws
of the people and of utmost concern to the nobility. Some            to his gigantic private library and spends entire days
even whisper that the Empress is cursed and, therefore,              pondering his role as ruler. Unquestionably, Khadan is one
cannot give birth to an heir. Many now put their hopes of an         of the most educated people in Aventuria. His calculating
heir in Rohaja’s twin sister, Yppolita, who is actually older        nature and imperturbable calm, with which he tackles
than Rohaja by a few minutes but who was not permitted               every problem, make him seem eccentric, even to his
to ascend to the throne because she is a guild mage.                 advisors.
                                                                                                                                      205
                   Bibernell of Hengisford                                                        Aikar Brazoragh
                             Sword of Swords                                                      Chosen of the Orc Tribes
   “Thunderstorms are a powerful gift from the goddess that let us            “We do not need to conquer the entire world. We must simply
   feel her presence. Through them, she reveals the knowledge we              open a gateway for Brazoragh, the sun bull, into this world. Then
   need to fulfill her will. We are the shield of the faithful; we shall be   our rule of the world will come about on its own. For who will dare
   as unstoppable as thunder and lightning.”                                  to stand against us? Not the humans, as I will have defeated the
                                                                              last of our enemies before then. Their skulls will be put on stakes
   With her dying breath, Ayla of Shadowground appointed                      in front of Khezzara, for the glory of Tairach alone. Tairach’s
   Bibernell to be the new Sword of Swords, leader of the                     moon and wisdom will guide us.”
   Covenant of the Sword (Rondra’s Church). She is a rather
   shy mystic who has spent many years interpreting                           Aikar Brazoragh is the long-awaited chosen one whose
   Rondranian texts written in Ancient Tulamidya.                             dark charisma has united all of the orc tribes under
                                                                              one banner. Born Ashim Riak Assai, this natural leader
   Initially, Bibernell had few allies in the Church, which                   managed to accomplish what all of his predecessors, even
   was heavily shaped by the Middenrealm. Now, she relies                     Nargazz Bloodfist, could not. He has survived numerous
   completely upon good friends who understand how her                        assassination attempts, and his military campaigns have
   gentle words can guide Rondra’s Church to new glory.                       led to the recovery of many sacred orc artifacts. He is
   While she strives to understand the reasons behind events                  undefeated in battle, and humans consider him a brutal
   and to illuminate every conceivable angle, she is not                      and cunning opponent.
   opposed to using unconventional methods to achieve her
   goals—as long as they further Rondra’s will.                               His plans are exceptionally far-reaching for an orc, and
                                                                              not even the wisest human minds are able to deduce them.
   Voice of the People                                                        The construction of a gigantic, horned tower, which Aikar
   +“She will lead the Church of the Queen of Thunder to new glory;           expedites with unrelenting determination, is of great
   nowhere else is Rondra worshipped in such an elegant and                   concern to his human foes (      page 241).
   uncompromising matter as in the Lands of the Tulamydes.”
   − “All this mystic gobbledygook she performs will be our downfall!         Voice of the People
   I hope the Church won’t use this nonsense to defend itself from            +“He is Aikar Brazoragh, the Uniter of Tribes! Not even the
   hostile Kor worshippers. She can be as eloquent as she likes, but          strongest of us could challenge him. He will lead us into battle
   what ultimately counts is the sword.”                                      against the smooth skins and we shall be victorious!”
                                                                              − “The Scourge of the North. He invaded the Realm and escaped,
                                                                              but how can this be? An orc who dares to defy Rondra? No, our
                                                                              next crusade must be against Khezzara. We must crush this Aikar
                                                                              once and for all.”
“Father Angrosh has willed it. You are invited to implement his   Borbarad returned to the world, Albrax was chosen as the
will.”                                                            High King of all dwarven clans, the Angorak Rogmarok,
                                                                  in order to lead the dwarves into the new Heroic Age. He
These two dwarven brothers hail from the Forge Mountains,         enjoys great respect among the four dwarven clans because
specifically the Mountain Kingdom of Forestwatch, and             he calimed the soulstone of the undead dragon, Rhazzazor.
two dwarves could not less alike.                                 He now resides in the ancient fortress of Okdrâgosh in the
                                                                  Trollpeaks.
Arombolosh, the eldest, is considered a masterful
weaponsmith, the best among all dwarves. He is the                Voice of the People
high priest of the forge dwarves, who call him Angrosh’s          + “Arombolosh is his father’s son. Albrax is more brash, he takes
Champion. As the highest ranking judge, he is known for           after his mother. I say that is fine, since we need both of them in
his harsh but fair judgements.                                    the fight against our enemies.”
                                                                  − “One is traditional and the other is obsessed. Both are equally
His brother, Albrax, is an experienced warrior who led the        stubborn. Dwarves. Bah! One can neither understand nor
dwarven mercenaries, Kor’s Fellows, for many years. When          convince them.”
                                                                                                                                    207
                Elodiron Crystalglimmer                                                    Nahema ai Tamerlein
                             The Huntress                                                          The Gray Raven
  “I tire of the senseless bloodshed. There should be no more fighting.   “You came to me for counsel? Then you are either mad or
  Instead, we should hunt those who instigate fighting. A longing for     incredibly brave, or perhaps you think that you possess something
  the eternal frost still burns inside of me, but I know that I have      that might interest me. Emperors, queens, and archmages
  lost my tribe. Never again will I find a real home, except in my        have sought my help. Allow me to be frank. Your problems are
  daughter, and she has chosen the glades. At least I can still be        beginning to bore me greatly.”
  useful and mediate between the humans and fey.”
                                                                          Even at the mere sound of her name, children’s eyes widen,
  Elodiron is a lost wanderer in a cruel world. A glacier worm            rulers tremble, and quite a few archmages turn green with
  wiped out her entire tribe, which once lived at the Blue Lake.          envy. No other magic user in the last four centuries figures
  Full of grief, Elodiron fled south and lived among humans, as           in as many legends as this ageless sorceress.
  the icy wastes reminded her too much of what she had lost.
                                                                          A common sight at the court of Emperor Haal, Nahema was
  The firnelf was lover to Halman, the Albernian prince, until            responsible for the fall of Galotta the Court Mage, who later
  his death. Elodiron even fought in his memory during the                became a Heptarch. Later, Nahema was unimpressed by the
  Middenrealm’s great military campaign against Maraskan. To              return of Borbarad the Demon Master. Her countless different
  this day, her heart suffers from unquenchable homesickness.             identities and secret retreats allow her to drift through
  After witnessing the horrors of that war, she gathered up her           society seemingly at will. No one knows what she might be
  newborn daughter and withdrew from the human world.                     planning next, though many suspect that she now meddles
                                                                          with the fortunes of the powerful out of sheer boredom alone.
  For more than a century, Elodiron has been the embodiment
  of a wanderer between worlds, torn between the worlds of                The countless stories about her agree only on two points:
  the humans and the elves. Many nobles in the Middenrealm                this stunningly beautiful woman was born in the Lands of
  value her as a mediator between cultures, since she lends               the Tulamydes and, as Veiled Mistress, is one of the most
  her voice to those whose concerns might seem hopeless.                  powerful wizards in Aventuria. Many young mages dream
                                                                          of studying one of her spell formulas some day.
  Voice of the People
  + “We would not be here if she had not helped us. Although we still     Voice of the People
  don’t know what the elves really expect from us, we are grateful        + “She fought against Borbarad, and who, besides the Bearers of
  that someone accepted us.”                                              the Seven Signs, can claim that? She is a role model for us wizards.
  − “There is something wrong with that one! She constantly cries for     If only I had a fraction of her knowledge…”
  the days of yore, when she should just accept that we humans are        − “Nahema is only interested in Nahema. This immoral sorceress
  now at the helm.”                                                       should be put to the stake!”
“You don’t need to tell me anything. I studied the human mind for    “Perish, unworthy one. I may no longer rule the high elven cities
years until I mastered its intricacies. You are afraid—and I alone   of Man-dalya and Vayavinda, but I do not tolerate disobedience.
can take this fear from you. But it will cost you something. Give    Your bones shall serve me far better.”
me your blood and a strand of your hair, and you will be free.”
                                                                     Mere mention of her chills the blood of the wise. No other
Archon Megalon, a former Court Druid to the Albernian                name generates as much fear in as many different cultures
Prince, is now recognized as an author among the circle of           as does this sorceress with an elven shape. Pyrdacor the
magical experts, since he published a treatise on fear and           Ancient Dragon created this bringer of disaster who is
its effect on the human mind.                                        known to the elven tribes as Bhardona (Isdira: Bringer of
                                                                     Desire). To this day, elves everywhere curse her name
He is an extremely ruthless druid who has little in common           and hold her responsible for the fall of the high elves. So
with the wise folk that people normally imagine in such a            despised is she that the firnelves of the Eternal Ice commit
profession. He toys with people’s lives and uses them as             their entire existence to the fight against her work.
test subjects in his experiments without remorse. Fear and
terror are his fields of expertise. It is no wonder he appears       Believed to be more than 5,000 years old, she is the creator
as a frightening figure in Albernian children’s tales.               of countless chimeras, primarily glacier worms, harpies,
                                                                     and the eponymous lampreys of Nine-Eye Lake). Rumor
This aged and extremely astute druid now lives under an              has it that Pardona is the favorite servant of the Nameless
assumed name in Havena, pursuing his evil plans in its dark          One, and as such directs all of her efforts to bringing about
alleys. He is always on the lookout for new test subjects for        the return of the fallen god.
his experiments, whether they be careless victims or those
whose courage is downright legendary. He works to break              Defeated by an alliance of dragons a few years ago, Pardona
their will, as this is the only way the acknowledged expert          fled to Gyldenland, where she awaits the return of her
in human nature can prove his scientific and magical                 former strength. Until then, her most heinous creations,
theories.                                                            the night elves or shakagra, carry out her will in Aventuria’s
                                                                     Far North.
Voice of the People
+“Yes, what would you like to know? He cured me of my fear.          Voice of the People
Great guy.”                                                          + “Our Lady will return. Until then, her cities will thrive in secret.
− “No, I won’t speak on that matter. Not a single word! I would      No path will reveal their locations.”
rather die than learn what he would do to me if he found out I       − “The mother of night elves will fall, as will all of her abominations.
talked.”                                                             Their very existence is an insult to the world.”
                                                                                                                                            209
                     Ashtarra Okharim                                                    Raxan Shadow Wing
                  Head of the Dragon Egg Academy                                         Seer of Today and Tomorrow
   “O you curious children! I most certainly have not spent all these   “I have been expecting you. I have a task for you, something only
   years studying the magic writings of the venerable Mudramulim        a hero can do. Come in, come in! I shall explain everything.”
   in vain. Such knowledge is most precious, but I am sure we can
   come to a mutually lucrative agreement.”                             This small woman seems unconcerned with worldly
                                                                        affairs and appears slightly unkempt. In reality, she is
   Ashtarra recently succeeded her father as head of the                the influential head of the witches of the Realmwood in
   Dragon Egg Academy in Khunchom, known across                         Garetia. Raxan lives in a secluded hut in the forest, far from
   Aventuria for its magical artifacts. Her secretary,                  human settlements. A masterful clairvoyant, blessed with
   Cloudflight the air djinni—who has friendly ties to Khadil           the gift of prophecy, she is often asked to glimpse one’s
   Okharim—is always at her side.                                       fate or peek at the future. The only thing anyone knows for
                                                                        certain is that this Daughter of Satuaria is a raven witch,
   The talented but shy Ashtarra was Head of Analytical                 and her familiar, Horax, is far more talkative than she.
   Faculty for many years and even served as legate of the
   Gray Guild. Many were surprised when she, and not her                She is known outside her circle as level-headed mediator
   older brother, was named Archmage of the academy when                who facilitates dialogue between the various sisterhoods
   her father stepped down. Her illustrious predecessor left            of witches and strives for unity. She can serve as a teacher
   big shoes to fill, but Ashtarra’s self-confidence has grown          for a hopeful young witch, or provide missions in-game.
   significantly.                                                       Depending on their agenda, she might also be the heroes’
                                                                        antagonist, especially if they are hostile towards witches.
   Because of her years spent as guild ambassador, the mage
   knows the secrets of numerous academy graduates. She                 Voice of the People
   primarily uses this sensitive knowledge to further her own           + “Lady Shadow Wing is on our side and all her efforts are aimed
   studies, but she certainly knows enough to defend herself            at helping people. Even if it is not obvious at first glance.”
   if someone becomes too bothersome.                                   − “This witch does not hesitate to curse her enemies. She is
                                                                        definitely up to no good, even if she can see the future!”
   Voice of the People
   + “Every bit as experienced as one would expected of a guild
   mage. But also competent and a real help in times of need.”
   − “A truly relentless negotiator, effendi. Expect nothing from her
   without giving something in return! It’s her Okharim blood, I tell
   you.”
“You are not sure? Well, then I suggest you go away until you are         “My time is limited and precious, so tell me quickly: why do you
sure. By Phex, I don’t conduct business without knowing all the           need a blade from my forge? Only a real hero, one who fights for
potential pitfalls.”                                                      the common people, shall have a blade made by my hand. What
                                                                          do you think I am? A shopkeeper? I only sell swords that are made
As heir to the Stoerrebrandt trading empire, which                        specifically for their bearers. Now be gone, you fool!”
relocated from Festum to Gareth a few years ago, Emmeran
is by far the richest man in Aventuria. Even though many                  Thorn Eisinger is a legend, both as a smith and as a hero
still refer to Emmeran’s father, Stover, when talking                     of the Battle for Gareth. He is the face of the Council of
about the wealth of a Stoerrebrandt, almost everything                    Heroes that rules over Gareth, and it is he who forges a
said about the trade magnate also applies to his son. He                  new, perfect sword for Imperial Marshall Alrik of Bluefir
is a patron of crafters and the arts, he employs countless                whenever the Marshall’s blade is broken in combat.
workers in warehouses, manufactories, and cartwrights,
and he regularly gives alms to the poor and supports soup                 Master Eisinger creates such outstanding weapons that
kitchens in the capital. His reputation is everything and he              every hero wants to own one. Even dwarven smiths praise
honors every agreement made before Phex.                                  his name, if you can believe it! But Master Eisinger is not
                                                                          easy to deal with, as his time in the Council of Heroes made
Emmeran Stoerrebrandt is an almost merciless creditor,                    this once approachable and likeable man surly and gruff.
and people should never underestimate his influence                       He left too many problems unresolved, and bowed down
over the rich and powerful. His trading empire includes a                 to political expediency too often. However, in his forge, his
courier service and even owns an entire island in the South               word is law. Only he decides who is worthy of one of his
Seas. In addition, he holds shares of the Northland Bank                  blades—and proving one’s self worthy in his eyes may very
and maintains his own mage academy at the Stoerrebrandt                   well be an adventure in itself.
College (with branches in Riva and Wagonhold). To keep
his edge over his competitors, he often funds expeditions                 Voice of the People
to the Far North and distant Uthuria. As a result, the                    + “Without Master Eisinger, the Council of Heroes would be
trading house is always looking for brave heroes who can                  nothing. And without Master Eisinger, many heroes themselves
offer protection to his merchants and scouts.                             would be nothing. I am quite sure that the council is named after
                                                                          him.”
Voice of the People                                                       − “Grumpy and complicated. What does he mean, only the truly
+ “You should talk to Stoerrebrandt. He can help you out.”                worthy should bear his weapons? No, he did not sell me a sword!
− “Don’t go to Stoerrebrandt! If he gives you help, you belong to him.”   Why do you ask?”
                                                                                                                                          211
                         Arn Askrason                                                           Baba ben Ali
                  The Strongest Man in the World                                             The Wind of the Desert
   “Swafnir watches over the brave. Every child knows that, Tjalva!    “By the eternal splendor of Rastullah’s beard! You do not need all
   But you probably imbibed fear along with your mother’s milk.        of these goods. They will only hinder your survival in the desert.
   And your father was too cowardly to go out to sea himself, huh?     You want to survive, right? Just leave them here with Ali, Ali,
   Come on, show me how well you can brave the waves. Through          and Ali. You may move on unhindered—and you shall live, if the
   the bay to Prem, by Swafnir—it is on!”                              Unfathomable has ordained it.”
   Arn, who hails from the Hammerfist Ottajasko in Olport, is          Baba is more than just a simple highwayman who haunts
   the epitome of the quarrelsome Northman—he is a broad-              the border regions of the Khôm Desert and the Lands of
   shouldered, muscular, hard-drinking braggart. Countless             the Tulamydes. He supposedly leads 33 proud thieves, all
   stories circulate about his real and alleged heroic deeds,          of whom obey him blindly. If rumors from the Caliphate
   and he boasts that he is the strongest man in the world,            prove true, Baba is responsible for at least half the robberies
   partly because he does possess considerable strength, but           between Wal-el-Khômchra and the Cichanebi Salt lake in
   also due to his rather outspoken, competitive personality.          the last five years.
