Inzaeprimer
Inzaeprimer
B
THE MAKING OF THE WORLD
efore aught, the Dragon Inzaa existed. In the vast
emptiness, Inzaa grew restless and wroth and be-
gan to spin upon herself. Such a violent thrashing
and churning did this become that The Dragon
ripped a shred from the fabric of nothingness and
from this hole all manner of energy and matter spilt into the uni-
verse in a savage, churning vortex: the Maelstrom. Inzaa twirled
about the Maelstrom for ages untold as time and space and mat-
ter and energy were cast off into the void.
Inzaa first brought the Insilmin into the world to help shape it Then the world truly fell into chaos as The Dragon tore into the
and make of it the shapes she desired, and to hold these things Firstenmin and laid waste amongst them. A war raged for a mil-
in place, for Inzaa’s creations were imperfect and lacked sym- lennium. Some of the Firstenmin chose to fight alongside Inzaa,
metry and fell back into the chaos. Many other creatures were others remained aloof or worked with whomever provided them
created, destroyed, cast out or hidden in the crannies and crev- the greatest benefit, while the others openly defied and fought
ices of the world to avoid The Dragon’s ire. Inzaa came to rely against The Dragon.
ever more on the Insilmin to create and hold together what she In time, those who rebelled cast Inzaa into the world with such
desired and so taught them her language and what she could of force that she split it asunder, and waters, stone, and earth came
Fyensigg’s. pouring in to the huge gaping hole she left in the center of the
Though nearly the greatest of her creations, the Insilmin, being world, and she was buried beneath it all. Inzaa, The Dragon,
the manifestations of Inzaa and speaking her language, carried The Mother of the World, would lie, as if dead, buried beneath
with them the seeds of the Maelstrom and much they attempted rock and stone and water from that time until her return at the
was imperfect and often came to ruin. So once again, Inzaa stole end of time. Those who won the war chased the minions of
across the vast emptiness and spoke with Fyensigg. The two Inzaa and those Firstenmin who followed her into the far cor-
managed a trade of beings; the essences of one were given over ners of the world or deep beneath its mountains. Those who
to the other. Of all The Dragon’s creations, the Veerms were her survived rejoiced in their victory.
greatest. There were one hundred of them, each a reflection of They then sought to make the world in their image and to fit
The Dragon. And of these, the first-born Veerm was the most their desires. Though they had great power and could affect
magnificent and most like her mother. She gave Fyensigg her many things they did not have the powers to pull from the fir-
first born and in exchange was given The Tree. mament and create from nothing. They found they could only
Inzae, the world, benefited greatly from The Tree. With The amend what already existed. As such, many wondrous palaces
Tree there came the giants to carry it and plant it and the Inzal were built, halls of stone and wood such that even the Insilmin
to tend to its needs. There also came the Waters of the World marveled at the will of their children. But it was all for naught,
so The Tree could drink and the Light of the World so that The for the pall of The Dragon hung over the land and their hearts.
Tree could flourish. After a time they learned that all things wither and die, that the
INZAE 3
light would dim and the water cease to flow. They had witnessed THE IRSELMIN: These are the Firstenmin who remained
that the fate of all had been woven into a great tapestry and that aloof from the revolt against Inzaa. They neither sided with the
an end would come and Inzaa would return to devour the world Firsmin nor against them. Some of the Irselmin are worshiped as
and spit it back into the Maelstrom from whence it came. gods. Their ancestral hall and palace is on Mount Nistor.
Many grew disheartened and withdrew from the world and re- THE NINZANE: Inzaa’s clutch of eggs produced 100 spawn
mained aloof from its happenings. Others disappeared entire- called Veerm. The first was given over so that only the 99 re-
ly. Still others railed against this fate, claiming to fight it unto mained. They served Inzaa and insured her thralls obeyed her
the bitter end and perhaps stay it. The wars never abated. The commands. During the revolt against Inzaa, many were slain
Firstenmin fought each other until they were ragged and but few and the rest scattered to the remote corners of the world await-
remained, and then they sought to continue their wars through ing their mother’s return but are known to guard their realms
their children and their children’s children, until the end, and a jealously.
ceaseless battle has raged across Inzae from its very beginning.
