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DCC35 Gazetteer

Dungeon Crawl Classics #35 is a gazetteer detailing the Known Realms, including the Northlands, Southlands, and Lostlands, along with their geography, organizations, and history. The introduction discusses the origins of the tome, its historical significance, and the challenges of translating its contents. The document provides insights into the climate, cultures, and conflicts of the Northlands, highlighting the harsh realities of life and the importance of honor among its inhabitants.

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100% found this document useful (1 vote)
2K views123 pages

DCC35 Gazetteer

Dungeon Crawl Classics #35 is a gazetteer detailing the Known Realms, including the Northlands, Southlands, and Lostlands, along with their geography, organizations, and history. The introduction discusses the origins of the tome, its historical significance, and the challenges of translating its contents. The document provides insights into the climate, cultures, and conflicts of the Northlands, highlighting the harsh realities of life and the importance of honor among its inhabitants.

Uploaded by

Art Nickles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dungeon Crawl Classics #35

Gazetteer of the Known Realms

Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Chapter 1: The Northlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Chapter 2: The Southlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Chapter 3: The Lostlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Chapter 4: Geographic Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Chapter 5: Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Chapter 6: Beyond the Known Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Chapter 7: History of the Northlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113

www.goodmangames.com

1
Introduction

T
he grimoire you hold in your hands first surfaced and serves as catalog for the later volumes and a brief
in America more than one hundred years ago. gazetteer of what the scribes refers to as the Umbris
Discovered in the ruins of the Great Chicago Fire Mundus. The first term, “shadow,” certainly refers to the
of 1871, the tome made its way from collector to collec- threats that plagued their civilization. The second trans-
tor and finally to the good Doctor S_________ W____, lates to “world,” but whether the scribes intended
who—knowing my interest in bibliotic obscurities— “world” as we understand it, or “continent,” or simply
entrusted the tome to me for translation. “the lands of our lord-liege,” remains unclear.
Upon inspection, the first thing one notices about the Similarly, a thousand other priceless historical details,
tome is its smell: musty incense, wood smoke, and oiled deemed too trivial or universally understood to record,
steel. Bound in splitting leather and scarred with runes, remain lost, waiting for future scholars to coax them
the cover conjures visions of the ceaseless march of the from the mists of antiquity. Given the absence of accurate
ages. maps, it remains for the reader to decide if the codex is a
pre-history of our world, or an inexplicable shadow-echo
Between those thick covers are several hundred hand- of another, unnamed realm.
written pages, each inked and illuminated in dyes and
pigments that bear little resemblance to any known by We have done our best to present this translation of the
modern bibliophiles. Sadly, the bulk of the tome has been tome in its original context, without attempting to con-
damaged beyond recognition or is simply untranslatable. ceal its flaws. I encourage the good readers to fill in the
But from the scattered passages, a determined researcher gaps with their own reasoning and logic, so that the
may infer this much: world of the scribes might live on in their imaginations—
and perhaps stave off the darkness a bit longer.
The codex is the work of a handful of unidentified
scriveners or monks, living during what might be termed Harley Stroh
a Dark Age—a time of marauding savages, unknown Curator of Esoteric Collections
powers, and desperate heroes. By collecting the sum of Chicago, 2006
their knowledge into a single work, the
tome, these scribes hoped to stave
off the press of darkness and
barbarism.
Whether or not their
gambit was success-
ful, and if they
accomplished
with pen and ink
what sword and
spear could not,
will likely never
be known.
The codex is sev-
enth in a work of
twenty-one volumes,

2
Chapter 1
The Northlands

T
he nations of the Northlands are steeped in The Criestine Empire and the other nations adjacent to
eldritch history, and are often—quite literally— the Lirean Sea enjoy mild summers, brief winters, and
built upon the ruins of those that came before long springs and autumns. Dense stands of deciduous
them. The mightiest citadels stand on the ruins of hardwoods offer sturdy beams for shipbuilding, while
dwarfholds, holy sanctums are built atop fallen rings of fertile soils provide abundant crops and grasslands for
druidic stones, and loggers harvest timber from fae- cattle and sheep.
haunted glades. Every spring a farmer uncovers new Moving north, the climate grows steadily cooler, reflect-
ruins beneath his fields, often warded in dead languages ed by a marked hardiness in the people and beasts. The
unknown to modern sages. The past is the North’s con- Warlands, renowned for their wealth of natural resources,
stant companion, dark-cowled and mysterious, revealing expect deep winters with heavy snowfall and months of
tales of high sorcery, heroism, and slumbering horrors at isolation. The summers, unmitigated by the cooling
her leisure. Lirean Sea, can be equally severe, and times of hardship
A careful study of these ruins, and of the scrolls and force farmers to augment their crops and herds with wild
tomes brought back by explorers, reveals that the kings game. The deciduous forests slowly give way to primeval
of men are not the first to rule the Northlands. Some leg- coniferous stands and the mighty Ashwood groves.
ends speak of ancient races and gods familiar to scholars, East, across the vast ranges of the Ul Dominor
while others whisper of foul cults and forbidden powers. Mountains, are the Mirdar-Luminar Steppes. The little
Sages debate these epochs endlessly, but all can agree moisture that reaches the steppes is brought by raging
that the current age is rightly called the Reign of Man. storms that sweep down from Hoarfrost Bay. In years of
Whether by mortal ambition or some mystic turning of drought, the steppes become a vast tinderbox, and wild-
the cosmos, the power of the Gods has waned, permitting fires rage up and down the high prairie, tainting the air
the rise of heroes, and granting men, elves, dwarves, and for hundreds of leagues in every direction and shading
the wee-folk the freedom to fashion their own destinies. the sunsets the color of spilled blood.

This waning has also ushered in a new host of threats and North of both the Mirdar-Luminar Steppes and the
dangers. The marauding armies of the Scourgelands Warlands are endless swaths of high tundra, gnarled oak,
threaten the heart of the civilized world, barbarians raid and icy wastes. Here the temperature retreats below
with greater frequency each spring thaw, and shrieking freezing every night of the year, and savage beasts swarm
comets tumble from the night sky; witches, seers, and the land. While hunters, outlaws, and hermits choose to
astrologers alike presage a time of coming darkness. make their home in the forbidding wastes, they are the
exception, not the rule.
It remains to be seen whether this is a prelude to an age
of prosperity and peace, or an end to humanity’s reign. Timekeeping and
Climate and Seasons Celestial Bodies
The Northlands encompass ecologies ranging from the The Emperor of Crieste, in his divine wisdom, deter-
temperate grasslands and vales of Crieste to the inhos- mines all units of measurement, including the span of the
pitable wastes of the north. Climates and seasons are days, months, and years. Following the end of the
dependent largely on latitude and precipitation, with cer- Interregnum, the empire adopted a sidereal calendar of
tain marked exceptions due to geographic and magical 365 days, but many of the smaller nations hold to the
anomalies. older lunar calendar.

3
Every nation and religion celebrates a host of holy days wizards to choose apprentices. Adventuring companies
throughout the year, and travelers can expect to often choose this day to make their first vows of brother-
encounter any number of festivals and feasts as they trav- hood.
el the North. While universal celebrations are rare, the
following holidays are common to all cultures: Harvestmoon: Falling on the full moon closest to the
Autumn Equinox, Harvestmoon is a celebration of
Swordfall: Spring in the Northlands is the season of war. thanksgiving and preparation for the winter ahead. The
Foes abound, and even nations of common cause have dead are honored with tributes of wine and sweetmeats,
reason to settle border disputes with blade and lance. and priests go from house to house offering blessings in
Swordfall is observed on the Spring Equinox, marking return for the same. The revels stretch from moonrise to
the customary beginning of the war season, when roads moonfall and lively celebrations are believed to ward off
are passable and the weather tenable. Swordfall is tradi- winter’s chill.
tionally celebrated with martial tournaments and tests of
courage, but just as often the holiday heralds a full-scale Forge Feast: Observed on the Winter Solstice, Forge
invasion, presaging a season of rapine, fire, and death. Feast celebrates the rebirth of the year, when hearth fires
are relit from the forges of village smithies; woe is the
Day of Fates: Celebrated on Summer Solstice, the Day smith who has let his forge fire die. The day culminates
of Fates is the culmination of a weeklong celebration in an exchange of gifts, and a single enormous feast with
honoring patron deities and local saints. On the last day every member of the community bringing an offering to
of the week, newborns are named, couples renew their the table.
vows of love, and oaths to lord and liege are declared
anew. It is a common practice for knights to embark on
quests on this holiday, and it is deemed a blessed day for

4
Empires, Kingdoms, Fiefs, Cinai
and City-States (Vale of the Blood Hunt)
What follows is a catalog of the empires, kingdoms, free-
states, and principalities of the Northlands. The noted Thane of the Blooded,
populations are only rough estimates; the actual figures
fluctuate wildly with the seasonal depredations of war,
Ashir the Maul
plagues, and other acts of the Gods. This catalog is by Population: 569,601 (humans 75%, dwarves 10%, half-
necessity incomplete: towns, hamlets, and even some elves 4%, gnomes 3%, halflings 4%, elves 2%, other 2%)
cities were passed over due to incomplete records and
cartographical disputes. Local lords and elders should be Resources: Furs, mercenaries, raw wool, leather, timber
always consulted before the beginning of any journey. Capital: Marzakol
At first glance, the Known Realms might appear to be a

T
he wind-scoured hills and dark forests of the Cinai
patchwork of nations covering every league of Áereth,
Highlands breed fierce warriors and deadly mon-
but veteran explorers know better. Each nation’s borders
sters. With the constant threat of the Scourge and
extend only as far as its lord’s ability to enforce his rule,
the fierce hill trolls that are native to the Highlands, life
leaving vast swaths of borderlands given over to roaming
in the Vale is often short and always violent.
bands of escaped slaves and serfs, violent outlaws, mon-
strous humanoids, and far worse. Passage between The people of Cinai are forged in the fire of violence and
nations without armed escort is attempted only by the tempered in the blood of their foes, hence their chosen
bold or desperate. name, the Blooded. Centuries of conflict have made them
hardy in battle, quick to fight and slow to forgive insult.
The majority of Northlanders live in simple villages and
Dark and coarse of hair, their sun-weathered skin runs
hamlets, earning their livelihood by farming, herding,
from olive to rich brown. Commoners dress in rough
and hunting. The average farmer passes his entire life
homespun cloth, while warriors and priests wear the pelts
without traveling more than twenty miles from his home-
of the mighty northern great cats and dire wolves.
stead. Cities and towns are essential hubs of trade,
defense, and religion. Any time a city is sacked by While considered savages by most civilized people, the
marauding hordes, the surrounding lands suffer. Blooded’s most valued possession is their honor—as
anyone accusing them of deceit quickly learns. The folk
Similarly, the cities rely on outlying farms to provide the
of Cinai believe that life is a fleeting experience, but that
enormous amounts of grain, vegetables, fruits, and meats
the legends and stories told after death are eternal.
necessary to support their swollen populations. A prince
that punishes his people with high taxes and refuses to War is a way of life for the Blooded. Every boy and girl
defend them in times of distress quickly discovers how learns to use a sling by the age of five, and the study of
difficult it is to maintain a cavalry without grain, or arm sword and bow are quick to follow. While most warriors
his knights without iron. are unkempt barbarians, the most esteemed warriors
gather in one of three Orders, the warrior fellowships that
Exceptions to this rule are plentiful, and benign despots
give the Vale its fierce reputation.
are few and far between. In the hostile realms of the
North, civilization is best thought of as a curious anom- The Order of the Lion is comprised of holy warriors who
aly in a long history of savagery and barbarism. charge into battle atop the shaggy steppe ponies; the
Lions are renowned for fighting with lances, shortbows,
and wickedly curved axes feared for their razor edges and
lethal blows.
The warriors of the Raven are recognized as fearless
rangers and scouts, fighting in the rocky highlands and
dense forests with ease, striking from the shadows like
ghosts.
Last of all is the Order of the Wolf: a collection of tire-
less foot soldiers sworn to victory or death. Tales hold
that, in the course of a single night, a troop of Wolves can
run dozens of miles in full armor and fight in the morn-

5
Marzakol: (Large town, pop. 4,299) The capital of Cinai
is built atop the ruins of an ancient dwarven city. Granite
blocks form crude walls, raven-picked ogre skulls adorn
tall pikes, and smoky fires from the town’s many forges
are visible for miles in every direction. Despite its simple
defenses and coveted location, it has never fallen to for-
eign armies.
Ashir the Maul, Thane of the Cinai, rules the highlands
from atop a low hill in the center of the city. Numerous
trophies of fallen foes adorn his feasting hall and sur-
round his throne: broken shields from fallen knights,
shattered skulls from every sort of beast and demon, sun-
dered swords and splintered lances. From here he plots
new ways to bring terror to his foes, and honor to his peo-
ple. Such plans invariably include battle.
The city is also home to dozens of smithies. The forge
fires burn at every hour of the day, transforming the dark
dwarven ore into razor-tipped spears and bright shields.
Arms and armor forged in Marzakol bear distinctive
markings, a blue-gray patina visible only in starlight. The
origin of these markings is a mystery to even the smiths,
but sages are quick to note that Marzakol is dwarven for
Starfall.
ing, as if they had spent the night sleeping in their homes.
Iderag: (Small city, pop. 6,902) It is fitting that Cinai’s
Warriors of the Blooded record their victories in blued, greatest city exists only one season out of the year. At the
runic tattoos. After years of battle, the tattoos evolve into end of summer, merchants brave the fierce highlands,
sprawling works of art that cover a warrior’s entire torso. bringing a year’s worth of trade goods, dried fruit, and
The hordes of Blooded—dirty, wild-eyed and tattooed— coveted foreign spices. The merchants flock to the
inspire terror in the bravest knight, and send lesser men Fartrader River, and raise a city of tents, bringing trade
scattering to the four winds. goods to the Cinai herdsmen and hunters.
Fortunately for the civilized lands, the Blooded’s favored With the southern merchants come a host of southern
enemies are the monstrous humanoids of the vices. Thievery is rife, as are fights over foreign women.
Scourgelands. Every spring the Orders can be found on Quick-tongued merchants can make a fortune over the
the Mirdar-Luminar Steppes, frothing at the mouth, beat- course of a few weeks, but at the first hint of winter’s
ing their axes against their wooden shields, calling the chill, the merchants flee south, and Iderag vanishes as
orcs and ogres to battle. quickly as it appeared.
The armies of the Cinai follow a fearsome warrior of Namana: (Village, pop. 640) Namana is home to the
near-divine might: Ashir the Maul. A legend amongst his Order of Lions, the fierce war band that serves as Cinai’s
people, Ashir embodies all the virtues of a Cinai warrior. medium cavalry. At first glance, the village is unassum-
Strong, brave, and cunning, the Maul is fearless in battle ing; for all the legends attributed to the Lions, the village
and terrible in his wrath. Ashir’s throne is found in the is deceptively small. This is because at any time the bulk
primitive city of Marzakol, but he holds court on the field of the Order is roaming the highlands, patrolling the bor-
of battle. Like the warriors serving in his hordes, the mas- der or watching the herds of shaggy steppe ponies.
ter of the Blooded is most at home in the heat of combat,
Those riding into the small village will find only aging
howling in triumph as he cuts a swathe of death and
men and women and young babes in arms. The men and
destruction through his foes.
women are the band’s elders and shamans, while the
The majority of the Cinai people live in simple sod huts babes are those too young to ride on their own. The eld-
scattered about the lonely highlands, and spend their days ers nourish the children on pony milk and war stories,
herding shaggy sheep and the highland cattle. The and as soon as children can ride they rejoin their parents
nation’s cities, if they can be called such, are often no on the high steppe.
more than haphazard collections of tents and crude cab-
Hali: (Small town, pop. 1,372) Concealed in a glacier
ins and lodges.

6
valley, high in the southern Ul Dominor Mountains, the The reach of Crieste once extended from the Mirdar
fastness of Hali is the home to the Order of the Ravens. Forest, east to Hoarfrost Bay, and south past the golden
Like its scouts and rangers, the stronghold is difficult to sands of the Ghetrian Desert. But with the disappearance
find and harder to reach. A visitor to the mountain fast- of Emperor Oststad, the empire passed into the
ness is met with an entourage of solemn warriors long Interregnum: three hundred years of internal feuding that
before he draws within a dozen miles of the valley. The culminated in the secession of the Southern Province.
sight of silent watchers silhouetted atop the sheer canyon Other kingdoms and principalities were quick to follow,
walls unnerves even the stoutest soldier. eagerly making their bids for freedom.
Those passing the tests of the Ravens meet with a quiet Hoping to stem the tide of seceding states, the lord-
woman of undeterminable age. If rumors are to be barons displayed a rare moment of consensus and elect-
believed, this nameless woman is one of the most accom- ed a seven-year-old boy to sit upon the Dragonskull
plished assassins in all of the Northlands. Such tales are Throne. Now ten years of age, the Child-Emperor rules
surely nothing more than idle speculation, the spurious according to the dictates of his vizier, Lady Mortianna,
work of feeble minds. who ensures that the child remains “untroubled” by the
onus of empire. The child will assume full powers upon
Kursan, Chanshi, and Qumarli: (Small castles, pop. his fifteenth birthday, but until that day it is Mortianna
averaging 1,000) The leadership of the Order of the Wolf and her coterie of power-hungry barons who direct deca-
is divided between three nearly identical citadels. Easily dent Crieste.
recognized by their colossal central tower and concentric
rings of ditches and simple wooden walls, each fastness Thankfully, the Child-Emperor is served by Captain
is capable of disgorging a roaring horde of Wolf warriors. Sentri, Master of the Sable March and General of the
The three fortresses are spaced evenly across the high- Seven Armies. Sentri embodies all the virtues of chival-
lands, shouldering the responsibility of the nation’s ry, swearing loyalty to the Emperor while spurning the
defense. lord-barons. This often places the captain in the danger-
ous role of commanding the armies to obey the Vizier’s
Each citadel is governed by a council of thanes drawn orders, while sending agents of the Sable March on mis-
from the highest echelons of the Order. Their roundtable sions to counter the same. Thus far the captain has suc-
decisions, made by howling warriors bearing terrible cessfully countered the worst of Mortianna’s schemes,
weapons, are things of legend. But once a consensus is but as the Emperor draws nearer to his Rite of
reached, and the Wolves are mobilized, little can stand in Ascendancy, Sentri’s gambit grows steadily more dan-
their path. gerous.
Crieste is celebrated for the honor and nobility of its
Crieste, Empire of knights, and no knighthood captures the spirit of galantry
better than the Order of the Sable March. Stories of the
knights defending mountain passes against the press of
His Divine Eminence, the giants, single-handedly defeating hordes of demons, and
Rampaging Lion, Immortal sacrificing their lives for the common man are almost too
Emperor of Crieste improbable to be true, but this doesn’t stop the younger
squires from striving to emulate the tales. Many squires
Population: 3,209,000 (humans 59%, half-elves 11%, die in the pursuit of impossible ideals, but those who sur-
halflings 7%, dwarves 7%, elves 5%, half-orcs 5%, vive go on to become legendary warriors without peer.
gnomes 4%, other 2%) The Knights of the Sable March can be recognized by
their coat of arms: a black background pierced by three
Resources: Silver, foodstuffs, trade goods, livestock silver stars. The background signifies the darkness that
Capital: Archbridge (during Summer Court), Kassantia threatens humanity and Crieste; the stars signify the three
(during Winter Court) tenets of the order: honor, duty and courage. The Knights
of the Sable March are quartered in the fortress known as

O
ldest of the western nations, and arguably the the Citadel, in the city of Archbridge, but can be seen reg-
most powerful, the Empire of Crieste once dom- ularly patrolling the farthest reaches of the empire and its
inated the North. Its vast holdings, built atop the neighbors, fighting injustice and carrying out secret mis-
moss-covered ruins of the Nimorian Empire, have them- sions on behalf of Captain Sentri and the throne.
selves fallen into ruin; once again fierce monsters roam
the wild, travel between the towns and cities is seldom Even more secretive than their armored brothers are the
undertaken without escort, and sellswords and warcasters wizards and sorcerers belonging to the shadowy cabal
are in great demand. known as the Ordo Arcana. Rumor holds that the spell-

7
The empire recognizes nearly a thousand settlements,
ranging from small hamlets to the greatest cities of the
north. Following is a brief list of Crieste’s more notable
towns and cities:
Archbridge: (Metropolis, pop. 48,250) Also known as
“Summerhold,” Archbridge is home to the summer impe-
rial court. The city also houses the Imperial Army and
their chief rivals, the Order of the Sable March. One of
the great cities of the Northlands, Archbridge is governed
by Crieste’s warrior class, men and women famed for
their honor and martial pride. Status in the Imperial Army
is determined by nobility of birth, while in the Sable
March, rank is accorded by honor and bravery in the
defense of good. It follows then that the Army and the
Knights of the Sable March are bitter rivals, each striving
to outdo the other on the field of battle. Too often these
tensions boil over, resulting in deadly back-alley duels
and running street battles. Officially, the generals of the
Army and the Sable March refuse to condone the duels,
but high-level commanders can be often seen returning to
their barracks late at night, sporting bloody wounds and
ferocious grins.
casters meet on every full moon, wearing elaborate
masks to conceal their identities. The aims of the Ordo Many aspiring young warriors make pilgrimages to the
Arcana, and the reasons for their intense secrecy, remain city, hoping to join the ranks of the fabled March or the
unknown, but a masked sorceress has been spotted leav- Imperial Army. Those that fail quickly find their way to
ing a clandestine meeting with Captain Sentri on more the city’s taverns and gambling dens, where they nurse
than one occasion. It comes as no surprise that that the their wounded pride with liquor and brawling. It is said
Ordo Arcana makes its headquarters in the magic-laden that Archbridge is a city of warrior-lords, but this only
city of Kassantia, but seekers would do well to inquire partially true; for every true knight, there are a dozen pre-
discreetly before attempting to enter the tower known as tenders hoping to catch the Emperor’s eye.
the Howling Fane. The majestic city is built atop the ruins of a previous
Despite the chaos of the Interregnum and the greed of its acropolis, and Archbridge’s vast undercity is notorious
lord-barons, the Criestine Empire retains much of its for- for its ancient passageways, forgotten tombs, and secret
mer greatness. Until the secession of the Southern corridors. The Imperial Army sends regular expeditions
Province, all trade passing through the Lirean Sea had to into the undercity, but few return.
stop at a Crieste port, filling the empire’s coffers to burst- Axebury: (Hamlet, pop. 125) A sleepy hamlet founded
ing. Crieste maintains strong ties with the Steel Overlord on the southern edge of Mosswood, the folk of Axebury
(see Holdfast of the Steel Overlord) and benefits greatly make their living harvesting timber for the dark glades.
from trade with its dwarf allies. Relations with the Fae Recent expeditions into the heart of the wood have
Lords are much cooler; during the Interregnum, northern uncovered peculiar standing stones of ancient origin.
kingdoms aggressively expanded their domains, sparking Whether the stones are baleful or blessed has yet to be
conflicts between human foresters and elven scouts. discovered.
Abroad, the empire’s colonies continue to offer their annu-
al tribute, and none dare to challenge the Imperial Navy. Blihai: (Small town, pop. 16,801) A vibrant fishing town
with a deep natural harbor and easy access to old growth
At present, both the Empire of Crieste and the Southern
forests, Blihai also serves as the western staging area for
Province lay claim to the Dragonskull Throne of
the Imperial Navy. Seamen are highly regarded in Blihai,
Kassantia, and the scions of both nations aver to be the
and those with little or no deck experience are often dis-
true Son of Heaven. So long as the two emperors fight for
missed as “greens.” With a rotating pool of over one
the same throne, the empire’s outlying kingdoms will
thousand sailors and marines, Blihai has grown notorious
continue to exercise their independence, growing
for its rollicking nightlife, and—in times of war—its sea
stronger with each passing season. Within one hundred
captains’ practice of “enlisting” drunks into the
years, the mightiest human empire the world has ever
Emperor’s navy.
known may be nothing but a memory.

8
Carnelloe: (Large thorp, pop. 86) Isolated from major reach of the fallen empire, Hadler’s Gap is a collection of
trade routes and battered by frequent storms, this lonely small farms nestled amongst the Urkallan Hills. To the
costal hamlet is often dismissed by imperial mapmakers. west, a forbidding, craggy mountain rises from the grassy
Carnelloe (Elvish for “desolate place”) is noteworthy hills. Local legend holds that the mountain was the fan-
only for its proximity to Gurnard’s Head, a rocky spire tastic result of an ancient duel between warring arcanists,
that served as a strategic landmark in the early days of and passing merchants aver to the unnatural aura that
Crieste. The solemn tower atop the spire was hard put haunts those living in the shadow of the mountain.
during the Siege of Sorrows, and has since fallen into
ruin. High Cross: (Small castle, pop. 910) Raised at the junc-
ture of two royal tradeways, and overlooking the
Dhavosin: (Large town, pop. 4,014) Known to merchant sparkling waters of the Blade Reach, the stronghold of
lords as the Crossroads of the Empire, Dhavosin hosts a High Cross wards the empire from monsters making their
steady stream of caravans and traveling traders. In the way up from the Great Swamp and southern Ul Dominor
peak of autumn the town hosts Candlemeet, a festival and Mountains. On occasion, beasts threaten the castle itself,
bazaar drawing farmers and craftsfolk from across the and many prominent weaponsmiths and armorers work
empire. The population swells to over 10,000 souls, the forges inside the castle walls. Captains of the watch con-
tent city spilling past the town walls and onto the outly- stantly seek to recruit would-be-heroes, as the strong-
ing grasslands. During the heady, month-long festival, hold’s outriders suffer high casualties in their defense of
people of every creed and color meet to drink, gamble, the empire.
and barter, and entire fortunes are won or lost overnight.
Swarthy southern merchants mingle with dwarf traders Kassantia: (Metropolis, pop. 62,870) In all of the
offering crates of gleaming weapons fresh from Holdfast Northlands, the city of Kassantia is second in size only to
forges, while Kassantian mages shop for exotic spell Punjar, and second to none in eldritch grandeur. Home to
components and trade secrets with the elves. the Winter Palace of the Emperor, the prestigious Royal
Academy of Sorcery, and the mysterious Ordo Arcana,
Dundraville: (Village, pop. 452) Overlooking the shores the city is rightly said to be the Gem of Crieste.
of Lake Dundrae, Dundraville is a sleepy village of fish- Wondrous sights and sounds abound in the city’s shops,
ermen and farmers. Local features of geographic note archmages can be seen arriving astride pegasi and enor-
include a ring of druidic standing stones, and a peculiar mous rocs, and the brightly armored knights of the Sable
rock formation known as Skulltop Hillock. March patrol the well-cobbled streets.
The Graves: (Small city, pop. 11,901) Officially known Kassantia is also the home and destination of the imperi-
as Sirael Citadel, the prison island of Crieste is better al tribute fleet. Twice each year the fleet sails into port,
known as the Isle of Many Graves, or simply the Graves. bearing gold and exotic wonders tithed by the empire’s
When Criestine criminals are judged too vile to be far-flung colonies. While the fleet generally takes six
redeemed, they are placed on a ship and sent to Sirael months to complete one circuit, the precise timing and
Citadel. Few ever return. arrival of the fleet is one of the empire’s most carefully
guarded secrets. Only once has a treasure ship ever fall-
The prison is administrated by a grim warlock known as en to piracy: to the fell pirate Bloody Jack. Jack’s success
the Maelidoch. It is whispered that the Maelidoch is has inspired many a knave to dream of cutting galleys
guilty of his own crimes and that his service as master of from the gold-laden fleet, and the shipping lanes leading
the island is part of a cruel sentence. It is also rumored to Kassantia are littered with sunken pirate vessels.
that the dark wizard performs experiments on his wards;
those few who do return from the Graves report torment- Sainfoin: (Village, pop. 620) Hidden deep within the
ed screams ringing from the prison dungeons, screams Warderwood, the village of Sainfoin is renowned for its
that resemble the screech of metal on metal more than the rangers and woodsmen. Ruled—if such a word could be
cries of flesh-and-blood humans. used—by an ancient druid, the citizens of Sainfoin refuse
to swear fealty to the Criestine Empire. The dense groves
In the years since its creation, Sireal Citadel has grown to of Warderwood are highly prized by shipbuilders, and the
encompass the entire island. Prisoners constantly labor woodsmen of Sainfoin often find themselves in skirmish-
on the citadel, building its towers ever higher and digging es with lumberjacks sent by the Imperial Navy. Elves and
its dungeons ever deeper. The currently citadel is a maze half-elves are common in Sainfoin, and respected as
of old and new construction, with half-finished towers equals by the humans.
and passageways leading nowhere; the purpose of the
completed citadel—and if it is even intended to be com- Silverton: (Large thorp, pop. 76) A small mining village
pleted—is known only to the Maelidoch. perched high in the mountains north of the Fangs,
Silverton’s livelihood depends entirely upon the plentiful
Hadler’s Gap: (Hamlet, pop. 253) The northernmost