   His constant need to prove he is the greatest, strongest,           Many Novadi desert dwellers believe Baba is the outcast
   and best—whether it be at swimming, tug of war, arm                 son of a sultan who searches for his destiny in the desert.
   wrestling, or drinking—means he constantly challenges               However, the viziers of the Caliph consider him a dangerous
   himself and others, as he believes true Thorwalers should.          revolutionary. Baba has repeatedly escaped his captors
   He is usually a good sport when defeated, but sometimes             and has the blood of at least one Emir on his conscience.
   his ambition gets the better of him and he refuses to               However, he supplies many tribes of the Khôm with food,
   surrender until he has proven his superiority. He typically         spices, and water and thus can always count on their
   stays near the coast, but he has been known to venture              support. His band of thieves does not seem to maintain a
   inland to spread his own legend.                                    hideout; instead, Baba travels with his men from oasis to
                                                                       oasis, like a real Novadi.
   Voice of the People
   + “Arn the Strong survived alone for three weeks on Skerdu,         Voice of the People
   and he pulled a rotten tooth from the mouth of the sea serpent      + “Now that’s al Caliph, I tell you what! No roof, only a canvas tent
   of Hylailos. I’d like to drink with him, by Swafnir’s name! Maybe   and the desert wind… Just as Rastullah told us it would be!”
   then I could become part of his legend.”                            − “Are you crazy? I most certainly will not lead my caravan
   − “Nothing about him is as great as his reputation would have you   anywhere near the 33 thieves. That Baba is the worst of them all. No,
   believe! He’ll make fun of you and brag that he can beat you at     I won’t risk it for any price. I have no desire to get my throat slit.”
   anything, to make himself look better in comparison.”
“Is there anything better than the fresh sea breeze in your hair,      “Rahja has blessed us with desire and passion, and the crafty
a clear horizon, and the planks of a fast ship beneath your feet?      Phex has given us this night so that we can indulge in Rahja’s will
No one will ever again tell us what to do. We are our own masters,     undisturbed and undetected. Let us honor them, my rose.”
and they have what we want. On my command… Board!”
                                                                       Born a lesser noble, the charming Deriago goes by many
Nadaljeff, the daughter of a Bornish merchant princess                 aliases in the alleys of Vinsalt. “Rimaldo,” “Alrigio,” or
and her Mohan lover, was born in the colony of Port                    even “Rahjacomo” are just a few of the names he has been
Stoerrebrandt. Rumor says she sold herself into slavery to             known to whisper in the ears of potential mistresses while
escape her domineering mother. Many sailors tell stories               gallantly kissing their hands. He is said to have broken
of how she started out as a rowing slave but soon became a             countless hearts, and his notorious liaisons are a source of
navigator in the Horasian navy, and from there went on to              constant trouble. Nevertheless, he makes every lover feel
become one of the most feared pirates in the Southern Sea.             as though she is the only girl for him.
Now a fixture among the pirates of the Charybbean,                     Discretion is his highest priority, as it is the only way he
Nadaljeff may even come to succeed the infamous pirate                 has managed to keep his head on his broad shoulders thus
king, Lolonna, after leading a mutiny and stealing one of              far. Despite his caution and his reputation as an excellent
his ships. However, she does not care much for politics.               fencer, his notoriety attracts a long line of angry husbands
Instead, she promises her crew a good haul and lets them               demanding to duel him. Therefore, he is constantly on
manage their own affairs aboard her ship, the Bloodray. She            the run, or in search of a willing second, or, even better,
is extremely clever and acts only as ruthless as necessary to          a champion to fight his duels for him. Fortunately, his
maintain her reputation, but she avoids harming her crew.              eloquence helps him make friends quickly and he always
Unless, of course, someone questions her marksmanship                  has enough money to treat a new friend to a cup of wine.
with the balestrina or asks her how she lost an eye…
                                                                       Voice of the People
Voice of the People                                                    + “He’s a good man. You can trust him completely. Somewhat
+ “Miserable cur, aye! But Nadaljeff is not above selling your         laidback, perhaps, but very reliable. And so handsome!”
own goods back to you afterwards. That’s what I call a sense for       − “No one flirts with my wife and gets away with it! What
business!”                                                             arrogance! When I get my new sword, I’ll show him a thing
− “Don’t be a hero, you understand me? That captain is a blood-        or two…”
drinking maniac. She will rob you, certainly, but it is your actions
that will determine whether she also enslaves you, maims you, or
sinks the tub on which you sail.”
                                                                                                                                         213
214 Chapter 9: Fame and Infamy
 Chapter 10:
 Myth and History
“On the first day, before Time existed, the elves stepped out of
the light. Simia-Who-Stepped-from-the-Light and Aldarin-of-
the-Sign-of-the-Stars were among the first to enter into existence.
But Simia was not satisfied. He gazed at the sun, moon, and stars
at length, pondering not their origin but rather the reason for
their existence. After much wandering, Simia finally proclaimed
that some things had yet to be named and declared that he
himself would do so. He invented the words space and time, and
the moment he spoke these words, space and time became real.
And so he divided the world into here and now and light and
dream, which were now separate from reality. Not every fey’e
wished to become subject to this unknown, and some of them
stepped back into the light. But Aldarin, marked with the sign of
the stars, assembled a community and together they stepped into
the reality that Simia had named. Thus, the world as we know it
today was formed.”
—Transcription from the Faedhari, the history of the elves
                                                                        215
   Aventurian History                                                  Prehistory
                                                                       According to the faith of the Twelvegods, the world as we
   Aventurian history is subjective, as the victors of a               know it was conceived in battle. At the beginning of the
   battle typically write it, gloriously praising their own            First Age, there was only nothingness. From this void,
   achievements while downplaying or completely omitting               two principles formed—the principle of the ordering mind,
   those of their enemies.                                             and the principle of the tangible reality. The respective
                                                                       embodiments of these two principles (Los, the All-God, and
   Humans in particular claim association with many events             Sumu, the Primeval Giantess) struggled with each other for
   from earlier ages even though humans did not exist at               dominance until Los killed Sumu. When he saw what he
   the time. Chroniclers who believe in the Twelvegods                 had done, he cried bitter
   like to assume the number 12 was important throughout               tears, for he could not
   history. After all, there are 12 gods, 12 Great Dragons, 12         restore Sumu to life. The           For an overview of
   archdemons, and so on. In reality, the number 12 only               gods that we know today          the various Ages of the
   gained importance with the current, common faith, and               sprang from the drops            Hesinden tradition, one of
   the true number of all of these beings is unknown. It               of Los’ blood that fell to       the subjects of this section,
   should come as no surprise, then, that the details of many          the ground, and from his         see Chapter 4: Culture and
   events recorded in elven lore differ from those recorded            tears were all living beings     Science, page 103.
   in human, dwarven, orc, and lizardfolk history. Even                created. Plants grew out
   historians who are committed to the truth and who try               from Sumu’s lifeless body,
   to present events as objectively as possible still find their       and from the blood of her
   understanding of history limited to the framework of their          wounds sprang the titans.
   own common faith and value systems.
                                                                       As a mighty entity known as Kha began to classify the
   Countless civilizations have risen and fallen, their records        newly created world, she created Time to track the world’s
   lost to current generations. When big cities fall, entire           progression. A lizard mage named Ssad’Navv once used a
   libraries have been known to disappear—whether due to               complicated ritual to attempt to travel to the beginning
   fire war, or simple decay. Untold numbers of documents              of Time to change it. But Kha knew that once the wizard
   likely slumber in secret places, waiting to be rediscovered         removed the supporting pillar of Kha’s World Law, Time
   and deciphered, after which their contents will no doubt            could flow forward, backward, or even sideways without
   upset many a person’s worldview.                                    warning, and might even collapse in on itself, to the
                                                                       extreme detriment of the world. Therefore, Kha intervened
   Long before humans even existed, the peoples of Aventuria           quickly and chained Satinav, as the humans know him
   passed their history to their descendants through oral              today, to the Ship of Time. From his prison, Satinav must
   tradition and, later, written records. However, few living          forever ensure no one else attempts to change the course
   Aventurians could translate the complex pictograms of               of Time. At his side, his daughter Ymra records the past on
   the lizard cultures that flourished thousands of years ago.         the black pages of a vast tome, while his other daughter
   Even those with the appropriate knowledge have trouble              Fatas writes the future on the white pages of another.
   discerning whether a particular passage refers to a legend,
   a parable, or a factual report. Whether other, earlier
                                                                         What Does My Hero Know About Prehistory?
   civilizations left any written records is unknown, although
                                                                         Aventurian prehistory has been strongly transfigured
   it cannot be ruled out.
                                                                         and glorified by mythology. Thus, what the heroes
                                                                         know depends significantly on their race and culture.
   Mythology and History                                                 To provide a coherent view of the early history of the
                                                                         world, this chapter emphasizes the mythological and
   “The world is mysterious and its creation remains an enigma,          legendary aspects of history as told through the myths
   even for those who are enlightened by Hesinde’s wisdom. We            of the Twelvegods. Aventuria and its inhabitants have
   exist, the gods gave us free will, and we live here, in creation.     changed significantly since the world began, and no
   Beyond creation lies chaos, wherein dwell creatures that desire       scholar can accurately guess what really happened
   only to corrupt and destroy our world. Therefore, we must always      several thousand years ago. What most mortals know
   be prepared to fight the battle between creation and chaos.”          about the great Dragon War, the Battle between Los
   —Nacladora Berlînghan, Blessed One of Hesinde Draconite,              and Sumu, and Mada’s Sacrilege comes from highly
   1038 FB                                                               fragmented and idealized legends. Nobody alive today
                                                                         knows the true cosmological context of every story
                                                                         told by every race.
                                                                                                                              217
   allies and struck a breach into the Wall of Stars, opening a    giantess named Chalwen revealed Pyrdacor’s deception to
   gateway into the world for the cruel hordes of the Demon        the high elves and they turned away from him. In response,
   Sultan. This chasm also unleashed the Omegatherion,             Pyrdacor cast Chalwen and her worshipers, a civilization
   the Beast of the Last Day whose poisonous slaver created        of humans known as Sumurreans, into the sea. Pyrdacor’s
   wastelands wherever it fell to the ground. The gods             pride grew until he thought to challenge the gods once
   prevailed and shattered the Omegatherion into pieces,           again. Thus began the Second Dragon War. The Ancient
   though they suffered heavy losses. Together they bound          Dragons who guarded Dere quickly rallied to the side of
   the Nameless God in heavy chains within the Starless Void       the gods. Pyrdacor even dared to form an alliance with the
   so his body would forever seal the hole he had created in       shackled Nameless One to secure his power. Much of the
   the Wall of Stars and thus deny the demon hordes access         surface of Dere was destroyed in the ensuing conflict. The
   to the world.                                                   magnificent cities of the high elves were laid waste, and
                                                                   Pyrdacor’s magnificent kingdom of lizard people, Zze Tha,
   Sadly, very little is known about the Ages immediately          disappeared completely from the face of Dere.
   after the Fall of the Nameless One, as well. The first
   humans are often said to have appeared during the Sixth         The golden dragon’s legendary treasure hoard, with all its
   Age, although many legends include the children of man          mighty artifacts, was lost and scattered.
   among those preserved in Thalam Sora. Praios’ Chosen
   People are said to have ruled over the world at this time (at   Except for the proliferation of the orcs and goblins, which
   least according to ancient legends of the Church of Praios).    already existed in small numbers in Aventuria at that time,
   It is said that the many-legged ones ruled Dere during the      the world had almost become as we know it today.
   Seventh Age. Curiously, no records, stories, legends, or
   even fables remain of the Eighth Age, which is now often        The First Human Kingdom
   referred to as the Forgotten Eon. According to the tradition
   of the Twelvegods, this Age was characterized by shocking       The Tulamydes and the Old Realm
   blasphemies, and the gods expunged all memory of it from        It is said the Tulamydian hero, Rashtul
   the world. Not until the Ninth Age, when the world was          al’Sheik, founded the first major human
   dominated by sea-going peoples, does recorded history           kingdom of Aventuria around 2,000 b.FB.
   resume. It is during this time that the golden dragon           He led his people, whoa re now called
   Pyrdacor, Guardian of the Elements, created the Eternal Ice     the Ancient Tulamydes, down from
   in the north, by means of a world-shaking ritual.               the protection of the mountains
                                                                   into the delta of the Mhanadi
   The Tenth Age saw the rise of different civilizations of        River, and then to victory over
   lizard people, almost all of whom worshiped the God-            the lizard people of Pyrdacor.
   Dragon Pyrdacor (undoubtedly the most powerful being in         Afterwards, he founded the
   the world at that time). Under Pyrdacor’s patronage, the        city of Khunchom on the
   dominance of the scaled ones lasted well into the Eleventh      ruins of the magnificent
   Age, which saw the appearance of the so-called old races—       city of Yash’Hualay. His son,
   the elves and dwarves.                                          Bastrabun, wove a shield
                                                                   (called Bastrabun’s Ban) from
   Angrosh the creator god, known to humans as Ingerimm,           powerful magical signs to
   is said to have created the dwarves to guard his treasures,     prevent the scaled ones
   which lay hidden below the surface. The dwarves quickly         from ever invading the
   became arch nemeses with the dragons and lizard men             Lands of the Tulamydes
   who ruled at that time. Again and again, Pyrdacor attacked      again. Many of the
   the dwarves and burned their cities. During the Battle of       exiled lizards fled
   Skyfire, Xorlosh was the only dwarven city to hold out          to Maraskan, which
   against the dragons. Dwarven records place this event           became      known     as
   precisely at 7,200 years before the Fall of Bosparan (b.FB).    Marustan, the
                                                                                                                                  219
   Quieter times returned after the death of Belen-Horas and     performed an ancient and powerful summoning rite on
   a period of reconstruction. The Peace-Emperors, as they       Commander’s Hill. The demons who answered his call
   were called, prudent and wise, reigned for more than 200      destroyed the Garethan defenders and then turned against
   years.                                                        the Bosparan legions, completely destroying them, as well.
                                                                 Scholars have named this massacre the First Demon Battle.
   Things changed for the worse again when Haldur-Horas          It is regarded as one of the bloodiest battles in history, for
   ascended to the throne and accused the troublesome            fewer than ten people survived out of thousands. Emperor
   Garethan province of skimming taxes. His legions lay siege    Fran-Horas never spoke another word and refused to eat
   to the city, whch fell after 200 days. Two months later,      more than a thin broth. Four years later, his shrill screams
   someone assassinated Haldur in distant Bosparan. His son,     were heard to echo through the palace and then suddenly
   Fran-Horas, sought revenge by ordering countless arrests      stop. His body was never found.
   and executions in Gareth. His atrocities earned him the
   nickname, “the Bloody.”                                       The Dark Ages
                                                                 The disappearance of Fran-Horas ushered in the Dark
   The Garethans had endured enough and rose up against          Ages. Between 564 b.FB and 162 b.FB the Bosparan
   the Bosparans, expelling their hated overlords from the       Empire continued to disintegrate. Entire regions had
   city. The emperor’s hastily dispatched expeditionary force    been depopulated during the First Demon Battle, while
   failed to defeat the rebels in 568 b.FB, and the insurgency   others sank into chaos and decadence. Orcs under the
   gained momentum. Atrocities were committed on both            leadership of Nargazz Bloodfist invaded and, meeting no
   sides. Eager to force an outcome, Emperor Fran-Horas          effective resistance, assimilated the northern provinces
                                                                 and founded their vast Kingdom of the North. In the
                                                                 heart of the Bosparan Empire, people worshiped strange
                                                                 new gods and idols, and the sciences were, for the most
                                                                 part, set aside. Many worthy cultural achievements were
                                                                 forgotten, and provinces broke away from Bosparan or fell
                                                                 into barbarism.
                                                                                                                               221
   when many Blessed Ones of Rondra were rounded up and                tyrants. The Church of Praios extended its persecution to
   executed by the Sun Legion. This event ushered in the               believers of other faiths, including worshipers of the other
   reign of the Priest-Emperors: an era of bloody despotism            Twelvegods. Witches and other spellcasters were subjected
   under which the common people suffered dearly. In                   to mock trials and then burned at the stake or lynched by
   337 FB, the last remaining Theater Knights perished in              angry mobs. The realm suffered under an unimaginable
   the Battle of Dragon’s Rift, ending all resistance to the           burden of taxes and levies, the so-called godly appreciation.