ANE: Ane is an Irselmin who dwells in the world upon a throne
During this time, man, the children of the Firstenmin, came fashioned from the bones of those he has slain. Ever given to
into Inzae and their thirteen tribes spread through much of the sowing discord and fighting, Ane fomented revolt amongst the
known world. They founded many kingdoms and settled many Firstenmin and fought with them, or against them as was his
lands. As with the Firstenmin, they warred amongst each other desire. Many give offering to Ane before fighting in hopes of
and against others they found in the world. The goblins, other gaining his aid.
children of the Firstenmin, also came into the world and warred
amongst each other. They founded many kingdoms and settled KLEEDJ: Kleedj is a Dorstmin who fought alongside Inzaa
many lands as well, though they were driven to inhospitable when the Firsmin rose in revolt. Kleedj hides in the fetid stench
places and dark caverns beneath the earth. of the world gathering to his fore the Jazrim and others of similar
bent to make war upon man and all others who opposed Inzaa.
Other peoples of the world came and went. The giants who
carried The Tree, the Trottigen, spread throughout the world HEIMDEL: Heimdel is a Firsmin whose blow cast down The
and built many wondrous palaces. The Inzal, who came to tend Dragon. He fights upon the Long Bridge against The Dragon’s
The Tree retreated to the far north as their number dwindled. return. Heimdel calls to him all the essence of the greatest war-
The Jazrim who dwell in the frozen wastes of the north and the riors to aid in his eternal struggle.
arid steppes of the east. Also, there are the Goblins who spread
MORTZVA: Mortzva is an Irselmin who resides most of the
far and wide in the forests of the south. There are many others
time in Mount Nistor serving the Nanes. He is worshiped by
besides and are too numerous to name here.
the Szotek and others of that ilk who withdrew from the world
and involve themselves in it only as is their fate.
FIRSTENMIN
Of the Firstenmin, there are many who walk in the world while NANES: The Nanes are the five fates that reside in the bowels
others reside in the firmament. The following is a classification of Mount Nistor. They are blind and without emotion and were
of the Firstenmin followed by a list of several of them. The First- a parting curse to the world from Inzaa. They weave the Tapes-
enmin take many shapes. Heimdel appears as a man, while Toda try of Fate.
and Virda are wolves and Inez is but a wind.
TODA AND VIRDA: Toda and Virda were created when To-
THE FIRSTENMIN: These are the first and foremost, those vdir, a Firsmin, was cast onto the world and split in twain. They
who came first of the world and into the world and were en- appear as twin wolves and are protectors of the tribes of man
thralled to Inzaa. They served her for many ages and saw the and are worshiped together in Todavia, where they reside.
building of the Endless Palace and the placement of the Heart
of the World. Before the coming of the Waters of the World and SHTROOMSH: This beastly lord, a Dorstmin, sits upon a
the Sundering of the Rings of Brass, many of the Firstenmin mound of gore and blood and calls all who eat of the blood of
rose up and cast Inzaa down. Some sided with Inzaa and others the Firsmin his kin.
remained aloof from the war.
TODEN: Toden, the Lord of the Dead, or the Tearful One, re-
THE FIRSMIN: These are the Firstenmin who rose in revolt sides in the world and gathers the essence of all men whom
against Inzaa. They roam the wide world but their ancestral hall Heimdel does not call. These are deposited in the Pools of Fate
and palace is in Insalla. Great in power, the Firsmin are wor- and Woe beneath Mount Nistor. He is called by fire and flame
shiped as gods. throughout the world.
THE DORSTMIN: The Dorstmin are the Firstenmin who sid- INEZ: The Lord of Waters of the World is a Firsmin who reside
ed with Inzaa in the revolt and fought against the Firsmin. They in winds above the Interzae. Inez is a tumultuous lord whose
scattered to the four winds and hid themselves far and wide anger and pain is often loosed upon those who sail the Interzae.
after Inzaa was cast down.
Seasonally, in the west, the spring and early fall experience great
deals of rainfall. In the east, summer is the wettest part of the
year. Winter is long and harsh throughout Inzae with snow blan-
keting nearly the entirety of the lands surrounding the Inter-
zae. In the east, there is less snow and none at all in the south,
though frigid, dry winds and very low temperatures make for
long hard winters
Kragenmores
These are the tallest mountains in the world. The range is locat-
ed on the far west end of the continent and stretches from the
far north to the far south before swinging east. The upper reach-
es of the mountains are capped in snow and glaciers year round.