9
silver mines that dot the rocky hillsides. Regular Miner’s the Emperor, but his eminence has yet to commit a force
Guild caravans make their way through the deep canyons to capable of quelling the raiders.
Archbridge, and caravan guards are always in high demand.
Wicheath: (Village, pop. 460) Isolated from much of the
Sparport Watch: (Small town, pop. 1,380) A towering empire, Wicheath is a lonely whaling village, ruled by a
citadel straddling a rocky ridge, Sparport surveys the circle of matriarchs informally known as the Council of
land and sea for miles in every direction. The lord-baron, Crones. For reasons unknown to sages and scholars, the
Izod the Shark, has been tasked with taming the pirates of young girls of Wichheath are often highly talented sor-
the Wreckers. And yet—to the Emperor’s disappointment ceresses. Moreover, every seventh year a truly gifted
and Izod’s bitter chagrin—for every pirate crew he child is born, one with the power to warp magic as
hangs, another two ships seem to spring from the sea weavers pull thread. These girls are quickly ushered
itself. Responding to veiled threats from the court, Izod away to the ancestral caves that dot the barren coastline,
has redoubled his efforts, swearing to hang the crew of and tutored in the ancient ways of the crones. The crones
any ship, pirate or otherwise, that he finds sailing the of Wicheath have no tolerance for explorers and adven-
Wreckers. turers eager to plumb the depths of this mystery, and
between their hardy menfolk and the formidable magics
Soulgrave: While squarely within Crieste territory, the of the crones themselves, interlopers seldom stay long.
city of Soulgrave is claimed by no nation. See Soulgrave,
Free City of for more information.
Tarrasine: (Large city, pop. 24,021) The city of
Elraydia
Tarrasine is Crieste’s chief port on the Lirean Sea. Built
atop a low-lying swamp, the city has grown into a chaot- The Sestet
ic sprawl of docks, taverns, sinking towers, and smug-
glers’ dives. While such a rowdy city might seem impos- Population: 27,643 (humans 56%, half-elves 13%, elves
sible to rule, Lord-Baron and Harbormaster Deor 10%, halflings 5%, dwarves 4%, half-orcs 3%, maenads
Cuthwilf thrives on the chaos. An iron-fisted ox, Lord 3%, monstrous humanoids 3%, dromites 3%)
Cuthwilf can be found on the docks nearly every day,
meeting with ship captains and merchant princes. Those Resources: ?
who cross him are quick to feel his wrath, and many cap- Capital: The City of Elraydia
tains pay tithes directly to Cuthwilf to stay in his good

I
graces. Tarrasine smugglers are likewise expected to n a world prolific with magic, the less understood arts
tithe, and the city walls are ringed with crow cages hold- are often beheld with fear and mistrust. Those possess-
ing the skeletons of those who failed to pay. Lord ing psionic talent usually hide their powers from pub-
Cuthwilf retains the Crimson Hawks, a small army of lic view or disguise them as magic. In many lands, organ-
depraved thugs and henchmen, to enforce his rule. Well ized witch hunts, usually led by paranoid spellcasters
armed and universally feared, the Hawks enjoy unques- unwilling to tolerate what they cannot understand or con-
tioned authority in the city streets. trol, slaughter and imprison psionic-using people. For mil-
lennia, the persecution of their talents drove such individ-
Vaquerea: (Small city, pop. 8,110) Vaquerea is famous uals and even entire bloodlines into isolation or constant
for its horse breeders and trainers, and is home to the flight. Existing on the fringes of society, or hidden within
fabled warhorses of Parelor. Intelligent, fearless, and it, these psychic people could find no enduring solace.
unmatched in battle, the mighty warhorses are the exclu-
sive steeds of the Knights of the Sable March. The citi- A mere two hundred years ago, six powerful human
zens of Vaquerea are friendly but proud folk, with an psions shared the dream of a haven for their “kind.”
obscene love of bargaining. These men and women, each a master of one of the six
psionic disciplines, went to extraordinary lengths to real-
Vernaut: (Small city, pop. 11,680) A city of craftspeople ize this dream. Committing great acts of good and evil,
and silversmiths, Vernaut is unusual for its high popula- they became notorious outlaws across the Northlands,
tion of gnomes and half-elves. Ruled by Lady Imaril, a wanted by kings, high priests, and archwizards for their
benevolent and fair governess, Vernaut enjoys the pros- crimes. Yet their efforts were not in vain, for at last they
perity and peace that eludes much of the Northlands. In found a remote, barren valley in the Nyfall Mountains
recent years, that peace has been troubled by savage raids and there made their home, laying the first stones of
from the Isle of Nos Caen. The raiders push ashore in the Elraydia for the generations to come. Having erased all
dark of night, sacking and pillaging with animal fury, knowledge of the vale from records across the nations
before hauling women and children back to their savage and assassinating all those who could reveal it, they had
isle. The people of Vernaut have pled their case before secured their new home.

10
Having discovered in their quest the secrets of psychic and their select advisor-confidants, anonymous citizens
rebirth, they were free to retire their old lives. selected randomly from month to month. It is said that, in
Transforming themselves into elans, they purged their time, every citizen will be called upon to advise the
memories of their former lives, crimes, all their power, Masters. Based out of the Mindspire, the Masters of the
and even their names—but not their goal. They began Sestet meet frequently and discuss the present and future
anew as the peaceful elders of young Elraydia. In the concerns of Elraydia. A tower hewn of solid crystal, the
span of a few decades, the small community became a Mindspire slowly shifts its color based on the Sestet’s
city and the six slowly regained the power they once disposition, though few in the city can interpret this phe-
held. Now they focused their power to preserve their nomenon.
beloved home and guard its people. Elraydia has
remained safe for many years, the knowledge of its exis- Each of the Masters is one of the Elraydia’s founding
tence reduced to a myth in the Northlands. psions, elans whose collective power ensures the city’s
continued existence. Having given up their former lives
As large as any of Crieste’s civilized metropolises, and identities, the Masters of the Sestet live for Elraydia
Elraydia’s architecture is a wonder to behold. The build- first, protecting their dream made manifest. Though they
ings and towers, wrought by the stonemasons of several appear as middle-aged men and women, as elans they are
races, have been shaped and reinforced with the powers effectively immortal, growing slightly more aloof with
of metacreativity. Its outer walls form a great hexagon at the passage of years as their humanity slowly dissolves.
the center of the valley. The majority of the city’s build- The Master of Images, youngest of the red-haired
ings comprise Low Raydia, the residential and market Masters, is an imaginative shaper whose powers of
districts. At the center of the city, rising nearly one hun- metacreativity have sculpted and honed the defenses of
dred feet above Low Raydia, is the plateau district of the city since its birth. The Master of Time is a seer of
High Raydia. This great pedestal houses the governmen- seeming omniscience whose far-sighted powers help find
tal buildings, major temples, and at its very heart, the those in need of Elraydia’s aid. The Master of Light, a
Mindspire. Fresh water is drawn up telekinetically from peerless kineticist, finds and apprehends those threats
a subterranean river through the plateau itself and issues that do penetrate the valley’s defenses. The Master of
from the rock face on each of six sides of the hexagonal Soul is a nomad who serves as the headmistress of the
plateau. Since their redirection overland, these rivers city’s education system, teaching that while flesh is tran-
have invigorated the valley’s flora and fauna. Among the sient, the soul is immortal.
cobbled streets and glittering spires of Elraydia, many
races live in relative harmony; the common humanoid Ten years ago, the Masters of Sight and Life were slain
races mingle freely with half-giants, maenads, and in a deadly insurgence that nearly ended Elraydia.
dromites. While psionic-using creatures make up the Though the threat was quelled, the city lost two of its
majority of the population, other peoples seeking refuge Masters. The others of the Sestet have been searching for
from persecution have been welcomed as well and now new candidates to the office, but so far no worthy
make up a large portion of Elraydian society. claimants have been found. Of great concern is the
Master of Sight, whose considerable powers of telepathy
The six great mountains that enclose the valley form a are needed to maintain vigilance on the hearts and minds
natural barrier to hide the city, but within them the con- of Elraydia’s people—and to keep it free from treasonous
certed efforts of some of Áereth’s most powerful psions minds. The Master of Life served as a healer and protec-
protect it from scrying, remote viewing, and even aerial tor of the city, and her death has left a void felt by all.
scrutiny. The weather itself has been tamed for agricul-
ture and the forests and plains of the valley floor have Because of its seclusion, Elraydia is necessarily self-suf-
become rich with game since the inception of the six ficient, drawing from the resources of the now-verdant
Elraydian rivers. Though winters are longer here than in woodlands and the neighboring mountains. Only rarely
more temperate lands, the valley does not share the mer- do the Masters of the Sestet consent to trade with other
ciless cold of the surrounding mountains. realms, and each occasion is a celebrated event in itself.
Trade caravans, heavily armed and psionically protected,
Elraydia is ruled by the gentle administrations of the are willing to travel far to secure supplies that the valley
Sestet, the governing council of which only four of the cannot yield.
original six seats remain. Day-to-day affairs are handled
loosely by a confederacy of district lords known as the Elraydia, an idea as much as it is a place, is a city of tol-
Low Vibration. Serving the Low Vibration is the erance and learning. It opens its arms to those in need
Reaching, a militia of soulknives who act as the city that the Masters deem worthy, usually psionic-using
watch. All serious matters and judgments defer to the creatures running from persecution but often any group
High Vibration, comprised of the Masters of the Sestet suffering from the tyranny of ignorance. The Master of
Time sponsors the Wanderers, an organization that trav-

11
els abroad, disguised as humble pilgrims or wayfaring arches spanning the boughs, and floating globes that light
gypsies, whose only goal is to find psionic-using crea- up the night like arcane fireflies.
tures and invite them to the safety of Elraydia. At any
given time, four or five caravans of Wanderers roam the While not a leader in the human sense of the word, each
Northlands in search of their psionic kin. Once brought to nation has a designated queen, a noble elf whose spirit
the edge of the valley, they must swear to Elraydia’s has been bound to an ancestor tree by arcane rites as old
secrecy. Leaving Elraydia is not as simple, however, and as the elven race. By accepting the binding, the queen
all who would depart must meet approval by the Masters willingly gives up a portion of her soul to the ancestor
of Time and Sight—and many will have their memory of tree; in return, her senses are broadened to include all the
its location purged from their minds. With the recent loss animals and natural spirits in her domain. A bound queen
of the Master of Sight, Elraydia’s security is now threat- is essentially immortal, serving as an ageless councilor
ened. Rumors exist that already news of the valley’s exis- and matriarchal advisor. Legend holds that every thou-
tence has begun to spread among the Northlands, gradu- sand years or so a queen will voluntarily resign her post
ating from myth to legend. and sever her bond with the ancestor tree; this separation
inevitably results in the death of the queen. The queen
All citizens of Elraydia look forward to a time they call and her ancestral tree are always protected by an elite
the Awakening, a future when the city-state has grown guard of warrior-mages, elves who have sworn their lives
large enough to declare itself to the other nations of the to the defense of their queen and the ancestor tree.
world and will be too strong to overcome. The
Awakening is the collective life goal of the Sestet, trans- More so than the realms of man or dwarf clans, the elven
forming their city into an open beacon to psionic-using nations are autonomous and self-sufficient. They main-
creatures the world over. tain cool ties with the Holdfast of the Steel Overlord,
trading fine woods for metal ore and gems. Similarly, the
elves’ festive, joyous nature comes to an abrupt end
Elven Nations, the whenever their forests are invaded by human woodsmen.
Sadly, while the elven armies rival the dwarves’ for their
skill and training, they are inevitably overwhelmed by
Various leaders sheer numbers of their enemies. Nation after nation has
fallen to the press of axe-wielding settlers, who trample
Population: 2,510,800 (elves 65%, half-elves 14%, faerie rings and other mystical sites of incalculable worth
halflings 12%, gnomes 5%, humans 3%, dwarves 1%) in their lust for the precious lumber.
Resources: Timber, furs, magic items, wine, herbs While elves of some sort are found in nearly every wood-
Capital: — land, few are organized into true nations. Following is a
list of the recognized realms of elvenkind. Note that with

T
he primeval groves, shadowed glades, and misty certain exceptions, these are the names adopted by the
vales of the western forests are the uncontested human realms. Elven cartographers should refer to the
realm of the Fae Lords. With leaders who are wise original fae notes for accurate naming.
beyond all learning, yet who rule with the capricious
hearts of children, the Elven Nations are synonymous Amn’crith Forest: (Pop. 12,800) The elves of the
with magical might and woodland lore. Amn’crith forest make their homes in the tops of great
Ashwood trees, traveling between them via a network of
Much to the dismay of the kings of man, there is no single delicate suspension bridges that sway in the wind, or
ruler of the elfin folk. At best, the nations resemble a col- astride great rocs. A hardy, independent gathering of
lection of independent city-states, each with its own gover- clans, the Amn’crith elves have suffered less at the hands
nance and temperment. A human prince might take pains to of man, and enjoy peaceful relations with the Barony of
secure permission to harvest wood from a particular forest, Moran. The Amn’crith elves are masters of archery, and
only to discover that the groves fall under the rule of not practiced at raining arrows down upon their foes from the
one, but several fae communities. This fundamental differ- backs of their swift rocs.
ence has fed racial tensions and resulted in the bloody
clashes that taint human and fae relations to this day. Anseur Forest: (Pop. 23,079) The elves of the Anseur
are renowned throughout the Northlands for two attrib-
Elven communities are always found amongst natural utes: their mastery of the arcane arts, and their passionate
wonders of unmatched beauty, but most commonly in the adherence to an ancient code of honor. They pride them-
boughs of great Ashwood trees. Those who have seen selves as the keepers of traditional fae culture; corre-
these aboreal cities return telling tales of majestic manors spondingly they place a high worth on arcane lore and
built several hundred feet above the forest floor, graceful eldritch mastery.

12
Every aspect of Anseur life is keyed to the progress of
constellations, obscure ley lines, and the march of the sun
and moons. Though this devotion has made the Anseur
elves solemn and haughty, it is rightly said that only the
druids rival their understanding of the cosmos.
Unlike their cousins in the Corsan and Mirdar Forests,
the Anseur elves have enjoyed several centuries of unin-
terrupted peace. Other than the usual woodland monsters
and human encroachments, the Anseur elves have been
left largely undisturbed. Recent incursions of frost and
hill giants have threatened this stability, however, and if
the elves cling to their illusion of permanence, the king-
dom of Anseur could fall.
Blackbriar Wood: (Pop. 1,209) The elves of Blackbriar
are a cheerful, good-humored folk, given to lighthearted
revelry. The elves maintain close ties with the mages of
Kassantia, and enjoy great influence in the imperial
court, having fought alongside the imperial forces in the
Criestine Colonies. The elves’ valor and courage won
them respect of the barons, and a lasting presence in the
colonies. Their ruby wine is popular amongst the lord-
barons of Crieste, and gnome traders regularly leave the
Blackbriar Wood, their badger-drawn wagons laden with that were in favor of siding with the humans died in bat-
wax-sealed jugs. tle, and have since been replaced with their less tolerant
kith. Given the elves’ long lives, it will likely be many
Despite the elves’ welcoming nature, they refuse to allow decades before the elves of Corsan answer the call of the
outsiders within a copse of trees known as the Elder Vale. outside world again.
Those who have stepped inside the dappled glades report
a darksome sump that radiates an icy chill on even the Despite their reclusive nature, the elves of Corsan
warmest of days. What lies at the heart of the forbidding embody the best attributes of elvenkind. They carry
sump—and its relationship with the elves of themselves with the quiet nobility of solemn pines, move
Blackbriar—is a mystery. with the grace of majestic stags, and live their lives
steeped in the innate magic of the fae. The elves of the
Cairnswild: (Pop. 3,901) Named for the profusion of Corsan watch the cycles of the universe with the
barrows that dot the wood, the elves of Cairnswild are patience, knowing their time will come again.
watchful and ever vigilant, wary of newcomers, but
appreciative of warriors with strong sword arms and cler- Crystalmeet Wood: ( –, Pop. ???) Once a northern bas-
ics who are quick with a prayer. They are under constant tion of fae might, the nation of Crystalmeet has seeming-
threat by marauding undead and worse, and centuries of ly been laid low by an unknown power. The elves of
conflict have welded them into hardened warbands. The Crystalmeet now stalk the diseased glades as cursed
elves of Cairnswild understand the importance of each undead. The few brave souls who have traveled to
member of the community; if a single elf falls, the loss is Crystalmeet and returned report having seen mockeries
felt by all. of elven courts, complete with the corpses of elves
adorned in rotting finery, rusting arms, and foul rites to
Corsan Forest: (Pop. 42,729) Ancient Corsan, home to aberrant gods. See the entry for Crystalmeet Wood in
the longest reigning queen of all the elven nations, is Chapter 4.
unequaled in matters of arcane lore. With her sister-
nation—the Barony of Koranth—to the north, Corsan Mirdar Forest: (Pop. 64,091) Last of the great forests,
anchors the forces of good in the east. The Corsan armies the Mirdar was once home to Arovarel, mightiest of the
suffered greatly defending Koranth and Leherti against elven cities. Arovarel fell in a single night to the com-
the Scourge, and when the forces of Leherti crumbled bined might of orcish hordes and drow armies, led by
before the rampaging host, the elven warbands were the Chalychia, a scheming drow sorceress. One year later,
last to withdraw. Chalychia was defeated, but the elven folk of Arovarel
never resettled their ancient city.
Since the fall of Leherti, the elves of Corsan have been
less willing to enter the affairs of man. Many of the elves Now the Mirdar Forest is ruled by two elven nations with

13
radically divergent beliefs, though humans and dwarves
struggle to tell the two apart. The folk of Olheim are
Freeholds, the
watchful stewards of the woods, keepers of Arovarel’s
lost lore. Wise in the wild ways, slow to anger, but terri- (the Outlaw Territories)
ble in their wrath, the elves of Olheim maintain friendly
relations with the other races. Various warlords
Conversely, the folk of the Ashoch nation are dedicated Population: 42,601 (humans 65%, half-orcs 19%,
to ridding the wood of non-elves. Painting their faces in dwarves 6%, elves 5%, monstrous humanoids 4%, half-
somber hues of blue and violet, they stalk the game trails, ings 1%)
intent on driving out all foreigners. Rangers and archers,
the Ashoch clans can be recognized by the black fletch- Resources: Mercenaries, leather, furs
ing of their arrows and the razor sharpness of their arrow-
heads. Often, among the dense glades of the Mirdar, that Capital: —
is the only warning given.

A
loose collection of brigand enclaves ruled by
Both the Olheim and the Ashoch follow their own sover- brutal warlords, the Freehold badlands are in a
eigns, and neither nation has sought to discover what constant state of lawlessness and unrest. The fall
came of Arovarel’s old queen. Whether the ethereal of Leherti swelled the ranks of the bandit lords, but thus
queen still lives among the ruins of her city, or if she was far the Freeholds have limited themselves to raiding car-
driven mad or slain in the battle with Chalychia, remains avans and outlying settlements of nearby lands. They’re
but one of the many mysteries hidden by the shadows of plentiful enough to form a fearsome army, but without a
Mirdar. charismatic figure to guide them, the brigands are noth-
ing more than bands of disorganized raiders and poorly
Myrwych Forest: (Pop. 6,823) The northern swath of armed militias.
the Myrwych is home to the Horrors of Zamon (see
Wastes of Zamon for more information), tormented What passes for a city or town in the Freeholds is often
beasts twisted by magic that run howling through the nothing more than a filthy stronghold at the back of a box
darksome glades. Once, before the arrival of Zamon, the canyon, atop a ridge, or in some other place with natural
woods were ruled by clans of wild elves. The barest rem- defenses. Most strongholds sport wooden walls atop
nant of the old clans remains, struggling to hold the south earthen ramparts, while the rare fort might be found with-
against the rampaging horrors. The elves of Myrwych in the decaying stone walls of a previous fortress.
lost their queen and their ancestral holdings decades ago, Invariably, each stronghold has one (or more) mead halls
and now fight as scattered half-clans, fierce with passion, and taverns, a smithy and armorer, a corral, and a well-
but too divided to hold their own against superior num- defended tower or keep.
bers. The quality of arms and armor carried by Freehold ruffi-
ans depends entirely upon the success of their raids. The
lowliest of bands wear piecemeal bits of scavenged
armor and fight with improvised polearms. The more
successful bands field mounted raiders wearing ringmail
or boiled leather, and fight with bows and well-forged
spears. Bandit leaders are unique, armed as fortune and
chance permits.
With little in the way of agriculture, the brigands rely on
raids into civilized lands to swell their grainaries. In
times of dire need, the outlaws may turn to hunting and
foraging, but more often a season of hardship only
presages a deadlier season of raids.
While little can be written about the Freeholds that won’t
have changed in a fortnight, following is a list of estab-
lished towns and bandit holds:
Ashaven: (Hamlet, pop. 381) Shortened from its original
name Ashe’s Haven, Ashaven is a staging ground for
many of the raids into Leherti and the Theocracy. The

14
hamlet had been razed by armies of Leherti on several tle is known. Even the Riders of Cragskeep seldom
occasions (known locally as “the shaving of Ashaven”), glimpse their hooded master, giving rise to wild supposi-
but the rogues became masters of escaping into hidden tions that the Kuthot is some extraplanar monster or
cellars and secret bolt holes. The collapse of Leherti has worse. His (Her? Its?) goals and aims remain a mystery
granted Ashaven a reprieve, and the community is to all, and given Cragskeep’s defenses, it is unlikely the
stronger than ever, with new brigands arriving each day. puzzle will be solved any time soon.
Presently the fortified hamlet is ruled by Hadrun the
Shadowhand, a swarthy skinned warrior-mage hailing Helsouk: (Large town, pop. 4,904) When brigands raid
from the Uru’Nuk Highlands. the outlying towns of the Theocracy or Free Cities of
Leherti, whatever plunder that can’t be eaten, spent, or
Bald Tower: (Small town, pop. 1,308) The town of Bald drank eventually makes its way up the Roguewash River
Tower is built around the base of its namesake: a fear- to Helsouk. A labyrinth of shadowed bazaars, brutal slave
some tower rising from atop a barren ridge. Bald Tower markets, and sinister shops, Helsouk is recognized across
is unique among the Freeholds in that it fields its own the Northlands as a stinking hole of wantonness and vice.
militia, a light cavalry easily recognized by the midnight
black raven feathers used to decorate their shields and The town’s demeanor is matched by the depravity of its
arrows. rulers. A triad holds court in the Black Square, an unholy
sanctuary devoted to exalting the decadence that perme-
The raiders of Bald Tower answer to Cyn Alfwen, a half- ates the town. On the left throne squats Rimry the Toad,
elf blackguard who once served in the armies of Leherti. a corpulent, filthy man with a love for fresh meat and
Witnessing the abject failure of her sovereign, Cyn young elves. On the right throne rests Cimos Korfar, a
recanted her faith and rode into the Freeholds to forge her monstrously large half-orc with the manners of a savage
own destiny. The half-elf still bears a hatred for her old and the mind of a sage. And atop the center throne, look-
life, and the sight of a Lehertian soldier spurs her to mad- ing down upon the entire hall, perches Eren Fellstaff, a
ness. Apart from this weakness, she serves as a cunning small, quiet woman feared throughout the Freeholds for
ruler, commanding her raiders with martial discipline and her unpredictable fury. Together the three hold Helsouk
generously rewarding their success in battle. in their merciless, uncaring fist.
The tower itself is something of a mystery. Prior to Cyn’s While many brigand bands pass through Helsouk, the
arrival, the tower was believed to be haunted. Whatever triad is careful to ensure that none make their home with-
pact the blackguard made with the dark inhabitants has in. Instead, Korfar maintains a roughshod mercenary
served her well, for now the tower is home to Cyn and company made up of murderous brutes and thugs. Fed
her militia. Regular offerings of slaves are made to the information by Rimry’s network of thieves, beggars, and
things beneath the tower, and Cyn uses the threat of the snitches, and reinforced by Eren’s spectral agents, the
tower’s dungeons to keep her troops in line. crude mercenaries rule the streets with violence and fear.
Cragskeep: (Small castle, pop. 562) Perched like a hawk Irontooth Castle: (Large castle, pop. 2,470) The grand
atop its high mountain crag, Cragskeep was once a title conceals a depressing stronghold teetering on the
monastery devoted to prayer and self-reflection. Now the verge of collapse. The castle is a collection of fallen walls
mountain fastness revels in its reputation as the home to and tottering towers, a condition mirrored by the sorry
raiders feared up and down the coast of the Lirean Sea. folk that seek shelter beneath its rain-soaked roofs. The
Key to the raiders’ fame are their fearsome black-winged brigands of Irontooth have little in the way of arms or
hippogriffs. Raised on the cliffs above and below armor, and months of poor leadership have shaken their
Cragskeep, the hippogriffs allow the raiders to strike with already weak morale. Now the brigands of Irontooth fol-
surprise and impunity, evading pursuit by vanishing into low their bandit-lord out of sheer desperation.
the sky.
The ruler of Irontooth is a young Lehertian calling him-
Combined with their nearly unassailable stronghold, the self the Scarlet Duke. As pompous as he is handsome, the
bandits of Cragskeep have risen to the status of folk leg- Duke maintains his hold over the motley band simply
ends. The actual Riders of Cragskeep are no better than because there is no one else charismatic enough chal-
other bandits of the Freeholds, but the fanciful imagin- lenge him. It is only a matter of time before the brigands
ings of bards ensures that a band of adventurers assaults desert their useless leader, seeking their fortunes with
the keep at least twice every year. Invariably, the would- other bands.
be heroes are picked from the rocky climb, falling thou-
sands of feet to their deaths. Wolfhold: (Village, pop. 835) A miserable collection of
war refugees and cruel outlaws, Wolfhold takes its name
Cragskeep is ruled by the Kuthot, a mystic theurge of leg- from the desperate nature of its folk. During the day, the
endary might. Much is rumored about the Kuthot, but lit- town appears deserted, but at night, street gangs vie for

15
territory in murderous battles fueled by desperation and
hopelessness. With nothing to lose, the brigands have
Frost Barrens, the
resorted to attacking each other; to walk the muddy
streets of Wolfhold is to invite assault from every quarter. Numerous barbarian chieftains
It is rumored that the gangs are battling over a great treas- Population: ??? (predominantly humans, monstrous
ure hidden in a vault somewhere beneath Wolfhold, but humanoids, and dwarves)
one look at the feral brigands washes away any specula-
tion of treasure, great or small. Resources: Furs, timber
Capital: None
Freeport, City of
N
owhere in the North is there a land more forbid-
ding than the icy reaches of the Frost Barrens.
Lord Mayor Rhenal Montier Terrible monsters stalk ancient ruins and bliz-
zards sweep the land without warning. Remorhazes and
Population: 42,601 (humans 65%, half-orcs 19%, frost worms prowl winter’s endless night, and summer’s
dwarves 6%, elves 5%, monstrous humanoids 4%, half- bleak light does little to repel the arctic orcs or frost
ings 1%) ghouls.
Resources: Slaves, mercenaries, black market trade, The ferocity of the land is mirrored in its savage children.
fish, whale oil The barbarians of the Frost Barrens are often little better
than animals, their constant struggle for survival leaving
Capital: The City of Freeport
no room for the niceties of civilization. Here the ques-
tions of life and death are decided by the strike of a bat-

O
nce an infamous pirate city, Freeport now pro-
motes itself as a legitimate trade power. In truth, tleaxe or the thrust of a spear, and each day is a battle that
the pirate tradition is alive and well in Freeport, must be won.
camouflaged by a fanciful veneer of respectability. The Of the barbarians’ society, little is known. An oral culture
city’s pirates have become privateers, hiring out to the with no written language, their history is replete with
highest bidder. apocryphal folktales that may or may not have a ground-
Amidst the soiled city streets, little has changed. Gangs ing in truth. And while many sages have journeyed to the
continue to fight wars over drugs, slavery, and crime, Frost Barrens in the hopes of recording these, none has
while mad cultists dedicated to foul and unspeakable ever returned.
gods plumb the ruins of ancient civilizations for power, Unique to the Barrens are the barbarian witches known as
knowledge, and secrets of the past. the Hexas of the Eternal Flame. These aging hags main-
Rhenal Montier monitors his empire like a rat atop a pile tain fires that they claim have been burning since the cre-
of rotting corpses. The Lord Mayor is a master at keep- ation of the world. Wielding tremendous influence over
ing his rivals busy fighting one another, leaving little the superstitious barbarians, the Hexas work their fell
time or resources to challenge his rule. Montier has ruled magics from hidden huts and caves. The Hexas use a
Freeport for seven years in this manner, plying one chal- complex system of glyphs to shape and contain their
lenger against the next, and always working to entrench mystic powers. What relationship—if any—the Hexas
his own power base. share with the deserted ruins dotting the north remains a
mystery; given the Hexas’ abhorrence for outsiders, and
It is whispered that Montier sees and hears all that tran- the dangers associated with the Barrens, it is unlikely that
spires in his city. While there might be some truth to his the mystery will be solved anytime soon.
near-mythic powers, the more likely answer is that
Mortier keeps his people so poor and desperate that they Ambroshea Trades: (Hamlet, pop. 375) One of the few
are eager to sell out their fellow citizens for a single worn civilized trading outposts in the Frost Barrens,
copper. Ambroshea Trades is nearly impossible to reach for all
but three months of the year. The small, orderly trading
The captains of Freeport are true privateers, willing to post does brisk business with the savages, trading
sail for any cause or crown if the color of the coin is right. weapons and armor for rich furs and skins. The outpost is
An unspoken code prohibits Freeport captains from ruled by Darston Isles, a man respected for his quick wit
engaging one another in battle, but gold has a way of and wisdom as well as his skill with a blade.
bending this code, resulting in grudges between merce-
nary captains that can stretch on for years.