                                                                       Magnificent palaces, each one more lavish than its
    The Order of the Theater                                           predecessor, were built to honor Priaos the king of gods. As
    To bring an end to the goblin wars that plagued the Horasian       people began to starve, resentment grew against the rule
    Empire after the Fall of Bosparan, twelve heroes who               of the Priest-Emperors.
    worshipped Rondra founded a military alliance in the Theater
    of Arivor. They called themselves the Holy Order of our Lady       Rohal the Wise and the War of Wizards
    Rondra of the Theater of Arivor, but the common people             A knowledgeable old wizard known as Rohal the Wise led
    referred to them as Theater Knights.                               the final rebellion against the Priest-Emperors. Under his
                                                                       leadership, the rebellion drove the last Priest-Emperor
    Under the masterful leadership of Marshall Lutisana of             from the throne in 466 FB. Rohal ruled wisely and justly
    Kullbach, large portions of the roving goblin armies were          over the Middenrealm as Protector of the Realm for more
    either banished, killed, or enslaved within two years. The         than 120 years and allegedly aged less than one day during
    Theater Knight Pakhizal al’Murfun slew the legendary queen         his reign. During this Era of Rohal, education, sciences, and
    of goblins, Uspushanna the Bloody, in 5 FB, finally breaking       arts flourished. Spellcasters of all traditions exchanged
    the goblin resistance. About one hundred years later, the          knowledge, elven poetry was recited at court, and people
    Theater Knights mobilized again, this time on orders to claim      romanticized the mysteries of the Ancient Dragons.
    the Bornland from the goblins. Their conquests included            Philosophers and scholars enjoyed elevated status, and
    lands of the goblins and also of the Alhanians, a people with      many mage academies were established during this time.
    Tulamydian roots.
                                                                       Soon the people grew fearful of Rohal’s seemingly never-
    The Theater Knights built mighty castles and ruled with an         ending reign, and in 589 FB, a mob approached the palace
    iron fist, and their full history is recounted elsewhere. They     chanting, “Strike the demon from the Imperial Throne!”
    suffered their final defeat at the hands of the Priest-Emperors,   The Protector of the Realm arose, left the palace with a
    who burned the last Grandmaster of the Theater Knights at          simple salutation, and disappeared without a trace. The
    the stake during the Battle of Dragon’s Rift in 337 FB. Today      Realm was suddenly without a ruler. Rohal left no heir and
    the Bronnjars of Bornland still proudly invoke their descent       the great mage’s guild could not agree over the succession.
    from the Theater Knights. The Theater of Arivor in the             Many followed in Rohal’s footsteps, but an increasing
    Horasian Empire remains a popular pilgrimage destination           number of magically gifted individuals turned to the
    for worshippers of Rondra. Even though the city was destroyed      teachings of a man whose name would haunt the world
    by the Starfall in 1039 FB, thrill-seekers still make their        many centuries later—the very epitome of an unscrupulous
    way though the rubble to the ruins of the Theater standing         black mage—Borbarad (        page 238).
    defiantly in the lost city.
                                                                                                                            223
   Despite his shortcomings, the emperor was popular among         The Khôm War broke out in 1008 FB. Under the leadership
   the common folk, and his reign is romanticized today as a       of Patriarch Tar Honak, Al’Anfa conquered large portions
   golden age. While alive, Haal wavered between populism          of the Caliphate and even seized control of many of the
   and aloofness until, in 997 FB, he pompously dubbed himself     Khôm’s oases. It was not until 1010 FB that the Novadi were
   “All-Twelvegodly Magnificence,” and some regions even           able to push back the invaders, united under their new
   worshiped him as a deity. Emperor Haal’s only son, Brin         Caliph, Malkillah III.
   of Gareth, was born of his union with Alara Paligan, the
   daughter of Al’Anfan Grandes. The crown prince was well-        More hardship befell the Middenrealm in 1010 FB, when
   liked by all,, and narrowly avoided an attempt on his life      orcs invaded the Svellt League of Towns, north of the
   during a tournament in honor of his engagement in 998 FB.       realm’s borders. Later that year, Emperor Haal disappeared
   The Chancellor of the Realm, Answin of Ravenmouth,              under mysterious circumstances while on a hunting trip
   was revealed to be one of the masterminds behind the            in the Bornish Ilmenstein. His body was never recovered.
   assassination attempt, but his relation to the emperor
   and his family’s influence ensured that he was exiled, not      Recent History
   executed, for his crime.
   The heir to the throne married his betrothed, Emer ni           The Answin Crisis and the Orc Storm
   Bennain, in 1004 FB. This daughter of the Albernian prince      The Chancellor of the Realm, Answin of Ravenmouth, took
   was the first prince consort to hail from the Middenrealm       advantage of the disappearance of Emperor Haal and the
   for quite some time. The couple seemed to be extremely          impending threat of a new Orc Storm. He returned from
   fond of one another, and were quite popular with the            exile, promptly seized the Griffon Throne, and had himself
   common people.                                                  crowned Emperor of the Middenrealm in 1010 FB. A fierce
                                                                   internal struggle for the Crown of Raul began to unfold just
   Emperor Haal, on the other hand, began to develop               as the orc invasion pierced the Realm from the north. Brin
   peculiar preferences for advisors as well as pertaining to
   the affairs of the Court. He rarely appeared in public but
   held lavish private receptions. The emperor frequently
   elevated deserving heroes with offices and honors, and
   even presented lands to the son of the Forest Folk’s
   chieftain—a glade elf—which provoked distrust and anger
   between long-established noble families and the new
   Haalian aristocracy. He replaced his advisors regularly but
   often took council with the mighty sorceress, Nahema, a
   Tulamyde who was free to come and go at Court, and it was
   said that she not only had the emperor’s ear, but also shared
   his bed. It was she who finagled a momentous judgement
   from Haal regarding an especially cruel punishment for his
   court wizard, Galotta, for a grievous error. The Emperor
   ordered Gallota’s head shaved and dyed a deep red, and
   then made him perform the scarlet cap dance, a dance on
   red-hot iron. Humiliated and disfigured for life, the exiled
   wizard vowed revenge. One year later, Gallota led a force of
   man-eating ogres against Gareth. The Second Onslaught of
   Ogres obliterated the Tobrian city, Ysilia, but was stopped
   at the Trollgap between the Black Sickle Mountains and
   the Trollpeaks. Numerous members of the royal family and
   other monarchs fought alongside brave men and women in
   the Battle of a Thousand Ogres.
   The Living History:                                         heads in a direction that your gaming group does not
                                                               like, feel free to change it! Nothing says you must have
   Aventuria as a Game Setting                                 our Emperor on the throne, or cannot abolish the
   The reign of Emperor Haal brought about more changes
                                                               mage’s guilds, or can’t allow an unpopular noble to
   for Aventuria than were obvious at that time. The living
                                                               die an early death. Wars may break out earlier, later,
   history of Aventuria began with this era and, from this
                                                               or not at all in your campaign, and you do not have to
   point forward, players took part in the creation of the
                                                               destroy a city just because an adventure module makes
   world. The first The Dark Eye publications in 1984 were
                                                               it possible to witness its destruction. We can only tell
   set at exactly this point in time. Many present-day
                                                               one version of the story in our publications, but you
   Aventuria characters and narrative strands originated
                                                               create your own history every time you play the game.
   here, and countless player characters experienced
                                                               Think of the living history as a suggestion to follow the
   and influenced the world via adventure modules and
                                                               exciting stories in Aventuria—nothing more, nothing
   campaigns. Some of the following historical data
                                                               less.
   contains spoilers for old adventure modules, but please,
   do not let that prevent you from reading this chapter,
                                                               An adventure module’s connection to the living history
   as certain important Aventurian events can be hard to
                                                               is spelled out on its back cover (see Core Rules, page 389).
   grasp without this background knowledge.
                                                               Similarly, the NPCs in our supplements are also marked
                                                               accordingly (see The Garadan System, page 204), to let
   The Aventuria Almanac’s main function is to give you and
                                                               you know at a glance whether your group will diverge
   your gaming group a feel for present day Aventuria.
                                                               from the living history by making changes.
   Therefore, the following sections are written with you
   in mind. You will have the chance to experience and
                                                               Apart from adventure modules and supplements,
   even influence Aventuria at the gaming table through
                                                               you can find regular news about Aventuria in the
   new game supplements adventure modules, and many
                                                               Aventurian Herald, a supplement presented in the form
   our novels!
                                                               of an Aventurian newspaper. This useful supplement
                                                               is published bimonthly and is available for free, as a
   Aventuria is a world of challenges both large and small,
                                                               download and in print. For more information about the
   with many different starting points you can use to
                                                               Aventurian Herald, inquire at your local game store, or
   create your adventures. If the official living history
                                                               online at www.ulisses-us.com.
                                                                                                                              225
   Under the leadership of Sadrak Whassoi, the main orc
                                                                       The Bearers of the Seven Signs
   army eventually conquered Griffonsford, and Brin’s army
                                                                       The Bearers of the Seven Signs were legendary heroes
   was routed in the Battle of Orcwall.
                                                                       spoken of in the prophecies of the famous Al’Anfan,
                                                                       Thamos Nostriacus, more than 500 years before the
   The Margravate of Griffonsford became known locally as
                                                                       return of Borbarad. The Signs were mystical artifacts
   the Darkmarches under its orc governor, Sharraz Garthai.
   Emboldened, the orcs plundered their way through Garetia
                                                                       The legends of many cultures speak of heroes who fought
   and soon threatened the capital of the Middenrealm.
                                                                       horrors by themselves, but this time the threat was so
   Human forces under the leadership of Brin won a decisive
                                                                       considerable that the heroes could not face it alone.
   victory over the orcs in the Battle of the Silk Meadows
                                                                       These Bearers of the Seven Signs were chosen to defy
   outside Gareth on the 1st and 2nd of Phex, 1012 FB. By 1013
                                                                       the wizard Borbarad. Amazingly, most of the Bearers’
   FB, many regions had been reclaimed and Griffonsford had
                                                                       names were never recorded, and it is unclear whether
   been liberated. To this day, the lands of the Svellt are still
                                                                       any of them survived the horrors of the Third Demon
   partly occupied by orcs, and the humans who live there
                                                                       Battle to witness the triumph over Borbarad.
   pay taxes to their orc overlords. The infamous leaders of
   the Third Orc Storm would appear in history once again,
                                                                           First Sign: the Almadine Eye, a clairvoyant artifact of
   many years later.
                                                                           great magical power from Ancient Tulamydian times
                                                                           Second Sign: the Wandering Image, a magical, elvisn
   The orcs were not the only ones who used the Answin
                                                                           tattoo that created harmony and granted insight into
   Crisis to try to expand their power. In the Horasian Empire,
                                                                           opponents’ motives and even their souls
   which had been independent from the Middenrealm since
                                                                           Third Sign: the HassGrurSst (Brave Animal with Toad
   752 FB, Queen Amene Firdayon tried to take advantage of
                                                                           Sense), an ancient lizardfolk artifact that granted the
   the situation by making a pact with the king of the Cyclopes
                                                                           wearer the might and courage of a leviathan
   Islands to once again assume the title of her ancestors.
                                                                           Fourth Sign: the Five Firnglimmering Fingers, a
   From that day on, Empress Amene-Horas ruled over the
                                                                           mechanical hand crafted of moon silver, a legendary
   revived Horasian Empire.
                                                                           substance, in the early days of the dwarves
                                                                           Fifth Sign: the Steely Brow or Cap of Rohal, which
   The Borbaradian Invasion
                                                                           protected the mind from magical influence
   The Orc Storm, as it turned out, was not the greatest
                                                                           Sixth Sign: the Winged Missile—a fragment from a Sky
   threat of that era. The oracle Thamos Nostriacus’ sinister
                                                                           Wolf’s heart that could unleash incredible destructive
   prophecies of a coming darkness began coming true in 1015
                                                                           power
   FB. An undead wizard named Liscom of Fasar managed to
                                                                           Seventh Sign: the Sharpness from Seven Cups—this
   summon Borbarad’s spirit back to the Third Sphere. His
                                                                           was Sevenstrike, the reforged blade of Geron the
   blasphemy caused devastation to an entire region, and
                                                                           One-Handed
   produced the Weidenan Desert.
   The Imperial armies suffered terrible defeats, again             The struggle against this insurmountable opponent
   and again. Many nobles, mages, Blessed Ones, and even            lasted long into winter, and the dispirited Imperial troops
   provincial rulers lost their lives. The Duke of Weiden fell in   rarely saw victory. Great lamentation went up in Tsa
   battle, as did the Church of Rondra’s Army Mistress.             1020 FB, when, of all people, the former Marshall of the
                                                                                                                            227
                                                                   The Shards of the Demon Crown
                                                                   Those who secured one of the seven shards of
                                                                   Borbarad’s Demon Crown (         page 234) after the
                                                                   Third Demon Battle became known as the Heptarchs.
                                                                   Each shard, which carried the power of one of the
                                                                   archdemons, would affect its respective Heptarch’s
                                                                   territory for many years to come. An overview on the
                                                                   archdemons can be found in Chapter 7: Gods and Demons,
                                                                   on page 184.
                                                                                                                         229
       The War of Dragons and Its Consequences                    of fierce fighting, but the Prince-Commander had an ace
       The sudden death of Amene-Horas in 1028 FB                 up his sleeve. During the Nameless Days of that same year,
       sparked a war of succession in the Horasian                the brilliant strategist conquered Perricum, and from there
       Empire. Her son, Timor Firdayon, took the wreath           his troops advanced far into the Middenrealm. He laid
       as the new Horas, but the Crown Convent of Arivor          siege to Rommilys and Gareth, but he and his troops were
       recognized her daughter, Crown Princess Aldare,            narrowly defeated in the capital at the very last second.
       as the true heir and made her queen. Their sister          A large portion of the Shadowlands is finally free now
       Salkya (a Blessed One of Rondra who had renounced          that Heptarch Helme Haffax is dead. However, the Starfall
       her claim to the throne) also returned, but she died       (     page 232) now casts a new and much greater shadow
       in battle. After prolonged and bloody fighting, the        over Aventuria.
       Timorite faction seemed to emerge victorious… at
       least at first.                                            The Time of the Starfall
                                                                  The Twilight of Shards—as the war on the heirs of
       In 1030 FB, Shafir the Magnificent intervened in           Borbarad is called—came to an end, as did an Aventurian
       the conflict. Surprisingly the siblings called for a       era. It is uncertain whether the wound of the Shadowlands,
       truce after the Emperor Dragon’s intervention,             perverted by demonic power, can ever be healed. Transysilia
       and after long negotiations, enacted the Peace of          remains in the hands of Arngrimm, the wolf-like Duke. The
       Arivor. Timor and Aldare renounced their claims            city of Yol-Ghurmak may never be known as Ysilia again,
       to the throne, and Khadan Varsinian, son of Aldare         as it has merged with the Shard of Agrimoth. Ghosts and
       and Shafir, was proclaimed the new Horas. Timor            other undead still plague the Ravenmarches, the Sunmark,
       withdrew from public life, while Aldare, who had           and a large part of Warunkia. But the Middenrealm and
       been ordained in the Church of Hesinde years prior,        its allies might yet prevail, thanks to a great extent to the
       was made the new Magister of Magisters, the head           efforts of brave heroes, and there are many opportunities
       of the Church of Hesinde. The War of Dragons, so           to strike a decisive blow against the corruption spread by
       named for the protective, heraldic animal used by          the Heptarchs.
       both factions, reached a happy conclusion despite
       the losses.                                                In the meantime, Khadan-Horas, the dragon’s son, did not
                                                                  remain idle. He spent many years researching ways to
       After the War of Dragons, the Al’Anfans saw their          destroy the Shards of the Demon Crown (           page 234) and
       chance to end their long stalemate at sea and              break their power. After many long and secret preparations,
       attacked the Horasian Empire. They intended                he traveled to the Khôm Desert with the Charyptoroth Shard
       first to occupy the Cyclopes Islands with their            early in 1039 FB to perform a special ritual far from any
       Black Armada, while military commander Oderin              source of water. Amazingly, he managed the unthinkable
       du Metuant’s troops marched overland north                 and the shard was destroyed, yet the task weakened the
       to conquer Drôl at the same time. In the largest           Horas significantly and almost claimed his life (or so people
       naval battle of the current era, near the island of        now whisper in the salons of the Horasian Empire). Almost
       Phrygaios, the Horasians were able to repel the            immediately, the Starfall (       page 232) began rending the
       enemy thanks to their state-of-the-art ships and           skies over Aventuria. It is an event of such major cosmological
       sailors’ tremendous sacrifices. It would take Al’Anfa      significance that some scholars already speculate there may
       many years to recover from this bitter defeat and          be a correlation between the two events.
       rebuild its weakened fleet.
                                                                  The starry sky above Aventuria has changed significantly
   that the shard of the archdemon Nagrach now rests in the       since then, slowly at first, but then with increasing speed.
   hands of the orcs.                                             One cannot forget the Night of the Starfall in Travia,
                                                                  1039 FB, during which countless celestial phenomena were
   Meanwhile, a violent war for the Blood Sea—as the demon-       observed, but this time, entire constellations have changed.
   infested waters between Maraskan and Tobrien came              Stars flicker and shine brighter or else are completely
   to be called—was waged in the south of the continent.          extinguished. One constellation, the Hero, shines brighter
   The Heptarch Darion Paligan met his end together with          than ever before in the skies over Aventuria, and for the
   his demon ark, Plaguebringer, severely weakening the           first time in living memory, humans and dwarves can
   archdemoness Charyptoroth’s dominion.                          agree on this at least—the continent is experiencing a new
                                                                  Heroic Age. The actions of your heroes will determine the
   After an unexplained period of seeming inactivity, Empress     course of future history.