Volcanoes crackle all along the central ridge of the chain. It is
known for its deep broad valleys and steep cliff faces. Hoords
The central portion is home to dwarves and giants and is con- This is a scrub-land bordered on the west by the Kragenmores,
sidered their homeland. The southern stretches of the moun- the east by the Interzae and the south by the Untenmores. The
tain house those great ogres, troll and uruk who sided with The Hoords is a mixture of upper arid grasslands and low wooded
Dragon. They make constant war with the dwarves to the north valleys. The soil is poor and produces smaller stunted trees and
and the peoples of Gravia. scrub growth. The largest river flowing out of the Kragenmores
is named the Oordigen.
But it is beneath the mountains and in the deep crevices that
true danger lies. It is there, in the remnants of the Great Palace, The Hoords is home to many trolls and it is rumored their king
that many of the most fearsome creatures dwell, hidden away, resides here. It is a dangerous place but many make their way
awaiting the time when The Dragon returns to come once more here in an effort to pull the gold from its rivers and caverns.
beneath the sun and moon.
Interzae
Untenmores This large freshwater sea dominates the interior of Inzae. The
The Untenmores are a distinct spur of mountains and hills waters of the western Interzae are very deep and its shores are
dropping out of the Kragenmores and dipping into the Inter- marked by steep drop-offs. The eastern stretches of the Interzae
zae. This mountain chain is characterized by its gentle peaks, are shallow, eventually forming swamps and great estuaries. A
broad valleys and gradual slopes. It is also rife with caverns spur of the Interzae in the east is called the Osterzae. The shore-
great and small. Where the Untenmores drop into the sea are line of this shallow body of water changes dramatically from sea-
a million small islands. son to season depending on rainfall.
The Untenmores are home to many of the remaining Trottigen The southeast and southwest supply much food for the Gravia
Giants. They dwell here and act as a wall stopping the uruk of and the Troke and fishermen ply these waters year round. The
the north from spilling over into the Gravia. But they are few in interior of the Interzae is also fished, though less so, for the wa-
number and time has dwindled their kind such that many rare ters are turgid and dangerous with violent storms appearing rap-
and strange creatures have moved into its valleys and dales, not idly and with little warning. The waters are also plied by many a
the least of which are the trolls of the north. pirate and privateer in search of booty from the many merchant
ships moving between the east and west.
Graffenvold Aavenfelden
The Graffenvold is a forest stretching along the south side of the The vast frozen wasteland in the far north of the world is named
Interzae. Its tall fir trees are densely packed in this dark forest the Aavenfelden. A spur of the Kragenmores, it stretches near-
and nestle tightly around miasmal swamps and meandering riv- ly the entire length of the north of the world. These mountains
ers coming off southern uplands. It gives way in the south to the are covered in glaciers and deep snows year round. Some woody
Furthingvold and in the east to the Virdenlaans. growth is found on the southern slopes of the mountain range but
none on the northern end. The northern portion drops onto a
Much of the western Graffenvold falls under the rule of men great ice sheet that stretches many hundreds of miles into the sea.
of the Medelaan. But its southern ranges have many goblins,
fell beasts and terrifying monsters roaming them. The eastern Little lives in this land. It is a waste and little can be gathered
stretches are nearly completely abandoned with only a few ruins except from the sea. It is said this land is home to the huge
to be found along the remnants of the Kambrian Way inhabited bears and sloths, giants who were bent and twisted to anger and
by bandits or foul creatures. hatred, and other fell creatures driven here after the fall of The
Dragon.
Furthingvold
This is a forest mixed with evergreens and deciduous trees. The Nuvenfelden
dense forest covers much of the southern world stretching in This is a large stretch of arid, grassy uplands extending east from
the west and south up to the foothills of the Kragenmores and the Interzae to the oceans thousands of miles away. In the north
in the east it abuts the Virdenlaans. The woods are mixed, dom- the plains give way to the Exxenvold and to the south the Gat-
inated by evergreens in the south and north with the central zenenmores and Durkenvold. The plains grow tall grasses in the
region dominated by massive hardwoods. Many rivers flow into spring and early summer before drying out in the late summer
the region as it sits nearly in a bowl. The mighty Gelden River and into fall. Light snows periodically fall in the area during
flows out of the Furthingvold and into the Interzae. winter. Two large rivers flow into the Interzae to the west; the
Urigin and Voldenigin.