16
Risinox: (Large city, pop. 13,907) Once the clanhold of
Halls of the Mountain King the Dronil, the vast galleries and vaulted halls are now
home to slave markets, roaring forges, and dark temples.
The Mountain King, Oro Loroth Bored high into the walls of a mighty mountain, Risinox
commands a view of the western Northlands and gives
Population: 497,205 (dwarves 68%, orcs 11%, humans the Mountain King his name. Any army hoping to assault
10%, goblins 6%, half-orcs 5%, some ogres and hill Risinox would have to fight up a steep slope, dodging
giants) hurled rocks and streams of flaming oil, up to a two-hun-
dred-foot wall carved from the mountain itself—all
Resources: Gold, silver, coal, iron, weapons and armor before the real battle began.
Capital: Risinox Loroth collapsed the tunnels leading into Risinox hours
after seizing the city. Now the only approach (save a

I
f Hades had coal mines, they might resemble the
soot-stained Halls of the Mountain King. Filled with series of hidden passages known only to the Mountain
armies of foul dwarves, depraved humans, and cruel King) is overland, a deadly proposition under the best of
orcs, the Halls are a poisonous blight on civlization, a circumstances.
thorn thrust directly into the heart of the Northlands. Orgemouth: (Small town, pop. 972) Found at the foot of
Oro Loroth, the dwarf daring to call himself the the Ul Dominor mountain range, the soiled city of
Mountain King, is an outcast of the Holdfast (see Orgemouth is the trade center for the Mountain King.
Holdfast of the Steel Overlord). No one knows why Pretty elven slaves, kidnapped from the Sylvan Downs,
Loroth was exiled from the Holdfast, and the dwarves fetch a high price with southern traders, while swords
aren’t telling. But within five years of his exile, Loroth and armor, forged in the hellfires of the Halls, are much
returned at the head of an army of orc and human merce- sought after by immoral mercenary generals.
naries. The brutal army struck quickly, taking full advan- The fortress is ruled by Volei Ojar, a retired half-orc
tage of Loroth’s knowledge of the mines, overwhelming assassin. Once Ojar roamed the Northlands, serving
the Dwarfhold of Clan Dronil. Isolated from their broth- duplicitous princes and corrupt merchant lords. While the
ers in the Holdfast, the Dronil warriors fell in a series of half-orc hasn’t worked as an assassin in years, he contin-
ferocious battles, culminating in the complete slaughter ues to practice his skills, as if knowing the Mountain
of the Dronil clan. King’s days are numbered.
Since seizing control of the Halls, Loroth has quickly Azaegal’s Hold: (Village, pop. 860) Azaegal’s Hold
cemented his control of the mines, welcoming other takes its name from the ancient red dragon that lairs atop
dwarven outcasts into his kingdom and actively recruit- the barren mountain peak. Through regular tribute of
ing dwarves of an evil bent. Today, nearly one hundred gold and slaves (and some say, bargains made with infer-
years after the destruction of Clan Dronil, the armies of nal powers), the Mountain King has succeeded in coerc-
the Mountain King are stronger than ever. ing the mighty old wyrm into service.
Loroth maintains order by ensuring that the armies of the Azaegal’s Hold is a cold, spartan fortress, inhabited by
Mountain King are never sedentary for long. He directs ogres, hill and stone giants, and orcs. Above it all sits the
aggressive raids to the west and south of the Halls, into the mighty Azaegal, a fearsome wyrm of legend who—cen-
Sylvan Downs and beyond. The rich plunder and plentiful turies ago—terrorized the Northlands with his fury and
slaves keeps his armies content, and attrition in battle does violence. Regardless of whatever hold Loroth claims
away with the rest. Thus far, Loroth has managed to keep over the dragon, Azaegal’s demeanor hasn’t change from
a tight fist over his horde, but many believe that it is only his younger, wilder days, and it is only a matter of time
a matter of time before the Mountain King overextends before Azaegal terrorizes the Northlands again.
himself. If his kingdom were to collapse, however, the bro-
ken armies of evil humanoids would rampage throughout
the Northlands, pillaging and burning everything in their
path. Some scholars argue that the Northlands are better
with Loroth in command of the Halls than without. At
least, the argument goes, Loroth is predictable.
Isolated from the Holdfast of the Steel Overlord, the
mines of Dronil are home to dozens of small fortress
communities. Those of historical or strategic interest are
listed below:

17
armor, and tactics are all the result of thousands of years
Holdfast of the Steel of innovation and endless refinement. Heroes of all races
Overlord make regular pilgrimages to the Holdfast clans, hoping to
apprentice with a renowned weapons master, for while
the dwarven physique might limit the practice of certain
Longbeard of the Clans, Saraas combat styles, it in no way limits their study of warcraft.
Helsborne, the Steel Overlord The halls of Holdfast are open to all, but few races can
tolerate the dark galleries, clammy mines, and dour com-
Population: 3,001,480 (dwarves 79%, gnomes 8%, pany for long. Most visitors attend the seasonal trade-
humans 7%, elves 2%, other 4%) meets, when thousands of traders and merchants fill the
Resources: Gold, silver, platinum, gems, iron, steel, outer halls of Holdfast. The Holdfast maintains cordial
weapons, and armor ties with the lord-barons of the Criestine Empire, and
makes regular shipments of mithril and adamantine to the
Capital: Ul Balhar elven nations.

W
ith the ruins of forgotten clanholds and mines Dwarven cities are nearly entirely underground, hidden
scattered about the mountains of known beneath mountaintops or in the walls of craggy canyons.
world, scholars can be forgiven for assuming Exposed elements like towers and gates are always well
that the Bearded Folk of the Mountains are in decline. defended and can only be entered via tunnels and the
Such cynics need only trek within sight of the scarred like. The following is a partial list of the strongholds that
tower-gates of Ul Gaolnor to know the truth of the mat- pledge allegiance to the Steel Overlord.
ter:
Stalgard: (Small city, pop. 7,016) Lording over the
The forges of the dwarf clans burn brighter than ever. Saedre River, the city of Stalgard is the Holdfast’s chief
trading post to the west. Goods are hauled upstream on
Once, the dwarves were a disparate people, with no uni-
barges and then hoisted several hundred feet up sheer
fied governance above that of the clan. This changed
cliffs, to wide stone balconies set in the face of Mount
when the dwarf seer Nomothamai peered into his dark
Ajai. There, in the stuffy bazaars and low-roofed caverns,
crystal and foresaw the coming age of Man. Rather than
dwarven traders exchange fine blades, armor, and shining
surrender their lands to a war of slow attrition, the
ingots for fortunes of smoked meats, cheeses, fruits and
Bearded Folk abdicated their scattered mines and spent
vegetables. The dwarven traders are notorious for their
the next thousand years consolidating their power into a
copper-pinching avarice, and greedy Northlanders are
series of connected strongholds centered about the Ul
often accused of having “cousins in Stalgard.”
Dominor Mountains.
While well defended, the city is less martial than most.
While independent clanholds still thrive, it is the
Nevertheless, dwarven axemen patrol the balconies and
Holdfast of the Steel Overlord that embodies the might of
bazaars, while well-trained artillerists scan the skies. The
the dwarves. Unified beneath the will of a single
accuracy of dwarven ballistae teams is famous through-
Overlord and the Council of the Clans, the dwarves have
out the Northlands, as is the deadliness of their razor-
successfully avoided the endless skirmishes that plague
sharp bolts. Ballistae ammunition is often augmented by
the elves. The present Overlord is a hardy long-beard
spells to cause terrible wounds, spread panic, or—most
named Saraas Helsborne, who first sat upon the throne
effective of all—paralyze fliers.
one hundred years ago, and fully expects to rule for
another three hundred. Ul Balhar: (Metropolis, pop. 27,203) In the dwarven
tongue, Ul means “place of battle.” Built as a testament
The choleric dwarves have embraced war as a philoso-
to ancient Amonzadd, the capital of the stout folk is also
phy and lifestyle; their guiding principle is to answer
the site of a celebrated dwarven battle.
every injury or slight tenfold. The saying goes that if a
human cheats you in trade, crush his family; if an elf Mighty Ul Balhar has exceeded even the great dwarven
snubs you in court, burn her forest to the ground; and if cities of legend. All of the complex’s original caves have
any mortal is so foolish to attack a dwarf at home or been enlarged and reinforced, the galleries decorated
abroad, level entire nations to punish the guilty. with flagstones and martial murals, and a maze of mines
bored into the heart of the mountain. It would take the
The law is seldom enforced to the letter, but its spirit per-
armies of several nations to even threaten mighty Ul
vades Holdfast society. Whereas a human duelist might
Balhar.
count himself a master after a decade of training, dwar-
ven warriors study for hundreds of years. Their weapons, The city has never lost sight of its violent origins. The

18
dwarves maintain a standing army of disciplined heavy
infantry, tunnel fighters, artillerists, and sappers. With the
constant press of marauding giants, humanoids hordes,
and worse, the soldiers’ battle prowess remains sharp. A
proud martial tradition has evolved over the centuries,
with warriors and warrior-priests revered by the common
folk.
Ul Gaolnor: (Small castle, pop. 1,592) Warding the east-
ern border of the Ul Dominor mountains, Ul Gaolnor
sees more regular battle than all other dwarven citadels
combined. The formidable iron gates of Ul Gaolnor are
flanked by massive stone towers. Scarred from iron-
bound battering rams, terrible spells, and the blood of a
thousand foes, the gates stand in opposition of any who
would dare challenge the might of the Steel Overlord.
The armies of Ul Gaolnor are legendary among martial
circles. To have fought atop the towers is to have stood
beside the greatest warriors in the history of the
Northlands, and any dwarf that has served at Ul Gaolnor
is honored and admired by his people. Sadly, for every
dwarven war hero returning from Ul Gaolnor, there are
twenty warriors that never return, slain by dragonfire, an
orcish spear, a harpy’s lance, or any of the hundred other politicians, the craftsmen are artisans selected to repre-
perils that regularly threaten the citadel. sent the height of dwarven culture.
The commanding officer of Ul Gaolnor is the revered Zan Tarkhaal: (Small castle, pop. 2,058) While the
general Durgin Dwurthiel. Respected by his armies, Holdfast is not known for the might of its spellcasters,
feared by his foes, “Irongut” Dwurthiel has commanded the outcome of many of its battles has rested on the cast-
the armies of Ul Gaolnor for over ninety years. Old ing of a single well-placed spell. The underground gal-
before his time, the craggy dwarf conceals a heavy sor- leries and lonely watchtowers of Zan Tarkhaal are home
row born of regret for the thousands of dwarves that have to the war casters, sorcerers, and battle priests of the
died under his command. So far the sadness has yet to Holdfast.
affect his ability to command his armies, but Dwurthiel
can often be seen stalking the battlements late at night, in The stout folk of Zan Tarkhaal are fiercely passionate
full armor, urgosh glinting in the moonlight. (even for dwarves) about their studies, resulting in
unusual collaborations between arcane and divine spell-
Ul Yazhmotk: (Large town, pop. 3,804) Once a citadel casters. To hail from Zan Tarkhaal is to be keenly aware
built to stand down the armies of human barbarians raid- of the mystic forces that shape the multiverse, and of a
ing from the north, Ul Yazhmotk has grown into a com- spellcaster’s place in dwarven society.
munity where dwarven smiths, generals, and engineers
retire to live out the end of their lives. The town’s nominal ruler is a young general named
Yuthor Relmarok, a dwarf with little appreciation—and
The tradition began when the citadel, beset by an army of even less respect—for mystic studies. Relmarok has
frost giants astride remorhazes, put out a call for aid. The come to regard his post as a form of punishment, and
beleaguered Holdfast had few warriors to spare, leaving passes his sentence finding ways to impede the work of
the call to be answered by ancient and venerable war- the spellcasters.
riors. When the threat had passed, the old axes remained.
Since that time, Ul Yazhmotk has served as a living vault
of dwarven wisdom. Great smiths, warriors, and artisans
of every culture make pilgrimages to apprentice with the
citdel’s masters or simply gaze upon the vast collections
of matchless masterworks.
A council of seven master craftsmen, elected by their
respective guilds, rules the citadel. More than simple

19
and are expected to fend for themselves. Stout walls,
Koranth, Barony of solemn watch towers, and watch ravens are common
sights, and each city fields its own guard.
Lady Kesheba, Baroness of Ardwall: (Small city, pop. 7,156) The gray towers of
Koranth, Magister of the Ardwall look west to the Mirdar-Luminar Steppes, home
of the swarming hordes of the Scourge. The folk of
Aurora Ardwall are ever vigilant, awaiting the day the Scourge
Population: 638,910 (humans 67%, half-elves 9%, elves turns from Leherti and strikes east. The fierce citizens
7%, gnomes 5%, dwarves 4%, halflings 3%, other 5%) refuse to abandon their city, preferring instead to stock-
pile supplies, hire sellswords, construct siege weapons,
Resources: Timber, furs, magic, whale oil, fish and train every able-bodied adult to serve in the city’s
Capital: Stromblaen militia.
Ardwall is ruled by two siblings, Aelimon and Cimor

K
oranth is a nation under siege. With the fall of
Wyverun. Aelimon is a slim, silver-haired witch who
Leherti and the rise of the Scourge, the people of
spends her time ministering to the poor folk of her
the northwest barony have been cut off from the
beloved city. Respected for her wisdom and feared for
remainder of the civilized world. Without the resources
her magical skill, Aelimon directs the day-to-day work of
to reestablish trade routes, the empire and its allies have
the city. Her brother Cimor is a rangy warrior who splits
effectively abandoned the barony to its own fate. In des-
his days between training the city militia and patrolling
peration, the barony has turned to smugglers to ferry vital
steppes with the city’s outriders.
supplies north, an expensive gambit that exacts an enor-
mous price in lives and gold. Northwatch Keep: (Keep, pop. 210) Built on the frigid
shores of Hoarfrost Bay, Northwatch Keep is ringed by
Founded six hundred years ago by mages seeking free-
icicles and snowdrifts nine months out of the year. For
dom for their esoteric studies, the archbarony has a histo-
three brief cycles of the moon, the snows recede, warm
ry of isolation and arcane might. The mages of Koranth
winds blow from the south, and the flowers of the tundra
are second only to the Elven Loremasters in sheer mystic
blossom and die.
might, and are peerless in the arcane schools of evocation
and transmutation. Both the Ordo Arcana and the The hearty souls of Northwatch Keep guard against
Crescent Coven trace their origins to the northern fens, tribes of savage orcs and ogres that cross the ice floes
and many of the known world’s most famous (and infa- when the Hoarfrost freezes over, bearing arms and armor
mous) wizards, witches and warlocks maintain hidden made of a meteoric black metal and wielding unknown
demesnes in Koranth. spells. The origins of these monstrous foes have yet to be
discovered; no hero has ventured north of the Hoarfrost
Traditionally, the baron has always been a master of the
and returned to tell the tale.
arcane arts; the current baroness is no exception. Lady
Kesheba is reputed to be an archmage of no small talent, Rakewight: (Small city, pop. 10,392) Built atop ruins of
and she retains the council of specialists in the arts of div- indeterminable age, Rakewight was founded two hun-
ination and summoning. The truly powerful spellcrafters, dred years ago by the notorious wizard Elroth Isencrith as
though, shun politics to concentrate solely on esoteric a haven for necromancers wishing to practice their craft
mysteries. without shame or dishonor. The city has grown dramati-
cally since Isencrith raised the first black tower, but
Despite the work of the mages, the barony’s chief exports
Rakewight has never succeeded in shaking the shadow of
have always been timber and furs. Since the advent of the
its past.
Scourge, exports have slowed to a trickle, straining the
baron’s coffers and spurring exploration of the northern Nor, many argue, does it care to. The city’s architecture
wastes. makes dramatic use of skulls, death runes, and arcane
signs. Its citizens favor dark colors and darker humor,
The barony’s borders are patrolled by sorcerer-warriors
and the scent of rot lingers on everything and everyone
astride fearsome arcane chargers. These outriders,
passing through the city. The officials of Rakewight
already few in number, have been strained to the break-
decry any attempt to characterize the city as evil, but
ing point by the press of the Scourge. They have survived
none can deny the city’s bizarre obsession with all things
this far through a cunning mix of tactics and deadly mag-
dark and dead.
ics, but the lonely Mirdar-Luminar Steppes leave little
room for error. The current ruler of Rakewight is Lady Elise Isencrith, a
direct descendent of the city’s founder. Exceedingly thin
The cities and town of Koranth are highly independent

20
and pale of skin, Lady Isencrith is often compared—
unfavorably—with a corpse. A pair of silent warriors,
anonymous behind spiked plate armor and wielding
wicked scythes, accompany the good lady wherever she
goes. Deliberate or not, her affects and demeanor have
proven effective when bargaining with visiting officials
and foreign merchant lords.
Raven Hollow: (Small town, pop. 1,270) Situated in the
shadow of the Corsan Forest, Raven Hollow serves as a
gateway to the eastern wilds. A surprising number of vis-
itors pass through Raven Hollow; the trading post is far
more prosperous than its size would suggest, and its
shops are legendary for having at least one of every mun-
dane item.
Raven Hollow is ruled by consensus, but in times of need
the citizens turn to the Witch of the Wood. No one knows
the withered crone’s age, but it was her raven that led
trappers to Raven Hollow when the trading post was
established four hundred years ago.
Stromblaen: (Large city, pop. 24,058) The capital of
Koranth is respected throughout the Northlands as a
place of esoteric lore. While Kassantia is grander, and Kalia, Kingdom of
Corsan enjoys a far more ancient lineage, Stromblaen is
where mages go to test their wildest theories. This atti-
tude is captured in the crisp, excited air of the capital, His Royal Majesty, King Taranax,
where mages engage in heated discussions in the cafes
and taverns, harried apprentices rush from shop to shop
Regent of the Far Horizen, Lord
at their masters’ beck and call, and not a day passes with- Admiral of the Open Sea, et
out some summoned beast lumbering down the royal cetera
promenade.
Population: 610,780 (humans 73%, halflings 8%, half-
With so much talent, many assumed that Koranth (and elves 5%, elves 4%, dwarves 4%, half-orcs 3%, gnomes
Stromblaen in particular) would hardly be inconve- 2%, other 1%)
nienced by the threat of the Scourge. Sadly, until the
Scourge is hammering at the gate of their beloved city, Resources: Trade goods
the free-minded archmages and sorcerors will be loathe
Capital: Avenors
to focus on something so mundane as a horde of savage
humanoids. Lady Kesheba has done her best to rally the

W
hile small in landmass, the kingdom of Kalía
arcane might of Koranth, but with mages secluded in is the undisputed master of the high seas. Her
their lone towers and pocket demiplanes, it is nearly sea captains have set foot on every known
impossible to convene a congress of mages, let alone continent, bringing back tributes of gold and spices, as
secure their commitment to a course of action. well as tales of danger and close escapes. The success of
Lady Kesheba, for her part, is fully aware of the threat Kalía is so great that her galleons sail under the flag of
posed by the Scourge. Forced to choose between her Crieste as the emperor’s Royal Society of Explorers and
respect for individual freedom and the love of her coun- Fartraders.
try, she has begun an ambitious plan to ensure the com- The people of Kalía are wanderers, never satisfied with
pliance of the mages of Koranth. Lady Kesheba knows in any one horizen. The open sea is their constant compan-
her heart that a web of duplicity may cost her the one ion, singing young children to sleep at night, and calling
thing that she loved most, but the Magister of the Aurora old men back into her dark embrace. This mistress does
would rather be exiled from her beloved Koranth than not come without a price; every year dozens of ships are
watch it fall to the Scourge. lost, smashed against hidden reefs, devoured by terrible
sea monsters, or simply consumed by raging storms.
Every citizen of Kalía has a family member or friend who

21
has died at sea, and every hamlet and town has a shrine masters keeping their fingers on the pulse of the
dedicated to sailors lost to the depths. The people of Northlands.
Kalía know that the sea cannot be conquered, but they
also know that it shouldn’t be feared. Hide-armored barbarians brush shoulders with swagger-
ing rogues, gnome traders toss dice with green-skinned
The nation is ruled by Olann Taranax, a dashing young half-orcs, and dark-skinned magicians garbed in rune-
king who always seems to have a dozen noble sycophants covered robes watch silently. Veltos is a city of extremes
in tow. The Taranax line is famous for their elaborate and oddities, and it takes a very odd stranger indeed to
fetes and masked balls, and it is said that a Kalían who is draw the stares of her citizens.
not dancing, sailing, or making love must be either drunk
or—more likely—dead. Sellswords and mercenary spellcasters are always in
great demand, either as caravan guards or discrete agents
Avenors: (Metropolis, pop. 38,930) One of the great of merchant intrigue. Several mercenary companies
cities of the north, Avenors is a city of exotic wonder. make their home in Veltos for this purpose, including the
Flush with trophies and tributes gathered from every cor- Company of the Minotaur, the Brotherhood of the
ner of the world, Avenors is a chaotic whirl of bright col- Bladed, and the League of the Mask; violent turnover
ors, foreign languages, and pungent smells. Every day a ensures that the companies are always looking for prom-
new ship sails into port with tales of adventure, just as ising young warriors.
another ship departs for distant lands.
While under the rule of King Taranax, the day-to-day Leherti, Grand Duchy of
management of the city is left to a dozen or so merchant
houses. Regarding themselves as nobles, the merchant (Occupied)
houses rule from palatial manors set high in the surround-
ing hills. But while nobles quarrel over territories and
lands, the merchant houses squabble over trade routes Archduke Filip Ramaster the XII
and tarrifs. (in exile)
Avenors is also known for its distinctive schools of fenc- Population: 1,901,480 (humans 52%, orcs 21%, goblins
ing. Cadres of duelists, rapiers slung low on their hips, 8%, half-orcs 7%, ogres and giants 4%, elves 2%, other
strut through the bustling markets and busy taverns, 6%)
eager for any excuse to demonstrate their swashbuckling
prowess. The duelists of Avenors dismiss armor as the Resources: Slaves, some trade goods
“coat of cowards.” Instead, the duelists rely on their Capital: None (once Araloges)
speed and swordsmanship to keep them from harm’s

T
way. Accordingly, healers are in high demand in Avenors, he Grand Duchy of Leherti, once a shining gem in
and some duelists even take out contracts with their the crown of the Criestine Empire, now stands in
favorite surgeons and leech-using barbers. ruins, a testament to the might of the Scourge and
the folly of mankind.
Saltmoon: (Village, pop. 722) A lonely fishing village
situated above a sheltered cove, Saltmoon is a typical For the last five hundred years, the royal Andithil
Kalían community. Ruled by a council of elders, dynasty, a family of haughty aristocrats, ruled the Grand
Saltmoon makes its living off of the large, seasonal Duchy. Consistent inbreeding, however, reduced the
salmon, and by sailing explorers to the remote sea caves heirs to feebleminded regents convinced of their divinity.
known as the Grottos. The Grottos are extensive, extend- When the Scourge rode out of the north, Archduke
ing through several miles of known caves and fissures, Ramaster declared that he would lead the armies himself.
but with nearly one-third of the caves underwater, thor- Sensing imminent disaster, the Archduke’s advisors
ough exploration has been nearly impossible. Locals tell attempted a coup; amazingly, Ramaster survived. In a
of buried treasaure, undead sea elves, and a lost civiliza- single night, he had every advisor, general, and com-
tion making its home far underground. These tales are manding officer executed for treason, leaving the ducal
suspect at best, but that doesn’t stop would-be heroes army in disarray. The Scourge swept into the Grand
from hiring sailboats and vanishing into the Grottos. Duchy unopposed, laying waste to all.
Veltos: (Large town, pop. 2,819) While all of Kalía’s Now the Archduke reigns in exile, planning his return to
merchant houses maintain envoys in Veltos, nearly all of power. His realm stands in ruin, his people enslaved by
the town’s citizens are foreigners. Some are drawn by the the Scourge or scraping out wretched existences in the
wealth that passes through the city gates, others are ruined cities. The heirlooms of the duchy, magical
agents of distant nations, while others are simply caravan weapons and treasures beyond compare, are lost some-

22
where in the smoking ruins of Araloges, along with any
hope for the Grand Duchy’s return to greatness.
The fell generals of the Scourge now rule the land. Orcish
warbands and roving gangs of outlaws prey upon the
small towns and villages, while the cities are crushed
beneath the iron grip of vicious warlords and infernal
priests. With only enough troops to maintain order with-
in the cities, the Scourge has permitted the outlands to
descend into lawlessness.
Araloges: (Ruined metropolis, pop. 15,890) Once the
great city of Araloges was esteemed throughout the
Northlands, her proud citizens parading along the wide
promenades, proclaiming their undying admiration for
the Archduke. Today the old capital is in ruins, her citi-
zens enslaved, the promenades covered in debris, her leg-
endary treasures carried back to the Scourgelands in rude
canvas sacks.
The remaining citizens labor beneath the cruel whips of
the Scourge, slowly rebuilding the city in a cruel mock-
ery of its former grandeur. The city is ruled by Shanac, a
sorcerous medusa with a gift for warcraft. The general
wears an elaborate veil while holding court in the ruined merchants, this blessing has been turned on its head. Now
city, and is known to fight with wands and staves. A host the city, reasonably undamaged, is entirely inhabited by
of petrified slaves ring the city, standing as a constant the depraved and corrupt. Houses of ill repute line the
reminder to those that would dare to challenge Shanac’s avenues, filthy taverns and gambling are found on every
rule. While her slaves rebuild the city, the medusa sends corner, and temples devoted to dark gods and infernal
search parties to comb the ruins of the palace, searching powers have been built atop cathedrals and monasteries.
for lost and forgotten lore.
Worst of all are the slave pits. A massive arena has been
Canliath: (Ruined large city, pop. ???) With temples built in the center of the city, and slaves that fail to fetch
devoted to nearly every faith, Canliath was once known a good bit of coin on the auction block are forced to fight
as the City of Gods. Rather than daring to rule the city for their lives against a menagerie of monsters and wild
and risk the wrath of the Gods, the hordes of the Scourge beasts. Slaves that win are never released, only returned
blockaded the famous bronze gates, locking its citizens to the auction. The gladiatorial battles draw enormous
inside, and put the city to the torch. crowds, and fortunes are gambled on the outcome.
What curses escaped the searing lips of the faithful, and Invergin is ruled by Bael, a muscular giant of a man.
what foul bargains were struck with infernal powers will Blinded in the assault on Leherti, Bael fights in a visor-
never be known. Now the City of the Gods is a city of less helm, made from the same dragon scales that were
soot-stained marble and cinder. Vague reports tell of used to forge his half-plate armor. Legend holds that the
demonic shapes that pick through the ruins, burnt corpses scales came from the silver dragon that stole Bael’s eye-
stumbling through the broken streets, and nameless hor- sight. Delighting in personal combat, Lord Bael has
rors that haunt the city at night. Many faiths offer boun- promised to free any slave that can best him in single
ties for recovering artifacts lost in the disaster, but few combat. Many have taken Bael up on his offer, and all
are the heroes that will dare the fire-scarred ruins. have been buried in a mass grave beyond the city walls.
Invergin: (Metropolis, pop. 28,915) Of the hundreds of Yithain: (Ruined large city, pop. 16,378) With the col-
thousands of slaves taken in the fall of Leherti, over one- lapse of the Grand Duchy, most patriots withdrew to Free
half were sent to the infamous slave pits of Invergin. Once Cities or the Theocracy of the Lance, leaving behind hap-
a crossroads of trade with the east, the city of Ivergin has less peasants of the Grand Duchy to fend for themselves.
become a vle city of slave masters, amoral wizards,
wicked priests, and merchant lords of the worst sort. But some patriots remain, hiding out in scorched forests
and caves. They fight a guerilla war against overwhelm-
Unlike most cities in the Grand Duchy, Invergin was ing odds, sustained by the belief that although the war
spared total destruction. But with the arrival of the slave has been lost, meaningful battles can still be won.