   Rohaja finally retaliated in 1039 FB by dispatching a mighty
   army from Gallys to reconquer Mendena. Imperial forces         For more about Aventurian constellations, see The Starry
   captured Haffax’ capital by the end of the year after weeks    Sky, on page 104.
Part of the nature of the world is that one must work for and earn
such knowledge. Was there ever an architect who was not first an
apprentice?”
—the ancient dragon Fuldigor the Finisher, 1034 FB
          SPOILER ALERT!
This chapter contains GM-only information. Players who
look forward to in-game surprises and who do not wish
to diminish their enjoyment of the game should not read
beyond this point!
                                                                     231
      Mysteries                                                     Empire. The earthquake that followed marked the doom of
                                                                    the city. A huge, dark chasm gaped in the ground where
                                                                    one of the most fortified and tradition-conscious cities of
      The Starfall                                                  the Horasian Empire once stood—to this day, only ruins
      (Pages 104, 107, 193, 229, 230)                               remain (see also The Ruins of Arivor on page 249).
“I could not believe it! The constellation of the                   The Changing World: Aventuria in Its New Edition
Dragon began to blink. The eye of the Dragon                        After the Starfall, certain details are more uncertain and
went dark over and over again only to shine                         mystical in Aventuria and, we hope, more exciting for
even brighter when it returned. Then, the                           the players. But not to worry. We do not intend to turn
Dragon’s eye went out entirely. I fervently pray                    everything upside down—at least not yet. The Dark Eye still
that our patron, the High Dragon Naclador, has                      contains all of your favorite Aventurian regions, people,
not gone to sleep; not now, when we so desperately                  and idiosyncrasies, which after all are the heart and soul of
need his eternally watchful eye. Then, stars began to               the game. We are simply taking this opportunity to advance
fall from the skies and constellations changed and shifted. The     the living history of the continent and the narrative of
Starless Void began to grow. And I could find no predictions        the world via NPCs in an organic way, preserving its rich
of these occurrences in the works of the brilliant astronomer,      background while introducing exciting new events.
Niobara. Lady Hesinde, enlighten me!”
—Nacladora Berlînghan, Blessed One of Hesinde, Order of             Heroes have the potential to tip the scales, prevent the
the Draconites                                                      worst from happening at the very last moment, and
                                                                    possibly even bring about a favorable ending. Often, heroes
                                                                    are the ones who proverbially, or sometimes quite literally,
      The event that became known in every Aventurian
                                                                    save the world. The rules of the 5th edition introduce Fate
      language as the Starfall began midway through 1038 FB.
                                                                    Points, which heroes may use to help with small, large, and
      Individual constellations flickered restlessly in the night
                                                                    mighty heroic deeds. However, the enemy is also prepared,
      sky, while others slowly began to lose their brightness.
                                                                    and an arch nemesis may make use of similar means,
      In Boron 1038 FB, a large meteorite made of Gwen-Peytrl
                                                                    influencing fate in a similar way. Phex, the god of luck,
      went down near Havena, in the month of Rahja that same
                                                                    may grant Fate Points to the heroes, but so may any other
      year, one made of star-iron went down near Oldenbridge
                                                                    deity with an interest in the heroes’ destinies. Long-time
      in Kosh. Wild rumors and the most sinister of conjectures
                                                                    players of The Dark Eye may simply introduce Fate Points
      made the rounds among scholars. But the common people
                                                                    as an exciting rule mechanism to enhance gameplay, or,
      either looked at the night sky in fear or turned a closed
                                                                    like some GMs, connect them to the Starfall. It’s up to you.
      eye to what was happening. Insecurity, panic, and chaos
      surrounded such events, but brave heroes often prevented
                                                                    If, as a GM, you like to link the rules and the setting for your
      more terrible things from happening.
                                                                    gaming group, the 5th edition innovations offer wonderful
                                                                    connecting points to events in Aventuria. Not all of the
      In 1039 and 1040 FB, the changes in Aventuria’s night sky
                                                                    changes can be reflected in-world, as some are primarily
      became more dramatic. Stars went out in the night sky—
                                                                    new rules for cooperative play. But numerous points of
      sometimes slowly, sometimes suddenly, and sometimes
                                                                    contact exist through which the changes in the game can
      entire constellations shifted or changed their arrangement.
                                                                    also be addressed within the game world context—whether
                                                                    that be through changes to magic in the world, or the fact
      During these changes, mystics, prophets, and clairvoyants
                                                                    that Blessed Ones can now draw on considerably more
      from all peoples and races were repeatedly plagued by dark
                                                                    karmic energy than before, or the significant changes in
      premonitions that revealed a substantial threat. However,
                                                                    the works of the gods.
      no one could tell with certainty what exactly these signs
      were predicting or in which way this threat could be
                                                                    We hope to shed some light on what awaits you in
      addressed.
                                                                    Aventuria’s near future.
      However, one thing quickly became clear: old certainties
                                                                    “The world is changing. I see it in the light of the stars and I
      no longer held true! Not only did the night sky change, but
                                                                    taste it in the dust and ash carried on the wind. I feel it in the
      the web of magical ley lines that encompasses the world
                                                                    depths of my soul, which longs for the light from which my people
      shifted and acquired new pathways.
                                                                    emerged. Maybe it has always been like that. Perhaps, it will soon
                                                                    be decided whether we will return to the light or if that-which-
      Then, in Rahja 1039 FB, the unthinkable happened: the
                                                                    fights-creation will plunge us into eternal darkness.”
      point of the Sword constellation went out and a star fell
                                                                    —Elidiriel Moon-over-the-Waters, glade elven legend singer,
      from the sky and crashed down near Arivor, in the Horasian
                                                                    1040 FB
                                                                                                                              233
       visions. This interpretation clearly makes the game             The first signs of the Starfall were already present in the
       more heroic, and is particularly close to the tradition         night sky by then, and the first record of falling stars is
       of the game as a real “heroes’ role playing game.”              dated from mid to late 1038 FB.
       Mundane: The destruction of the Charyptoroth Shard              Of the seven shards from Borbarad’s Demon Crown,
       by Khadan-Horas accelerated the Starfall (or perhaps            only three are known to have been destroyed. A few are
       even triggered it in the first place). In this variant,         in safekeeping thanks to heroes who took part in the
       mortals provoked a major catastrophe, despite their             adventures surrounding the Twilight of Shards. It remains
       best intentions. Alternatively, they might have done            to be seen whether they can be destroyed as well.
       exactly what was necessary to avert a worse disaster.
       Significantly more focus lies on mortals rather than            The origin of the Demon Crown remains a mystery, and
       immortals. Instead of being mere tools of the gods,             there has been much speculation on the exact nature of
       mortals assume responsibility for their own fates.              this powerful artifact ever since the return of Borbarad.
                                                                       The artifact with which Borbarad formed pacts with
   The Shards of the Demon Crown                                       multiple archdemons may actually be related to a much
   (Pages 31, 184, 226, 230)                                           older artifact of the same name. The original Demon Crown
                                                                       belonged to the Nameless One who used it to strengthen
   “I had already begun to wonder whether the shards from              his hold over the Seventh Sphere, and the mythology of
   Borbarad’s Demon Crown were formed out of pure essence of           the Twelvegods often refers to it as a thirteen-pointed
   the Seventh Sphere. The latest reports give me further reason       Demon Crown. If these two artifacts are in fact the same,
   to doubt it. At least some of the shards must have had tangible,    it is extremely likely that more shards exist, even if no
   elemental components attributed to them: foremost the Shard of      one in Aventuria dares to express this theory. According
   Charyptoroth, but the same must apply to the Shards of Agrimoth     to myth, the Demon Crown was sundered after the fall of
   and Nagrach, as well. This could mean that their fate is more       the Nameless One. Unless they have been destroyed, the
   entwined with the world than we would like to believe. If we        missing shards must still exist somewhere in the world.
   accept the old legends, the Nameless One had a part in creating
   the Crown, and even though he has not used it in a long time,
   we cannot rule out the possibility that it holds some portion of
   his strength. I do not like to think about what could happen if,
   when these shards are destroyed, this power returns to him in the
   Starless Void.”
   —Ysolphur the purple worm, 1040 FB
                                                                                                                               235
   War of the Gods                                                   particularly difficult for Boron, as various cultures and
   (Pages 138, 176, 183)                                             races have worshiped many gods of the dead throughout
                                                                     time. Indeed, several entities seek to claim dominion over
   Scholars know the sky often changes over the course of            the Realms of the Dead and hold the scepter in the coming
   eons, but no one knows the reason.                                age. The orcish god, Tairach, is one of Boron’s strongest
                                                                     competitors, and it remains to be seen whether Boron’s
   Across the face of Dere, the Karmakortheon or so-called           other adversary, Thargunitoth, truly has been weakened
   Turning of Ages has begun. Most scholars agree that               by the destruction of her shard. Even gods such as
   the struggle between good and evil, order and chaos,              Rastullah or Brazoragh, who are not part of the pantheon
   creation and dissolution reaches its height during this           of the Twelvegods, may enter the struggle, along with
   time, for, according to tradition, it decides which race          other unexpected candidates.
   gains superiority over the next age of the world. Some
   mystics among the Blessed Ones, as well as shamans and
   other prophetic, magically-gifted folk, believe this period                              “Finally, the stars are falling as was prophesied
   of transition determines which gods will rule the coming                                  millennia ago! Have no fear, for it is our sign that
   age as well, and a conflict of gods is almost certain. The                                 the gods are fighting, and that Brazoragh, heir
   followers of the Nameless One eagerly await this shock to                                  of Tairach, will defeat the other gods. He has
   the structure of the world.                                                               already claimed his first victories. Our people
                                                                                           shall rule. And we will crush the humans!”
   Although many pious Aventurians would deny this fact                                —the Aikar Brazoragh, uniter of the orcish tribes
   out of fear, it is not unusual for the gods to remain silent
   during a Turning of the Ages, as they become preoccupied
   with themselves. However, it would come as quite a
   surprise to most Blessed Ones to learn that the gods also
   pay little heed to the prayers of mortals during this time.                               “Ironically, it is the Serpent that sends me a
   For the bulk of mortals, not much changes in matters of                                     sign. This is strange, but the great change in
   faith. Blessed Ones act independently, according to their                                   the firmament leads me to just one possible
   deity, and make use of the divine power granted to them.                                    conclusion: the fight between order and chaos
   Congregants see them as the ones who bring order to the                                    has begun, and the outsider moves to defeat
   world, in the name of their deity. Doing so in the current                              our world. To this I say “Never!” We have the
   Turning of Ages requires an increased awareness of one’s                          strength to resist the demons. We have the power to
   own responsibility to act. The new edition of the rules                shake off the yoke of the gods. We shall fight, and we shall win,
   takes this development into account by granting Blessed                because our free spirit conquers all!”
   Ones more karma points that replenish much faster than                 —Azaril Crimsonweed, High Prophetess of the Church
   was previously the case.                                               of Borbarad
                                                                                                                         237
   gods who gain the trust of others and begin to slowly sow        One of Borbarad’s incarnations was the cruel and powerful
   the seeds of doubt. The teachings of the Nameless God            Mage-Mogul Assarbad, about whom many stories are told
   succeed not because his Blessed Ones preach sacrifice            in the bazaars in the Lands of the Tulamydes. His magic-
   and devotion; rather, their words lure people in with the        wielding opponent, Sulman al’Nassori, an incarnation of
   promise of a new world order, which in turn appeals to the       Rohal, founded the Adamantine Sultanate. Troll legends
   needs of hopeful converts. The willingness of his followers      speak of the Dark Twin, who brought great misfortune to
   and priests to make sacrifices eventually blossoms of its        the troll people, and even the lizardfolk have stories of
   own accord. Despite his imprisonment in the firmament,           incarnations of these two powerful beings.
   the Nameless One protects his servants and cloaks them
   from the Twelvegods. In turn, his followers take this as a       The Bearers of the Seven Signs discovered the truth
   sign of his boundless power.                                     about their resurgence while fighting the Defiler of
                                                                    Spheres during the Borbarad Campaign, when they finally
   Dark Eyes                                                        banished him from this world. There is endless speculation
   (Pages 42, 196)                                                  in Aventuria about Rohal and Borbarad, but it is usually
                                                                    limited to myths and stories. Few actually believe Borbarad
   Mysterious images repeatedly flicker in these powerful           used to be Assarbad of the Tulamydes, or that he was once
   artifacts as a result of the onset of the Starfall. During the   a great lizardman wizard.
   years 1038-1040 FB, Dark Eyes show mainly scenes of the
   past or else gray, whirling images, even those Dark Eyes         In the mythology of the Twelvegods, Rohal and Borbarad
   which normally show only one place. Many of these fast-          are regarded as sons of the god Nandus and, thus, the
   changing images reveal uncertain or possible futures, or         grandsons of Hesinde and Phex. However, they are in fact
   else show a night sky full of shooting stars, a great heroic     the Alveranians of Nandus (Alveranians are messengers
   feat, or even the destruction of Arivor.                         chosen by gods to carry divine works into the world of
                                                                    mortals, where the Mystery of Kha prohibits their direct
   Some images seem to show another, far mightier artifact—         intervention). They embody contrasting aspects of Nandus’
   the Primotolith, the legendary first Dark Eye. Believing         being—Rohal is the Alveranian of Hidden Knowledge, and
   they have interpreted the signs correctly, many now search       Borbarad is the Alveranian of Forbidden Knowledge. Each
   intensely for this legendary artifact. The mighty, whether       is represented by his own star in the Aventurian sky, and
   they be magically gifted, Blessed, or even mundane rulers,       each is often depicted as a white (Rohal) or black (Borbarad)
   influential patricians, trading magnates, or deserving           unicorn, the symbol of Nandus.
   heroes, feel tempted to change the world with this artifact.
   Thus, many set out to find it during the Starfall, as legends    The Wall of Efferd
   say Dark Eyes once fell from the skies. In truth, Dark Eyes      (Page 91)
   require intensive enchantment to create, and few beings
   are capable of performing this level of magic today. Fallen      The Wall of Efferd is a mystical barrier in the Sea of
   stars are highly desired for their meteoritic iron and           Seven Winds that prevents Myranian ships from reaching
   magical metal content alone. The prospect of even greater        Aventuria. Now that the Horasian Lamea Expedition has
   magical power only increases their value.                        returned from Gyldenland, the young Horas is especially
                                                                    worried that the Wall’s efficacy could subside.
   Rohal and Borbarad
   (Pages 106, 114, 186, 222)                                       Aventurian legend says that the sea god, Efferd, created
                                                                    this barrier to punish the emperor of Gyldenland for
   The powerful wizards Rohal and Borbarad fought each              worshiping the archdemoness Charyptoroth—which is
   other twice in recent history: before the War of Wizards,        not far from the truth. The Myranian house of Carybalis
   around 590 FB, and about 450 years later, during the             began to worship the goddess Carypta almost 1,000 years
   Borbaradian Invasion. However, the conflict between these        before the Fall of Bosparan. This greatly displeased the
   two beings is far older, and neither of them even started        capricious god of the sea, who sent storms, floods, and sea
   out as human. Both have been reborn in different ages, and       monsters, and eventually created the Wall of Efferd. This
   they have always fought each other bitterly. While Rohal         mighty barrier is the manifestation of sailors’ worst fears,
   represents the responsible use of knowledge and wisdom,          as the sea itself seems to turn against them. Efferd’s sea
   Borbarad has no scruples and uses extremely dangerous            creatures, such as whales and dolphins, protect the wall
   knowledge to promote the unrestricted freedom of the             diligently—any ship that gets too close gets caught up in
   spirit.                                                          rushing waters and falls over the edge of the world and
                                                                    down into the abyss.