Most of the Furthingvold is empty of anything but wild crea-
tures. However, it is beneath the eaves of this land that one The plains of the Nuvenfelden, though arid, are prodigious with
finds the many-storied kingdoms of the goblins. These are great life. Great herds of wild beasts roam the land, majestic cats prey
in number though spread far and wide. It is a danger to travel on the weak, flocks of birds the size of clouds fly overhead. It is,
these lands and most especially in the east where the goblins despite it all, a land teeming with life. It is also criss-crossed with
make eternal war upon the men who have deemed it wise to tribes of man and Jazrim who enjoy nothing less than warfare.
cross over into their lands.
Exxenvold
Inzevold The Exxenvold consists of a small, low mountain chain falling
North of the Interzae, as the lands become more frigid and the into the sea. The region is riven with volcanoes, deep valleys,
snow falls deep five months out of the year, lies the Inzevold. fjords and islands. The cedar and fir forests grow deep and lush.
The region is dominated by dark fir trees and some few massive Ice sheets pour like rivers off many of the taller peaks before
hardwoods. This dark forest harbors many small peaks and nar- dropping into the sea or melting into vast glacial lakes.
row valleys and deep lakes.
This beautiful land is warmed by many volcanoes and springs of
This land is home to many strange and wonderful creatures. hot water. It is home to strange beasts and goblins and men and
Some are cruel and vicious, others, it is said, are as kind as a all manner of unique creatures. Though beautiful, danger lurks
light in the night, though it is little-traveled, for the trolls and underneath the calm winds and the violent intent of many is
ogres and other creatures of ill bent make this land, ultimately, felt quickly by those who do not tread well-traveled roads.
a horrible place.
Gatzenenmores
Hurtenfelden This mountainous region spreads along the east edge of Inzae
This is an arid subarctic plain dominated by glacial valleys, tills, and encloses a vast coastal plain. The well watered and tem-
large cold rivers and scrubby pine and cedar forests. The Hur- perate hardwood forests grow healthy and strong in this region,
tenfelden is blanketed in snows almost year round with short extending far up into the mountains. On the less well watered
summers producing prodigious undergrowth. western slopes the forests are thin and sparse.
INZAE 7
Here, there wander many a majestic beast unique to this part of flowing in from the east and west across all its length until it be-
the world; sleek black cats and deep throated bulls and a myriad comes a veritable flood of water in the south. This is the Virden
of other creatures besides. Here one also finds some few trolls River. The plains surrounding it are generally grassy with many
in the mountains and other creature who tried to hide after the small hardwood forests dotting the landscape. Seasonal flooding
fall of The Dragon. keeps the land fertile.
Tonenfelden
The Tonenfelden is a hot dry sandy region. There is a small
mountain chain ringing this area such that no water flows from
the north and rains from the sea only come once a year, in the
early spring. During this time, most of the rainfalls in the moun-
tain region flow south, turning the few riverbeds into flourishing
oases – but this lasts but a short time. Large sandy dunes and dry
rocky wastes dominate the lands between the rivers.
Little lives in this region. There are snakes and small lizards that
creep along the riverbanks and in the dry rocky escarpments,
but even these spend most of their time hiding in holes away
from the blazing sun and nearer to the cool of the ground un-
derneath the earth.
Zundinzae
The Zundinzae is a large bay. This is where the Virden River
empties into the ocean in a broad water soaked plain. The bay is
bordered to the north by the southern spur of the Kragenmores
and is dotted with many thousands of islands, some small and
others large. The southern end of the bay consists of a broad
flatland arcing out into the sea.
Called the bay at the end of the world, the water here teams
with life, so much so that the fishing supplies the needs of a
whole kingdom. But the waters also contain dangers as well for
the unwary fisherman. Great sea beasts that can pull a ship un-
derneath the waves, and smaller creatures that can consume a
man in a few short bites. The islands are innumerable and many which each of the great families of dwarves descended. The
are still unexplored. Upon these dwell creatures that would spires are home to many thousands of dwarves and each city
rather not be found, and, when they are, find man weak and is considered a kingdom unto itself, though all are combined as
easy prey. one and under the leadership of a single council, one represen-
tative from each of the seven families.