23
The city of Yithain is one such place. Beset by the armies lands are now known as the Free Cities of Leherti. They
of the Scourge, the city should have fallen like every continue to wage a bitter guerilla war against the Horde,
other in the Grand Duchy. Instead, the city found unex- rangers and scouts striking from the forests and broken
pected relief in a flood of warriors, priests, and mages, hills, while gnome sappers undermine roads, walls, and
fleeing before the march of the horde. The soldiers rallied bridges, and druids call forth lightning from the sky. Each
beside Morgan Ironwolf, a legendary sellsword from the attack brings a bitter reprisal, and the Lehertians live
Southern Province. Standing atop the battlements, under the constant threat of death and rapine at the hands
Ironwolf and her companions watched the plains darken of the Scourge.
with the sheer number of the Scourge; accepting certain
The Lehertian resistance is led by Khorjala the Hawk, a
death, Ironwolf and her companions prepared to lead the
dusky-skinned, enigmatic ranger. The men that follow
final defense of Yithain.
him are a motley mix of hardened soldiers, displaced
Frost giants led the assault with hurled volleys of boul- nobility, and rustic peasants. Of Khorjala, much is
ders, destroying the city’s walls in mere hours. Orcs, gob- rumored, but little known for certain. His name is not
lins, and trolls swarmed through the rubble, setting a fire found on any of the pre-war rosters, nor is he known to
that leapt from building to building, quickly overtaking any of Ramaster’s generals. Cunning in his tactics and
their entire city. Celebrating their easy victory, the fell vicious on the field of battle, legend holds that Khorjala
army relaxed. has been nearly captured a dozen times, and yet always
manages to slip free. Tarkhan Khurzog—Master of the
With the flames of Yithain reaching to the sky, Ironwolf Scourge—has taken a personal interest in the Hawk,
and her ragtag force struck from the ruined city, slicing sending demons, assassins, bounty hunters, and worse to
through the confused horde, and laying waste to an army bring in the notorious general.
five times their size.
The Free Cities of Leherti continue to scratch out an exis-
Reports allege that the general realized that she couldn’t tence in the shadow of enemy occupation. The people are
save the city, but that she could destroy her foes. haggard and frail, and exhausted refugees line the muddy
Tacticians debate the merit of Ironwolf’s strategy, but streets. Overcrowding and poverty has led to the rise of
none can fault her ends: While all of Leherti has fallen to criminal bosses who offer protection, food, and other
the Scourge, the Company of the Ironwolf still occupies necessities … for a price. The Lord Mayors of the Free
ruined Yithain, and harries the Scourge from the very Cities do their best to contain the bosses’ power to the
heart of the fallen Duchy. slums, where they are permitted to rule uncontested.
Of the many bosses vying for dominance, two stand out
Leherti, Free Cities of as the most successful and ruthless. Phendel the
Beggarmaster, a corpulent bull with a legendary appetite
for sweetmeats and attractive women of every race, rules
Khorjala the Hawk from the Old Slums of Cyros; his greatest rival is Teshin,
Population: 1,788,910 (humans 63%, half-elves 10%, an up-and-coming rogue, late of Punjar. Already the two
elves 8%, dwarves 7%, gnomes 5%, halfings 4%, other have clashed on several occasions, leaving trails of bod-
3%) ies throughout the filthy slums. It has been suggested that
the lord mayors encourage this sort of violent rivalry as a
Resources: Trade goods, copper, gems means of weakening the bosses’ overall power.
Capital: None Amthor: (Small city, pop. 28,190) Flooded with
refugees, Amthor’s population has nearly tripled since

W
hen Archduke Ramaster and his armies fled the Fall of Leherti. Tents and shacks crowd the streets,
the raging Horde, Leherti was assumed lost. and malnourishment and disease are commonplace;
Handfuls of desperate generals rallied their meanwhile, the city’s resources are exhausted simply try-
men in a costly holding action, fighting not for the feeble ing to maintain the status quo.
Archduke, but for honor and the glory of Leherti. Unable
to stop the Scourge, they did manage to slow its advance, The lord mayor is Alden Morward, corpulent son of a
permitting the cities of Cyros, Ilnoth, and Amthor to powerful merchant, placed in power as a favor to his
launch a counterattack. The forces of the Scourge and father. The Fall of Leherti transformed Morward’s post
Leherti met at the Battle of Minérond’s Ford, where the from one of ease to one of constant crises. Surprisingly,
armies ground each other to a bloody stalemate that holds Morward has risen to the challenge, maintaining order in
to this day. a delicate balance between diplomacy, back-alley deals
with the gang bosses, and the constant presence of city
Those three battle-scarred cities and the surrounding guards. Still, dozens of new refugees arrive daily with no

24
end in sight; it is only a matter of time before Morward’s unbroken dynasty; the current regent is the beloved King
house of cards collapses under its own weight. Beldor. Once a valiant knight who protected his kingdom
from atop a mighty charger, the old king seldom has call
Cyros: (Small city, pop. 11,201) During the last months to raise a blade, and only dons his majestic full plate
of the war, it was said that Leherti wouldn’t fall so long armor for ceremonies and festivals. King Beldor knows
as Cyros stood. Occupying a small island near the west- that his seasons are numbered, and he quietly longs for
ern shore of Wyrm’s Deep, the citadel-city became the the lost years. Beldor’s son, Seremac, is a conniving
lynchpin of the Lehertian Resistance. Cyros weathered worm who delights in his father’s anguish. With no other
terrible assaults from hordes of humanoids, archmages, heir, Beldor fears what will become of his beloved king-
sea giants, and even a pair of adult red dragons. Under dom after his death.
the direction of Tesron Valri, the city’s half-elf lord
mayor, Cyros gave as good as she got, withstanding the While relying on natural resources for the bulk of its
concentrated might of the Scourge. income, Luithea is more developed than most of its
northern cousins. Among the many farmers, miners, and
Now Cyros is a staging ground for most of the attacks woodcutters, there is also a healthy population of artisans
into the occupied territory. However, this has again and traders. King Beldor encourages the education of his
focused the might of the Scourge on a single city, and the people, but this runs counter to the wishes of the Crieste
citizens of Cyros have cause to be frightened. They may lord-barons, who would prefer Luithea to remain a sim-
pay a steep price for saving the Free Cities of Leherti. ple backwater. Every year the people are forced to watch
Ilnoth: (Metropolis, pop. 26,737) There is little doubt as the kingdom’s finest knights and spellcasters are con-
that the Scourge will go to war again soon, and standing scripted into the imperial armies. Inspired by idealistic
at the foot of Wyrm’s Deep, Ilnoth is likely to bear the young nobles, the citizens have begun to cry out for free-
brunt of the invasion. This places the lady mayor and her dom from their imperial overlords. So far, this has result-
council in the uncomfortable situation of supporting the ed in nothing more than scuffles with imperial tax collec-
Resistance while dreading its inevitable result. tors, but the court in Archbridge has caught wind of
Luithea’s impudence, and has sworn to execute any citi-
Bethtar the Sade has served as Lady Mayor for over a zen daring to defy imperial decree.
decade, and refuses to let harm come to her beloved
Ilnoth. She and her council have initiated negotiations At the sunset of his life, King Beldor finds his nation at a
with Tarkhan Khurzog, Master of the Scourge; thus far, turning point. The coming years herald turmoil and
these dealings have been kept secret except for a privi- unrest, and Beldor cannot guide his nation forever. Soon
leged few, but if the Scourge does go to war again, the he will be forced to decide between passing the crown of
city’s duplicity will become quickly apparent. Luithea on to his son, or choosing another heir and end-
ing a dynasty of a thousand years. The decision weighs
on the aging monarch, but if he waits much longer, death
Luithea, Kingdom of may make the decision for him.
Armadel: (Large city, pop. 18,250) The glorious city of
White Drake of the North, His Armadel is a vision of grandeur and majesty. Built high
atop a tall hill and defended by high walls, the towers of
Royal Majesty King Beldor the central citadel rise above the common morning fog,
Population: 638,250 (humans 64%, half-elves 8%, earning the castle the name of Cloudwatch.
halflings 7%, dwarves 6%, elves 6%, gnomes 5%, half- Armadel is renowned for its Wyrm Knights, an elite
orcs 4%) cadre of warriors who ride into battle astride wyverns.
Resources: Timber, gold, copper, trade goods Few in number, the knights are celebrated heroes of the
people. When they take flight from the towers of
Capital: Armadel Cloudwatch, citizens crowd the streets and balconies,
shouting and waving to their venerated knights.

O
ldest of the northern kingdoms, the nation of
Luithea was once a humble fiefdom awarded to a King Beldor holds court in Armadel, but every spring he
Criestine knight. Since its inception, the country leads the royal court in a tour of the cities, villages, and
has slowly expanded its borders, adopting new lands and towns of Luithea. Beldor savors this chance to see the
developing a rich sense of history and tradition. The peo- countryside, and his people celebrate the arrival of the
ple of Luithea take great pride in their motherland, ele- popular monarch.
vating her folk heroes into demi-saints.
Eisenhold: (Large castle, pop. 3,582) The dark, solemn
For its entire history, Luithea has been ruled a single castle with its grim defenders stands in stark contrast to

25
the nobility and gleaming spires of Armadel. The castle weave through the wilds of Morrain. Now a mature sov-
of Eisenhold and the surrounding town is home to ereign, Stormwarden rules from the citadel in Galaron,
Seremac Beldor, the Black Prince, heir apparent to the with old adventuring companions ringing his throne. In
Kingdom of Luithea. battle, Stormwarden fights with a terrible silver
greatsword that rumbles with thunder and calls down
A bitter young man, the Black Prince spends his days lightning from the sky.
sulking in Eisenhold’s highest tower, plotting new and
ever more devious ways of dishonoring his father. The With his forces committed to border patrols, the Argent
Black Prince dallies in illicit affairs with the wives of his Sovereign is always on the lookout for stalwart heroes.
father’s knights, but even these distractions offer only The people of Morrain can handle most small threats on
temporary reprieve from his foul demeanor. The only their own, but when giants, dragons, and worse prowl
time the Black Prince is truly happy is when he is killing from their dark lairs in the Frosteye Mountains, the call
something, preferably a sentient creature. Lean, lithe, and goes out for courageous champions.
cunning, Seremac has matured into a deadly swordsman,
a talent sure to serve him well in the years to come. Cillamar: (Small town, pop. 1,030) A thriving commu-
nity set on the doorstep of a vast wilderness, Cillamar
Welwyn: (Small town, pop. 921) A wilderness town grows with every passing season as explorers and adven-
standing in the shadow of the Cairnswild forest, Welwyn tures press further into the frontier. Cillamar trades lum-
is home to trappers and huntsmen who earn a dangerous ber, furs, and grain with the dwarves of Ul Yazhmotk, in
living hunting the dangerous dire boars that rut in the for- return for masterwork arms and ore.
est glades.
Cillamar is ruled by the wise Patriarch Ranz Mentzer.
The town is ruled by the young and charismatic Lady The Patriarch was once a high priest in the Theocracy of
Arabella, daughter to the late mayor. Arabella shares the the Lance, crusading in the name of good and justice
duties of her post with the town’s magistrate, a grim man across the face of Áereth. Now the aging Patriarch wears
known as Malchor. a long white beard in place of a breastplate, but he is no
less passionate in his defense of good. The Patriarch wel-
comes all good and neutral temples to Cillamar, but
Morrain, Kingdom of refuses to tolerate practitioners of evil faiths.
Within a day’s ride of Cillamar rise the skeletal ruins of
King Mirias Stormwarden, the Whiterock Castle. Lady Chauntessa, a mysterious sorcer-
Argent Sovereign ess and the proprietor of the Inn of the Slumbering
Drake, often hires young adventurers to explore the
Population: 294,910 (humans 54%, half-elves 16%, Castle’s labyrinthine dungeons. Local legends tell of a
dwarves 11%, elves 6%, halflings 5%, gnomes 4%, other fearsome dragon, the great Benthosruthsa, who is said to
4%) lair in the ruins. Regardless of the truth of the rumors, the
expeditions are fraught with peril, and few of Lady
Resources: Silver, gems, jewelry Chauntessa’s expeditions ever return.
Capital: Galaron Galaron: (Small city, pop. 8,527) Compared to southern
metropolises, Galaron is little more than a rural backwa-

F
ounded by a band of sworn brothers five hundred
years ago, the Kingdom of Morrain owes fealty to ter, its people simple and seldom given to intrigue. Those
Crieste in name only. Morrain weathered the same “simpletons” will also climb the city walls at the
Interregnum alone, fending off goblinoid hordes and first sign of trouble, willingly defending their home to the
giants, and emerged as the face of independence in the bitter end. This isn’t to say that Galaron doesn’t have its
north. While other nations raise the clarion cry for free- share of cheats and con men, but in Galaron even
dom, the people of Morrain live it. scoundrels rally; if the city falls, there is simply nowhere
else to go.
A small kingdom with limited resources, nearly every cit-
izen is asked to take part in the nation’s defense. Old men The largest city for hundreds of miles in any direction,
and striplings, merchants and knaves—all are expected to Galaron serves as a waypoint for adventurers riding north
take up arms when the watchfires flare on the towers. and east, and for merchants traveling south. The people
of Galaron are fishermen and hunters, specializing in
King Stormwarden embodies the noble ambitions of his exotic specimens and rare furs. In summer and early fall,
people. A white-haired half-elf skilled with the bow and daring captains can be hired to sail north, dropping
blade, Stormwarden spent his youth exploring the rocky explorers off on the northern shores. Returning to pick up
passes, game trails, and ancient dwarf-highways that explorers can be something of a challenge, however.

26
Fierce ice storms can build within hours and last for ways. Those who step inside the walls are never seen
weeks, and the Bay of Dyzan can freeze over with little again, and fishermen regularly report witnessing wisps of
or no warning. smoke curling up from the wells in the center of the city.
Despite the hardship of northern life, or perhaps because
of it, the folk of Galaron are renowned for their lively Nos Caen, the Isle of
revels. It is said that while every man dies, it takes a war-
rior from Galaron to sing his own dirge. (Province of New Kassantia)
Far Cirque: (Small town, pop. 1,145) Nestled in the
base of a high glacier vale, Far Cirque (known as “Far The Great Druid
Town” to locals) is home to a number of plentiful gem
mines, accounting for the unusually high population of Population: 610,390 (humans 67%, elves 14%, half-
gnomes. The gems are brought down from the high elves 10%, gnomes 4%, others 5%)
mountain mines to be weighed, cut, and polished by mas- Resources: Timber, furs, slaves, whale oil
ter artisans before being shipped to Galaron under heavy
guard. Capital: Folkevern

T
Local legends tell of a lost mine and an enormous gem he Isle of Nos Caen is the Criestine Empire’s least
infused with magical properties. This “mother diamond” effective attempt to establish a tribute colony. The
is said to be responsible for the profusion of gems in the native humans of Nos Caan are an olive-skinned,
surrounding lands, and that if anyone removes the fabled dark-haired folk, the last remaining vestiges of the
stone from the nearby gem mines, all will go dry. druidic civilization that once stretched across the whole
of the Northlands. Regarded as sub-humans by Lady
Far Cirque is ruled by Rorínna Berick, a sharp-witted Mortianna, Vizier of Crieste, the savages of Nos Caen
gnomish sorcerer with a knack for spotting thieves and have proven more than a match for the armies of Crieste.
cheats. Berick spent her younger years on the wrong side Worse, the occupation has transformed the disorganized
of the law, and it is a point of personal honor that the gem tribes of Nos Caen into a unified savage horde. What
shipments arrive in Galaron undisturbed. began as a simple occupation has grown into a quagmire
Mystenmere: (Small town, pop. 1,890) A quaint village that threatens to engulf all of Crieste.
overlooking Valfors Bay, Mystenmere enjoys its role as The tribes of Nos Caen are true savages, living in caves
gateway to the Anseur Forest (see the Elven Nations). and simple mud huts, with only a rudimentary under-
Non-elven mages studying with the elves of the Anseur standing of metalworking. This is changing with the com-
often stay in Mystenmere. For their part, the elves of ing of the Crieste army; now the tribes raid the Crieste
Anseur tolerate the presence of Mystenmere, even going camps for weapons and armor, even burning buildings to
so far as to offer the protection of the elven nation. For ash in order to recover nails and metal artifacts.
many scholars, Mystenmere is the closest they come to
the Anseur’s hallowed glades. For the soldiers tasked with subduing the natives, the
tribes of Nos Caen have proven to be terrifying foes.
Mystenmere is governed by Aragoth, an ancient human Donning the bloody skins of animals, the tribes of bar-
mage with the unnerving habit of consulting his familiar barians attack in the dark of night astride dire war beasts.
(a gray-haired rat) before making any significant deci- Howling like demons, the tribes know neither fear nor
sion. Having lived in Mystenmere longer than any can pain. The savages use war horns carved from the tusks of
recall, Aragoth seems content to live out the end of his dire boars to orchestrate their attacks and withdrawals,
days (however many that might be) in quiet esoteric con- but the savages have taken to blowing the horns simply
templation. The old man makes his home in an unassum- to weaken the morale of the Crieste soldiers.
ing tower in the center of town, and those hoping to visit
the old sage would do well to bring a magical present of The master of Crieste’s forces is General Arion, an aging
some sort, and to observe their manners—the old mage warrior approaching the end of his career. While the gen-
has been known to make impolite guests wait for weeks eral’s heart isn’t in the occupation of the Isle, he is
before admitting them to the tower. unquestionably loyal to the crown and carries out his
orders to the best of his ability. The general’s lack of pas-
Ibelot: (Ruined large city, pop. ???) Standing high atop sion is reported back to the crown by Connence the
the Cliffs of Dyzan, the ruined city of Ibelot is the source Ashwind, an agent of Lady Mortianna. Unless Arion
of much fear among the rulers of Morrain. Explorers who makes gains against the tribes soon, he will be sent back
have ventured within sight of Ibelot’s ruined walls report to the mainland to finish his career in the dungeons of
soaring black towers, bronze domes, and elevated sky- Kassantia.

27
moral, but at times it seems that the very land conspires
to thwart Crieste’s forces. The mist-shrouded ruins sur-
rounding the city and the catacombs beneath her muddy
streets hint at long-lost secrets. Avion has ordered all
entrances to the undercity to be barred over, but the earth
beneath Halsgate is riddled like a rat’s warren. Recently,
night sentries have begun vanishing. Whether the sol-
diers are abandoning their posts, or are being slain by
horrors remains unknown—all Avion can do is double
the guards and hope for the best.
Warringhill: (Small castle, pop. 733) The fort on
Warringhill is the spearhead of Crieste’s assault on the
Caenan folk. It has been said that the Criestine soldiers
live little better than the savages they hope to conquer,
and this is certainly true of Warringhill, a perennially wet
fort built atop a rocky outcropping. Veteran soldiers are
forced to hole up in muddy huts in the spring, cluster
around smoky fires in the winter, and watch the woods
with sullen wariness throughout the year.
New recruits are regularly rotated into the fort, but sol-
diers seldom leave. Half of all new soldiers stationed at
Folkevern: (Large town, pop. 3,956) While most of the Warringhill die in their first month of service. Fully two-
Caenan people live in small villges and hamlets, the war thirds are dead after three months of duty, and only five
against Crieste has united the disparate tribes under one warriors out of every hundred live out a year. Those that
ruler: the Great Druid of Folkevern. An ancient druidic survive the tour of duty are deadly warriors with a gift for
grove, Folkevern has grown into the savages’ chief stag- survival, and are considered too precious to be dismissed
ing ground. from duty.

In recent memory, no non-Caenan has ever returned from Veterans of Warringhill could easily be mistaken for sav-
Folkevern; the only details of the grove are culled from ages, and indeed, many adopt the ways of their enemies,
old rumors and folktales. Stories whisper of mighty doning hide armor when chain and plate armor rusts, and
standing stones carved with powerful runes, blood sacri- forsaking heavy crossbows and unwieldly polearms for
fices, and preserved corpses rising from the boggy quicker shortbows, halfspears, and short swords.
moors. The Great Druid is said to be an ancient man with Warringhill is commanded by Thoradin Axewind, a gruff
a long white beard that reaches down to his feet, and a veteran with little time for the niceties of civilization.
pair of intelligent ravens that perch on the back of his Cold and brusque to newcomers, Thoradin takes person-
throne. Whether or not the stories are true, it is clear that al responsibility for every life in his command, leaving
the Caenan tribes have begun to orchestrate their savage him little time to entertain fools or braggarts. Thoradin’s
attacks, and that the natives are commited to forcing the chilly demeanor warms instantly after witnessing skill on
Crieste armies from Nos Caen—at any price. the field of battle—but it is the deed, not the word, that
There are dozens of small Caenan villages and hamlets, sways his opinion.
and five Crieste forts on the isle. The following is a brief
examination of the most noteworthy settlements.
Halsgate Castle: (Large castle, pop 4,010) Nos Caen’s
chief port, the city of Halsgate is the staging area for all
supplies and forces sent to the isle. Halsgate Castle is a
citadel built on the ruins of an old druidic observatory.
The surrounding city is a cold, dour place, where chim-
ney smoke seems to linger in a permanent haze, and con-
stant streams of dead soldiers are borne back from the
front atop their rent shields.
General Avion does his best to support his soldiers’

28
Porthmeor, City-State of
Lord Mayor Yughinuss Lorenam
Population: 35,700 (humans 65%, half-orcs 10%,
dwarves 9%, elves 8%, monstrous humanoids 4%,
halflings 4%)
Resources: Trade, fish, whale oil
Capital: The City of Porthmeor

A
free city on an island in the southern Lirean,
Porthmeor enjoys regular trade with the mer-
chants of the North as well as the nomadic tribes-
men of the Southland. In addition, the city serves as the
easiest access point to submerged Lirean ruins, a constant
draw to adventurers, sages, and treasure seekers. In this
case, “easy” is a misnomer, since even the nearest ruins
are submerged by over fifty feet of water and inhabited
by foul creatures of the depths.
In ancient times, the city-state of Porthmeor fought a bru- the worst and best of both ancient empires. This integration
tal war against a race of aquatic elves. After a decade of came at the cost of Uru’Nuk’s learning and sophistication;
inconclusive conflict, the elves offered the hand of the modern Saramanthians are nomadic barbarians that sel-
Iasmini, their princess, to Porthmeor’s lord mayor as a dom venture into the gilded cities of old Uru’Nuk.
peace offering. He accepted. A few months after the wed-
ding had taken place, Iasmini killed her husband and Saramanthians range the grassy steppes astride ceratons,
most of the court, throwing the city into chaos. Princess scaled lizard beasts that run on two legs. The horned cer-
Iasmini was captured in the final battle, and legend holds atons are typically barded in hide armor, but the ceratons
that her tomb was buried somewhere beneath the city. of chieftains and powerful warriors often sport chain
barding pieced together from the mail of fallen foes.
The current lord mayor is a tall, slender man with dark Saramanthian warriors prefer to fight with lances and
eyes and a quick wit, who is known to wander the streets short bows, using scimitars for close combat. Pride,
of his city in disguise in order to gauge the morale of his honor, and a fast ceraton are a warrior’s greatest assets;
people. Pirates, some say hailing from Freeport, have to insult any of the three is grounds for a duel.
begun preying upon Porthmeor traders once again, and
soon something will have to be done. Inheritance is passed onto the eldest child, forcing many
second and third born to seek their fortunes abroad. Thus,
Saramanthians encountered in civilized lands are often
Saramanthia called “No-zins,” or Thirdsons. Having tasted the sweet
fruit of civilization, many choose to stay in civilized
lands. No matter how cultured these barbarians become,
Various barbarian khans they still hear the seductive call of the lonesome wind,
Population: ??? (mostly humans and monstrous and often return to the high steppe in their final days.
humanoids) Tiam’tze: The “capital” of Saramanthia is nothing more
than a grassy burial mound rising three hundred feet
Resources: Furs, spices, leather, copper
above the surrounding plains. Every year on the Spring
Capital: Tiam’tze Equinox, the leaders of the tribes assemble on the mound
to settle blood feuds, arrange marriages, and decide terri-

O
ccupying holy land once coveted by both the torial disputes. Three basalt monoliths atop the mound
Abylos and Uru’Nuk nations, Saramanthia is but a serve as a sophisticated calendar; the foundation stone is
distant echo of the mighty empires. While Abylos scribed with an accurate spiral that traces the progress of
and Uru’Nuk were implacable foes, the people of the monoliths’ shadows through the year. Any other sig-
Saramanthia exhibit traits of both. Fierce in battle like the nificance of the monoliths or of the mound itself remains
war-hungry Abylos, and devoted to strange god-totems like a mystery, but sages warn that in the old Uru’Nuk tongue,
the religious Uru’Nuk, the people of Sarmanthia embody Tiam’tze translates to “devil-dragon’s blood.”