                                                                                                                                       239
                                                                       The Ea’Myr
   Khadan Varsinian Firdayon, Horas-Emperor                         “However, it is unclear exactly how the magical power of the Ea’Myr
   The Horas (*1022 FB; highly intelligent;                         manifests itself. There are some reports of a third eye in the middle of
   controlled; unworldly and—at times—                              the forehead, others of a mark that looks like a shadow or a projection
   inhuman) is the descendent of a                                  which only appears if the powers are used. […] No statement from
   princess and an emperor dragon. He                               the Horus’ old private medicus about a real eye […] Exhibit 147A may
   ranks amongst the wisest scholars                                provide further information: this elongated skull retrieved from the
   of Aventuria. Through his dragon                                 ruins of Bosparan shows an oval hole in the middle of the forehead.”
   heritage, the Ucuri-Spark in his                                 —restricted research report of the Institute of Arcane Analyses
   bloodline has awakened and manifested                            of Kuslik, 1039 FB (held under lock and key)
   as a fully-viable third eye, the so-called Ea’Myr. It
   grants the Horas great magical power, which he uses quite        In Aventuria, the Ea’Myr is only known as it relates to the
   prudently since the destruction of the Charyptoroth Shard        Horas-Emperor and is usually called the Ucuri-Spark. Praios
   nearly cost him his life.                                        is said to have granted this special gift to the mythical Horas
                                                                    through Ucuri, the herald of the gods, and subsequent Horas-
   Although he appears extremely composed and controlled,           Emperors inherited the gift Legends from Myranor, however,
   his draconic heritage seethes within him at all times, and       proclaim that this so-called Star Eye originates from the
   he finds it difficult to deal with everyday aspects of human     Bashurides, who are said to be Mada’s chosen people. The
   life, especially since he regards them as inconsequential.       Horas-Emperors Brigon, Fran, and Hela each allegedly bore the
   Occasionally, he quickly agrees to the wishes of his             Ea’Myr, which supposedly manifested as a third eye on their
   countless advisors, no matter how outlandish, while at           foreheads. In addition, the supreme Blessed One of Peraine,
   other times, he broods for weeks over what should be a           Leatmon Phraisop the Younger, exhibited a third eye, but
   simple decision. He often asks unexpectedly for advice,          it closed after the destruction of the Shard of Thargunitoth.
   especially with regard to simple human trivialities. Recent      Tionnin Madaraestadin, regarded as the incarnate son of the
   events have ignited in him a secret passion—namely,              Nameless One, is also said to have the power of the third eye.
   studying the shards and the Starfall—and he carries out          Myriana Sarostes (*1010 FB; appears older and frail; unruly
   meticulous research, clearly thinking in larger dimensions       brown hair; often has seizures or visions; daughter of a scholar)
   than his fellow human beings when it concerns the world’s        on the other hand, cannot control the powers of her Ea’Myr.
   cosmological changes. The Horas rarely appears in public         She currently lives in the Kuslik underworld, where she is
   after taking over the reins of government in 1040 FB, and        known as Lady of Shards, the insane leader of a criminal gang.
   he always wears a magnificent diadem to hide the mark on
   his forehead.
                                                                  sand—is unparalleled throughout Aventuria. As a
   The Horas In-Game: Strict protocols at court make it
                                                                  competent war marshal, Bibernell has an excellent
   difficult for heroes to meet Khadan-Horas. However, he
                                                                  reputation throughout the Lands of the Tulamydes, and
   might pay attention to famous heroes who, for instance,
                                                                  even the grim Novadi tribal leaders show her respect.
   desire to speak with a known dragonologist. He even
   employs middlemen or his twelve chosen paladins to
                                                                  Bibernell In-Game: Bibernell is searching for a new
   find individuals brave enough to join one of his infamous
                                                                  location for Rondra’s main temple. Since Haffax’s attack
   expeditions to further his study of the demon crown
                                                                  on Perricum, the Matriarch is convinced that Rondra’s
   shards.
                                                                  greatest house should stand where the fight is still
                                                                  happening. Bibernell allows visions of the goddess to
   Bibernell of Hengisford, Sword of Swords
                                                                  guide her, and she seeks help from upstanding heroes in
   Bibernell (*969 FB; passionate warrior;
                                                                  her quest to destroy the Shard of Belhalhar—which lies
   outstanding swordfighter; brilliant
                                                                  embedded within the body of Ayla of Shadowground and
   Blessed One of Rondra) has been
                                                                  rests under Church protection.
   Matriarch of the Rondran Church
   for only a short while. As niece of
                                                                  Ashim Riak Assai, the Aikar Brazoragh
   the former Sword of Swords, Viburn
                                                                  Ashim Riak Assai (*around 978 FB; fanatical
   of Hengisford, Bibernell is a mystic and
                                                                  priest;     physically     intimidating;
   one of the few Blessed Ones of Rondra who
                                                                  unusually charismatic; powerful aura,
   can read the will of the goddess in thunder and lightning.
                                                                  for an orc) is the chosen champion of
   The Blessed Ones of Rhodenstein, scholars from the
                                                                  the orc god, Brazoragh. Currently, he
   Order of Protectors, do not question her knowledge of old
                                                                  is the only orc who can cast miracles
   Tulamydian cult history, and her collection of Rondra’s
                                                                  in the name of his god, though he is
   signs—chunks of raw glass formed from lightning-blasted
                                                                  also a powerful shaman of Tairach, and in
                                                                                                                             241
   be encountered in a human settlement and has been known          using the heroes as pawns in her game. On a whim, she’ll
   to enter archery competitions in tournaments since she           hire adventurers to retrieve old scrolls, bring her a rare
   is an expert archer. She kept some treasures as personal         alchemical component, or simply humiliate another
   mementos from her time among humans, including many              magically gifted person or a jealous noble. Heroes can
   pieces from the Maraskani crown jewels.                          quickly get caught up in her complex plots, often without
                                                                    even knowing exactly whom it is that they serve.
   Elodiron In-Game: The firnelf can appear as savior in
   times of need, or as a coveted and competent guide through       Pardona, the Fallen High Elf
   the wilderness. She only rarely makes an appearance at a         The high elf Pardona (*around 4,100
   shooting match or tournament, but her name is certainly          b.FB; haughty; cruel; reserved and
   legendary, and an archer could learn quite a bit from her.       condescending toward mortals) is
   Moreover, she can also serve as a witness to an eventful         one of the most ancient evils ever
   century.                                                         to haunt the world. Created by the
                                                                    God-Dragon Pyrdacor and the old elf
   Nahema ai Tamerlein, the Gray Raven                              Orima-with-the-Sign-of-Stars        using
   Nahema (*unknown; highly intelligent                             the mightiest of the thirteen Cauldrons
   and narcissistic sorceress; bored and                            of Primeval Forces, she went on to lead the high elves to
   possibly world-weary) is over 400                                their doom. A summoning accident left her stranded in
   years old and regarded as one of the                             the Netherhells until the Thirteenth freed her, and since
   most powerful mages in Aventuria.                                that time, she has served as his legate. She is the Mouth of
   No one has ever fully understood the                             the Nameless One and his most favored servant. Pardona is
   eternally young Tulamyde’s plans. It                             regarded as an incredibly clever and beautiful temptress,
   seems as though only highly complex                              and has brought entire cultures to ruin with a cruel smile.
   intrigues still give her any joy in a life shaped by downright   As master chimerologist, she is said to possess one of the
   deadly boredom of her immortality. She likes to intervene        Cauldrons of Primeval Forces—with which she created the
   in the lives of the rich and powerful and sometimes even         glacier worms and the cruel night elves. She also created
   willingly draws their hatred upon herself.                       a new body for the Defiler of Spheres, Borbarad, but he
                                                                    haughtily refused an alliance with her master and went on
   She has countless magical artifacts in her possession,           to subjugate large parts of the known world.
   including, but not limited to, magical chainmail armor,
   around a dozen flying carpets, and several Dark Eyes.            Her defeat at the hands (and claws) of heroes and dragons
   She has created at least three in her long life: one in the      a few years ago weakened her significantly and she had to
   Orclands, one in Havena, and one in Festum. Only the last        flee to Myranor. Currently, she can influence Aventuria’s
   two are still active, and she regularly uses only the artifact   fortunes only indirectly, via her people, the shakagra.
   in Festum. Nahema gives precious little consideration            Her confidante, the young emperor dragon known as
   to the guild mages’ restrictive regulations and knows            Gabijanar, resides at the fabled Demon’s Citadel in the Iron
   countless forgotten and forbidden spells.                        Edge Mountains. No one knows how he fits into Pardona’s
                                                                    plans.
   She maintains an extravagant and decadent lifestyle
   full of love affairs. She changes her identities often, and      Pardona In-Game: It is far more likely for the heroes to
   appearing as a man is no trouble at all for the savvy            encounter her legacy in the world rather than the tainted
   transformation mage. Surprisingly, she often takes on            elf herself, whether hunting for one of her glacier worms or
   the identity of a merchant or a trader, presumably to give       helping the firnelves fight against the night elves. Pardona
   a plausible explanation for her wealth. In Festum, she is        currently serves as more of an ancient and inscrutable
   known as the eccentric Master Lamertien; in Khunchom,            power in the background, acting out of a level of arrogance
   as the sharp-tongued Merat al’Niai; and in Gareth, as the        that is unusual for nearly immortal beings. The fact that
   charismatic tradeswoman El’Tremian. It seems to give her         heroes of all races reminded her of her own mortality
   great pleasure to create anagrams of her real name for her       only emboldened her plans on behalf of the Nameless One.
   alter-egos.                                                      Her actions are in no way selfless, as the Nameless One
                                                                    indirectly revealed to her long ago how to achieve that
   Nahema In-Game: Most heroes encounter Nahema in                  which she really wants: her own divinity.
   the form of legends or legacies. However, with her many
   identities, she can also serve as an excellent quest-giver,
                                                                                                                               243
   Raxan In-Game: Raxan can hasten to the heroes’ aid if            from time to time. He chooses for whom he forges weapons,
   they get into trouble in the Realmwood. She is a suitable        and makes his decision according to the reputation of and
   teacher for a player’s witch character, or may appear as         how much he cares for the person concerned. He is also
   a mysterious seer who warns the group of impending               famous for never stating a weapon completion date.
   danger. Heroes might choose to visit Raxan if they dare to
   seek a glimpse into their future.                                As member of the Garethan Council of Heroes, he tries to
                                                                    keep his ears open, and he likes to solve problems quickly
   Emmeran Stoerrebrandt                                            and simply. He has a strong dislike for the old patricians’
   Emmeran Stoerrebrandt (*979 FB; stingy;                          elaborate maneuvers, and dealing with them has made him
   attentive listener; gifted merchant;                             even grumpier than he used to be.
   secretly a Blessed One of Phex)
   controls his family’s gigantic trading                           Thorn In-Game: Obtaining a famous Eisinger blade might
   empire and is the richest man in                                 be the end goal of a whole series of adventures. The master
   Aventuria. As a child, he competed                               does not craft his weapons for just anyone, after all! He
   often with his siblings, the other                               is also quite picky in his choice of apprentices. His son
   potential heirs of the family fortune, and                       Feron and his daughter Ryssana seem destined to be his
   to this day he still enjoys a good contest. When it comes        successors, but for some time now he has been taking in
   to economic innovation, no challenge is too great for            other apprentices, as he realizes the importance of a hero’s
   Emmeran. He trusts mainly in family ties when it comes           access to an extraordinary weapon.
   to filling influential posts. When in doubt, loyalty and skill
   are most important to him. Even though he could easily           The heroes might encounter Thorn at a political function,
   throw crowned heads into bankruptcy with bonds and               when serving as councilor for the Imperial city of Gareth,
   trade boycotts, this family-man prefers to see himself as a      or when the city requires brave heroes for a mission, for
   patron of arts and culture. However, he is notorious for his     example.
   penny-pinching in matters that have nothing to do with
   social obligations, and even his employees and family are        Arn Askrason, Strongest Man in the World
   not exempt.                                                      Arn (*1012 FB; daring; humorous; hard-drinking; intent
                                                                    on competing with others) was weak and
   Emmeran is secretly a Blessed One of Phex. Thus, sooner or       frail as a young boy, although anyone
   later, he expects something in return for his investments.       gazing upon this tall Thorwaler today
   He secretly enjoys the fact that hardly anyone knows his         would find that hard to believe. The
   true calling, and is quite a good sport when disciples of Phex   scrawny and shy lad needed two
   steal from one of his trade caravans, falsify promissory         attempts to pass his Ottajara, the
   notes, or break into his villa in the city of Gareth.            Thorwalian rite-of-passage. He has
                                                                    worked hard to obtain the advantages
   Emmeran Stoerrebrandt In-Game: Any heroes that                   he did not receive at birth. He wants to be just
   work for the Stoerrebrandt trading house, the Aventurian         like Jurga, the hero who led the Hjaldings to Aventuria, or
   Herald, or the mage academies of Riva or Wagonhold               like Asleif Phileasson, who sailed around the known world.
   already work for Emmeran. Even though his residence in           He sometimes grows depressed when drunk because he is
   Gareth is guarded like a fortress, heroes can sometimes          afraid his name will be forgotten one day, a fate he regards
   encounter Emmeran without bodyguards in a number of              as failure in the eyes of Swafnir. To escape this fate, he
   places within the city, whether making the rounds in one         unintentionally sacrifices that which is most important
   of his warehouses, grabbing a bite to eat with the head of       for a Thorwaler: companionship. This might be the reason
   the Northland Bank, making his way to a charity event, or        Arn has made so few friends on his journeys. But those he
   even, quite publicly, in a temple of Phex—though merely          regards as friends can rely on his help—anytime, anywhere.
   to participate in worship, of course…
                                                                    Arn In-Game: Arn can appear anywhere on the continent,
   Thorn Eisinger, Smith of 1,000 Heroes                            though usually near the coast, where he looks for
   Thorn Eisinger (*962 FB; master                                  witnesses, helpers, or opponents against which to prove
   blacksmith;       often      ill-tempered;                       himself one way or another. Travels with Arn always turn
   increasingly plagued by his age)                                 out to be daring adventures, though Arn’s demeanor lies
   learned the blacksmith’s craft on the                            somewhere between heroism and cockiness, and quite a
   Cyclopes Islands and still holds the                             few of his deeds run the risk of backfiring if Arn forgets
   island’s typical cuisine in high regard.                         in his zealousness that his new friends could use his help.
   He is a true magic blacksmith—one                                He is rarely seen in Olport, his hometown, because he
   of the few magic dilettantes among the                           still fears that the members of his Otta do not take him
   blacksmiths who succeed in producing magical weapons             seriously.
                                                                                                                             245
   Nahema’s Tower in Havena
   “It is said that Nahema, the powerful sorceress and advisor to           Caution! A visit to Nahema’s Tower may easily prove fatal,
   the former prince, once lived in that tower and that many of her         especially if heroes ignore all warning signs and venture
   artifacts and treasures still lie hidden there. It has been deserted     into the room containing the Dark Eye. You can allow a
   since the Great Flood, so we should explore it. Don’t be afraid of       recently deceased adventurer to appear as a ghost to warn
   the black fluttering creatures that often take wing from the tower.      them of the dangers on the upper floor. Or you can offer
   Think only of all the gold that will fill our pockets.”                  your players the following insight: if your heroes do not
   —a Havenan rapscallion who was never seen again, modern                  turn around now, all of them will most certainly perish!
   Nahema’s Tower, former home of the sorceress, rises from                 However, if your group regards any warning as a
   the murky waters of the Undercity in Havena, which was                   challenge, we recommend you adapt the description of
   destroyed more than 300 years ago during the Great Flood                 the second floor accordingly.
   (see page 75). To this day, green-gray water covers the
   flooded city as far as the eye can see, and, except for small
   islands with traces of ancient ruins on them, only a few
                                                                          giant jellyfish, red luminescent snails, giant snake flowers,
   columns and rooftops are visible above the water when the
                                                                          and coffin shells, are said to dwell here.
   tide reaches its lowest point.
                                                                          The Tower from the Outside
   Even in summer, a cold wind blows through the Undercity
                                                                          Most of the Tower sank into the sea during the earthquake
   and dense wisps of fog hang over the waters, which
                                                                          that triggered the Great Flood, and the unusually stable
   bubble eerily. According to tales told by fishers in Havena,
                                                                          structure never tilted to one side like many of the other
   the sounds of the water mingle with the wailing of the
                                                                          buildings. Even though it sank, its spire still rises up
   drowned. Countless smugglers and river pirates stir up
                                                                          about 48 feet above the sea. Originally, the stalwart
   trouble here, and far worse creatures, such as krakennewts,
                                                                          building belonged to the fortifications of the old (and now
                                                                          completely sunken) prince’s palace. It is built from massive
                                                                          sandstone blocks, now blackened with slime and covered
                                                                          with deep green, slippery moss. The round tower is about
                                                                          26 feet in diameter, and has five narrow arrow slits in the
                                                                          two upper floors. A conical slate roof forms the crown,
                                                                          which is remarkably well-preserved.
                                                                          “The sorceress could not escape her tower and starved to death.
                                                                          I tell you, she still walks around that tower as a skeleton with a
                                                                          dark cape, long black hair, and bright red eyes. If she looks at you
                                                                          with those eyes, you either lose your mind or fall over dead, or
                                                                          both!”
                                                                          —an old fisherman, port of Havena, modern
The Cellar
The escape tunnel leads to a flooded, low-vaulted cellar
occupied by a greedy krakennewt (for stats, see page 163)
that immediately attacks the heroes. A small air bubble is
trapped in a niche, allowing heroes to quickly come up for
air—provided the krakennewt does not grab them. If the
heroes can cause the krakennewt to retreat, it withdraws
to the furthest submerged part of the cellar.
                                                                                                                            247
   All in all, the precious books are certainly worth more than     This is the heroes’ last chance to flee and leave the tower.