Edenzae The greater dwarven kingdom stretches far to the north and
The Edenzae is the ocean that surrounds the world. It is a tumul- south along the central ridge and eastern slopes of the Kragen-
tuous sea in the west and north while the southern and eastern mores. It is a powerful realm and uncontested in the central and
reaches tend to be calmer. The oceans eventually flow to the edg- western portions. Here, the dwarves have built many towns and
es of the world and the waters dump out into the Maelstrom. carved entire mountains into complexes and palaces. They have
also delved deep into the earth and have underground roads
The great sea is host to so many creatures that they are with- leading to and from each of the seven cities.
out number or classification. Here dwell those beasts closest to
The dwarves have few conflicts with men in this day and age
the Maelstrom and traveling its deeps is more than dangerous
and those mostly are small and involve personal or trading feuds
and foolhardy. The greatest foe of all though is the edge of the
rather than territorial or political causes. However, the dwarves
world. If one travels too close, its eddy simply pulls one over and
have delved so deep as to open the halls of the Endless Palace
thence dumps them into the Maelstrom.
and hordes of beasts from deep within the earth have spilled
forth. Warfare beneath the earth has been raging for thousands
POLITICAL REGIONS of years and the dwarves are finally being taxed in the battles.
To their north the Jazrim of the Barlang are ranging deeper into
Kambria their homelands and in the south the trolls of the southern Kra-
The Kambria refers to the ancestral home of the dwarves. High genmores are ascending from their deep holes to lay claim to the
in the mountains of the Kragenmores are the Seven Spires from mountains they consider their home.
INZAE 9
Hoord Troke. In the east, they make their way in small numbers or, on
rare occasion, great armies into Inzalia to plunder, loot and kill.
This region is ruled by the trottigen giants, or what few remain
of them. There is no king nor any large cities here, for the giants There is always a Lord of the North in the capital of Barlang. But
live in small clans inside large fortresses or halls made of wood and unlike all others in the world, this warlord encourages his people
stone. This is their ancestral home and it is said they first came over to fight amongst themselves, often fomenting war and destruc-
into the world through a Ring of Brass found somewhere in the tion on a vast scale only to unite the survivors in long wars against
many caverns that underlay the hills and mountains of the area. those of the Gravia or lead them to destruction in Inzalia.
The giants call no one king or lord but rule themselves of their
own free will and make paths of their own choosing. They do, Inzalia
however, come together to fight interlopers or those they deem This is the land of the Inzal, that forlorn and wasting people,
a threat. Amongst them are great sages and learned ones who who were brought over to tend to The Tree and forests. The
are much respected and whose wisdom and leadership the gi- Inzal rule this northern forest as it is their homeland and the
ants turn to when needed. These dwell in some of the most place where The Tree was planted. Theirs is a kingdom as an-
sacred of places found in the Hoord. cient as the world, but is falling into ruin as their time is passing.
The trottigen guard their kingdom from the Jazrim, trolls and Despite this, the Inzal protect and maintain their high towers
ogres but feel no need for conflict with the dwarves, whom they and remote fortresses with a zeal unsurpassed by any, and their
consider kin. They are generally on peaceful terms with the hu- might is still such that most fear to even tread their lands but
mans of the south, though this is an individual choice. under the banner of arms.
There is a lord who sits upon a simple throne and has done so
Jzornia for a thousand or more years. All the Inzal look to him as their
This is a land ruled by those horrible goblins, the Jazrim. Theirs is leader and do the bidding of tradition and laws laid down long
a desolate land of dwarfed forests, sparse grasses, cold rivers and ago. The Inzal have few cities but live a semi-nomadic life mov-
empty fields. By need, the Jazrim have carved themselves a king- ing from fortress to fortress or place to place as fits their whim.
dom in this place. Their cities and villages are gathered around
rivers, which run warm from the many ever-flowing volcanoes. It is only their ancestral enemies who make their way into
The cities here are few but large and stretch in long winding Inzalia. There are the Jazrim of the east who enjoy their wars
lengths along ricers or around steaming pits. They dig deep be- and find great pleasure in despoiling the forests of the Inzevold.
neath the earth as well and have massive underground fortresses Then there are the ogres and trolls who pour in from the west
and halls kept warm by the fires of the earth. in search of warmer climes and easy prey, driven as much by
starvation as hatred. The Inzal give war to them all, knowing
It is a violent kingdom with a warrior caste that rules the land. full well that eventually they will lose.