29
swift orcish cavalry bolstered by boulder-hurling giants
Scourgelands and goblin infantry riding into battle on armored draex-
odons. The Tarkhan has been quick to take advantage of
Tarkhan Khurzog, Master of his foes’ hubris, turning pride, chivalry, and honor into
deadly weaknesses. More than one Lehertian general led
the Scourge a doomed charge against the horde, expecting the enemy
Population: 3,059,981 (orcs 49%, goblinoids 14%, half- lines to break, only to discover the goblins and orcs fear
orcs 13%, ogres 7%, giants 4%, other 13%) their demonspawn general more than the charge of any
armored knight.
Resources: ???
The following is a brief examination of the most infa-
Capital: Hellspawn Keep mous of the Tarkhan’s holdings. Scholars and generals
should note that there are certainly other cities, citadels,

F
or most of recorded history, the tribes of goblinoid and orc-holds loyal to the Scourge that have yet to be dis-
raiders that roam the Mirdar-Luminar Steppes had covered.
been little more than a trifling threat, raiding the
realms of man when overpopulation—a problem com- Hellspawn Keep: (Large citadel, pop. 24,301) A city of
mon to the barren steppes—forced them to look beyond antediluvian origins, the mountain bastion of the Tarkhan
intertribal feuds. Poorly armed, chaotic, and suspicious is a towering citadel built atop smoking, steaming pits.
by nature, the raiders seldom campaigned more than two Named Hellspawn Keep by the humans, the fell palace is
hundred leagues beyond their usual hunting grounds. known to the wicked as Azmog-Azmennum. Although
Whether they succumbed to the well-armored and disci- it’s not the largest of the Scourge’s cities, an explorer
plined armies of man, dwarf, and elf, or to their own would be hard pressed to find a greater concentration of
infighting, made little difference. The decimated hordes malefic might in all the Northlands. Goblins labor day
would return to the steppes, recoup their numbers after a and night to stir the smoking pits, demons stalk the dark
year or three of frantic breeding, and the cycle would halls conveying messages for their infernal masters, leg-
begin again. endary heroes of good are tortured into forswearing their
noble causes, and constant streams of slaves are sacri-
This changed in the summer of 3195 EC (Empyrean ficed to hosts of foul deities.
Calendar). A ten-year drought had reduced the steppes to
a tinderbox, decimating the herds of migratory draex and At the center of it all sits the mighty Tarkhan Khurzog,
reindeer. Late summer lightning set fire to the steppes, plotting his next conquest. The Tarkhan has never known
forcing the hordes of ogres, goblinoids, and giant-kin defeat, and his armies—having tasted the sweet fruits of
into civilized lands. A single warlord emerged from the civilization—clamor for war. Ogre mage, sorcerer, and
ensuing storm of chaos and conflict, a monstrous ogre fearsome warrior, the blight-fisted commander of the
mage steeped in sorcerous blood, more cunning than any Scourge is the undisputed master of all he surveys.
merchant prince—terrible in his wrath and merciless in Spring will bring war, and the Tarkhan will be ready.
battle. In a single campaign, he hammered the orc-hordes
Ibinfang: (Large castle, pop. 4,200) Ibinfang is the
into a unified army and swept through the Grand Duchy
adopted home of the Ruin Knights, an order of cultic
of Leherti, razing the City of Gods, setting fire to the
warriors dedicated to bringing about the end of the world.
ancient libraries of Luxon, forcing a treaty from the
Once an obscure cabal in the Grand Duchy of Leherti, the
Criestine Empire, and putting over half the nation to the
coming of the Scourge allowed the abyssal Ruin Knights
spit.
to fully embrace their unholy beliefs. The Tarkhan placed
Now the entire known world trembles at the name of the order in Ibinfang in order to keep an eye on them, and
Tarkhan Khurzog, Master of the Scourge. to ensure that the Scourge reaps the benefits of their
nightmarish ways.
The end of the tale remains to be told. Presently the
Tarkhan resides in the smoking citadel of Hellspawn So far all has worked as planned. The wicked leaders of
Keep, gathering mercenary sorcerors, infernal priests, the cult, former citizens of Leherti, have produced thir-
and wicked sellswords to his already-formidable army of teen demonic knights to fight in the service of the
orcs, goblins, and giants. Scholars and generals, eager to Tarkhan. How long this pact will stand remains to be
stave off the seemingly invincible Tarkhan, hotly debate seen. But for now the goals of the Ruin Knights and the
the best way to put an end to the mightiest army the Scourge are one and the same, and the Ruin Knights ride
world has ever known, and they fear the Tarkhan’s wrath at the head of the Tarkhan’s armies, heralding dread and
if they should fail. death to the foes of the Scourge.
On the field of battle, the Tarkhan relies upon lighting- The Lost Vale: (Unknown, pop. ???) The Valley of

30
Wistfast was once the ancestral homeland of the gnomish
peoples. Isolated from most of the other humanoid races,
the gnomes pursued a life of peace and solitude, mining
the rich veins of gems and gold, developing their peculiar
magics, and encouraging a gentle balance between nature
and craft.
That solitude and independence led to the gnomes’ down-
fall. Many hundreds of years ago, the fell mage Tsathzar
Rho unleashed an army of enslaved creatures upon the
valley, and with few allies to call on, the gnomes were
slaughtered by the advancing horde. Once the gnomes
were all scattered or dead, Tsathzar Rho dismissed his
army and set about collecting the seven sacred gems of
the Gnomish Lords. What Tsathzar Rho did with the
fabled gems remains a mystery, and the gnomes have
been a race of wanderers to this day.
The fate of the valley is also unknown. Soaked in the
blood of the gnome race and tainted by the touch of
demons, the Lost Vale sinks further and further into the
shadowed mire of the forgotten past.
Morazuin: (Metropolis, pop. 127,020) Were not fully
half of Morazuin underground, it would be the single Yazh’mon: (Small city, pop. 11,980) Every army needs
largest city in the Northlands, a fact that taunts many a its weapons and armor, and the Scourge is no exception.
human sage. Even considering only the surface portion, Orc and goblinoid hordes have traditionally suffered
Morazuin ranks among the great cities of the North. from poor arms. Part of the Scourge’s success is due to
the quality of their armor and weapons. While many of
Home to the armies of orcs and goblinoids that now the Scourge’s goblins still fight with improvised weapons
swarm the lands of Leherti, Morazuin is a foul cauldron and scavenged armor, the orcs, giants, and large gobli-
of activity. Goblin builders work feverishly to construct noids are all outfitted with arms equal to that of most
new siege engines, orc generals train their wards into human armies. Orcish officers and even some of the
ferocious warriors, and mercenary sellswords and mages giants even carry masterwork or magical arms, many of
arrive daily. which were forged in the perpetual fires of Yazh’mon.
While Azmog-Azmennum is mythic in its might, The forges of Yazh’mon smoke constantly, casting a
Morazuin is impossibly large. The Tarkhan has prohibit- sooty pall over the countryside. Hundreds of smiths, sup-
ed building outside the city’s fabled iron walls, so the ported by thousands of assistants, work day and night to
orcs and goblinoids settled on building up. The city is turn out implements of destruction. The land surrounding
under constant construction, level stacked upon level like the city is barren; every last tree and shrub has been taken
the haphazard accretion of soil after a flood. At night, the to fuel the forge fires, and an army of Lehertian slaves
smokey fires of Morazuin rise like bitter stars struggling bring in the tons of ore needed for smelting.
to climb back into the firmament, the highest levels indis-
tinguishable from the night sky. Key to Yazh’mon’s success is the efreeti Imiz-kil, and his
legion of salamanders. How the Tarkhan managed to
A city as large as Morazuin cannot exist for long. secure their labor is a matter of much debate and conster-
Currently, the orcs thrive off the spoils of Leherti and the nation. The Scourge’s deadliest weapons were all forged
flesh of thousands of slaves. But in the next five years, in the pits of Yazh’mon, and the finest among them bear
the population of Morazuin will double, and plundered the mark of the efreeti’s work: a wavy, black watermark
resources of Leherti will dry up. Driven by hunger and an and a serrated edge that sings when tasting living flesh.
insatiable lust for violence, the armies of Morazuin will
spill out onto the plains like a horde of demonic locust,
destroying all in their path. Some scholars fear that this
cycle is but one part of the Tarkhan’s fell plan, but most
discount this theory as too orchestrated to be the work of
a simple ogre-magus. The truth of the matter remains to
be seen.

31
Soulgrave, Free City of Soulgrave, the
Boss Bomar Ranosh, Prince of Undeath
Population: 8,809 (humans 61%, half-orcs 12%, half- Population: —
elves 8%, dwarves 6%, halflings 6%, elves 2%, others
5%) Resources: —

Resources: None Capital: —

A
Capital: Soulgrave ges ago, the Soulgrave was nothing more than a
high mountain valley where druids of yore

T
he true Soulgrave (see Soulgrave, the below) is a brought their fallen heroes. The greatest of the
burial site too sacred to be claimed by any one dead were given sky burials: The bodies were cut up by
nation. The Criestine Empire has always protected initiates, and offered to the enormous black vultures that
this independent status, partly out of a desire to honor the make their home in the nearby peaks. When the powers
dead buried at Soulgrave, and partly out of fear of those of the druids waned, the site was adopted by regents who
same dead. By declaring the Soulgrave, and all lands built tombs and catacombs for their royal families.
within two leagues, to be neutral territory, Crieste opened Slowly, the valley was transformed into a vast necropo-
the way for the Free City of Soulgrave. lis, with each new ruling family adding to the city of the
dead. A mighty wall and great iron gate were erected.
Originally a waystation for priests and burial processions Everflaming braziers were placed atop empty towers, and
en route to the Soulgrave, the Free City has grown into a the mountain trails were widened into uniform roads.
sprawling, lawless town. A territory unto itself, the Free
City has become a haven for criminals fleeing Crieste After dusk, the graves crack their musty shells and the
and surrounding nations. While still a waystation with dead walk the city. Whether or not the risen corpses are
porter services, hostelries, and outfitters, the Free City is tormented undead or something else altogether is a ques-
also a town of gambling dens, brothels, and black mar- tion best left to theologians, for the creatures surely have
kets. a hunger for the living. Legends tell of Ranosh, a vampire
who speaks for the undead citizens of Soulgrave.
The streets of Soulgrave reflect the city’s lawless citizen- Accounts paint Ranosh as neither evil nor good, but sim-
ry. Most buildings are temporary and are built with no ply devoted to Soulgrave as hallowed ground, and he is
regard for city planning, creating a maze of alleys and perfectly willing to kill the living to inspire respect for
dead-end streets. Well-to-do visitors are advised to bring the city of the dead.
bodyguards for their protection, and to avoid the local
thugs offering the same services. There is an informal
city watch, but the men of the watch are accustomed to Southern Province, the
enforcing rules as they see fit, or even creating them on
the spot. A well-placed bribe can accomplish much, but if
rogues scent a fat purse, it may take a well-placed dagger Trayr Sains, Overlord of the
to ward off danger. The fabled Black Dougal is said to South, Master of Heaven and
have been born in the Free City, and some guild thieves
even accuse the rogue of running the Free City, but Earth, Dragon of the Lirean
Dougal hasn’t been seen in some time and is presumed Sea, etc., etc.
dead.
Population: 2,462,900 (humans 73%, half-orcs 9%,
Currently, justice (such as it is) is meted out by Boss half-elves 7%, dwarves 6%, other 5%)
Bomar, a barrel-chested half-orc known for his crude
sense of humor and unpredicatable temper. While Bomar Resources: Slaves, spices, black market trade, copper,
doesn’t run this city so much as balance atop it, he is the timber
one to go to when looking for something, or someone, in Capital: Punjar
the Free City. As is often said in such places, visitors

O
should always keep one hand on their purse, and one on ne hundred and thirty years ago, the Province
their blade. was simply the largest of the empire’s many
fiefs. In a revolution led by a cunning and
aggressive lord-baron, the Province seceded from the
empire, setting the example for all the kingdoms,

32
provinces, and colonies that rushed to independence in
the years to come.
Today the Southern Province stands as a mirror to the
Criestine Empire. While Crieste is mired in the bureau-
cratic quagmire of a millennium-old aristocracy, the
Province is home to the young and ambitious guild hous-
es; while Crieste seeks to govern every aspect of the
economy, the Province lets the houses do the work and
taxes their profits; while Crieste is a pondering behemoth
of military might, the Province is a nimble player of eco-
nomic and political intrigues.
Wealth is everything in the Southern Province. Those that
have it—and more importantly, can keep it—are envied
and respected by all.
The present ruler is Trayr Sains, a cunning man who had
the good fortune of being a bastard son of imperial blood.
The child of a discarded harem concubine, Sains fought
his way out of the vicious slums of Punjar, working his
way from petty thief to slayer to guild master. Boss Sains
was coronated Overking after the notorious Night of the
Long Knives, when fully two-thirds of the Southern
Province’s nobility were assassinated and replaced with With no law enforcement to speak of, each mage
royal-blooded representatives of the guild houses. When employs a personal retinue of bodyguards and enforcers.
the sun rose on the blood-soaked capital, the surviving Commoners are left to fend for themselves, dependent
nobles who were willing to openly declare the virtues of upon the whims of the mages for safety. For these rea-
law and good were few and far between. Sains’ claim to sons, mercenary humanoids are a common sight in Azur,
the Dragonskull Throne is laughable at best, but it pro- ranging from half-orc assassins to ogre-magi bodyguards
vides the veil of legitimacy necessary for the Province’s and hill giant thugs.
political skullduggery.
Jolzin: (Large town, 4,814) Jolzin is the Province’s pri-
The Southern Province challenges the Criestine Empire’s mary source of timber, employing a number of expend-
dominance of the sea lanes by trading in slaves, dark able goblins to operate the city’s lumber mills. Skilled
idols, and every other sort of contraband. Very little is shipwrights are in high demand, as are adventurers will-
deemed illegal, and nearly every crime can be ameliorat- ing to defend the forest paths from rebellious fae and
ed with a bag of gangling coins. With no navy to speak elves.
of, the Province issues letters of marque authorizing pri-
The town is ruled by a ruthless hobgoblin cleric-warrior
vateers to fly Province colors and prey on Imperial ships.
going by the title of Vendig the Destroyer.
This informal sea force is little better than a band of
pirates, but there is little the Imperial Navy can do to halt Kastulo: (Small city, pop. 8,092) The city of Kastulo
the practice, barring a full-scale invasion of every thrives on black market trade with the pirates of the
Province port. Barrier Isles. An open air bazaar is host to any number of
disreputable merchants doubling as fences, and known
Azur: (Small city, pop. 6,100) The Southern Province’s
pirate ships regularly drop anchor in the city’s deep-
answer to dweomer-rich Kassantia, Azur is known as the
water harbor.
City of the Archmage. Dismissed with amusement by
many, the city streets swarm with scheming mages eager The city’s lords maintain order with the Worm Guard, a
to assume the title of Magister of Azur. What the city’s police force composed entirely of undead and their evil
rulers lack in arcane power, they make up in ambition masters. Members of the Worms are outfitted in red-
and ruthlessness. stained breastplates and are typically armed with
polearms and heavy crossbows. Rumors allege that the
Azur is divided into three wards situated about the grim
master of the Worm Guard is a powerful lich.
castle named the Host of Five Towers. The city openly
openly welcomes temples and shrines devoted to fell Castle Mortis: (Citadel, pop. 6,700) Seen from the sea,
powers; priests make blood sacrifices over smoking pits the spires of Castle Mortis rise from the rocky cliffs like
during the day, and demons stalk the streets at night. dark spears. The citadel is home to a fleet of black-sailed

33
ships, privateers that sack and pillage for the Overlord.
Its forces are led by Lady Soraline, a cruel, conniving
Sylvan Downs
blackguard trained in the arts of dark wizardry. Lady
Soraline secretly covets the title of Overlord. She careful- Council of Five (Ilyarin es
ly monitors politics of Punjar, looking for her chance to
seize power. Nost, Speaker for the Council)
Punjar: (Metropolis, pop. 75,100) Largest of all the Population: 257,205 (half-elves 34%, elves 28%,
cities in the Northlands, Punjar is also among the most humans 20%, halflings 8%, gnomes 6%, other 4%)
dangerous. Her chaotic, sandy streets, torturous alley- Resources: Timber, weapons, spices
ways, and dense buildings are encircled by more than a
dozen walls, each built to encompass the city in an earli- Capital: Oakenmeet
er time. Now the walls serve to divide the city into wards,

A
each less affluent, more densely populated, and more loose collection of small dales, hamlets, and vil-
desperate than the last. In the center of the city, atop a lages, the Sylvan Downs is a humble nation of
high ridge, stands the palace of the Overlord, the dark farmers, woodsmen, and retiring elves. With no
spider at the center of a vast web. single king, cities, or armies to speak of, the people of the
Downs are often dismissed as simple, rural bumpkins.
Of the many disreputable guilds laired in Punjar, the most And indeed, their virtues are simple ones: freedom, hap-
notorious and far-reaching is the brotherhood of assassins piness, and a life lived in harmony with the seasons.
known as the Slayers. Feared throughout the known
world, rumors attribute supernatural abilities to the This humility should not be mistaken for meekness.
Slayers, including the ability to walk through walls and Living in the shadow of the Mountain King, the elves and
cloud the minds of their targets. Some rumors even go so men of the Downs are regularly forced to take up arms in
far as to suggest that the Slayers were directly responsi- the defense of their homes. Many aging heroes make
ble for the Night of the Long Knives. Even if none of the their home in the quiet Downs and eagerly lend their
rumors are true, it may be said with certainty that the swords and spells to the fight. Roused, the folk of the
Slayers maintain spy rings that operate throughout the Downs make a relentless foe, and friends in need could
world. not ask for a better ally.

Whole volumes have been written on the labyrinthine When a major decision is needed, the five largest com-
intrigues of Punjar, and it serves no purpose to recount munities sends their leaders to Oakenmeet, an ancient
those plots here. Suffice it to note that every citizen con- circle of standing stones dating back to the druidic priest-
spires to get ahead in Punjar, and each one plans to do it kings. There, beneath the open sky and before all who
standing on the backs of his neighbors. attend, the Council of Five rule on the matters of state,
always working toward the good of the people. The
Taktian: (Small city, pop. 10,832) A southern gateway to Council makes its decisions by consensus; if any one
the Lost Lands, the city of Taktian is a city of dark council member stands in opposition, the measure fails.
bazaars, crowded marketplaces, and smokey dives. Host This can be a slow and aggravating process for foreign
to diverse mix of sharp-eyed traders, strange warriors ambassadors accustomed to dealing with kings and
from the exotic South, and Northland traders looking to regents, but despite its flaws, the process has one crucial
make their fortune, the city is the last stop for supplies virtue: there are no dissenters in the Downs. When an
before crossing into the Great Desert. issue is decided, the people of the Sylvan Downs move
as one.
Taktian is ruled by a trio of secretive mage-lords. All
three wear featureless black robes and porcelain masks, Aside from raw materials, the greatest resource of the
concealing their identities. At least one of the three is Sylvan Downs is its people. Master swordsmen live as
believed to be a woman, and all are accomplished evok- humble farmers, aging wizards pass their last days in the
ers. sun-dappled glades, and elven lord-rangers stalk the dark
woods. Apprentices seeking masters need look no fur-
ther—if they can convince the masters of their worth.

34
“inner sight,” but the order is so secretive—and the ritu-
Ternyziem, Free City of al so bizarre—that the truth of these claims has not been
independently established.
Turoch Mas, Overlord of Ternyziem is defended by the Reavers, a ragtag company
Ternyziem, Master of the of motley soldiers and rogues. Despite their lack of for-
mal organization, and any sort of uniform whatsoever,
Endless Wastes the Reavers take great pride in the defense of Ternyziem
Population: 438,250 (humans 57%, half-elves 10%, and the nearby realms. They have devoted themselves to
half-orcs 8%, elves 7%, dwarves 7%, halflings 5%, the service of the common citizen. It is not uncommon to
gnomes 4%, other 2%) see a burly, hide-armored barbarian, great sword slung
over his shoulder, stopping to check in on a shepherd’s
Resources: Timber, copper, furs flock, or helping to repair a wall.
Capital: Ternyziem Ternyziem’s present ruler is Turoch Mas, an enormous
bear of a man. Mas spent his youth ranging across the

K
nown as the City at the End of the World, the
wild north, warring with and against the barbarian tribes,
Free City of Ternyziem stands sentry over the
hunting the giant frost worms, and exploring the frozen
Frost Barrens, amid snowbound forests and
ruins that dot the wastes. Now Mas spends his days rul-
white-capped fjords. Sharp-eyed archers stand atop the
ing Ternyziem—the city is his one true love. Mas’ belly
city’s high towers, alongside mighty siege weapons. The
is a little larger for the years, but he still carries a mighty
skulls of remorhazes, white dragons, frost worms, and
bastard sword over his shoulder side, and he is still the
worse ring the battered towers, and each season brings
first to the wall when terrors threaten the Free City.
new trophies.
Kyarovsk: (Village, pop. 480) Kyarovsk is typical of the
The men and women of Ternyziem revel in the dangers
half-dozen or so outlying towns that pay allegiance to the
associated with the City at the End of the World, and
Free City. It is a hard life, living in the frozen North, and
few—if any—of the Free City’s populace travel without
the village’s trappers and traders are a rowdy, rough-cut
at least a spear or fighting dagger at their side. Many are
crew. Law and courtesy carries little weight here, and
drawn to the lands surrounding Ternyziem for their rich
every man (and the rare woman) is expected to be able to
resources. A brave heart and quick blade go far in the icy
take care of himself.
north, and many adventurers have returned laden with
gems, exotic furs, and ancient magics. Of course, many
more never return, their corpses frozen to the white tun-
dra, or dragged into the lair of one of the many fierce arc-
Uthur, Kingdom of
tic beasts. Despite the many dangers, heroes and adven-
turers continue to stream north, eager to take their place His most Royal Majesty, King
among Ternyziem’s heroes of legend.
Rolward, First Knight of Uthur
Less recognized by scholars and bards is that many of
Population: 338,910 (humans 67%, dwarves 10%, half-
Ternyziem’s citizens actually hale from the north. The
elves 9%, half-orcs 5%, elves 4%, other 5%)
Free City has a fluid population of savage barbarians who
come to trade furs and knowledge in exchange for Resources: Timber, silver, gems
weapons and armor. When the barbarians stay, they are
slowly immersed in the ways of civilization (or at least, Capital: Talisade
what passes for civilization in Ternyziem), and nearly all

T
he Kingdom of Uthur is blessed with abundant
of the Free City’s native-born citizens can lay claim to natural resources, but this wealth comes at a price.
barbarian blood. The threat of goblinoids has forced good King
Unique to the Free City is a shadowy order of wizards Rolward to rely heavily on dwarven mercenaries to aug-
and sorcerers. Called the Sightless, the group has no for- ment his own armies. This has led to a tenuous situation,
mal name; their moniker is earned by the cult’s practice with the king beholden to mercenary captains to keep
of blinding their members. The lowest rank of initiates peace in his own land. Rolward walks a fine line, strug-
wear elaborate eyepatches, but the higher ranks actually gling to placate both the mercenaries and his own armies,
pluck out their own eyes. Even more curious is their mas- but it is only a matter of time before an ambitious gener-
ter: a mage with bare, unmarked flesh where both miss- al from either side attempts to take the crown by force,
ing eyes should be. Local tales hold that by giving up plunging the nation into chaos and war.
physical sight in elaborate rituals, the Sightless gain

35
Ironvale: (Large castle, pop. 3,806) A mining settlement martial skill, culminating in a joust attended by the finest
squatting at the base of the Dünerain Mountains, over knights of the Northlands. The winner of the tournament
half the citizens of Ironvale are dwarves. The town is also is awarded a silver lance and shield, and often an invita-
the headquarters for the Company of the Long Axe, the tion to serve in the king’s elite guard. The tournament is
chief mercenary company responsible for maintaining regarded as a proving ground for young warriors, and
order in Uthur. The town’s current mayor, Feald Thordo, warriors who comport themselves well can expect to be
was selected in a hurried election when the last mayor courted by royal emissaries offering prestigious appoint-
vanished after criticizing the Company. A retiring shop- ments in the armies of Crieste, the Theocracy of the
keeper, Thordo has been careful not to make the same Lance, or even distant Koranth.
mistake.
The Company of the Long Axe is led by Duruth the Theocracy of the Lance
Ogrebane, a vengeful dwarven warrior renowned for his
fiery temper and ferocious skill in battle. Duruth bears a
secret animosity towards the Rolward family, dating back His Holiness, the Bishop of the
to when King Rolward’s grandfather failed to provide Shining Lance
assistance to dwarves caught in a collapsed mine.
Duruth’s older brother was lost in the mining accident, Population: 2,346,500 (humans 62%, half-elves 13%,
and the young dwarf has bided his time ever since, wait- dwarves 7%, elves 5%, halflings 7%, gnomes 4%, half-
ing for his chance to bring the Rolward family to ruin. orcs 2%)
Stagdale: (Small town, pop. 1,933) Standing within Resources: Fine trade goods, art
bowshot of the Amn’crith Forest, Stagdale has always
been regarded as a simple trading post and waystation for Capital: Arvale City
timber merchants on their way to Crieste. That changed

T
he Theocracy began as a small monastery devoted
when a troupe of woodcutters returned with a slim metal to reverent study of the aspects of Aristemis,
disk roughly the size of a shield and covered in glowing Justicia, Thormir, and Ghoran. Together, these
runes. Curiously, the disk bore no signs of age, as if it had deities made up what monks called the “Lance” of law
been forged and enchanted the day before. and goodness.
Four of the disks have been found in the woods now, and In time, the monastery grew in power and esteem within
the elders of Stagdale have begun acting strangely and the Crieste imperial court. With each passing year,
often spend their nights in secret council. Members of the Emperor Lyonod relied more and more on the monks to
Ordo Arcana have been seen about the town, but the mys- negotiate disputes between provinces. In the final years
tery of Stagdale remains unsolved. of his life, the emperor became a deeply religious man,
Talisade: (Large town, pop. 4,154) Talisade sits on the awarding the Theocracy with sovereignty over its lands,
hillside beneath the watchful eye of Castle Oakthorn, including the right to maintain a standing army.
home to King Rolward and his family. The people of The Theocracy flourished during the Interregnum, grow-
Talisade are simple, hardworking peasants and craftspeo- ing strong in the absence of imperial dominance.
ple, loyal to their king and country, and the town prospers Armored priests and holy warriors patrolled the nation’s
as a result of their labors. borders, while wise theocrats ruled from Arvale City. The
peace and stability attracted skilled craftsmen and arti-
Talisade is also home to the League of the Rook, a loose
sans from neighboring countries, and the confluence of
association of heroes working towards the betterment of
talent and wealth resulted in a flourishing of arts, the one
Uthur and the Northlands. When every avenue has been
source of light and truth during the dark time between
exhausted, and he has nowhere else to turn, King
emperors.
Rolward knows that he can always turn to the League for
help. The official register of Rooks is kept secret, but best While the folk of the Lance are no more pious than any
estimates put their numbers between seventy-five and other folk, the ruling caste of the Lance have sworn their
one hundred and fifty. Members of the League can be lives to the service of good. The country is governed by
recognized by the onyx raven pins they carry pinned to his Holiness, the Bishop, who rules with the blessing of
the inside of their cloaks or to the pommels of their the Theocrats, holy men and women currently numbering
weapons, but bards tell of Rooks forsaking the pins to thirty-three. The Theocrats are served by three sects, each
operate in secret. representing an aspect of the revered Lance.
Every winter, the town of Talisade hosts Frostfall, a The first is the order of the Chosen, a sect of monastic
weeklong tournament devoted to tests of strength and priests who have forsaken lives of peace and contempla-

36
tion for those of conflict and loss. The Chosen serve as
ambassadors throughout the Northlands, acting as objec-
tive negotiators and unbiased judges. Surprisingly to
some scholars, certain Chosen also serve the countries of
the North as unprejudiced executioners. This particular
sect wears black helmets that conceal their features, and
are practiced in the use of the greatsword or greataxe.
These missions of service have earned the Chosen much
esteem and much enmity; Chosen are frequently targeted
for assassinations, forcing the disciples of peace to be
accomplished warriors, equally at ease on the battlefield
or in the imperial court. Between assignments, the
Chosen return to their order’s abbey, in Arvale City.
The second order is the Knighthood of the Lance. Holy
warriors dedicated to justice and honor, the Knights of
the Lance ride far afield, seeking out injustice, defending
the helpless, and sacrificing their lives in the service of
good. The Knights of the Lance adhere to a strict code of
honor and law, but this code often runs counter to the
autocratic wishes of wicked tyrants; bureaucrats hoping
to use unjust laws to bend knights to their will are often
unpleasantly surprised. The Knights of the Lance make
their headquarters in Brighthawk Castle, but ride far
afield in service of good. nestled along White Tip Lake. The town has a thriving
fishing trade, but is best known for its proximity to the
The final sect is simply known as the Black Watch. Mourning Cave, an important holy site for pilgrims of the
Vilified by many and understood by few, the Black lawful god Honorus.
Watch is a secretive order of holy warriors who dedicate
their lives to ridding the world of evil. Made up of demon The Mourning Cave bears several holy relics, as well as
hunters, vampire slayers, and others devoted to their the entombed body of Arden Brightheart, a paladin of
obscure shadow war, the Black Watch are often depicted Honorus. Arden fell in battle many years ago against the
as obsessed madmen willing to adopt any means to Dread Watcher, an undead diviner who could see into the
achieve their goals. Whether or not this is true, it cannot future through necromantic rituals. The Dread Watcher
be disputed that when terrible villains emerge from the was an important seer in Albrecht Skullshank’s employ.
shadows to threaten the Northlands, the tormented souls The Sword of Conviction, Arden Brightheart’s legendary
of the Black Watch are the first to rise to the challenge. blade, was used to battle the Dread Watcher. With a dying
Arvale City: (Metropolis, pop. 32,450) The city of effort, Arden drove his holy blade into the creature, pin-
Arvale is one of the great wonders of civilization. Every ning him to the wall of the cave. The magic of the sword
graceful arch, every shining tower, every flawless dome, bound the Dread Watcher to a state of torpor, preventing
was conceived, designed, and built to exalt the glory of the creature from regenerating or fleeing.
good. A city of golden palaces and broad promenades, Unfortunately, the Sword of Conviction has been
Arvale is rightfully home to the Theocrats and their removed by a greedy local man, not knowing the sword’s
agents, the Chosen. role in keeping the Dread Watcher bound. The Dread
Also inhabited by some of the most brilliant craftsmen Watcher awoke, slew the man, and quickly summoned
and artisans ever known, Arvale is the source of the finest undead to assist him in his duties.
items in the North. The master craftsmen congregate in The Dread Watcher stripped the trappings of Arden
salons and universities, furthering the disciplines of Brightheart and hid the paladin’s remains deep in the bow-
magic and the young field known as science. The els of the cave. Today he sits upon a crude throne of pure
Theocrats encourage all such learning, confident in their white marble—but now wearing Arden’s tabard and armor.
belief that all of creation points to the truth and power of
Wearing the paladin’s regalia has tricked the townsfolk
good.
into mistaking the Dread Watcher for their patron hero.
Blessings-Be: (Small town, pop. 915) The town of The holy symbol of Honorus and the Sword of
Blessings-Be is located near the expansive Ferahn Forest, Conviction are suspiciously absent, however.