   5,000 ducats, especially since these editions are more than      They have one combat round to escape the tower and
   300 years old.                                                   get far enough away to rid themselves of the Dark Eye’s
        a complete edition of the Encyclopaedia Magica              horrifying mental images. If the heroes do not (or cannot)
        a copy of the Codex Dimensionis                             take this opportunity, they find themselves joining the
        a copy of the Compendium of Dragon Magic                    unfortunate souls whose bones already lie here. For, when
        an Almanac of Changes                                       the orb’s silence finally breaks, the heroes hear only the
                                                                    rustle of Golgari’s wings…
   Feelings of terror and oppression increase as time passes.
   All heroes in this room soon receive another level of Fear       Other Mysterious Places
   and gain the strong desire to climb the spiral staircase to      Aventuria is full of places just waiting for heroes to explore
   the level above, even though their instincts tell them to        and test their skills: the mighty, halls of the Drakonia Mage
   flee. Climbing the stairs requires a successful Willpower -3     Academy in Rashtul’s Wall; the magnificent City of Light in
   check.                                                           Gareth; the Labyrinth of Bal Honak in the Silver Mountain
                                                                    in Al’Anfas; the mysterious ruins of Jashalei buried beneath
   The Second Floor                                                 Khunchom; the unearthly Septahegon on Lake Ysli in
   The second floor is nearly empty. A pentagram is formed          Tobrien; and the legendary Hoard of Phex in the Orclands.
   by red stones set into the dark stone floor, its points facing   Many of these locations are described in detail in upcoming
   the arrow slits. Between the arrow slits, high shelves stand     regional guides and adventure modules. We include three
   against the walls, holding scrolls, boxes, and peculiarly        others here to get you started.
   shaped containers. Bones lie scattered on the floor.
                                                                    The Ruins of Lorgolosh (         27, 52)
   A 3-foot, white marble column sits in the middle of the          The abandoned Mountain Kingdom of Lorgolosh, which
   pentagram. On top of the column stands a golden tripod           contains the ruins of Throlosh and Shatodor, two important
   upon which rests a sinister black orb the size of a human        delvings of the dwarves, lies in the Beilunk Mountains. The
   head—a Dark Eye!                                                 servants of the Demon Master, Borbarad, conquered and
                                                                    destroyed the home of the diamond dwarves after a long
   As soon as someone enters the room, the Eye becomes              siege in 1021 FB. Most of the diamond dwarves left their
   translucent and starts to glow with a reddish hue. At            native delvings and founded new homes in Rashtul’s Wall.
   first, the heroes hear a rhythmic pulsation—their own
   heartbeats—and then the Eye begins to project the horrific       It is said that the Mountain King, Omgrash son of Orbal,
   images and feelings it absorbed in 702 FB. The heroes            still dwells in Shatodor and continues to fight against the
   watch transfixed as people and animals of Havena drown           servants of demons to protect the treasures and secrets of
   in the churning water, and feel every cruel stroke of their      the city. Whether this is true, or the guardian of Lorgolosh
   agony, despair, and horror.                                      has become a ghost, is unknown. During their retreat,
                                                                    the Angroshim flooded large parts of the complex with
   The Dark Eye absorbed so much terror and pain that it            dwarven cast—the Aventurian version of cast concrete—
   gained a semblance of life and now unleashes a flood             to seal the halls and prevent the unholy creatures from
   of horror upon all who come in contact with it. All the          escaping. Supposedly, the Borbaradians opened a Portal
   suffering and cries of a thousand souls pour into the heroes’    of Horror to the domain of Agrimoth, and the tunnels
   minds, forcing them breathless to the floor. A moment            now reverberate with the screaming sound of giant metal
   later, silence follows, allowing the heroes to recover a bit.    worms as they eat through the stone. Heroes who decide
   Eyewitnesses of the Great Flood reported a similar respite.      to plunder this place must also deal with the last defenders
                                                                    of Lorgolosh, who now exist as undead. However, their
  As GM, it is up to you how exactly all the unfortunate beings     reward for the effort would be considerable, as well-filled
  in the tower lost their lives; whether they were all killed by    gem chambers are suspected to still exist in Lorgolosh,
  the impressions of the Dark Eye, or completely lost their         as well as the knowledge of the creation of the legendary
  minds and could not make it out of the tower alive. Maybe         crystal walls and the secret formula for dwarven cast.
  they killed each other in their delusions, or broke their
  necks when they fell down the stairs in a panic. Perhaps
  they fell victim to creatures such as the krakennewt, or
  were quite literally scared to death…
                                                                249
   A few buildings in the city’s Golden Helmet district survived   creatures from deep inside the earth first ventured onto
   the catastrophe. The temple rooms and castle walls are          the surface shortly after the disaster, and few explorers
   heavily damaged, but unlike most of the houses in Arivor—       have survived such encounters to share their tales.
   which now lie in the depths—the Golden Helmet still stands,
   like a beacon of Rondra that cannot be destroyed. Here one      Heroic Journeys
                                                                   Throughout Aventuria
   may encounter pious pilgrims and Rondra-worshipping
   Ardarites who incessantly sift through rubble, ruins, and
   the astonishingly well-preserved parts of buildings found
   in caverns, hoping to recover a lost sacred artifact, relic,    “We could search for the Polar Diamond and face the gruesome
   or sacred object of the goddess. The exploration of a crater    ice dragons! Or we could slay the terrible Chaidarion in Forest
   is not an easy task, even for experienced climbers, and         Watch and plunder its hoard. What do you think? Or should we
   the descent is a reckless and often deadly endeavor. Far        do what we always do? Us against the orcs, Rondra on our side,
   greater dangers lurk in the lower levels. Old tunnels under     strength and courage!”
   the mountain lead to secrets from Bosparan’s time, and          —a group of village children, overheard in Weiden, modern
   even older tunnels, hewn with claws and sharp mandibles,
   lead still deeper. Heroes may also encounter restless ghosts    Intriguing places are the stuff of adventure and heroic
   of the deceased, as well as denizens of the deep, such as       encounters in Aventuria, but the rich legends and myths
   rummaging bugbears and stone lice. These monstrous              of the continent can also inspire adventures. Almost every
                                                                   child knows stories of shining treasure, cruel dragons, and
                                                                   sinister wizards, and there are always heroes bold enough
   Heroes’ Work                                                    to set out on a heroic journey to win immortal fame and
   If you are looking for short, pre-generated adventures          fortune.
   that can be played quickly and easily, we recommend
   the Heroic Works series.                                        The section Prepare and Play Your Adventures on page 388
                                                                   in the Core Rules, discusses the types of adventures heroes
   These smaller, 16-page adventure modules are typically          might experience in Aventuria and explains how plot
   easy to complete in one or two gaming sessions and              hooks work and how heroes might be motivated to go on an
   contain everything you need to play, though we                  adventure. The following section includes some additional
   recommend that you keep a copy of the Core Rules                plot hooks that you can turn into adventures with a bit
   close at hand. The Aventuria Almanac also makes a               of preparation and improvisation. We hope these ideas
   nice addition.                                                  inspire further adventures, so your group can experience
                                                                   many fun and exciting evenings in Aventuria.
   Aventurian Herald subscribers receive printed Heroic
   Works adventure modules as a bonus, free of charge.             Heaven’s Diamond
   You may also purchase individual modules as PDFs at             Legends of Heaven’s Diamond are known throughout
   www.DriveThruRPG.com.                                           Aventuria. It is believed to be a gigantic diamond discovered
                                                                   by the dwarves in ages past. The amorous Mountain King
                                                                   of Murkhall gave the Agam Bragab (Rogolan: luminous
                                                                   apple), as they called it, to the demigoddess, Ifirn, as token
                                                                   of his love. She imbued the gem with her power and placed
                                                                   it in the center of her realm, the depths of the Eternal Ice.
                                                                   The North Star, used by many travelers for orienting even
                                                                   after the Starfall, is said to be a reflection of light from this
                                                                   diamond shining on the firmament above.
                                                                                                                              251
   Burgher                                                     Burgher
                                                               COU 12 SGC 12 INT 13 CHA 12
   The common burgher is a good example of Aventuria’s
                                                               DEX 13 AGI 12 CON 12 STR 12
   general population. Few burghers are veterans of combat
                                                               LP 29 AE – KP – INI 12+1D6
   and they typically do not make effective opponents.
                                                               DO 6 SPI 1 TOU 1 MOV 8
   Burghers usually dare to attack known heroes only when
                                                               Unarmed: AT 10 PA 6 DP 1D6 RE short
   they are in the majority.
                                                               Dagger: AT 9 PA 5 DP 1D6+1 RE short
                                                               Cudgel: AT 7 PA 2 DP 1D6+2 RE medium
                                                               Knife: AT 9 PA 3 DP 1D6+1 RE short
                                                               PRO / ENC: 0/0
                                                               Actions: 1
                                                               Advantages/Disadvantages: None
                                                               Special Abilities: None
                                                               Skills: Body Control 4 (12/12/12), Climbing 2
                                                                 (12/12/12), Empathy 3 (12/13/12), Fast-Talk 3
                                                                 (12/13/12), Feat of Strength 3 (12/12/12),
                                                                 Intimidation 2 (12/13/12), Perception 2
                                                                 (12/13/13), Self-Control 2 (12/12/12), Stealth 3
                                                                 (12/13/12), Swimming 2 (12/12/12), Willpower 2
                                                                 (12/13/12), Crafting Skill for profession 10
                                                               Number: 1 or 2D6+6 (mob)
                                                               Size Category: Medium
                                                               Type: Intelligent, humanoid
                                                               Loot: depending on burgher, random loot of 2D6
                                                                 silverthalers
                                                               Combat Behavior: Burghers usually avoid violent
                                                                 conflicts. If they have to defend themselves,
                                                                 they use a cudgel or a dagger, but typically
                                                                 they attempt to flee. In greater numbers—for
                                                                 instance, as part of an angry mob—they tend to
                                                                 act far braver.
                                                               Escape: Individual; attempts to flee upon
                                                                 suffering Pain I
                                                               Experienced: DEX 14, CON 13; LP 32; Unarmed
                                                                 AT 11 / PA 6, Dagger AT 10 / PA 6, Knife AT 10 /
                                                                 PA 4; Empathy 5, Perception 4, Willpower 4
                                                               Competent: INT 14, DEX 15, CON 13; LP 34;
                                                                 Unarmed AT 12 / PA 7, Dagger AT 10 / PA 6,
                                                                 Knife AT 10 / PA 4; Empathy 7, Fast-Talk 6,
                                                                 Perception 6, Willpower 6, Crafting Skill used for
                                                                 profession 12
                                                             LP Loss                      Pain
                                                             22 LP (¾)                    +1 Pain
                                                             15 LP (½)                    +1 Pain
                                                             7 LP (¼)                     +1 Pain
                                                             5 LP and less                +1 Pain
                                                                                                                        253
   Guard
                                                                 Guard
   Guards fight on the side of the law. Since heroes sometimes   COU 14 SGC 11 INT 13 CHA 11
   please Phex, they may come into conflict with the law.        DEX 10 AGI 13 CON 13 STR 13
                                                                 LP 32 AE – KP – INI 12+1D6
                                                                 DO 6 SPI 1 TOU 2 MOV 6
                                                                 Unarmed: AT 11 PA 4 DP 1D6 RE short
                                                                        Dagger: AT 10 PA 3 DP 1D6+1 RE short
                                                                        Halberd: AT 11 PA 2 DP 1D6+6 RE long
                                                                       Sword: AT 11 PA 4 DP 1D6+4 RE medium
                                                                    Light Crossbow: RC 10 RT 8 DP 1D6+6 RA 10 / 50
                                                                   / 80
                                                                 PRO / ENC: 4/1 (Chainmail)
                                                                  Number: 1
                                                                  Advantages/Disadvantages: Negative Trait
                                                                   (Submissive to Authorities)
                                                                 Special Abilities: Feint I (Unarmed, Dagger, Halberd,
                                                                   Sword), Inured to Encumbrance I, Forceful Blow I
                                                                   (Unarmed, Dagger, Halberd, Sword)
                                                                 Skills: Body Control 5 (13/13/13), Climbing 2 (14/13/13),
                                                                   Empathy 4 (11/13/11), Fast-Talk 2 (14/13/11), Feat
                                                                   of Strength 5 (13/13/13), Intimidation 6 (14/13/11),
                                                                   Perception 8 (11/13/13), Self-Control 6 (14/14/13),
                                                                   Stealth 6 (14/13/13), Swimming 2 (13/13/13),
                                                                   Willpower 5 (14/13/11)
                                                                 Amount: 1 or 1d3+1 (patrol) or 2D6+3 (troop)
                                                                 Size Category: Medium
                                                                 Type: Intelligent, humanoid
                                                                 Loot: depending on guard, random loot of 2D6+4
                                                                   silverthalers
                                                                 Combat Behavior: Guards usually try to threaten
                                                                   opponents with their crossbows to get them to
                                                                   stand down. If their threats are not successful,
                                                                   they fire their crossbows and attack with their
                                                                   halberds. Then, they use Feints and Forceful
                                                                   Blows. In close quarters, they use swords instead
                                                                   of halberds. They also try to fight an opponent en
                                                                   mass, if the opportunity arises.
                                                                 Escape: Individual; guards attempt to flee after
                                                                   suffering Pain II
                                                                 Experienced: AGI 14, STR 14; LP 35; Sword AT 12
                                                                   / PA 7, Light Crossbow RC 11; additional SA
                                                                   Alertness, Takedown; Climbing 4, Empathy 6, Fast-
                                                                   Talk 4, Intimidation 8, Perception 10, Self-Control 7
                                                                 Competent: AGI 15, STR 15; LP 38, DO 8, INI 14,
                                                                   SPD 7; Unarmed AT 14 / PA 8, Halberd AT 14 /
                                                                   PA 6, Sword AT 14 / PA 8, Light Crossbow RC 12;
                                                                   additional SA Alertness, Inured to Encumbrance II,
                                                                   Feint II, Takedown, Forceful Blow II; Body Control 9,
     LP Loss                     Pain                              Climbing 6, Empathy 8, Fast-Talk 6, Feat of Strength 9,
     24 LP (¾)                   +1 Pain                           Intimidation 10, Perception 12, Self-Control 10,
     16 LP (½)                   +1 Pain                           Willpower 7
     8 LP (¼)                    +1 Pain
     5 LP and less               +1 Pain
                                                                                                                      255
   Living History for the GM                                         Living History vs. Freedom of Playing
                                                                     The following practical examples illustrate how
   One of the special features of the The Dark Eye is Aventuria’s
                                                                     conflicts can arise with the living history, and
   living history. In official game supplements, adventure
                                                                     how you can easily circumvent them.
   modules, and campaigns, as well as in issues of the Aventurian
   Herald (see page 126), we propel the continent’s history
                                                                     Our Personal Archvillian
   forward. Though few things change overnight, Aventuria
                                                                     An adventure module is supposed to end with the
   never stands still, and you can follow these changes in
                                                                     death of an important villain—the cruel wizard,
   the game world over time as GM, player, or even just as
                                                                     Alrik the Dark. Alrik was specifically created to
   a reader. Furthermore, you can help bring about change
                                                                     be a particularly horrifying opponent. He has
   through our official adventure modules. The actions of
                                                                     already survived several encounters with the
   your brave heroes may help overthrow a tyrannical ruler
                                                                     heroes and has cheated death quite a few times.
   or stop the orc army marching against the Middenrealm.
                                                                     But, the time has finally come for his demise, and
                                                                     the heroes are supposed to put a stop to him, once
   As the GM, your in-game descriptions greatly determine the
                                                                     and for all, and send him on his way over the Sea
   outlook your players and their heroes have on Aventuria.
                                                                     of Oblivion. But as GM, you know your players
   You decide at the gaming table exactly how much influence
                                                                     love this villain just as much as their heroes
   your player’s heroes have on the world, and how accurately
                                                                     hate him. Fortunately, Alrik the Dark is marked
   they follow the events we writers portray in official
                                                                     with the knight symbol. Therefore, at the end
   publications.
                                                                     of the adventure you can kill off one of Alrik’s
                                                                     henchmen instead, allowing your party to face
   If you want to follow the living history very closely, you
                                                                     him once more in one of your own adventures.
   should pay close attention to important NPCs, denoted
                                                                     As far as the official campaign is concerned, Alrik
   by king symbols (see page 204), in your own adventures.
                                                                     died, but you are free to disregard this for your
   These characters play important roles in future official
                                                                     campaign.
   publications, so unless an adventure explicitly calls for
   their demise, they should survive. However, if your group
                                                                     Long Live the Emperor!
   prefers to play in Aventuria without restrictions and
                                                                     Rohaja of Gareth is the Empress of the
   you desire to shape the world yourself, simply use the
                                                                     Middenrealm in official Aventuria. However,
   descriptions in the official publications for inspiration.