From amongst the caste a leader is chosen or fights his way to
the lordship and remains there until killed or, on rare occasions,
Gravia
another ruler is chosen. They war amongst themselves only
rarely but strife between individuals or small groups is frequent. The Gravia is a large region comprised of innumerable and, by
and large, malleable, city states, baronies and provinces. Some
The Jzornia plunder who they can and make war to the south of these are very large while others are small to tiny. Between
as pirates and reavers in the Interzae. They also move in great them there is a very complex arrangement of alliances, treaties,
war-bands deep into the Kragenmores or the Hoords seeking family ties, lineages, marriages and sundry agreements and tra-
to break the trottigen giants or displace the dwarves from their ditions that bind the whole region together.
mountain strongholds.
At the center, there is a King who ostensibly rules the entire region
and to whom all, ultimately, pay their loyalty. However, this unity
Barlang
is but an illusion and serves more to dampen warfare than prevent
The Barlang is a horrible region. It is covered in ice and snow much it. As each family, lord, guild, council or individual attempts to ma-
of the year. Yet here, gathered around hot springs and volcanic neuver themselves closer to the center of power, they tend to war
remnants are found legions of ogres, trolls, goblins and the Jazrim. with one another. Each lay claim to territory or rights or positions
They have built foul nations amongst this wasteland but forever and fight battles openly or secretly to keep those privileges. The
find their lands wanting. As such, they war amongst each other result is a low-level of constant warfare and intrigue.
brutally and ever seek to expand south and east.
In recent years, a new king has been crowned, but he is a boy
Their numbers are greatest in the south along the shores of the of little accomplishment and reviled as weak by many of the
Interzae, where they gather much of their sustenance. Here are nobles throughout Gravia. His position on the throne is tenu-
also some of their greatest cities, cities that rival those of Gravia ous and he is kept in his seat only by the power of the extensive
in size. It is from these cities that huge numbers make their way army at his command and the reluctance of its general to give
to the Interzae and raid and plunder as far as the shores of the up his position in the capital.
INZAE 11
Norvenia
Norvenia is a coastal region on the west
side of the Kragenmores. This land was
settled by people of the Ven who left
the Fuldinlaan. These are a contentious
and warlike people who have braved the
deeps of the Edenzae and the oceans
around the world. Their land has little to
offer excepting hardship and toil. They
call no man king and live lives in small
towns and villages hugging the coast.
Fuldinlaan is little harbor for them from the Troke to Gravia making that
stretch of the trip the most dangerous.
As the tribes of men spread throughout the world, the Ven came
to the Zundinzae and found the waters here bountiful and set- In the northwest, the Jzornia dominates the seas and does so
tled the lands. As their numbers grew, they moved out to the with little contest from others. In the northeast, the Inzal sail
Islands of the bay and founded many cities and villages. Over their magnificent vessels allowing only a select few to enter
many thousands of years and innumerable wars, the region was what they consider theirs. The interior of the Interzae is braved
united into one kingdom. Ostensibly ruled by one lord from a by only the hardiest of seamen and fishermen, for here there is
majestic hall on the island of Oltenmore, in reality the spread great wealth but also great danger from the turgid waters.
of islands makes central rule nearly impossible and disputes
amongst the nobility are common.
Troke
Unlike much the rest of the world, though, the people of the The Troke refers more to a region rather than a single political
Fuldinlaan prefer their wars fought by heroes and men of great entity. The Troke is located on the northern plains of the Vird-
renown. This has resulted in a military caste of warriors that, enlaans and stretches into the Graffenvold and Furthingvold in
though small in number, are supremely capable and are, many the west and to the east as far as the Durkenvold and Nuven-
believe, the true powers in the land. The Fuldinlaan can call felden. The Troke was settled by peoples of many tribes of men
upon a large naval force but only needs do so seasonally when and the dwarves of Kambria.
raiding parties from Norvenia make their way to their shores.