37
Brighthawk Castle: (Large castle, pop. 4,070) Watching The keep’s severe castellan, Lord Malvolth, hires adven-
from atop the shining towers of Brighthawk Castle, the turers as scouts and outriders to root out the tribes of gob-
Knights of the Lance are pictures of selfless nobility and lins and orcs that lair in the nearby caves. The outriders
true chivalry. Led by General Arenal, the Knights of the suffer a high rate of attrition, but in Lord Malvolth’s eyes,
Lance travel the length and breadth of the Northlands, a dead adventurer doesn’t draw a wage, and there are
taking the battle to the enemy. Arenal’s current focus is always foolhardy young whelps eager to make a name for
the Scourge, and she works tirelessly to raise men and themselves in the Dragonspire Mountains.
gold for the retaking of Leherti. Always on the lookout
for valiant and courageous heroes, Lady Arenal offers Woodroe: (Thorp, pop. 40) Woodroe is a tiny village,
secret bounties for leaders of the Scourge. This practice with only seven buildings lining the sides of a single,
runs counter to the beliefs of the Theocrats, and if they woefully bumpy dirt track. Fields of wheat and apple
discover the general’s work, her passion could be her orchards surround Woodroe, and the town’s lone inn dou-
undoing. bles as a general store.

Fair Haven: (Village, pop. 550) A prosperous port on the


Lirean Sea, Fair Haven enjoys a small cove sheltered Thire, Free Province of
from all but the fiercest of the sea’s storms. The village
maintains a trio of docks, used by local fishermen and the
occasional merchant galley.
Lady Aedwyn Cyrean,
Warden of the Folk
Fairweather: (Village, pop. 425) A small, druidic com-
mune, Fairweather provides nearby townships and vil- Population: 308,920 (humans 44%, elves 18%, dwarves
lages with fresh produce and milk, and it boasts the most 12%, halflings 10%, half-elves 8%, gnomes 5%, other
successful farms in the region. The small community is 3%)
also respected for the high quality of its manufactured
wooden goods. Staves, bows, and arrows, as well as Resources: Furs, timber
some farming tools, are culled from specially cultivated Capital: Hath Hall
trees. The woodworkers of the community produce only

S
a limited amount of these masterwork items in a given ince its bid for freedom one hundred years ago,
year, readily commanding high prices from enterprising Thire has walked a fine line between supporting
merchants. Crieste in the constant struggle against the forces
of evil, and maintaining its separation from the old
The commune’s leader, Thistle, is a sentient plant being empire. Fortunately for Thire, its people are a hardy,
of a race known as the thornblood, and is a powerful stubborn folk, with little use for any ruler whose reach
druid in his own right. Thistle has come to the aid of extends further than a town council and the arc of a long-
heroes on numerous occasions, providing them with shel- bow.
ter, food, and healing in his humble home.
The ruler of Thire is a charismatic half-elf named
Orden: (Small town, pop. 1,930) The last Lancean outpost Aedwyn Cyrean, a warden respected for her woodsense
on the caravan route to the East, Orden maintains close ties and quiet wisdom. Young by half-elven standards, the
with its trading partner, the town of Lastever. Together the maid rules from Hath Hall, a manor overlooking the fer-
two maintain the mountain fortress of Whitefang, warding tile lowlands that stretch all the way to the Lirean Sea.
off the predations of bandits and worse. Gossipmongers hint at a scandalous romance between
Whitefang: (Keep, pop. 450) Standing atop the pass Cyrean and Captain Sentri, Master of the Sable March; if
between the towns of Lastever and Orden, Whitefang the rumors are true, it could lead to a clash that would
Castle is a small but mighty stronghold built with the threaten the thrones of both nations.
cooperation of both communities. Caravans crossing Argalis: (Large town, pop. 4,705) Argalis is typical of
through the Dragonspire Mountains must travel through Thire’s coastal towns, with a small but well-developed
this pass, and pay a small toll for the protection of port, stout walls for defense, and a devoted corp of
Whitefang. marines and city watchmen. The town is governed by
In the three years Whitefang has stood, the depredations Lord McDurmott, a stalwart defender of the town with an
of the nearby humanoids have been severely checked, abiding hatred for pirates and their kin. The people of
and merchants may now travel safely through Aurora Argalis pay regular tribute to a band of giants, but in
Pass. A relief of fresh soldiers arrives every month like recent months these relations have deteriorated, and the
clockwork, and supplies are purchased from caravans lord has begun casting about for hardy adventurers will-
passing through as needed. ing to take on the giant horde.

38
Hath Hall: (Small town, 1,806) Small and unassuming,
Hath Hall rests at the confluence of two rivers which
Warlands, Baronies of the
meet to form a raging waterfall that crashes and rolls
down several hundred feet to a lake below. Hath Hall sits Various barons
like a watchful dragon atop the falls, surrounded by
clouds of rolling mist and the thundering rivers. Crafted Population: 310,780 (humans 67%, half-elves 9%, half-
almost entirely from soaring wooden beams, polished orcs 7%, dwarves 5%, elves 3%, gnomes 2%, halflings
river stones, and living trees, the manor is far more 2%, other 5%)
majestic and awe-inspiring than its size would indicate.
Resources: Sporadic at best
As the capital of Thire, Hath Hall is home to the land’s
Warden Queen and her guard of silver-mailed warriors. Capital: Varies by ruler
Hath Hall is also host to a number of accomplished elven

O
ne hundred years ago, the rolling plains and rich
and half-elven wizards, and even the occasional reclusive steppes of the Warlands were a part of the Barony
druid can be found within its quiet corridors. of Valsund, mightiest of the northern kingdoms.
Without a true standing army to defend her people, the But with the unexpected death of King Jarregüt the
Lady of the Falls is constantly on the lookout for prom- Great, the kingdom passed on to his five children.
ising young adventurers who have proven themselves to Unable to decide upon a single ruler, the siblings fell into
be faithful and courageous in the face of danger. bickering that quickly escalated to outright war. Divided
Garland’s Fork: (Thorp, pop. 51) A small trading settle- by suspicion and greed, no one sibling was strong enough
ment in the heart of Stagwood forest, Garland’s Fork to best all four others, and Valsund decended into fero-
serves as a trading post for the woodsmen and huntsmen cious infighting known as the War of Barons. Today, the
of the forest, and as a welcome place of rest for weary glory of Valsund is a faded memory, replaced by the five
travelers. The town is composed of a handful of small fragmented baronies and their endless conflict.
farmhouses, a blacksmith’s shop, and a small inn. Every spring brings a new season of struggle. The barons
Longdale: (Large town, pop. 3,207) A walled town sur- have learned to fight for small, strategic gains, and most
rounded by a vale of lush farmland, Longdale is situated battles are waged for control of cities and key bridges and
at the foot of the Trolltooth Peaks and weathers regular fortresses. The same knights face off year after year,
attacks from monsters, humanoids, and worse. There are developing bitter rivalries that spill into subsequent gen-
several mining communities within a day’s ride of the erations. A warrior code has evolved over the decades of
town, and a regular stream of silver, gold, and gems conflict, dictating the rules of war, surrender, and ran-
pours into Longdale before being carried by caravans som. To foreign dignitaries, the Code seems to make lit-
south to Hath Hall and Rockport. Longdale enjoys an tle or no sense, but any child of the Warlands know its
unusually high population of gnomes, dwarves, and rules by heart. Of course, these customs apply only to
halflings, and most inns and merchants make certain to those of noble birth; for the common spearman, the wars
accommodate the wee folk. are as deadly and costly as any other.

Rockport: (Large town, pop. 3,250) Rockport overlooks A century of war has also taken a great toll on the bar-
the Lirean Sea and welcomes traders and merchants from onies’ resources. With the constant threat of death, pro-
across the Known Realms. Built around a stout citadel duction hovers just above subsistence levels, and the
known as the Raven’s Roost, the town is divided into barons are forced to tax their people heavily to maintain
four wards separated by imposing stone walls. Each ward their war chests. Recently, the barons have taken to com-
caters to a slightly higher (and richer) class of citizen, missioning adventurers to explore old ruins in the hopes
and much can be learned about a citizen of Rockport sim- of discovering lost treasure hordes. While this has yield-
ply by finding out where he lives. ed some success, the returns are far from reliable, and the
cost in lives is high.
Rockport is ruled by a council of the town’s leading
guilds, who elect a single lord mayor every four years. The barons wage their war games from ancestral citadels
The present lord mayor is Khalrik Canagur, a scarred and city-states, ruling only as far as the reach of their
man who is reputed to have spent the early years of his armies. Territories can change hands overnight, and in
life as a cutpurse and thief. Regardless of the truth of the the cloud of war, little is certain until the dust settles and
rumors, Canagur has proven to be a shrewd and cunning the smoke fades. The following is a brief list of the bar-
ruler, capable of juggling the diverse—and oft times onies competing for dominance of the Warlands:
opposed—interests of Rockport. Araduin: (Metropolis, pop. 49,067) Araduin is a sprawl-

39
Celinost: (Metropolis, pop. 10,720) Celinost is a barony
without a baron. The last ruler, Baroness Haelynn, the
Silver Lady, vanished two years ago and is presumed
dead. In her absense, the metropolis has dwindled to a
third of its original size. With no ruler to take the Lady’s
place, the barony has been left defenseless against its
enemies. Many of the nation’s generals have already left
to join the armies of Arduin or Morcaut, and the warriors
that remain loyal are few.
Most of the people of Celinost have fled for other lands,
reducing the communitities surrounding the city of
Celinost to mere ghost towns, prime for looting. Each of
the four remaining baronies look to annex Celinost
before a new baron can rise.
Kithmon: (Large city, pop. 11,058) With none of the
might of her neighbors, Kithmon has been forced to rely
on diplomatic intrigue and foreign heroes to augment her
army of light cavalry, archers, and spearmen. On the
whole, the people of Kithmon have fared better than most
in the Warlands, and the armies of Kithmon are no less
proud for the caution of their generals.
ing city-state that has more than doubled in size since the
beginning of the war. Once renowned for its high, white Primarily light lancers and archers, the Riders of
granite walls, well-made homes, and towering citadel, Kithmon are easily recognized by their distinctive
the picturesque city is now surrounded by a tent city of warhelms, decorated with trophies taken from fallen
several thousand refugees. While the original citizens of foes. The manes of dire lions are common, while some
Araduin cling to their old ways, those outside the white elite Riders sport the horns of dragons.
walls scratch out their days in forced squalor. The stark The Baron of Kithmon is an unlikely ruler, Iminric of the
differences have fed a growing unease on both sides of Lute, a slender, catlike man. Known as the King of
the walls, which, in turn, has fed the rise of fixers, smug- Bards, Iminric prefers to spend his time entertaining
glers, and neighborhood bosses. Once a city without emissaries and visiting foreign courts, leaving the day-to-
crime, Araduin is facing the rise of a powerful criminal day matters of the barony to his trusted seneschal.
underclass. Regarded by most as a worthless courtier with a weak-
Meanwhile, the War of Barons drags on. Araduin’s heavy ness for beautiful women, the true Iminric is a cunning
cavalry are knights of legend, one thousand strong. When leader, masquerading as a fop. The King of Bards main-
the knights assemble on the high plains, plate armor and tains an elaborate network of spies throughout the
lances shining in the dawn light, even the most jaded Northlands, and often the lady on his arm is one of his
warrior is given pause. Each knight is attended by at least agents. Of course, just as often the lady on his arm is an
one squire, and when the army is on the march, its bag- enemy agent, but Iminiric delights in the subtle games of
gage train stretches for dozens of miles. While truly a cat and mouse. With a lute in his arms, and a rapier slung
mighty force on the field of battle, the size of the knights’ low on his belt, Iminric can be found in any royal court,
force has proven to be a detriment against smaller, agile quietly recruiting heroes to his cause.
armies. Morcaut: (Metropolis, pop. 31,813) Second largest of
The master of Arduin and her armies is the great cheva- the baronies, Morcaut surely would have conquered her
lier-paladin, Cedric Erewulf the Wyrmbane. A holy war- sister baronies years ago were it not for the intrigues of
rior in the prime of his life, none can fault the lord-baron her chief foe: Reyngemar. A barony of sullen, broken-
for his personal honor or courage. Sadly, in his obsession spirited serfs and cunning nobles, Morcaut is infamous
to unify the Warlands, Erewulf has begun to compromise for her peoples’ cruelty and ruthless spite. Less well
his previously unquestionable morals. Soon Erewulf will known is the subtle diplomacy of her rulers. Among
be forced to choose between his priniciples and his duty bardic circles, it is said that every emissary to Morcaut is
to the Warlands—a decision that threatens to shake the met with a smile and hearty greeting . . . and leaves with
moorings of the paladin’s religious life. a knife in her back.
Morcaut is ruled by Baron Mrir, also known as the

40
Demon Son of Morcaut, a rogue entirely unfettered by The armies of the Ashen Witch are an assortment of
morals or qualms of conscience. While rumors surface medium cavalry and spearmen, supported by archers
annually of demon blood running in the Mrir line, most identified by their white-fletched arrows. Unique to
sages agree that the current baron is neither demon nor Reyngemar is a martial order composed entirely of
cambion, but simply a heartless young noble with a gift women. Known collectively as the Swordsaints, the war-
for brutality. Unfortunately for the people of Morcaut, riors of this order can be recognized by their white, fur-
their ruler also possesses a brilliant intellect nearly lined cloaks, and peculiar, otherworldly eyes that glow
unmatched in the Northlands. Baron Mrir is quick to with a soft blue radiance.
exploit his gifts, constantly weaving new and ever more
devious plots to rule the Warlands.
Wastes of Zamon
Those meeting Baron Mrir for the first time are often
taken aback. The baron is a young man of no more than
twenty winters, with unmarred, pale skin and raven black Competing magocrats
hair. Mrir has a slender build, and while he is seldom
seen on the field of battle, the young lord trains inces- Population: ???
santly with the longsword and fencing dagger, and is a Resources: ???
master of the art of two-weapon fighting. Rumor holds
that the baron keeps captured criminals (and heroes) in Capital: None
the dungeons beneath Morcaut, and uses the unfortunate

T
he fetid swamps and icy forests that make up the
souls as dueling partners. If true, and if his unmarked
Wastes of Zamon stand in dark opposition to shin-
skin is any evidence, the Baron of Morcaut has never lost
ing Koranth. A loose coalition of evil warlocks
a duel.
and wizards, the wizards of Zamon broke away from the
Reyngemar: (Large city, pop. 23,508) The nation of Barony of Koranth a mere seventy years ago, seizing
Reyngemar is like much of the Warlands: her people control of the high tundra and wooded wastes north of the
weary from the endless seasons of conflict, her roads Mirdar-Luminar Steppes.
churned into muddy tracks by passing cavalry, her towns
Sequestered far from civilized lands, each wizard rules as
stained by the soot of war. The people of Reyngemar are
absolute tyrant of his own realm. The wastes bear the
more resilient than most, believing that the wars will
name of the most powerful archmage to make his
soon end, with Reyngemar ruling the Warlands. Much of
demesne in the forsaken wilderness. Zamon, or the soul-
this has to do with their unquestioning loyalty to their
stricken shell of the mortal once known by the accursed
queen, an enigmatic sorceress known only as the Ashen
name, maintains a domain in the highlands just south of
Witch.
the Myrwych Forest, where the hills are populated by the
While all five of the Warlands are locked in a constant twisted creations of the ancient mage and his demented
struggle for territory and title, the nations of Reyngemar apprentices.
and Morcaut reserve a special hatred for each other. If the
The wizards maintain no standing armies apart from their
two ever succeeded in resolving their differences and
own personal henchmen, but these and the threat of a
formed an alliance, the other baronies—and indeed much
mage-tyrant’s personal reprisal is enough to dissuade
of the Northlands—would tremble at their combined
most would-be trespassers. It is said that every tree, rock,
might.
and stream has been twisted by the surrounding magics,
Thankfully, so long as the Ashen Witch rules Reyngemar, and that no secret is safe from the mages’ prying grasp.
an alliance with Morcaut is doubtful at best. A legend in
Years of dark experiments have filled the Myrwych
the north, the Ashen Witch is a beautiful, white-haired
woods with tormented aberrations. Known collectively
sorceress of indeterminable age, who dresses in white
as the Horrors of Zamon, the twisted beasts shun the
robes and carries a bone staff adorned with mystic sigils
light, only emerging at night to stalk the rocky hillsides.
and strange runes. Apart from her enmity for Baron Mrir,
Amalgamations of a dozen monsters, the Horrors unleash
little is known of the Witch’s motives. Emissaries of for-
the pain of their existence on the living, striking out with
eign nations have vanished into her crystal palace only to
mindless abandon. To the great consternation of sages,
emerge as old men, aging dozens of years in a single
the Horrors seem to be multiplying; each year their num-
night; meanwhile, nearly every nation in the north has
ber, size, and ferocity increase. Whether this is due to
been rescued by her mighty magics at one time or anoth-
breeding between the aberrations, or some unholy aspect
er. Examples of her kindness and cruelty are equally
of the woods themselves, remains to be discovered.
common, and the Ashen Witch remains among the endur-
Exploration of the Northwoods has revealed a series of
ing mysteries of the North.

41
Wildsgate, Free City of
Kaldal Aborn, Baron of
Wildsgate
Population: 2,010 (humans 67%, half-elves 9%,
dwarves 8%, half-orcs 5%, elves 5%, gnomes 3%,
halflings 3%)
Resources: Grain, lumber, furs, trade
Capital: Wildsgate Keep

W
ildsgate began as little more than a crude hill
fort built in the shadows of the Foehammer
Spires. Protected by ramparts of earth and
watch fires, the fort quickly grew to prominence as a bas-
tion of civilization in a savage frontier. Brave men and
women answered the call of adventure and the fort grew
to include stone walls, docks, and a towering citadel that
offered a view of the land for miles in every direction.
This expansion and growth came to a shuddering halt
dark obelisks that draw the aberrations like moths to with the theft of the Heirlooms of Wildsgate.
flame. The proliferation of Horrors makes real explo- Construction was never completed, leaving Wildsgate as
ration nearly impossible; some of the Empire’s finest it appears today: unfinished and raw. Wildsgate has
heroes have died not seven steps within the forest bower. retained much of its rough and tumble ways; the fortress
Toth-Minul: (Small city, pop. 8,500) In such a forbid- is not a safe town or a pleasant city, but a citadel sur-
ding realm, towns and cities are few and far between. rounded by a savage wilderness. The people of Wildsgate
Toth-Minul, the Wastes’ largest city, is occupied only live every day to its fullest, knowning full well that it
seasonally. Every summer solstice, traders make the long might be their last.
trek to Zamon for the city’s Blacksun festival, bringing The present Baron of Wildsgate, Kaldal Aborn, is the last
caravans of slaves, weird artifacts, rare spell components, of the original line, a young man struck down by the
and scraps of long forgotten lore. For three weeks, the “curse of Wulfrun.” Sickly and pale, Kaldal hovers on
merchants fill the outskirts of the city with their bazaar of death’s door. While the baron still rules the city-state in
the strange and wicked. Agents of the wizards scour the name, all decisions of import are made by his seneschal,
markets for their arcane needs, haggling with the dirty- the cruel half-elf Sodersund.
handed merchants over the price of truenames. Those
that return from Zamon come laden with sacks heavy Wildsgate and its surrounding environs hold ample
with coin, but for every fortune made, there are several opportunity for adventure for those who are skilled (or
arrogant merchant who paid with their lives after failing lucky) enough to venture into the Wilds and return. The
to show the proper deference to their customers. Foehammer Spires, once home to a clan of mighty
dwarves, are now occupied by ferocious barbarians and
goblin raiders. Local legend holds that the lost mines of
the Foehammers still conceal treasure hordes and
weapon caches of immesurable value. Wildsgate also
serves as a trading post for dwarven merchants traveling
down from the Holdfast of the Steel Overlord.

42
Chapter 2
The Southlands

T
he Southlands are a glittering prize of limitless Laeysian Sea, the drakon nation of Ssorlang is a perma-
intrigue, bearing the treasures of long-forgotten nent and deadly fixture. The surrounding wilds and
civilizations and the myriad dangers hiding them. swamps are rife with lizardfolk and other reptilian peo-
For those willing to find and face their guardians, they ples unfriendly to explorers. North of Xulmec, the land of
hold magics and works beyond belief. Those that survive Dujamar comprises a mass of smaller islands and rocky
the Southland perils bring back stories of monsters shoals, its waters concealing vast territories of sahuagin,
unimagined and locales undreamt. locathah, and other aquatic-dwelling races hostile to most
humanoids. The latest domain founded in the Southlands
Drawn along the southern border of old Northland maps, is the Criestine Colonies, firmly ensconced on the fringes
the name first given to Xulmec has since expanded to of the Eztenqui Jungle, serving as the chief gateway for
include all the lands north and south of the great peninsu- merchants and explorers.
la. Cartographers have observed the far latitudes of the
Southlands, realizing that its landmasses range as far Beyond them all is Zimala, the Island of Obsidian, once
north as the Kingdom of Luithea and as far south as the the home of the great naga empire that quickened the cul-
Old Khonsurian Empire. Yet the misnomer endures, and tures of all the land-dwelling races of the Southlands.
the Southlands have become synonymous with the exot- Lost cities of old Zimala still lure adventurers with prom-
ic and wondrous lands throughout the continent. ises of magic as old and powerful as the mythic Naga
Council or the dragons that ruled before them, but the
Though it is nearly impossible to trace humans’ first con- sheer distance of Zimala from the Northland world and
tact with the Southlands, ancient Xulmec codices and the thousands of perils that lie between them keeps the
scrolls from the Lostlands agree that it occurred during a Island of Obsidian a place of legend.
time when humans served fearsome, more powerful
races. Perhaps because of these masters, this initial con- To those familiar with the Northlands, the Southlands
tact abruptly came to an end. When next the humans often seem trapped in the beliefs of the distant past. In the
made contact, it was centuries later, their destinies were Northlands, the names of the gods are spoken by clerics
their own, and glory and wealth were their goals. Early and shamans, but here they are everyday utterances
visitations to the Southlands were violent, as Northland among commoners and kings. Here divine right of kings
kings sought conquest in the gold-laden hills of Xulmec is a concept familiar and unquestioned by all. Here sacri-
and the natives defied them. Even today, in a time of rel- fice is as important as drawing breath for continued life.
ative peace, an undercurrent of contempt endures. Here sacred quests of goodly proclamation are undertak-
en and unapologetic genocide is carried out, as decreed
Populous with humans, the dominant race of the Known by the patron gods of each realm. Madrah, the Lord of the
Realms, the Xulmec city-states are the living heart of the Earth and Sky, rules above all, but his more active scions,
Southlands. Though regarded as savages by the the lesser powers who rule as god-kings and elemental
Northland nations, the Xulmec civilizations, at once lords, are invoked in all occasions, from everyday fami-
superannuated and glorious, have spanned thousands of ly meals to bloody campaigns of conquest.
years—their traditions older than the oldest Northland
country. Once a primitive people, they were mentored The mystic megaliths and vine-covered ruins found in the
and enslaved by the naga race, and since finding their wild reflect such ties to the divine. Etched with hieroglyphs
freedom have carved their own path in history. instead of runic writing, the equivocal reliefs and sculptures
portray a time when gods took personal interest in the
Yet the Xulmec peninsula is by no means the only center world—yet not so different than the present—and a future
of civilization. Dominating the jungle coasts of the time when all things will transform or perish altogether.

43
know but bearing a swifter course. This is the Spectral
Climates and Seasons Moon, the violet-hued disk upon which the Xulmecs base
The varying elevations and latitudes of the Southlands their calendar. Even Áereth’s most learned do not know
allow for such disparate climates as steamy jungles and why this moon can only be seen from the Southlands and
snow-capped mountain peaks. their surrounding waters.

To a Northland captain sailing due west to the island of In Southland Reckoning, the number of days in the year
Tarras, the seasons and landscapes are much akin to his (365) remains the same. However, there are thirty moons
homeland. But for its resident menagerie of murderous (months) in a year, each affiliated with a creature or ele-
beasts, the island would have become a Northland colony mental force and consisting of twelve numbered days.
long ago. Moving south, the climate grows warmer, and The five remaining “unhallowed days” at the end of the
it becomes clear to any visitor to the humid rainforests year—coinciding with the end of the Northlands’ win-
and grassy steppes that the natives are well adapted to ter—mark a moonless time when demonic forces are said
this land, as evidenced by their tanned skin, dark hair, to roam the land uncontested. Xulmec priests fast and
and uncanny endurance. The sun is a fierce and unabated pray through the reigning darkness, making sacrifices to
presence in the Southlands, a fact that becomes more coax the arrival of the new year. The more cynical drakon
ominous when one learns of Xulmec beliefs. Though of Ssorlang observe mystic rites to declare a truce with
life-giving, the sun scorches the land, bleaches the the demons and ensure their own protection. The first
stones, and darkens or burns the skin. days of each year are celebratory indeed, for it means that
destruction has been staved off yet again. Festivals are
commonplace, as bonfires and costumed dances fill city
Timekeeping and streets and village squares. Xulmec drums, called hue-
Celestial Bodies huet, express the rhythms of a people whose ancestry
spans thousands of years.
The standard Northland calendar is often observed in the When the Spectral Moon is eclipsed by the White Moon
Southlands out of convenience, but it is not the primary (as the Southlanders call it), the latter simply vanishes.
system. When Northland captains sail their vessels across On rare occasions when the Spectral Moon eclipses the
the Empyrean, a second moon reveals itself to them in White Moon, its light is magnified and the land is illumi-
the evening sky, waxing and waning like the moon they nated by a pale violet glow half as bright as sunlight.