                                                                     there is nothing to prevent you from crowning
                                                                     another emperor in your Aventuria: Emperor
   Ratings on the back covers of our adventure modules let
                                                                     Haal or Answin of Ravenmouth could just as
   you see their importance to the living history at a glance,
                                                                     easily still sit on the throne, or Rohaja’s brother,
   as follows.
                                                                     Selindian-Haal could have been crowned Haal II,
        1 Star: The adventure is not connected to the living
                                                                     or perhaps one of your player’s heroes married
        history of Aventuria. People and events can be set
                                                                     the young empress and now reigns at her side.
        anywhere in the game world and are easily modified.
        2 Star: The adventure is tangentially related to the
                                                                     Rohaja is marked with the king symbol, and
        living history. It may need to play out within a certain
                                                                     official publications assume she is the sovereign
        time frame, or official NPCs may be involved.
                                                                     of the realm, so you must make many adjustments
        3 Stars: The adventure is strongly integrated into the
                                                                     if you want to adapt future adventures in the
        living history, giving the heroes a chance to experience
                                                                     Middenrealm. Rohaja’s decisions might play an
        it up-close. Official NPCs play an important role in the
                                                                     important part in the adventure. She certainly
        adventure, and the sequence of events is set at a specific
                                                                     makes different decisions than Emperor Haal,
        place and time. Adjustments are usually difficult, as the
                                                                     as their actions are shaped by different wishes
        storyline is crucial to the ongoing Aventuria narrative.
                                                                     and goals. Your challenge as the GM is to adjust
        4 Stars: Much like a 3-point adventure, this adventure
                                                                     such circumstances to your own campaign when
        changes the game world permanently or has a profound
                                                                     official publications do not consider them. But,
        influence on the course of the campaign. Significant or
                                                                     this requires a keen eye when choosing adventure
        defining Aventurian NPCs may die, or entire regions
                                                                     material, or some creativity and diligence when
        could change.
                                                                     adapting it.
                                                                                                                        257
  Index
  99 Laws                      61, 98, 187    Arcanum Interdictum               70, 193    Belt of Strength                        198
  Achaz                    see Lizardfolk     Archipelago of Risso                   66    Beorn the Blinder                7, 86, 224
  Ages                        23, 103, 216    Archdemon                             184    Bernfried of Ehrenstein              31, 37
  Agrimoth                    55, 184, 228    Archon Megalon                        209    Bethana                        14, 40, 138
  Aikar Brazoragh         10, 49, 155, 206    Ardarites                      79, 82, 88    Bibernell of Hengisford                 206
  Al’Anfa (Empire)          15, 16, 63, 91,   Arivor                  40, 41, 222, 230     Bishdariel                   96, 106, 185
                       134, 142, 223, 230     Army                                  111    Bjaldorn                         10, 49, 71
  Al’Anfan Rite                    64, 176    Arn Askrason                          212    Black Alliance                           72
  Alaani                                95    Arngrimm of Ehrenstein            30, 230    Black Alrik                             116
  Alagrimm                      34, 53, 69    Arombolosh son of Agam                207    Black Bear (Stats)                      169
  Alara Paligan                        224    Arratistan                             61    Black Rabies                            129
  Albernia                  11, 30, 31, 33,   Art                                   179    Black Sickle                             13
                            115, 200, 223     Artifacts                43, 59, 77, 119,    Bladegrass Steppes                       47
  Albrax son of Agam               53, 207                              196, 226, 228      Blakharaz                               184
  Alchemy                         119, 130    Asdharia                               95    Blessed Ones                      140, 189
  Aldare Firdayon             40, 205, 230    Azfuloth                        184, 228     Blue Wheeze                             127
  Alemite Bay                           64    Ashim Riak Assai               see Aikar     Blue Lake                        22, 44, 72
  All-Aventuria                                                             Brazoragh      Blood Sea                21, 55, 228, 229
  Meeting of Jesters               77, 101    Ashtarra Okharim                      210    Bloody Phlegm                           127
  Altoum                       16, 64, 158    Askanian Sea                           58    Blood Peaks                              48
  Alveran              103, 158, 189, 217     Asleif Foggwulf                              Bodir                          11, 21, 154
  Alveranian                      105, 185    Phileasson                     7, 86, 224    Boltan                                  116
  Alveranie                            173    Atak                                   96    Boran                                    55
  Amazeroth                            184    Aventuria (Continent)       7, 24, 30, 91,   Borbarad,
  Amazons                          54, 227                              103, 117, 146,     Master of Demons             38, 106, 113,
  Amber Bay                             42                              185, 192, 216                                 114, 184, 186,
  Amene-Horas                     226, 230    Aventurian Herald               126, 225                                 187, 222, 226
  Amhallassiah Knolls                   60    Aves                      106, 147, 185      Borbaradians                      187, 196
  Amir Honak                        64, 68    Baba ibn Ali                          212    Borbaradian Invasion                    226
  Anchopal                     14, 59, 107    Baburia                                57    Borbaradianism                          187
  Ancient Tulamidya                 94, 95    Baburin                        14, 21, 57    Born                             10, 21, 50
  Andalkan                              55    Badoc                              26, 50    Born Forest                    10, 52, 146
  Andergast (Kingdom) 11, 24, 26, 46,         Balash                             24, 58    Bornland                      7, 10, 50 66,
                           68, 94, 99, 117,   Baliho                            69, 138                             73, 91, 134, 222
                       126, 141, 146, 176     Banedust                              131    Boron       15, 48, 68, 79, 106, 176, 179
  Andergast (City)              21, 47, 68    Bardo of Gareth                   97, 223    Bosparagne                          97, 115
  Angbar                    12, 27, 30, 36,   Barun-Ulah                     21, 57, 58    Bosparan                  14, 41, 88, 219
                              69, 134, 138    Bastrabun                         59, 218    Bosparan Empire 30, 41, 94, 113, 219
  Angram                                95    Battlefield Fever                     128    Bosquir                                  38
  Angrosh          27, 35, 53, 89, 98, 101,   Battle in the Gorian Desert           113    Brabak                      15, 65, 71, 91
                  105, 182, 188, 195, 218     Battle in the Skies                   114    Brazoragh                     11 155, 188
  Angroshim                  see Dwarves      Battle in the Dragongap               113    Break Ice Bay                            10
  Angrosh’s                                   Battle of Silk Meadows                225    Breviary of the
  Champion              see Arombolosh        Battle of Heaven’s Fire               113    Twelvegodly Order                       123
                             son of Agam      Battles                               113    Brig-Lo                                 221
  Animal Kings                          47    Bestiary                              149    Brin of Gareth                          224
  Animal Warrior                       195    Beilunk                    13, 30, 55, 70    Brinasker Marshes                        44
  Animist                   187, 193, 195     Beilunk Riders                    70, 119    Bronnjar                 10, 50, 140, 222
  Answin of Ravenmouth 75, 224, 229           Beleman                                17    Books                             119, 122
  Answin Crisis                        224    Belen-Horas                     156, 220     Books as Teachers                       122
  Arania                    14, 26, 57, 90,   Belhalhar               13, 56, 184, 228     Boots of Sprinting                      199
                           94, 95, 99, 108,   Belhanka                    70, 137, 182     Burgher                13, 32, 33, 41, 49,
                       134, 140, 147, 194     Belkelel                        184, 228                              51, 64, 108, 111
258 Index
Bourgeoisie                            108   Dark Portal                          22   Elburum                             14, 57
Cave Spider (Stats)                   159)   Darion Paligan                228, 229    Elem                           see Selem
Caldia                              31, 38   Darpat                       21, 31, 37   Elenvina                                72
Calendar                     99, 137, 221    Darpatia                             13   Eleonora Shahi                      57, 90
Calendar of                                  Dawn of the Shards              31, 230   Elixirs                                130
the Twelvegods                    99, 221    Dead Man‘s Moor              49, 52, 92   Elodiron Crystallglimmer               208
Caliphate            14, 39, 60, 134, 223    Deep Dwarf               13, 30, 53, 74   Elves (Magic)                          193
Cape Brabak                         64, 66   Deepenborg               11, 48, 49, 78   Elves (Race)      23, 26, 50, 77, 215, 218
Carbuncle                    53, 165, 185    Deep-Sea Navigation                 119   Elvenhus                                36
Cauldron of Primeval Forces            197   Deep South                       64, 75   Emer ni Bennain                   224, 227
Cavalry                                112   Demigods                            185   Emmeran Stoerrebrandt             211, 244
Cella of Gareth                   97, 223    Demons                  33, 38, 52, 90,   Emperor Dragon         147, 199, 205, 230
Chabab                          21, 63, 79                           103, 113, 183,    Encyclopaedia Magica                   124
Chababia                            40, 79                       184, 196, 200, 228    Endurium                            43, 55
Chalwen                                218   Demon Ark                 21, 148, 228    Enqui                                   45
Charlatan                              193   Demon Fallows                    13, 33   Eslam of Almada                        223
Charypso                            16, 71   Demon Emperor              see Galotta    Eternals                        14, 40, 61
Charybbean                16, 64, 71., 213   Demon Battle, First             33, 220   Etilia                                  83
Charyptoroth        14, 63, 148, 184, 228    Demon Battle, Second          113, 221    Eye of the Morning                196, 197
Chimera                     148, 184, 187    Demon Battle, Third           114, 227    Faedhari                               215
Chimerologist                    148, 200    Demon Sultan                        184   Fair Field         see Horasian Empire
Chorhop                         15, 58, 72   Demon Citadel                        10   Fairies                    10, 34, 40, 167
Chrmk                                   96   Dere (World)             8, 16, 91, 103   Fairy Gates                        22, 239
Churches                          98, 176    Dergel                           21, 31   Fairy Realm                    22, 34, 103
Church of Borbarad                55, 228    Dermot the                                Fall of Bosparan (Event)          113, 221
Cichanebi Salt Lake           60, 88, 136    Younger of Paavi                 42, 81   Fall of Bosparan (Calendar)             99
Circle of Twelve                             Dha                                 188   Famerlor                               185
(Constellation)       104, 105, 106, 183     Dahza                         183, 188    Fan Signs                               96
Climate                                 16   Dialects                             94   Farindel Forest                     12, 33
Coal Pelts                       see Orcs    Diamond Dwarves              13, 27, 53   Farlorn                                 73
Codex Albyricus                        123   Diamond Sultanate         25, 219, 221    Far North                           10, 42
Codex Raulis                     140, 221    Dimiona of Zorgan         58, 228, 229    Fasar                                   73
Cold Levels                             16   Diseases                            126   Father of Tides                12, 21, 199
Constellations                         107   Dishes (Food)                       114   FB              see Time Measurement
Cosmology                              101   Djinn                 60, 83, 143, 198    Feast Days                             100
Coucris                                131   Djinn Lamp                          198   Ferdok                                  36
Courts (Law)                     140, 189    Donnerbach                           49   Ferdok County                           36
Crafts                                 117   Dragons, Ancient       10, 29, 42, 217    Ferkina (Language)                      95
Creation                               101   Dragons, High        96, 107, 185, 217    Ferkina                                 24
Crimes                   74, 88, 123, 140    Dragon’s Egg Academy            76, 210   Festenland                              50
Crusade                                113   Dragon Ship                     21, 119   Festum                         51, 73, 138
Crypt Bug (Stats)                      161   Dragon Stones                     7, 37   Feudalism                              107
Crystalomancy                15, 193, 195    Dragon War               216, 217, 218    Fiefdom                                107
Currencies (Overview)                  134   Dragonnic                            96   Finnian ui Bennain          31, 33, 34, 75
Cyclopean                               95   Drinks                              114   Fire Sea                            66, 91
Cyclops          23, 28, 40, 96, 118, 217    Drôl                              14, 4   Firn Elves                     26, 44, 188
Cyclopes Islands                        40   Druids                11, 47, 187, 195    Firun                         99, 180, 185
Daimonid                         148, 200    Dullskull                           128   Firun’s Wall                    10, 44, 48
Dark Ages                              220   Dungeon Syndrome              128, 172    Fjadir of Bjaldorn                  50, 70
Dark Ridge      13, 27, 30, 37, 38, 48, 54   Dwarves                          13, 26   Fjarnings                  10, 24, 42, 187
Dark Eye                               196   Efferd                    99, 137, 178    Fjarningsh                              95
Dark Hordes                 14, 55, 76, 78   Efferd’s Syndrome                   128   Flying Carpet                 59, 119, 197
Dark Lands                          13, 82   Elburan Peninsula                    57   Flying Fortress               90, 114, 227
                                                                                                                                259
  Fogmoors                      37, 49, 52   Great Olochtai                10, 45, 48   Hjaldings                   25, 81, 219
  Food                                 114   Great River                       12, 21   Hjaldingsh                           95
  Forest Folk               16, 21, 24, 25   Green Plains              10, 26, 45, 50   Hjaldingsh Runes                     95
  Forest Islands         16, 82, 152, 219    Griffonsford                               Hoarfrost Wastes                 10, 42
  Forest Watch                               (Margravate)                      12, 31   Holidays                             99
  (Mountain Kingdom)           36, 53, 207   Griffonsford (City)                   74   Holy Glyphs of Unau                  94
  Forge Mountains       13, 27, 36, 38, 53   Grimmfrost Wastes          7, 10, 42, 44   Horas’ Appearance                    99
  Forge Dwarves        13, 27, 36, 52, 207   Grimwolf (Stats)                    168    Horas (Demigod)               106, 219
  Forms of Address           70, 108, 109    Grolms                                28   Horas (Ruler)           176, 205, 219,
  Foxish                                96   Gror                           102, 187                             223, 226, 230
  Fran-Horas                 33, 113, 220    Gulf of Perricum          11, 30, 55, 57   Horasian Empire                      14
  Frozen Peaks                      10, 42   Gulf of Riva                          44   Horathi                              94
  Fuldigor                     10, 97, 105   Gulf of Tuzak                         55   Horned Tower                        206
  Gadang                            21, 57   Guild Magic                         193    Hôt-Alem                         15, 65
  Galotta          90, 114, 153, 224, 227    Gwidûhenna of Faldahon            31, 70   Host                                111
  Games                                116   Gylden (God)                        183    Host (Units)                        111
  Garadan                              117   Gyldenland                      91, 219    Hylailos                             40
  Garadan System                       204   H’Rabaal                          15, 75   Ice Peaks               10, 42, 44, 154
  Gareth                            30, 74   H’Ranga                             188    Ice Witch                 see Glorana
  Garethi                               94   Hagrobald of                               Idioms                               96
  Garetia                               30   the Great River               31, 36, 72   Ifirn                         101, 185
  Gashok                            11, 48   Haal of Gareth                 203, 223    Ifirn’s Ocean            7, 45, 91, 148
  Gazettes                       119, 126    Half Elves                            26   Ilsur                            37, 54
  Geldana of Paavi                      81   Half Orcs                             27   Iltoken                              82
  Geodes                         193, 195    Halman ui Bennain                   208    Imman                         116, 137
  Gerasim                               44   Hanfla                            15, 68   Imperial Letters                     94
  Gernot of Mersingen                   32   Harben                                34   Infantry                            112
  Geron the One-Handed           104, 219    Harika of Bethana                     91   Ingerimm             99, 106, 182, 186
  Ghurenia                              66   Harvest Feast Massacre              221    Ingra Peaks                  13, 27, 53
  Giant                                 10   Hasrabal ben Yakuban              59, 83   Ingval                   41, 45, 47, 68
  Giants’ Shore                  8, 10, 92   Havena                        11, 34, 75   Inrah                               116
  Gjalsks            11, 24, 45, 187, 195    Healing Herbs                       172    Interregunum                        223
  Glacier Sea                           28   Heart of the Realm                    31   Invher ni Bennain                    34
  Glacier Worm                         209   Heat Levels                           17   Iradion Kolenfeld                55, 67
  Glade Elves          10, 23, 26, 50, 188   Hela-Horas                     113, 221    Irmenella of Wertlingen      31, 37, 74
  Globules                     22, 91, 103   Helme Haffax                   226, 228    Iron Edge                            10
  Glorana the Ice Witch            10, 228   Heptarch                            228    Iron Forest
  Glyndhaven                            42   Heparchies           see Shadowlands       (Mountain Kingdom)                   53
  Goblin (Stats)                       151   Herald of Light                     221    Iron Forest
  Goblinese                             96   Herbarium                           172    (Mountain)           12, 13, 27, 36, 38
  Goblins                10, 27, 150, 188    Herbarium Kuslikum                  124    Isdira                           94, 95
  Gods                                 175   Heroic Age                     104, 230    Ivory Eye                           196
  God’s Judgement                      143   Hesinde                    99, 179, 185    Jashalei                             59
  Golden Bay                        63, 68   Hesinde Mirror                      126    Jaundice                            128
  Golgaris’ Appearance                  99   High Elves                  8, 209, 218    Jergan                           55, 76