As the tribes of men left Mount Nistor, many came to reside in
these lands rather than travel onward with the main body of
Interzae
their peoples. In time, these peoples turned the verdant lands
Since the waning of the Kambrian Way, trade between the East into productive fields and many towns and cities flourished,
and West has moved almost exclusively along the southern each independent of the other. The dwarves of the Kambria
shore of the Interzae. The Interzae, that vast inland sea, is ruled learned of this and sought trade with these peoples and the
by no one, but is criss-crossed with maritime and naval powers peoples further south. The dwarves built a road stretching from
from the Troke, Gravia and Jzornia as well as many independent their kingdom to the Troke and named it the Kambrian Way.
merchants, pirates and privateers. This road ends in the Troke and the region became the center
of trade between the eastern and western halves of the world.
The southern regions of the Interzae see the most activity as the
trading vessels and merchant ships hug close to the shores for The cities of the Troke never united and remained independent
safety, both from pirates and raiders from Jzornia, and for safety of one another. Many would become famous trading communi-
from the tumultuous waters of the interior. These trading ves- ties and the wealth of the world flowed through them. This al-
sels are often escorted by warships, forming large fleets. There lowed great armies to emerge with wealthy leaders commanding
Todavia The Jazrim are a tribe of greater goblins who roam the plains
astride great war boars and mammoths and other creature they
Todavia, also known as The Eternal Kingdom and The Heart of
have domesticated. They war as fiercely amongst themselves as
the World, is the oldest kingdom of men and its rule can be traced
they do with others. It is believed that if the Jazrim were to quit
back ten thousand or more years. The kingdom was founded by
fighting amongst each other, they would find much of the rest
five tribes of men when the leaders of each gathered upon the
of the world an easy conquest. The Jazrim do raid outside their
spire, upon which the Tovdir, a Firsmin, had been split in twain
own and have been known to break through into the Troke and
and arose as Toda and Virda. These two promised to protect the
even Todavia.
tribes if they would follow their teachings and obey their laws.
Under the guidance of Toda and Virda, the tribes flourished and Pradek
they built their capital around that spire and named it Todavia. The people of Pradek live in two worlds. Here, two tribes of man
The tribes flourished and spread north, south, east and west came to reside. The people of Ninev chose the arid and sandy
to lay claim to most all of the Virdenlaans. The lands proved lands near to the ocean, for there they found solace and a peace
bountiful and the length of the Gelden River sprouted cities and in the sun far from the cold of the north. They basked there for
communities like forests. ages, left alone to build their towns and villages by the sea.
The leadership of Todavia has always been a council of five, one The people of Minden settled to the east in the swampy morass
from each tribe of the men who settled there. In time, disagree- of the Adnenvold. Ever bent to the worship of the Dorstmin,
ments arose and warfare between the tribes plunged Todavia they were cast far and wide from all other tribes of men and for
into civil war and were it not for the intercession of Toda and ages hunted and killed until they found safety in the deep of the
Virda, the kingdom would have split. But they came back to- swamps. Here they built their large temples and worshiped as
gether and the tribes melded such that over time one could not they chose, seeking to hasten the end times.
distinguish between them and a new council arose, comprised
of five powerful members, each representing a facet of Todavian The people of Minden grew powerful and of the Lords of that
society. Even so, Todavia was riven by conflict again and again land, one grew to great might; Irviness the Bloody. He estab-
over the ages between powerful lords and factions, but always, lished a kingdom in the region whose might could not be rivaled
the Kingdom and its peoples would return to Toda and Virda and with his armies began the assimilation of his people into
and look to Todavia and they had become stronger for it. All one kingdom. Over many generations, his line and those who
enemies, but one, fell before the might of the Todavian Empire. supplanted them, united all the peoples of Minden.
These were the people of the Troke to the north.
These armies then spilled into the sandy wastes where the peo-
Currently, Todavia is in the midst of a brewing civil war. After a ple of Ninev did reside. This war was quick and pitiless. The
war with the Troke ended in defeat and witnessed the destruc- people of Ninev were driven deep into the wastes, high into the
tion of the flower of the Todavian army, various factions and mountains or enslaved.
provinces rose in revolt or decided to break away from the Em-
pire. The Council still sits but can do little to rein in the various To this day the kingdom of Pradek rules most of the Adnenvold
factions and provinces until the military is rebuilt. and the habitable portions of the Tonenfelden. Their cities can
be found throughout the Adnenvold, connected by causeways
rising high above the swampy waters. Their cities are dominat-
Zotenlaan
ed by a myriad of temple complexes and ecclesiastic structures.