44
Such events are of great spiritual significance to all For the Xulmecs, no answer is expected from the recent-
Xulmecs, especially the Amoyas, and often serve as the ly deceased; the journey through Mictlan, the
launching of great quests and the purging of evil. Underworld, is believed to take at least two years, during
which the spirits of the dead cannot make contact with
Every nation, city, and village observes its own holidays, the living. After that, the living await for signs that their
and most can trace their origins to the customs of the var- loved one’s journey to the peaceful realms of the afterlife
ious Zimalan provinces when the naga, not the human or was successful. Battles are forbidden upon this day, even
drakon, reigned supreme. Holy days are generally based for the bloodthirsty priests of Coatlimict. It is a day to
on the whims of nature, the gods, or circumstance, and honor the dead, not the dying. The Amoyas take council
are seldom determined before their occurrence. The peo- with their mummified deceased, believing that they have
ple of Kaatlan, who revere Calchoti the Rain Queen, cel- merely transcended into another state of existence. In
ebrate a holy day when the greatest rainstorms appear, contrast, the Darawans hold celebratory bonfires in their
while aggressive followers of Tlachinozal mark a holy fields as they dance and sing to the sky, whence the spir-
day when their pool of captives is sufficient for a mass its of the dead are believed to have ascended.
sacrifice. During these times, most of the people cease
their work and make sacrifices large and small to their In Ssorlang, the drakon celebrate the Festival of the Dead
gods. On such days, children are named, omens are with the intemperance common to their kind. Although
observed, and relics are closely guarded. the snake men do seek communion with their dead, they
also choose this day for important executions and violent
The following are notable holidays observed largely sparring. Criminals are thrown to giant constrictors as the
among the Xulmec city-states and some even among the drakon spectators gorge themselves on dire rodents and
drakon of Ssorlang. The people of the Criestine Colonies other delicacies. The coliseum in Xincayot, filled to
observe a few Southland traditions, but most adhere to capacity, dispenses with its usual gladiatorial games and
the Northland calendar and holidays. pits slaves and criminals against overwhelming odds.
Day of the Three Guardians: Observed only in Important duels between drakon nobles are also com-
Xulmec—and in Teotcoatlan more than any other—the mon, as the sovereigns merely look on with amusement.
Day of the Three Guardians acknowledges the three leg-
endary guardian nagas (Zacatla, Chetutec, and Saymal)
who helped emancipate the human slaves from the Dark
Council of Zimala. The holiday marks the true birth of
the Xulmec nation, and the leadership of Huamec, the
legendary hero and chieftain. The day is solemn from Southland Reckoning
morning through the afternoon, in observance of the sac-
rifices made by the Xulmecs’ ancestors, but the evening Any given day is simply named by the moon and
is a party of great merriment and feasting. day number. The fifth day of the Earth moon would
be Earth Five. The count of Southland Reckoning,
March of Lightless Despair: Among the Amoyas, the observed by Ssorlang and Xulmec, begins at the fall
“unhallowed days” marking the end of the year are a dark of the Zimalan Empire. The present year is 3675, as
holiday, five cold nights when the moon goddess opposed to 3200 in the North.
Anahuara must leave her post and protect the land from
Tzitzimitl, the Demon Queen of Air. Without the moons’ 1. Angel 16. Insect
light to reveal evil and empower the magic of goodly 2. Wind 17. Fish
mortals, creatures of darkness gain an advantage. 3. Star 18. Magic
Demonic minions of Tzitzimitl and her mortal cultists 4. Serpent 19. Fire
carry out their schemes, while clerics of Anahuara set out 5. Flower 20. West
to oppose these foul enemies. It is not uncommon for the 6. Bird 21. River
clerics to recruit adventurers to assist in such dark times. 7. Storm 22. Rodent
Festival of the Dead: Undoubtedly the most anticipated 8. Cat 23. Reed
holiday in all the Southlands, the Festival of the Dead is 9. Earth 24. Turtle
a six-day observance that honors all who have passed on 10. East 25. Death
into the mysteries of death. Great celebrations and feasts 11. Dragon 26. South
are held and families visit the graves, tombs, or sites of 12. Water 27. Light
their deceased loved ones. Tributes are made, songs and 13. Tree 28. Salt
dances are performed, and the people try to commune 14. Sun 29. Mountain
with the spirits of those once close to them. 15. North 30. Demon

45
their waters. For this reason, most captains give this
The Barrier Isles region a very wide berth, extending their voyages by
many days simply to eliminate the risk. Thus, the Barrier
Cozette LeRoux and Lord Isles are a constant thorn in the side of Crieste, Kalía, and
other seafaring parties—a vicious thorn they are unable
Raazt to locate, much less remove.
Population: 16,437 (humans 56%, monstrous The horrid accounts told by sailors about the Barrier Isles
humanoids 22%, half-orcs 12%, elves 3%, halflings 3%, are never far from truth. Savage bugbear pirates are seen
dwarves 2%, gnomes 2%) sailing into Bloodport in their gruesome galleys with sails
Resources: Trade and contraband of human skin and their latest captives—usually sea elves
and tritons—lashed to the prow with razor-edged chains. A
Capital: Bloodport fleet bearing orc buccaneers launches yearly from the Isles
on their infamous slave hunts to bring living currency to

T
he chain of islands known as the Barrier Isles are the markets of Djeser al-Maqqara. Even the intelligent
named for their occupants’ propensity to harass, undead have been known to bring their ghostly ships to
plunder, or sink merchant vessels sailing between port, bartering loot for living sustenance. These descrip-
the Northlands and the Southlands. The Isles are an unri- tions and countless more are carried to the mainland,
valed haven for pirates and buccaneers, a cluster of ports ensuring the Barrier Isles’ reputation as a place of dread.
so rife with humanoid vermin that lawmen from the
Northlands dare not approach with standards raised. Though no Northland country recognizes their autonomy,
the Isles possess their own sanguinary government.
Before the infamous Bloody Jack made a name for him-
There are no official regulations, yet an unspoken
self more than one hundred years ago, the Barrier Isles
armistice is observed within the lawless ports. While
were merely a temporary anchorage for Northland sea-
rivals frequently stab one another in the back and corpses
men making the voyages south and west. A collection of
turn up in the gutters, there is an overriding fear that one
docking ports were settled, each governed by an appoint-
of the Isles’ pirate lords will take personal notice and
ed official from its founding country. The greatest of
intervene. Such a threat keeps the daily skirmishes and
these was Port Isolé, established by the Criestine crown.
brawls from becoming anything more. At the top of this
A puzzling array of ruins half buried within the forested
chain of lords are the infamous pirates Cozette LeRoux
isles became a distraction to explorers, leading to con-
and Lord Raazt, who owe their offices to their unfettered
flicts among them as each competed to delve the ruins
ruthlessness. They are considered the rulers of the Barrier
first. Over the years, the number of buccaneers who hid
Isles because they are the primary predators, having
their loot in the ruins began to outnumber the isles’ rep-
climbed through the ranks with cutlass and coin.
utable inhabitants, a situation which deterred merchants
and imperial captains. Cozette LeRoux, the Red Piratess, is a smuggler and
pirate who has never known defeat. Of Criestine blood,
Then came Bloody Jack Dascombe, the most reviled and
some believe that the fiery-haired piratess is a bastard
feared pirate of his time, with his fleet of loyal raiders. In
descendant of Bloody Jack himself, a rumor she neither
a single night of blood-soaked violence, he rid the isles of
confirms nor denies. Lord Raazt is a retired pirate of
all those he deemed to be in service to Crieste or its allied
fiendish lineage, a monstrous scrag famous for scuttling
nations. Just as swiftly, Jack sailed on again, deigning to
the ships of his enemies. LeRoux and Raazt maintain an
hide his own treasures elsewhere. Indeed, it was rumored
uneasy truce, keeping their clandestine plots against one
that Jack had a secret island of his own, a place not found
another to a respectable minimum. All obey and fear
on any map, where he stashed his marvelous treasures.
these two wicked pirates, although occasionally would-
Of course, rumors endure today that Bloody Jack left
be usurpers attempt to dethrone one of them. Those
behind small caches of his treasure within the Barrier
upstarts who are not slain outright are hung by the water-
Isles and many ambitious pirates have given their lives
front as examples to the rest. The necromancers in
searching for them.
LeRoux’s employ often animate these unfortunates as
A cloud of mist perpetually wreaths the Isles, enduring ghouls and lock them in metal cages in public view,
all but the strongest of winds, granting them a sense of denied the carrion flesh they so desperately crave.
myth among Northland sailors and making the Isles dif-
ficult to chart. Though they are considered a symbolic Despite their differences, both LeRoux and Raazt pay
barrier between the Northlands and the Southlands, the tribute to the Lord of Ash, a mysterious authority who
Isles themselves are seldom seen. A captain who sails leads an unsettling fleet that sails up from the far,
anywhere too close is likely to find his ship boarded, gut- uncharted Southern Seas every two years to collect pay-
ted, and burned into the sea by Barrier pirates patrolling ment. The flagship is an ominous and exotic catamaran

46
with a virtual palace built between its colossal hulls.
Claiming true ownership of the Isles—as well as other
unknown lands far away—the Lord of Ash wields might
beyond understanding. His fleet is crewed by mute
humanoids that, according to all accounts, “seem wrong
somehow.” The pirate lords pay this tribute without ques-
tion as the Northland governors reluctantly did before
them, and only LeRoux and Raazt have ever been aboard
the flagship. All those who have dared to follow or assail
the armada are destroyed with impassionate efficiency.
On occasion, elite lawmen and bounty hunters from the
mainland find their way surreptitiously to the Barrier
Isles, adopting false identities to avoid detection among
the scum they hunt. Most are unmasked, tortured, and
flayed alive. Yet a few have succeeded in tracking down
their quarry, smuggling them back home to face justice or
merely slitting their throats in the night to end their lives
of crime. One such vigilante, known only as the Pale
Knight, has become something of a bogeyman among the
Isles.
The ruins of the Barrier Isles perplex scholars and pirates
alike. Half swallowed by the earth, the arrangement of Carved into the rocky outcroppings of the largest Barrier
the geometric architecture suggests that each ruin is a sin- Isle, Bloodport comprises a semicircle of tiered streets.
gle piece of a much larger whole. Linked by bridges and The hovels are clustered together like swarming vermin
interconnecting undersea corridors, the sunken buildings frozen by isolation and privation. Lacking skilled archi-
may have constituted a single massive city—an impres- tects and loyal laborers, the town’s ramshackle buildings
sive accomplishment considering the Isles lay near the and leaking flats frequently collapse. The cobbled, crum-
center of an ocean. A marked lack of writing within the bling streets thrive with activity, but the licentious pur-
ruins frustrates those who seek to unravel their mystery, suits of its citizens are a mockery of true urban commerce.
but in its depths, the almost seraphic statuary has fostered
many theories. Regardless, the shattered stone bridges This budding generation of seafaring raiders, isolated
and multi-level tunnels now serve as pirate troves and from the imperious laws of the mainland, faces many
monster lairs. hardships. For all its considerable population, disease
runs rampant in the streets of Bloodport, with more than
Tiny ports—some little more than a row of shacks and a half of its young dying in their first year of life. Few heal-
single dock—honeycomb the coasts of each isle, many ers reside in town—or even advertise their magic—and
without names at all. The largest of these are detailed fewer still serve gods compassionate enough to care for
below. the infirm at all. Those who survive to adulthood are
Bloodport: (Large town, pop. 4,904) Once known as hearty indeed, but most of these end up as crew for the
Port Isolé, Bloodport was renamed in honor of Bloody pirate ships that come to port. Yet from such iniquitous
Jack’s “red tide” of salvation that freed the Isles from beginnings a precious few manage to escape, finding
Northland control more than a century ago. It is the sul- lives more fulfilling than the acquisition of blood money
lied gem of the Barrier Isles, the first and largest of its and stolen goods.
ports. Its populace comprises the paramours and bastard Cozette LeRoux, the Red Piratess, lives in the town’s top-
children of pirates—and the men and women too sick or most tier, ruling from a mansion whose opulence rivals
frail to continue their maritime crimes. As the pirate life the estates of Crieste’s lord-barons. It is said that the
is not one conducive to old age, the elderly are few in annual galas hosted from her manse—and the clandestine
number. The streets and hovels are thick with youths, activities that take place therein—presage each year’s
from small children to blustering adolescents, their num- greatest pirate exploits. Many Northland spies have
bers divided into rivaling gangs, each boy and girl claim- attempted to infiltrate these momentous balls in the hope
ing that his or her notorious parent will soon return from of acquiring coveted information, but LeRoux’s traps and
the sea with untold wealth and influence. Most are disap- guardians snare them all. The lucky ones are slain out-
pointed; pirates as often feed the sharks of the Empyrean right.
as return home with hard-earned swag.

47
Dead Man’s Cove: (Small town, pop. 1,767) A small
port sheltered within a wide coastal cave, Dead Man’s
The Criestine Colonies
Cove is the lair of the scrag Lord Raazt, who rules with
absolute authority. The followers of LeRoux are not wel- Viceroy Raylen Durand
come here, but all freelance privateers and freebooters
may dock if they pay the appropriate fee. Shielded from Population: 502,800 (humans 63%, half-elves 20%,
direct sunlight, the Cove lays in perpetual shade, making elves 8%, halflings 3%, gnomes 3%, dwarves 2%, half-
it a favorite of light-sensitive races such as orcs, kobolds, orcs 1%)
and sometimes even drow. Contraband, illegal in most
nations, can be obtained openly here, provided one has Resources: Bananas, beef, coffee, fruit, ginger, lobster,
sufficient coin or skill with an unseen blade. It is often lumber, peanuts, shrimp, sugar, tobacco
through Dead Man’s Cove that psychotropic drugs pro- Capital: Voltigeur
duced in Ssorlang are divvyed for Northland distribution.

E
arly Northland expeditions across the Empyrean
Lord Raazt himself often deals in secrets, selling maps Ocean brought home stories of a land filled with
and information for the same in turn. He is hard to murderous savages, beast-ridden jungles, life-
impress and impossible to bribe with treasure or even stealing spirits—and a wealth of resources that would fill
magic items. His small empire of cutthroats and priva- the treasure vaults of the first kingdom that could claim
teers, many of whom pay lip service to Northland gov- them! With the large peninsula of Xulmec already occu-
ernments, ensures that any who oppose him quickly find pied—its natives as often hostile as conciliatory—and
a watery grave. the imposing continent of Zimala too far and dangerous
Mysterious treasures, local lore proclaims, are amassed to reach, the Northlanders were hard-pressed to find
within the extensive network of caves beyond the town lands safe for colonization.
proper, concealed both above and below the sea level. It was an explorer named Darel Voltigeur who found the
Explorers and buccaneers alike are frequently lured into route north of the Tarras Isle and south again through the
these caves, but few return. Sea of Desperation. There he came ashore the Isle of
Last Chance: (Small town, pop 1,954) The harbor of Tlahuaco, as it was known among the savage Xulmecs,
Last Chance caters to freelancing buccaneers and all and began to colonize the fringes of the jungle in the
those who would spurn the deadly intrigue of the pirate name of the crown. Little did Darel realize that the jun-
lords. Many who begin a life in piracy—or give it up— gle already lay in the grip of the drakon warlord known
do so in Last Chance, though the town is as unwelcom- as Xiuhcoatl the Emerald Cobra. The bloodshed that fol-
ing to Northland law as any in the Barrier Isles. Treasure lowed quickly dispelled the Northlander dream of easy
hunters who have plundered the ruins of the Southlands settlement. Unwilling to relinquish their claim on this
often come here to sell their spoils, keeping such activity promising new land, the Criestine forces fought back
free from imperial scrutiny. Even legitimate merchants against the vindictive snake men.
can be found in harbor, selling information about their The Xulmecs soon came to their aid, finding in the
rivals and unloading contraband. Criestines allies against a common enemy. Dire prophe-
The closest thing the town has to a government is a guild cies had predicted the rise of the Emerald Cobra, giving
of racketeers calling itself the Shroud, canny rogues who the Xulmecs a reason to end their enmity with the
snub violence, preferring blackmail and extortion to Northlanders. New prophecies appeared, citing that
accomplish their goals. Although its operation is based friendship with the foreigners may be the salvation of the
out of Last Chance, the Shroud extends its reach far out- world.
side the Barrier Isles, steering clear of the pirate lords and With their allies beside them, the Criestines waged war
piracy itself. Rogues of the Shroud are well known for against the Emerald Cobra for several decades, with
their mastery of forgery and counterfeiting, though its elves from the Northland forest of Blackbriar joining the
members are all but impossible to implicate in such imperial reinforcements in exchange for some sovereign
crimes. presence within the colonies. The forces of Xiuhcoatl
Less well known are the excavations funded by the were at last defeated, the spirit of the Emerald Cobra
Shroud to yield the treasures of the Barrier ruins. Behind himself magically bound in a staff by a Teotcoatlan wiz-
the town, a timeworn façade of draconic design leads into ard. When the drakon retreated from the Eztenqui Jungle,
tunnels beneath the isle’s forest. Adventurers willing to the Criestines settled their colony unmolested and have
explore these ruins and claim its treasures for the Shroud remained there since, contending only against the crea-
are frequently rewarded with favors and furtive services. tures of the jungle and the occasional attack from the
Xulmec city-state of Chuzec.

48
Existing as a colony for centuries, the people have
become largely independent from the Empire of Crieste
and most consider their home a separate nation altogeth-
er. Nevertheless, the merchant-mayors of each town
answer to the crown—usually in the person of Raylen
Durand, a pretentious but artful politician appointed by
Lady Mortianna herself as colonial viceroy. The Beryl
Conclave, a small counsel of aristocratic wizards and sor-
cerers, are assigned as protectors of the colony and its
people.
The boundaries of the Criestine Colonies are uncertain.
The Isle of Tlahuaco and the southern coast of the Sea of
Desperation lie within its province, but if one presses fur-
ther into the jungles, Criestine influence and protection
quickly fades. Though rife with natural resources, the Xulmec began to abate centuries ago, many attempts
Eztenqui Jungle is nefarious for the dangers it hides— were made to convert the Southland “savages” to the
lizardfolk, venomous snakes, and jungle cats are only the faiths of the Northlands. Most missionaries, the well
least of these. meaning and the pharisaical, were rebuffed, for the
Xulmec adherence to their gods was strong.
The Colonies maintain strong trade relations with the
Xulmec city-states of Kaatlan, Teotcoatlan, and Amoya. One exception was Terinmora, a young paladin of
The centuries that have passed since their arrival in the Justicia who gave much of herself—and ultimately, her
Southlands have given the colonists a cultural and reli- own life—in service to the Xulmecs. The passion and
gious syncretism unseen in any Northland realm. A mix mercy exhibited by this remarkable woman brought
of Xulmecs, a merchant caste drawn from various many of the jaded natives to the outlandish doctrines of
Northland nations, and elves from Blackbriar have given the Restoring Flame and even other gods of the Sancturn
rise to a racially diverse population quite distinct from Pantheon. While some of these have abandoned the wor-
the Northlands. An outspoken minority seeks further ship of the Xulmec gods altogether, others blend the
independence from Crieste—total secession from the beliefs of their native gods with their adopted divinities.
crown—but the royal vizier and her pet viceroy have Built within the foothills of the Atlauhti Mountains, the
invested many resources in preventing this. The Colonies Abbey of St. Terinmora is a religious fastness dedicated
are a firm gateway to the Southlands, and the lord-barons to the gods introduced by the Northland visitors. Humans
of the mother country will not give it up. from both sides of the Empyrean Ocean dwell here, as
At present, the mayors of the Colonies have become well as an influx of pilgrims. Named after the sainted
complacent, hoping for trouble no greater than merchant lady paladin herself, the Abbey serves as a bastion of
disputes, periodic aggression from Chuzec, and the occa- faith and a launching place for sacred quests within the
sional wandering beast from the Eztenqui Jungle. The Southlands. Shrines to most of the benign religions of the
Scourge that now threatens the motherland is but a rumor Sancturn Pantheon can be found within the great abbey,
to the colonists. But more substantiated rumors have and clerics of almost any god are welcome.
begun to appear of the return of the Emerald Cobra, even Abbot Kallus Wayrenne, a stern man of middling years,
as spiritualists from among the towns speak in frightened presides over the activities and guests of the abbey. His
tones of the sinking of Tlahuaco by unnamed forces. sleepless devotion is best exemplified by his consistent
Sahuagin from neighboring Dujamar have been spotted victories against the attempted sieges of the Chuzec war-
in small teams in the Sea of Desperation, fueling anxiety riors.
that King Azghaar gazes upon the Colonies with con-
quest in mind. And amidst all those concerns is the con- Feronte: (Village, pop. 679) Feronte is a simple village
stant fear of colonial merchants that privateers or Barrier dwelling closest to the infamous volcano in which, if leg-
pirates will sack the treasure-laden ships they send back ends are true, the Emerald Cobra once laired. The people of
home. Adventurers who come to the Criestine Colonies Feronte are considered by the other colonial towns to be a
are sure to find their spells and swords in demand; whose wilder folk than most. Many of the Xulmec-blooded
cause they take up or whose gold they accept is a matter humans of the Colonies settle here, finding a place in the
of honor, greed, or desperation. fishing trade common among the Northland colonials.
Strange hermits and reclusive rangers dwell on the outskirts
Abbey of St. Terinmora: (Keep, pop. 487) When the of town, maintaining the local folklore that the longer one
violence between Northland explorers and the people of lives within the jungle, the more fey one becomes.

49
Feronte is mayored by Senth Lavrousse, a ranger and Lieux-Claren: (Village, pop. 830) Across the bay from
half-elf of Crieste-Blackbriar descent who feels at home the colonial capital, the small port of Lieux-Claren is
among neither. He spends most of his time scouting the accessible only by sea. Unable to establish a safe route
wild and seldom corresponds with the Colonies’ other through the marsh to the south, it relies upon its proxim-
mayors or its viceroy. Unsubstantiated rumors abound ity to Voltigeur to bring in trade. Lieux-Claren is home to
that Senth hides a paramour in the jungle somewhere, a fisherman who know Xayactl Bay better than any, draw-
dryad of bewitching power. ing from it more fish than anywhere else in the Colonies.
Ft. Montsiang: (Town, pop. ?) Both a military fastness St. Ferrau: (Large town, pop. 3,405) As the only outpost
and a frontier town, Ft. Montsiang is a strategic outpost of civilization within the Eztenqui Jungle, St. Ferrau was
in Omian Pass. Built atop a steep escarpment on one side intended to serve as a launching point for expeditions
of the road, the fort commands a view of all primary traf- into its wild depths. The ruins of hastily erected drakon
fic between the Xulmec peninsula and the Criestine redoubts can be found swallowed by the jungle just out-
Colonies. Many Xulmecs resent this overt military pres- side the town limits. Renamed after a martyred cleric of
ence, but few can deny its advantageousness against the Delvyr who saved the town in 2601 EC (Empyrean
aggression of Chuzec, whose war-like people always Calendar) from an attack by dark nagas, St. Ferrau boasts
seeks fresh captives for their blood sacrifices and bear no hearty folk and a courageous militia. The daily presence
tolerance for Northlanders. of the infamous jungle has weeded the town of the feeble
and skittish.
Commanding the fort is Lieutenant Raquelle Clavet, a no-
nonsense veteran of the Sable March from the homeland. A road of flattened stones, laid by the Xulmecs, leads
Honorably discharged by Captain Sentri himself, she was southeast from St. Ferrau through Omian Pass to Ft.
assigned to Ft. Montsiang to “cool down” from her fright- Montsiang. In this capacity, St. Ferrau also serves as the
ening and unceasing devotion to the crown. Raquelle crossroads between Xulmec and the Isle of Tlahuaco. A
finds her time occupied maintaining vigilance against large ferry makes round trips to Gerronotte and Voltigeur
those Xulmecs who decline peaceful coexistence with the twice each day, transporting passengers at a reasonable
Northlanders and keeping the pass free of bandits. price but imposing an imperial tax on trade goods or
questionable accoutrements.
Pleniere: (Village, pop. 534) A sleepy fishing port on the
isle’s western coast, Pleniere faces the channels that run Mages sometimes visit St. Ferrau—and vanish soon
between the Eztenqui Jungle’s wetlands. The locals live after—to study the preternatural nature of the great
their lives probing the waterways for fish, avoiding the Eztenqui. Of more recent concern is the Blackfield, a
hazards of the jungle, and passing time with stories about stretch of blighted land several miles southeast of town
the time when snake men ruled the land between that history records as having once been further away.
Voltigeur and the Atlauhtli Mountains. Druids and wizards alike have been summoned to inves-
tigate the corrupted earth, but most have either turned
Pleniere’s mayor is a lazy merchant named Loremer away or disappeared within it.
d’Arisseux, whose position in the remote, backwater
town suits him fine. Recent sightings of the walking dead Voltigeur: (Large town, pop. 4,678) Named after the
rising up from the salty waters, however, have him wor- founding explorer, Voltigeur is the capital of the Criestine
ried. Colonies. A flourishing port, it is the hub of Southland
commerce among Northlanders. Though merchants from
Gerronotte: (Village, pop. 687) At the southern tip of all nations are welcome to trade here, heavy taxes are
Tlahuaco Isle, the village of Gerronotte serves as the levied on them to increase the coffers of the viceroy, the
gateway to the colonial outposts across the water. A ferry Emperor, and the town itself—often in that order.
regularly crosses to St. Ferrau, a service that imposes a
steep tax upon travelers unaffiliated with Crieste’s mer- Voltigeur’s mayor is Acatzalan, a man controversial for
chant guilds. his Crieste-Xulmec blood. Beloved by the locals, he is
despised by most Criestine nobility for his “sympathy for
The salty marshland surrounding the town is feared by the savages.” Viceroy Durand tolerates Acatzalan’s phi-
visitors for its haunted appearance, but local hunters fre- lanthropy, knowing that his presence soothes the sepa-
quently venture into the waters in search of exotic water- ratist population of the Colonies. Durand frequently
fowl. At night, even the locals avoid the swamp, for will- undermines the mayor’s authority with imperial man-
o’-wisps and wraiths are said to emerge from its depths. dates, inflammatory acts of spite that will likely harm
Stories suggest that the wraiths were spawned from the Durand’s standing as well.
spirits of Criestine soldiers who died in the war against
the Emerald Cobra, although they cannot explain why At the center of town, at the foot of a monument to the
such spirits turned to evil. Crieste-Xulmec alliance, an enspelled glass case bears

50
Micohuani, the Deathstaff. Capped with a large blue dia-
mond, the staff bears the spirit of the defeated Xiuhcoatl,
and to the proud colonists remains a symbol of both their
alliance with Xulmec and the defeat of a great evil.
Although it’s in plain view of all citizens, powerful
magic protects the Deathstaff from theft or destruction.
Melisine d’Aurielle, a mage of the Beryl Conclave, per-
petually watches over it.
The Blackbriar Quarter houses the pure-blooded elven
families that first lent martial aid to the Criestine settlers.
Though considered haughtier than their Northland kin,
the Blackbriar elves yet retain their homeland culture,
importing their fine ruby wine and often hosting revels
for all to enjoy. Many half-elves in the Colonies trace
their bloodlines to the Blackbriar Quarter, but few are
recognized by these proud families. Even humans and
Southland natives achieve greater respect in their eyes
than the half-blooded “bastards.” These elven patriarchs
regard the Criestine government coldly, believing them-
selves overlooked by the Empire for the martial assis-
tance their ancestors once gave to the colonial founders
against the Emerald Cobra.
and devour those who wander into the region by foolish
choice or unfortunate circumstance. The hags are said to
Dujamar use the bodies of their victims to fuel their profane cere-
monies. It is believed by some sages that, given enough
victims, the sea hags will be able to breed their own
No ruler ghoulish armies. Against all of these, a hermitic order of
Population: Unkown druids dwells among the islands, waging a perpetual war
against the hags and sea devils and guarding the pristine
Resources: See text animal and plant life from their depradations. Friends to
Capital: None none are the many species of wyverns of Dujamar, from
the swarms of small hatchlings to the oversized cliff

T
he sprawl of islands known collectively as wyverns whose ominous shadows bring on sudden dark-
Dujamar is a place feared by mariners of every ness a heartbeat before sudden death. The wyverns sit
persuasion. A long chain of islets and disjointed firmly at the top of the food chain, lairing in the taller
landmasses, it is a place of exotic wildlife, rare flora, and outcroppings of the isles. Gliding over their domains in
hidden death. The rocky shoals and inlets that fill its search of meals from among the diverse wildlife, a
waters have given Dujamar its nickname, the Razor favorite among all species is the exotic flesh of humanoid
Islands, by seamen who know to keep a respectful dis- intruders.
tance.
The waters of the Javran Sea, just east of the Dujamar
Though the natural hazards are forbidding enough, it is islands, are known to be the demesne of krakens, making
the evil and intelligent creatures lurking beneath the them among the most feared places anywhere in the
waves that make Dujamar a no man’s land. A tremendous ocean. King Azghaar is believed to consort with these
population of sahuagin, ranging from isolated villages to abhorrent, deep-dwelling monsters, and some even say
whole kingdoms, live in communities carved from stone the monarch himself is but a puppet for the evil krakens.
and coral, making the sea devils Dujamar’s dominant
Recently, a rumor has spread among the merchants of the
race. Of these, King Azghaar the Malevolent is the undis-
nearby Criestine Colonies that a safe, passable trade
puted tyrant, the ruler of a sahuagin kingdom numbering
route exists somewhere between the islands of Dujamar,
one hundred thousand strong of his scaly kind, if reports
linking the Sea of Desperation with the Empyrean Ocean.
are accurate.
If this “golden passage” can be found and secured, the
At odds with the interests of King Azghaar are the covens voyage between the Colonies and their home country
of sea hags, who compete with the sea devils to capture would take only a fraction of the time, and the expense of

51
the journey reduced manifold. Colonial merchants, as
well as dignitaries of the Emperor, have begun to hire
Halcyon, Free City of
adventurers willing to find the rumored passage. Whether
the path is real or simply a ruse cited by Dujamar’s mon- Lady Mayor Elarabeth
strous denizens to lure more victims, none can say.
Population: 39,508 (humans 60%, half-elves 12%, elves
Rutuan: (Small town, pop. 1,138) Constructed on a sod- 10%, half-orcs 7%, dwarves 6%, monstrous humanoids
den marsh upon an extensive network of warped plat- 4%, halflings 1%)
forms, Rutuan is the only place in Dujamar where land-
dwelling creatures are granted amnesty by King Azghaar. Resources: Trade, some mining
Pragmatic despite his bloodlust, Azghaar recognizes the
benefit of trade with civilized surface realms, so mariners Capital: The City of Halcyon
may dock here without fear of attack by his scaly sub-

O
nce a small port of no consequence, Halcyon was
jects. The other creatures of Dujamar offer no such pro- established as an independent city only fifty-five
tection, but the threat of retribution from the sahuagin years ago by the famous Kalían priestess Captain
king prevents any overt hostility. Dinadae, and quickly became known as a sanctuary from
The Black Covey, hags of the vilest predilections, gov- piracy. It is the stopping point for most traffic between
erns Rutuan. The trio consists of an annis named Alunine the Northlands and the Southlands, a place of free trade
and two green hags, Meglea and Sayocia. Each is a sor- and ordered freedom where merchants seeking barter
ceress of considerable might, and has made enemies with with the people of Xulmec can find safe harbor and
Dujamar’s sea hags, for the latter refuse any truce with resupply their ships.
humanoid mariners. The Covey retains an elite militia of The legend of Halcyon comes from its founder, Captain
ogres whose sole purpose is to ensure that violence is Dinadae, a priestess of Pelagia and high-ranking Siren.
kept to an acceptable minimum. Commanding this When her entire crew was slain by Barrier pirates, she
brutish unit is Guloresh, a lycanthropic ogre who reports found herself lost in the Empyrean, fleeing an armada of
to Alunine directly. Rumors in town suggest that she gift- ruthless enemies eager to inflict torture and death. Spying
ed the ogre boss with his bestial mantle as payment for a kingfisher flying above a rising storm, the story holds
murdering her predecessor. Azghaar and the Covey enjoy that she crewed the galleon alone with only her prayers
a solid truce within Rutuan and its surrounding environs, and the blue-feathered bird as a guide. As the tempest
but even the sahuagin king’s wicked ambassadors are swelled and the shrieking winds closed in on her, she
loath to enter the hags’ gruesome cottage at the center of cried out in supplication. Just as the storm broke into a
town. calming roil, the last of its wrath fell full upon the pursu-
The waterlogged planks of the platform city appear ing pirates and smashed them into the sea.
unsafe, but magic and the uncanny woodwork of the Captain Dinadae found herself drifting into a small port
locals secures every hut and ramshackle fort. Even so, town, astonished to learn she’d sailed so far. Coming
strategically placed planks have been left to rot for the ashore, she searched for the kingfisher. What she took for
misfortune of unwary intruders. Beneath the city’s plat- a small bird she saw was in fact a massive avian, perched
forms is a foul landscape of mephitic sludge, where the now upon a cliff overlooking the town. A celestial crea-
city’s refuse is dumped by means of evenly spaced wells. ture the size of a roc, its crested head, long beak, and
Among the horrors lurking in the slime are scores of bright sapphire plumage shone in the bright dawn.
shambling mounds—and the Black Covey’s magic pre- Dinadae named the majestic animal Halcyon, blessed of
vents the treasures of their victims from rising to the city Pelagia. When the Barrier pirates sent reinforcements
above. Whenever an unfortunate traveler accidentally against the town, Halcyon herself attacked and razed
drops a valued possession between the cracks of the each ship. The celestial bird and her hatchlings would
city’s boardwalks, he has a choice: Wisely dismiss the become creatures of myth. Many have searched the
item forever or risk near-certain death “among the sham- mountain above in vain for her secret aerie.
blers.” Wealthier visitors to the city usually hire the fool-
ish or desperate to retrieve lost objects. A white mountain wall rises behind the city, pitted with
the aeries of sea birds and riddled with small caves
rumored to lead deep into the mountain’s heart. A mas-
sive lighthouse, built on the foundations of an old cloud
giant ruin, looms above the city on a wide mountain
shelf, its beacon of magical blue fire guiding errant ships
to port each night. An enigmatic wizard keeps the light-
house in working order.