  Golden Cliffs                14, 40, 107   High Eternans                         40   Jilaskan                             55
  Golem                 83, 113, 223, 229    High King                                  Joborn                               47
  Gorian Desert                14, 58, 114    of Dwarves see Albrax Son of Agam         Journeys, Magical                    22
  Grangor (Duchy)                   12, 34   High Nobility               41, 80, 107    Journeys, On Land                    18
  Grangor (City)                   40, 138   Hill Dwarves             13, 27, 36, 53,   Journeys, On Water                   21
  Gravesh                              188                             115, 120, 188    Jurga Trondesdottir         45, 86, 229
  Gray Mountains                    11, 45   History        see [Myth and History]      Jurga’s Landing                     100
  Great Flood                           75   Historiography                      215    Kamaluq                         64, 187
260 Index
Karen                         10, 45, 146   Mada’s Sign                   97, 102, 105   Nahema ai Tamerlein             208, 224
Karmakortheon               see Turning     Mada’s Sacrilege                  102, 217   Nameless Days                   100, 106
                                 of Ages    Mages’ Guilds                          126   Nameless One (God)              183, 218
Keft                          14, 60, 100   Mage Wars                         114, 194   Nanduria                              96
Kemi                                   15   Mage Moguls                            219   Nandus                          106, 186
Kha                   102, 105, 188, 217    Mages’ Philosophy                      187   Navigation (Seafaring)          107, 119
Khadan Varsinian                            Magic                                  192   Nebachot                              82
Firdayon            see Khadan-Horas        Magical Artifacts                      196   Necromancy                           140
Khadan-Horas                40, 205, 230    Magical Beings                         199   Needmark                          21, 51
Khanemouth                             61   Magic in Everyday Life                 200   Neersand                              51
Khezzara                     11, 48, 154    Magic Lamp               see Djinn Lamp      Neetha                            40, 79
Khôm                     14, 16, 60, 147    Magic Songs                       120, 193   New Realm           see Middenrealm
Khôm-Novadi                            95   Magic Traditions                  193, 195   Night Elves               see Shakagra
Khôm War                             224    Mailam Rekdai                 10, 150, 188   Nine-Eye Lake                13, 22, 199
Khoram Mountains                   58, 60   Malkillah II., Caliph          61, 87, 224   Niobara ofAnchopal                   107
Khunchom            14, 59, 76, 136, 219    Mandragora                             131   Nivese                 25, 44, 100, 187
Kobold                       89, 98, 199    Maraskan                  13, 55, 148, 187   Noble Marshall                    10, 51
Kobold Language                        96   Maraskan Chain                          55   Node                                 193
Kor                             106, 185    Marbo                             106, 186   Norbards                    25, 100, 187
Kosh                       12, 30, 35, 69   Markets                           108, 136   Norbury                 21, 51, 80, 138
Kosh Basalt                      36, 193    Master of Demons            see Borbarad     Northland Bank                   73, 135
Krakenewt (Stats)                    163    Mathematics                   see Algebra    Northmarches                  12, 31, 35
Kuslik                         14, 40, 77   Mechanics                              118   Northstar                        10, 105
Kuslikan Emperors                    221    Measurements                           138   Nostria (Kingdom)             11, 47, 99
Kuslikan Letters                       94   Mendena                        37, 78, 226   Nostria (City)                    47, 80
Kvill                      10, 21, 45, 49   Mengbilla                 15, 79, 119, 134   Novadi             14, 61, 97, 100, 187
Kvriasim                       21, 44, 77   Mermaid                            28, 148   Nova Methumisa                        66
Lake Angbar                    13, 36, 53   Meridiana                           15, 25   Nujuka                                95
Lake Ysli                              37   Methumis                                40   Nurdra                               188
Lands of the Nivese                    44   Mhaharanyat                             57   Oath of Baliiri                      223
Lands of the                                Mhanadi                             14, 21   Oblarasim                         21, 44
Tulamydes           8, 14, 22, 26, 52, 58   Mhanadistan                    25, 58, 147   Oblomon                           21, 50
Languages                              94   Mherwed                        14, 61, 138   Oceans                               148
Law                                  139    Mirham                              15, 63   Oderin du Metuant                64, 230
Leonardo the Mechanicus         119, 228    Middenlander                            24   Ogre                   11, 28, 152, 217
Leprosy                              127    Middenrealm                     11, 30, 99   Ogre (Stats)                         153
Levthan                         106, 185    Misty Peaks                         10, 44   Ogre Teeth                            48
Levies                           98, 194    Mizirion III de Sylphur             65, 71   Okdrâgosh                             53
Ley Lines                   22, 193, 227    Mohan                               94, 95   Old Realm                             14
Libraries        61, 62, 77, 85, 12, 205    Mokosha                            43, 187   Old Gyldenlandish                     94
Limbo                  22, 103, 185, 196    Months                                  99   Oloarkh                               96
Liscom of Fasar                      226    Moon                      97, 99, 105, 185   Olochtai                      10, 45, 48
Literature                           122    Moon Emperor          see Selindian Haal     Ologhaijan                            96
Living History                       225    Mountain Kingdoms                            Olport                        11, 45, 81
Lizardfolk                         14, 28   of the Dwarves          12, 13, 36, 52, 89   Olport Stones                     11, 45
Lizard Swamps                  21, 61 85    Minting Rights                         135   Omegatherion                    218, 226
Loch Hardrôl                       60, 63   Murak-Horas                            221   Omrais                               141
Lolgramoth                           184    Music                                  120   Ongalo Highlands                      58
Lorgolosh                              53   Myranor                  see Gyldenland      Onslaught of Ogres, First            220
Los                        101, 105, 175    Mystery of Kha                    102, 217   Onslaught of Ogres, Second           224
Lowangen            11, 48, 78, 138, 225    Myth                                   215   Opera                           120, 138
Low Nobility                    107, 110    Nadjesha of Lionsford                   51   Orc (Stats)                          155
Mada                 102, 105, 185, 192     Nagrach                           184, 228   Orclands                     11, 48, 146
                                                                                                                                261
  Orcs                 11, 27, 96, 100, 188   Rabies                             129   Satinav                          102
  Orc Storm, First                      220   Race                                23   Satuaria                         197
  Orc Storm, Second                     223   Radrom                              37   Sculpture                        121
  Orc Storm, Third                      224   Ragath                              38   Scripts                          122
  Ore Dwarves                            27   Rahja                              182   Sea Battle of Phrygaios          230
  Order of the                                Rain Mountains        16, 63, 128, 166   Sea of Pearls                      8
  Banishing Ray                     85, 113   Rakshazar          see Giants’ Shore     Sea of Seven Winds             8, 18
  Oron                     57, 91, 148, 228   Ranged Weapons                     118   Seas                         21, 148
  Orvai Kurim                      150, 188   Rank (Military)                    112   Secret Signs                      96
  Ottajasko                      11, 45, 46   Rashtul (Titan)                    217   Selem                             85
  Oxwater                            21, 22   Rashtul al’Sheik                    60   Selem Ground                      63
  Paavi (Duchy)                      10, 42   Rashdul                             83   Selindian Haal of Gareth         229
  Paavi (City)              10, 42, 81, 228   Rastullah                          100   Selo Kulibin                      59
  Pact-Makers                           196   Rat Fungus                         174   Semaphores                       119
  Pailos                                 40   Rathil                              49   Seven Bearers
  Painting                              120   Raul of Gareth                     113   of the Signs                114, 226
  Pandlaril (Fairy)                 38, 199   Ravenmarches                        13   Seven-Strike                     219
  Pandlaril (River)                  21, 87   Raxan Shadow Wing                  210   Seweria                           50
  Paralysis Brooch                      198   Realm of Raul      see Middenrealm       Shadif (Horse)                    61
  Pardona                 43, 197, 209, 226   Red and White Camels               196   Shadif (Landscape)                61
  Pastilles against Pain                132   Red Sickle                          10   Shadowlands                       54
  Paths                         see Roads     Rssahh                              96   Shafir the Magnificent            41
  Payment Transactions                  134   Realmwood                           31   Shakagoran                        95
  Peace Emperors                    220, 85   Rethis                              84   Shakagra                          28
  Peraine                               181   Reto of Gareth                140, 223   Shamans                          187
  Perainefords                      37, 227   Rhazzazor             53, 89, 114, 227   Shards of the
  Perricum (Margravate)                  57   Rikai                              188   Demon’s Crown                    228
  Perricum (City)                        57   Risso                               28   Shieldlands                        37
  Perval of Gareth                      223   Riva                                84   Shîkanyad of Sinoda                13
  Phecano Forest                         38   Roab                                21   Ship Building                      78
  Phex                                  181   Roads and Paths                     18   Sign Tower                       119
  Phexcaer                               82   Road Quality                        18   Silem-Horas-Edict                221
  Phileasson Saga                         7   Rogolan                             95   Simia                            186
  Poisons                               130   Rohaja of Gareth           11, 31, 205   Singing in Two Voices        95, 120
  Port Stoerrebrandt                     82   Rohal the Wise                     222   Singleberry                      172
  Porto Velvenya                         66   Rommilys                            84   Sinoda                             85
  Potion of Toughness                   132   Rommilysian Marches                 13   Sky Wolves                  187, 226
  Praios                                177   Rondra                             177   Slavery                            15
  Praios’ Disk (also: Eye                     Rondricane                          18   Sleeping Potion                  132
  of Praios, Praios’ Mark)                8   Rondrigan Paligan                  205   Social Status                    107
  Prankster                         98, 193   Rorwhed                             44   Sorp Sanderwik                   119
  Prehistory                            216   Rune Mages                          11   South-Pointer                97, 119
  Prem’s Animals                        125   Rur and Gror                       187   Southern Sea                        8
  Prices                                134   Rust Pelts                see Goblins    Spheres                          217
  Priest Emperors             114, 176, 221   Sadrak Whassoi                     225   Sport                            116
  Primoptolith                           42   Saga Thorwalian                     95   Standing                         107
  Promissory Notes                      135   Salamander (Periodical)            126   Starfall                         104
  Provinces of the                            Salamander Stones                   10   Starless Void               100, 106
  Middenrealm                            31   Salkya Firdayon                    230   Star of Elem                       63
  Punin                                  83   Salta                               47   Starry Skies                     104
  Punin Rite                             38   Salterhaven                         47   Stars                            104
  Punishments                           142   Sansaro                       128, 172   Steppe Elves               26, 44, 50
  Pyrdacor                 42, 91, 113, 209   Sarasto Dorkstein                   55   Stoerrebrandt
  Quinja                                173   Sargasso Sea                        66   (Trading House)                  211
262 Index
Stone Oak Forest                       47   Townright                           108    Warunkia                     13, 30, 54,
Sulman al’Nassori                    219    Trade                               133                               89, 228, 230
Sumu                                 101    Trade Fairs                         136    Waskir                            11, 45
Sun                                     8   Trading House ya Strozza            135    Waternymphs                     28, 148
Sunmarches                             13   Trallop                              86    Waternymph Weed                128, 172
Sunsura                              131    Transbosquiria                       38    Wealbeck                      10, 21, 50
Supernatural Plants                  173    Transweal                        10, 51    Weal Mountains                    17, 50
Superstition                    98f, 194    Transysilia                          13    Weather                               16
Svellt                                 21   Traumatic Fever                     130    Weiden                    13, 22, 30, 37
Svellt League of Towns                 48   Traveling Speed                      18    Weights                             138
Svellt Valley                          48   Travia                              178    Wendelmir
Swafnir                              186    Treant (Stats)                      166    VI Zornbold                       47, 68
Swafnir’s Child                        46   Trial by Combat                     143    Werewolf                        54, 199
Swantje of Ravenmouth              31, 85   Troll                            22, 28    Whale Rage                            46
Sword of Swords                      206    Troll (Stats)                       156    Wide River                    21, 31, 37
Sylla                                  63   Troll Gap        11, 13, 114, 153, 224     Wild Boar (Stats)                   170
Syronius’ Protecting Blade           199    Trollish                             95    Wildermarches                         32
Szinto                                 21   Troll Peaks             13, 32, 53, 156    Winds                  16, 18, 178, 185
Taifas                                 39   Troll Peaker             24, 57, 58, 95    Windhag                   12, 30, 31, 33
Tairach                              155    Tsa                                 180    Winhall                         34, 166
Taladur                                38   Tulamydes                        14, 25    Wise Emperors                  221, 223
Talisman                               98   Tulamidya                         94-96    Witches                             193
Tar Honak                            224    Turning of Ages          103, 114, 227     Wood Elves            10, 26, 44, 50, 77
Tasfarelel                           184    Tuzak                         8, 55, 87    Wolf Rat (Stats)                    171
Tatzelwurm (Stats)                   164    Twelvegods                          176    World Creation                      101
Taxes                                143    Ucuri                74, 106, 186, 217     Xeledon                        106, 186
Technology                           117    Uhdenmount                      50, 150    Xeraan                         228, 229
Teleportation Ring                   199    Unau                                 87    Xeraania                       228, 229
Temple Tithes                        144    Unau Mountains                   58, 60    Xorlosh                               89
Temperature (Overview)                 16   Unicorn                             199    Yagan Nut                      132, 173
Teremon                                40   Urdas                               117    Yalaiad                           57, 58
Thalusa                                59   Uthar                         106, 185     Yaquir            11, 12, 21, 22, 30, 38
Thalusia                               59   Uthuria          8, 14, 24, 64, 91, 103    Yaquir Fault                          38
Thargunitoth                         184    Utulus                       16, 24, 25,   Yaquiria                      40, 77, 88
Thash Mountains                        53                             67, 128, 219     Yash’Hualay                     76, 219
Theater Knights                      222    Vademecum of                               Yearly Fever              128, 129, 173
Thirteenth (God)                     183    Combative Crafts                    125    Year of Fire           13, 33, 147, 228
Thorn Eisinger                  118, 221    Vallusa                   7, 51, 55, 88    Yellow Sickle                          7
Thorwal (Region)                       86   Valpo of Gareth                     223    Yetis                   28, 42, 96, 198
Thorwal (City)                         86   Vanja Nadaljeff                 66, 213    Yeti-Land                      7, 10, 42
Thorwalers                             25   Vinsalt                 14, 39, 88, 101    Yolande II Kasmyrin                   47
Thorwalian (Language)                  94   Vinsaltan Egg                       118    Yol-Ghurmak                           90
Thrashbeard                128, 129, 173    Visra                                68    Ysilia              see Yol-Ghurmak
Time                                   10   Wal-el-Khômchra                 60, 212    Yoruga              121, 129, 146, 172
Timor Firdayon                       230    Wall of Rashtul                      11    Zelemja                               95
Titans                101, 103, 152, 216    Wall of Stars                       103    Zerza                               188
Titles                          107, 111    Walpurga of                                Zhayad                            95, 96
Tjolmar                            11, 48   Lionshead                    31, 37, 86    Zhulchammaqra                         95
Tobimora (River)               21, 37, 54   Wandering Stars               105, 118     Zibilja                         51, 193
Tobrien                  13, 30, 37, 226    Warhome               21, 32, 114, 227     Zorgan             14, 57, 90, 101, 138
Tobrien Sea                    30, 50, 55   War of Dragons                  41, 230    Zorganpox                      126, 148
Tolls                   18, 84, 137, 144    Warring Kingdoms                     47
Tommel                 21, 33, 36, 47, 80   Warunk (Margravate)              13, 31
Tournaments       68, 101, 116, 137, 223    Warunk (City)           21, 55, 89, 226
                                                                                                                              263
Arm yourself for battle!
But you must strategize as well—will you save your strength so you can play a
Shining Blade later? Or will you press the attack with your dagger and try to
disarm your opponent?
Aventuria is a fast-paced card game for 1–4 players, ages 14+, where each player
takes the role of a hero from Aventuria. Choose from Arbosh the fierce dwarven
smith, Layariel the fleet-footed elven scout, Carolan the cunning half elven
rogue, or Mirhiban the mysterious Tulamydian mage.
AVENTURIA ALMANAC
Explore the many facets of The Dark Eye with the Aventuria
Almanac, your guide to the official setting for the fantasy
role playing game. Immerse yourself in this exciting world
and learn why the fantastic continent of Aventuria is like
no other.
This indispensable guide is designed both for players and
GMs. Explore the regions, kingdoms, and history of Aventuria
in detail. Entries for key cities cover inhabitants, customs, trade,
science, law and order, magic, and the works of the gods. Learn
about the icy wastes of the Far North, the many provinces of the
Middenrealm, and the mysterious home of the elves in the verdant
woods of the Salamander Stones. Travel the merchant routes of the
Khôm Desert, face the perils of the Lizard Swamps and the steaming
jungles of Meridiana, and delve into the hidden mines of the dwarves.
The Aventuria Almanac also includes two large-format poster maps
of the continent, stats for new creatures and useful plants, and
fascinating new mysteries for the heroes to investigate.
                                                   Recommended for
                                                        1 GM and
                                                       3–6 Players      www.ulisses-us.com
                                                   14 Years and Older    US25002EPDF