The Zotenlaan is less a kingdom than a region. This area has no Those cities in the Tonenfelden are connected by causeways of
proper boundaries as the inhabitants of the region are nomadic. similar make and the cities mirror in many designs those found
The region is dominated in the north and west by large tribes of in the Adnenvold.
Jazrim and in the east and south by several large tribes of men.
INZAE 13
Pradek is ruled by Minitok of the Turayapan. He has claimed dren and, though the days of each Inzal is without number, the
the city of Olmiac as his capital. However, as has always been Inzal shall eventually wither as a people and disappear altogether.
the case, the ruling elites of Pradek constantly vie for power and
the seat of leadership changes often such that murder, assassi- Of Trottigen
nation, kidnapping and all manner of vile deeds are undertaken
to attain power in this kingdom. The Trottigen were those that carried over The Tree from
Aihrde and planted it. Great in size and strength, they were giv-
Currently, Pradek is on the verge of another civil war as the en the task to build a palace as The Dragon imagined. They un-
aged Minitok has lost sway with many of the elite and his breth- dertook this knowing that one day they could return home. Yet,
ren were always small in number. Armies are gathering in the when The Dragon fell, the world sundered and The Rings of
east, north and south in expectation of another long civil war Brass were closed and the Trottigen would remain here forever.
with no clear leader on the horizon. Despite, or because of, the
warring amongst the elites, it is the vast priesthood which holds Of Dwarves
ultimate sway over Pradek and maintains a semblance of order
in the kingdom. The dwarves are of Inzae and embody its strengths and its weak-
nesses. They are a small people but strong in body and mind
and not unlike the stone they so ever love. Their days are long,
Exxenlaan but not eternal, and only their names and deeds and creations
The Exxenlaan is a kingdom of men in the far northeastern cor- shall survive them; thus, they seek to command their time like
ner of the World. Here, in the high mountain peaks and deep no other.
lush valleys dwell a people far removed from the rest of the world.
This kingdom is made of many small cities and towns nestled Of Trolls
along the coast and in the valleys of the mountains along the
coast. There are also remote places high in the mountains where The trolls are the offspring of the Dorstmin and carry with them
gather those who seek to bring the Firsmin back to the world. the will and desire of those who seek to bring The Dragon back
to the world. They ever seek to break the children of the Fir-
This is a highly segregated society with a ruling bureaucracy smin and in particular find man their most hated foe, and grow
and separate ecclesiastic order. A king is chosen by a group of great in their consumption of them.
functionaries in the palace and his sole purpose is to act as an
administrator of the rules designed by bureaucracy. Of Goblins
The bureaucracy exists to serve the ecclesiastic order. In the The goblins are the offspring of the Irselmin. They are great in
main, it is a peaceful land but most men are considered slaves number and shape and size and will and desire. They are found
or servants to the orders who run the land. When war comes, the world over but find they must hide and as is their want,
and it does on occasion, those from the monasteries descend remain aloof from the world as much as they can.
with a fury and vengeance to lay waste to all who come to raid
or waylay their people. Of Jazrim
The Jazrim are of Inzae and embody its worst aspects. This is
THE PEOPLE OF THE WORLD a creature of violence and decay, rot and pestilence, conflict
and war. The Jazrim see nothing in the world to create but only
Of Man things that must be destroyed or bent to their will. They find
Man was born of the Thirteen Sisters atop Mount Nain. Thir- the dwarves abhorrent and man a pestilence. Their numbers are
teen tribes descended from here; the Peoples of the Lines of great and their days long.
Gravia, Minden, Ninev, Vard, Orto, Hurfen, Grimdell, Ven,
Urik, Eimdil, Arthut, Mamut and Shin. They spread into the
world and settled its many kingdoms. The only gift given to
men was a desire to free themselves of their fate and make their
way in the world as is their want. As sons and daughters of the
Firsmin, they carry with them all the spirit of freedom and of
creation. They are a great people though their days are short.
Of Inzal
The Inzal were brought over into the world to tend to The Tree.
Yet, Inzaa grew wroth and destroyed The Tree leaving the Inzal
with little purpose. Their way back was barred forever and the
Inzal became a melancholy people. Their numbers were once
great but they have dwindled with time. They can bear no chil-
14 CASTLES AND CRUSADES