52
Lady Elarabeth is the city’s latest mayor, a half-elf of
aquatic elf lineage retired from a life of pirate-hunting
Ssorlang
among the Sirens of Pelagia. Though she has many ene-
mies, Elarabeth is well guarded in her new home, and no Keeper of the Emerald Throne,
city is safer from pirate retribution. The city watch,
known as the Sea Wardens, are experienced seamen, and Prince Zurasak
are as often patrolling the Imacuan Sea as they are their Population: 1,857,475 (drakon 55%, human 25%,
beloved city’s streets. The Sirens are known operatives lizardfolk 7%, tzopiloani/inphidians 5%, other 8%)
active within Halcyon, with Elarabeth as their local bene-
factor, but the true location of their temple-island remains Resources: Copper, fish, gold, jewelry, minerals, psy-
unknown. chotropic drugs, rice, textiles, timber
Elarabeth’s troubles come not from the crimes of Capital: Myashtlan
Halcyon’s citizenry or visiting mariners, but rather from

H
the many Northlander dignitaries seeking to persuade her atched from the sins of the latter-day Zimalan
to surrender her city to the care of their respective Empire, Ssorlang is the only unified nation of
nations. Who controls Halcyon, they surmise, controls drakon in the known world. The nagas’ Dark
the waters between the Imacuan Sea and the Empyrean Council conducted magical experiments in a bid to create
Ocean. At present, Elarabeth imposes no tax on mer- humanoids in their image, and these foul rites gave birth
chants, a fact the greedy lord-barons of the North cannot to the race of snake men. Within years of their creation,
understand. These wealthy dignitaries often hire adven- the drakon revolted in a civil war known as the Wrath of
turers to explore the caves of the mountain, for legends Serpents. The surviving nagas retreated south beyond the
older than the city itself speak of an ancient draconic relic Nahualli Mountains, leaving the drakon to occupy the
buried within, a rod that gives complete control of the jungles alongside Cipachtli Bay. The humans, also for-
weather for many miles. Such a treasure would, no doubt, mer slaves of the nagas, had by this time fled north and
give great power and influence to he—or she—who settled into the Xulmec peninsula.
wields it. Lady Elarabeth has been hiring adventurers as The future of the young race was uncertain. With their
well, fearful that if this artifact does exist, she will lose common enemy defeated, their chaotic nature divided
her city to its keeper. them, spawning two warring factions: the Amotuan and
Halcyon is still a young city, its rain-swept streets fringed the Impiluan. The Amotuan maintained that drakon were
with the stones of unfinished houses and temples. the rightful heirs of the Zimalan Empire, meant to inher-
Although its populace is predominantly human, many it the traditions and lands of their naga forebears. The
elves and half-elves have made their home here—espe- Impiluan, however, wanted to renounce the old ways and
cially those with connections to the sea. Merfolk, tritons, establish an empire and identity of their own.
and aquatic elves make frequent visits to the city, one of After centuries of virulent coexistence, the two factions
the few places they are able to do so without persecution. united under the intelligence of Tlalteucti, an Amotuan
Though its citizens are not without their worldly preju- wizard of sinister power. Having returned from mysteri-
dices, most who call Halcyon their home bear an innate ous travels abroad, Tlalteucti envisioned a world ruled by
love of the sea and the creatures within it. drakon. He promptly led his people into a savage war
Of course, such freedom welcomes enemies, and against the Xulmec city-state of Uatazan. Even though
Halcyon has many. Fortunately, it has as many defenses. the humans of Darawan and Amoya came to the aid of
The coastal waters on either side of the docks are shallow their brothers, Uatazan was utterly defeated; those who
and rocky, forcing invading ships to approach the city were not slain became slaves. In the midst of this war,
directly and in full view of its defenders. As if blessed by Tlalteucti created the Emerald Throne, an ensorcelled
Pelagia herself, the waters surrounding Halcyon have artifact that served as the seat of power for the drakon in
attracted a number of sea-dwelling creatures that possess the city they renamed Myashtlan. Soon after, Tlalteucti
the insight to recognize friendly traffic and a penchant for was killed by a priest of Anahuara, but the drakon’s
attacking marauding ships. Water elementals and even a grandson, a warrior named Xiuhcoatl, struck down the
pair of mated dragon turtles neutralize the threats from Xulmec and led his people to victory.
the sea itself. According to legend, when the city finds Xiuhcoatl, calling himself the Emerald Cobra, rallied his
itself in true peril, the hallowed bird that gives the city its followers to continue their path of conquest. The
name will appear again. Impiluan faction refused to join him, believing that the
drakon should secure their new realm before pursuing
further expansion. Despite their perceived cowardice,

53
The current ruler is the ailing Emperor Vithoon, a cantan-
kerous old serpent whose wizardry has begun to wane. It
is his son, Prince Zurasak, who wields the true power of
the Emerald Throne. The drakon, an eldritch knight of
fearsome skill, has personally foiled every coup attempt,
and with his father still ensconced upon the throne, he is
free to carry out many of his plans without the added bur-
den of state.
The drakon of Ssorlang are aggressive, but constant
infighting keeps their power in check. Ssorlang and the
Xulmec city-states have reached a stalemate that neither
side can break. The Xulmecs are far too powerful now for
the drakon to rise against, and the Xulmecs cannot hope
to dislodge the snake men from their strategic seat in the
former Uatazan lands. With Myashtlan as their capital,
the drakon control all traffic on the Laeysian Sea, the
Strait of Kamasha, and all adjacent coasts. Most Xulmecs
maintain a cool, often hostile, view towards the snake
men, while only the city-state of Darawan maintains a
tense relationship of mutual benefit. Darawan offers
Ssorlang untaxed trade, while the drakon allow the
humans limited passage through their waters.
Xiuhcoatl pressed on. Knowing his armies were not
strong enough yet to challenge all of Xulmec, he led Ssorlang is a rainy tropical realm that includes the moun-
them through the Xocoatic Marshes, killing those tains of northwest Zimala, the Laeysian Sea, and the sur-
humans from Amoya that dared to challenge his advance. rounding peninsulas south of the Anduran Mountains.
Along the western coasts, the jungle quickly gives way to
The Emerald Cobra established his new seat of power in the Kharan Plateau that overlooks the Tletl Plains to the
the vast Eztenqui Jungle. From there he sent word to his north. Beyond that lies the Shadowed West, a mystic
southern brethren, entreating them to join him in his attack realm that intrigues and frightens the drakon.
against Xulmec from two fronts and thereby extend the
reach of their empire. The Impiluans did not respond. Soon Notoriously arrogant, most snake men consider all who
after, human settlers from the faraway Northland empire of are not drakon tools to be manipulated or cattle to be sub-
Crieste began to colonize at the edge of Xiuhcoatl’s jugated. They do not typically kill foreigners on sight as
domain. Xulmecs from Kaatlan and Teotcoatlan allied they, like the Xulmecs, have learned to subdue and cap-
with these newcomers and fought back against Xiuhcoatl. ture enemies. But unlike Xulmec, they practice slavery
The Emerald Cobra met his defeat at last when a and seldom release their captives.
Teotcoatlan wizard trapped his essence in a staff. Angkar: (Small town, pop. 1,895) Named for the mas-
Without their leader, the surviving drakon of Xiuhcoatl sive temple looming above it, the small port of Angkar
slithered back to their southern cousins, only to find that lies in a cove shadowed by the Kharan Plateau. It has
the Impiluans had established the nation of Ssorlang. seen the arrival of pilgrims for centuries, surviving every
Having ventured to mystic lands in the Shadowed West, monsoon and political shift since its creation untold mil-
many changes had come to the drakon people. The lennia ago. Though it lies now within the demesne of
Impiluan faction had found its new identity at last, and Ssorlang, even the Emerald Throne acknowledges the
their culture transformed in a matter of decades. The site as a holy place. The waters of the Laeysian Sea are
Amotuans, followers of the old ways, became a quiet controlled by the drakon, but travelers citing pilgrimage
minority in Ssorlang society. to Angkar will be granted safe passage—provided they
pay the “protection fee,” after which they are closely fol-
The sovereignty established by Tlalteucti yet remains. lowed to port.
While the monarch who coils upon the Emerald Throne
governs Ssorlang, its royal families have been assassinated The town itself consists of an even mix of human,
and replaced numerous times since the kingdom’s incep- drakon, and humanoid locals, and is overseen by
tion. Though they fancy their nation an empire, the drakon Nentawat, who serves as mayor-priest. Visitors from the
have never expanded, nor have they succeeded in keeping Shadowed West often arrive by the Strait of Kamasha to
a single dynasty in power for more than five generations. visit the temple as well.

54
A massive stone face, bearing a fearsome humanoid Uatazans had sealed the temple pyramid of Axaluatl as an
countenance, is carved into the high wall of the Kharan unholy, cursed place, the drakon plundered it. The many
Plateau, rising less than a mile west of the town. Said to shrines and repositories of the nagas were dissembled,
depict an aspect of Madrah, the face marks the entrance their treasures added to the snake men’s growing vaults.
to the Temple of Angkar itself. Thousands of rough stone The only edifices sacred to the nagas that remain in the
steps lead up the steep cliff face into the gaping mouth. city are those with magics yet to be breached.
Capacious chambers and tight corridors, carved with bas-
reliefs and sculptures older than the rise of the Zimalan The shining jewel of Ssorlang, Myashtlan is both the
Empire, lie within. Hallowed to all who believe in the symbolic capital and the economic center of the empire.
ways of Madrah or his many progenies, the Temple is A raised city of sharp spires and architecture inspired by
said to preserve many old secrets, and hidden passages the temples of the Shadowed West, Myashtlan com-
are rumored to lead further into the depths of the earth. mands a panoramic view in all directions: the Laeysian
Sea to the south and west, the Anduran Mountains to the
Kanthara: (Large city, pop. 17,827) Built at the edge of north, and the forests and rivers of neighboring Darawan.
a natural headland, the city of Kanthara is adjacent to the From here the Emerald Throne surveys its own lands and
Laeysian waters on three sides. The majority of looks to those that the drakon one day intend to conquer.
Ssorlang’s human population dwells in this well-guarded
city at its geographic heart, far from easy liberation. Most Humanoids willing to pay the steep entrance fees are
are slaves of the state, struggling in the privation of its welcome in Myashtlan, invited to bring foreign goods
crime-ridden streets. At their best, these humans, descen- and trade in the legendary emporiums of the City of the
dants of fallen Uatazan, share with each other what little Emperor. The weapons, exotic materials, poisons, and
they have, spreading their resources thin. At their worst, hallucinogenic drugs available in Myashtlan markets—
they murder, betray, and even cannibalize each other. most of which are illegal in the Northland kingdoms—
Sometimes insurgents escape the city, but the drakon sen- are commonly purchased and carried into foreign lands.
tinels have learned to defend it from those who would The Noctayshan Palace, an elegant fortress crowned with
emancipate their slaves, and so the city is walled in with a tall, glyph-carved obelisk, rises above all other build-
numerous towers. ings at the city’s heart. Situated closest to the surround-
When a drakon requires a servant or slave, he ventures ing forest, one of the city’s most feared locations is the
into the markets of Kanthara to look for the best he can Moryan Temple, home to the assassins’ guild known as
afford. Those who seek bodyguards often choose from the Brood of Ahzari.
the street thugs who have survived by intimidation and Xincayot: (Small city, pop. 9,329) Nestled in a steamy
violence. Those who seek finesse and intelligence in their Laeysian bay, Xincayot is a mist-shrouded city that pre-
retainers purchase those who can resist the spells of serves the old lore from early Ssorlang and the Zimalan
drakon mages, then bring their purchases to Myashtlan culture that sired it. As the home of the Amotuan faction,
for education. those drakon who would delve into the secrets of their
Kanthara is ruled by an aging drakon named Sakda, a erstwhile naga masters come to Xincayot and entreat the
snake man who has been in office for so long that he’s ruling council. Though publicly outlawed by the Emerald
become more tolerant of humans than any of his kind. Throne, worship of Axaluatl exists in Xincayot in under-
Some royal courtiers accuse him of sympathizing with the ground shrines. These Amotuan cultists who venerate the
human situation. The Emerald Throne is content in assum- Shadow Serpent often fund expeditions into Zimala, hop-
ing that his kindness is a ruse to keep the humans tame. ing to tap the power of the long dead naga empire and
unearth its buried secrets. Such expeditions are always
Myashtlan: (Metropolis, pop. 28,900) Rising at the led by zealous drakon, but other humanoids are indis-
north end of Cocohuan, the Serpent Isle, Tenochtzaya criminately hired as well—so long as they prove their
was once the second capital of Zimala, the city where the loyalty to the cult by submitting to its venomous rites.
Dark Council of nagas guided their wounded empire.
During the Wrath of Serpents, the nagas withdrew their A wide, squat pyramid, built in the style of old Zimala, is
forces to the south, allowing the city to be seized by the the city’s centerpiece. The entire structure serves as an
rebel human slaves. While most of their people jour- arena for gladiatorial sport, where drakon champions
neyed north to settle on the Xulmec peninsula, the people entertain the city’s elite daily as they battle humanoid
who settled in Tenochtzaya established the city-state of captives of the state. When the slave stocks are emptied,
Uatazan. the snake men cull from slaves of Kanthara, selecting the
hardiest specimens to ensure good sport. Gladiators who
When the drakon conquered Uatazan, they claimed the prove the most resilient earn the right to move onto the
city as their own and renamed it Myashtlan. Where the next level. The bottom of the arena is flooded with water

55
and the slaves must survive the entrance of one or more Some see the Beast as apocryphal, a grandiose hoax per-
dire anacondas. The very few who manage to slay these petuated by pirates to keep the sovereigns of the
dreaded beasts earn the right to fight against—and find Northland away from their hidden troves—though the
dignified death at the hands of—Ssorlang’s most existence of the Barrier Isles discredits this notion.
renowned warriors. Emperor Vithoon and Prince Zurasak Others say Tarras is in fact a paradise island, and all who
personally attend these sports several times each year, have ventured deep within its primeval groves found a
especially during the Festival of the Dead. Of greatest fey, utopian city whose enchantments ensure they never
renown are those occasions when the prince himself leave. Occasional spans of time without sightings of the
deigns to enter the arena. Beast have led to speculation that it periodically hiber-
nates from anywhere from one year to one hundred at a
Recently, a brash and arrogant drakon was exiled from time. During these periods, the bold and adventurous
the Xincayot for planning to overthrow its current ruler. dare to land upon the island’s shores and journey inland.
Lord Yollotl, feared for his exceptional sadism, has Inevitably, the Beast reveals itself again, and the fledg-
quelled many such coups. Commoners who dare to rise ling ports join the others in the tortuous graveyard of
against him adorn the shoreline, spitted on tall pikes. ruins upon the Tarrasan shore.
Most believe the monster is very real, yet a hundred sur-
Tarras (Atlacatlan) vivors claiming to have glimpsed it have provided a hun-
dred different descriptions. Some claim it is like a drag-
on, though wingless, stalking about like a predatory
No leader dinosaur, while others claim it is made of stone and walks
Population: Unknown like a bird with numerous sword-like talons clawing the
air … or shelled like a turtle, spine-ridged, beaked like a
Resources: Many, but none exported roc … or slithering like a snake, with pincers that can
Capital: None sunder rock and teeth that can lacerate metal. Each
account does agree on several points: The monster is a

H
alf the size of the Xulmec peninsula, the great behemoth, terrible to behold, and mindless in its pursuit
island of Tarras is a place of great frustration to for food—both magic and steel fail against it, and the
the expansionist-minded lords and kings of the only means of survival is unfettered flight. The sole con-
Northlands. Lush with untapped natural resources, treas- solation remaining is that the Beast never leaves the
ure-laden ruins as old as dragonkind, and priceless fauna island.
and flora awaiting retrieval, the island yet remains a prize
Although it is the most feared creature on Tarras—or
that none can touch. Throughout recorded history, there
indeed, possibly anywhere in the Known Realms—the
has always been a monster dwelling on the island—no
Beast is by no means the only thing worth fearing.
one can kill it, and all those who have tried have been
Dinosaurs roam in great numbers within the ancient
slain and devoured. It is known simply as the Beast of
forests and hills, dire animals of all kinds stalk the land-
Tarras.
scape, and more extraordinary monsters such as bulettes,
It is said that the monsters that dwelt in Tarras were no gray renders, and yrthaks have been seen. According to
match for the dragons that once ruled the world, and that many reports, even dragons still lair in mountainous
their servitor races—including humans, dwarves, and aeries ringing the island, their hoards containing riches
elves—were once able to build cities, temples, and tombs from ages past.
within the island. Yet when the Reign of Dragons ended,
Tarras has played a role in many cultures over the cen-
the monsters went unchecked, forcing the servitor races
turies. Barbarians from the Frost Barrens often send their
who remained to flee the island or be eaten. Since that
young men and women to the island’s northern edge to
time, thousands of years in the past, the island has been a
survive for a few nights as a coming-of-age rite.
perilous frontier too dangerous to settle upon.
Northland kingdoms occasionally send hated exiles to
Many have tried. Captains sailing close to Tarras will see the island for the beasts to slay when their laws prohibit
an eerie chain of ruined ports along every coast, each a execution. The people of Xulmec name the island
failed colony. Bodies are seldom seen, remains having Atlacatlan, the Dwelling of Cursed Things, and believe
been devoured, and the buildings themselves smashed as that the overgod Madrah imprisoned the demons of the
though stomped upon by titans. Over the centuries, kings earth there. If the people do not give him proper rever-
and lord-barons have sent champions to the island— ence, he will forge a bridge between Atlacatlan and
knights, wizards, adventurers—to slay the Beast of Xulmec, unleashing its monstrous denizens upon them.
Tarras. None have returned. Cynical priests believe that the very presence of the

56
Dujamar islands is evidence of this belief—that the land rainforests, becoming the Xulmecs. Divided into nine
is steadily rising up from the water to create that bridge, large, oft-warring tribes, they built magnificent cities and
a clear sign of Madrah’s growing displeasure. found new identities free of naga lordship. Though inde-
pendently ruled, each city pays homage to Madrah, Lord
of the Earth and Sky. The first kings of each tribe were
Xulmec City-States granted divine office by Madrah, and now lead their
cities through the intermediaries of the priests and the
wisdom of their mortal kings.
Various sovereigns
Xulmecs are a hardy people, averaging five and a half
Population: ? feet in height. Their skin is light brown and their hair is
Resources: Gold, cloth, salt, animal pelts, cotton, rubber, coarse, dark, and straight. Hairstyle is based on social
corn, cacao beans, jade, obsidian, greenstone class; for instance, the way a warrior binds his hair
reflects his martial accomplishment. One Xulmec can
Capital: — gauge the prowess of another according to this varying
style. Women always wear their hair long and loose,

T
he seven city-states known collectively as Xulmec
braiding it with ribbons only during festivals or religious
(shool-mek) grew from the discarded shackles of
ceremonies. While this description is a rough approxima-
the mighty but long-faded Zimalan Empire. When
tion of the people, there are many varied exceptions—
the snake men struggled against their naga progenitors
such as the ruddier complexions of Amoyas and the
during the Wrath of Serpents millennia ago, the human
sharper features of the Darawans.
slaves fled captivity. Too focused on their own survival,
the nagas were unable to stop this exodus. Some even Clothing worn by Xulmecs reflects the temperatures of
claim that it was the altruistic guardian nagas who set their respective homes. They typically wear loose gar-
them loose, prompting their rise to freedom. ments made of cotton, adorned with beads, flowers, and
precious metals as appropriate by class. Most Xulmec
A slave named Huamec took charge of his people and led
warriors wear leather or quilted armor, covered with a
the thousands through the dangers of the Azcatlepi
tlahuiztl, a cotton body suit whose color and array of
Jungle. Legends claim that Huamec revealed and slew
feathers reflect military status. A warrior’s status is based
the drakon assassins sent against him, kept at bay the
not on the number of his kills, but on the number of peo-
monstrous dinosaurs of the jungle, and defeated the min-
ple he has captured in his lifetime.
ions of the Shadow Serpent.
Though Xulmecs have their own language, a tongue
Huamec led his people west, hoping to reach lands far
descended from Old Naga, they do not have a written
beyond Zimalan dominion. In a dream, a winged serpent,
language as the Northlanders understand it. Their writing
plumed with the feathers of the quetzal bird, came to
is logographic, with symbols representing an entire spo-
Huamec and told him to journey northward instead. He
ken word without indication of its pronunciation. These
named it the quetzal couatl (“bird-snake”), and in his
glyphs serve as ideograms, in which the image depicted
mind it became a symbol of hope and freedom. When
expresses its own nature but not other associated con-
Huamec led the way north, his people followed without
cepts. Thus the idea of new life can be represented by a
protest. Crossing the Texcalapan Strait, they reached the
swaddled newborn, daytime by a blazing sun, and mur-
shores of the Xulmec peninsula, located on Zimala’s
der by a sundered skull. To convey movement, migration,
northern frontier.
or a sequence of events, a trail of footprints may lead in
According to myth, Huamec and the tribal chiefs were the relevant direction. Xulmec glyphs are carved in many
met there by nine couatls, who promptly disappeared into surfaces, usually temples and the houses of nobles, and
the jungle. The tribal chiefs pursued them, hoping for are frequently recorded in sheaves of bark-paper called
visions of their own. In an event known today as the amatl, a type of book called a codex.
Feathered Hunt, the couatls led each on a chase through
Xulmec art is produced from a wide variety of materials.
the forests, and it is said that where each chief found his
Obsidian, turquoise, precious metals, gemstones, feath-
quarry, there he claimed the land where his city would be
ers, and even human remains are manipulated with aston-
built. In every incarnation of this myth, each chieftain’s
ishing patience and skill, usually in the form of masks,
pursuit of the couatls led to a different creature altogeth-
pottery, statues, shields, headdresses, and mosaics.
er, and around this creature each city-state has based its
Reliefs are commonly carved in stone surfaces, whether
culture.
it is the façade of a great temple or the natural walls of a
Taking these events as an omen to cease their flight, the commoner’s home. Artists incorporate animal figures
humans settled into the lowlands, highlands, and lush into most of their art, reflecting the Xulmec respect and

57
fear of the natural world. Depictions of unnatural crea- than slaves. Commoners, by accomplishment or suffi-
tures such as demons or the undead is considered blas- cient wealth, can elevate themselves to merchants, war-
phemous and beckons ill fortune. Curiously, skeletal rep- riors, or priests, but Xulmec nobility are born into their
resentations of their fallen are common, for the Xulmec caste.
people are not as averse as Northlanders to the presence
of the true dead. The Xulmec emphasis on prophecy and cosmic portent
should not be understated. Xulmecs believe that the Sun
Xulmec architecture is a testament to their past, for each soars in orbit around the earth, steadily drawing closer to
city is a multitude of buildings made of adobe and stone. it like a ship caught in a maelstrom. When it reaches the
Peasant homes, which sprawl throughout the city and earth, an apocalypse of fire will destroy the world. Only
along its fringes, are small affairs, thatched with grass the might of Madrah keeps the fiery sphere at bay, and to
and constructed with interwoven twigs and mud. Houses maintain his strength, the god requires sacrifice from his
of nobility are made of plastered brick or stone and paint- people. Such sacrifices come in the form of treasure,
ed with bright colors. Government buildings and royal food, plants, animals—and according to some Xulmecs,
palaces are two or three stories high, containing hundreds flesh and blood. The priests claim that the world was
of rooms, and are a labyrinth of wide and narrow pas- already destroyed once in this way. Madrah resurrected
sages intended to mislead intruders. the earth and its people, but the effort weakened him so
much he requires this sacrificial sustenance. Most
All buildings are arranged around the centerpiece of Xulmecs believe that but for their daily sacrifice, the
Xulmec society: the great terraced pyramids, immense world would swiftly end in fire once more.
structures thrust into the sky like small mountains. A
multitude of steps leads to flat summits, which are Though the city-states often contend with one other, they
crowned with the extravagant High Temples, stone edi- always unite against common threats to all of Xulmec. If
fices dedicated to the cities’ patron gods. Surrounding Xulmec falls, so too does the world itself.
enclosures house priests and elite warriors and open
courts for sacred games. Before each temple, a paved Existing in the depths of the earth is Mictlan, the
plaza makes room for crowds on holy days and daily sac- Underworld of Xulmec belief, a realm whose description
rifices. Lesser pyramid-temples of smaller size are scat- overlaps that of the Underdeep. The spirits of the dead
tered throughout the cities and even outlying villages. venture through the Underworld, a journey believed to
Worship at such shrines so pervades Xulmec culture that take approximately two years, in search of the immortal
even the lowliest peasant can reach a temple from his domains of the gods. Priests, nobles, and the wealthy are
home within a matter of minutes. While not every city- entombed with this journey in mind upon death, with
state boasts structures of this design, this pyramidal magic items frequently interred with them to equip them
architecture reflects their ancestry among the Zimalan for the trials they face. Although only spirits can traverse
culture and can be found in smaller scale upon sacred this labyrinthine realm, it is widely believed that the
buildings of every city. Mochitla River flows into Omictlan itself and those
among the living who are foolish or desperate enough to
The city-states have made some remarkable achieve- try to reach the Underworld must first pass through the
ments over the millennia. Roads connect most cities, laid Maw of Death at the river’s end. The people of Maras
with flat stones and walled at higher elevations. A com- believe that the sacred cenotes of their land may also lead
plex irrigation system of aqueducts and channels links to Omictlan.
each city to nearby rivers, ushering water into the city
proper. Artificial gardens called chinampas lie upon shal- It is also believed that upon their death, the kings and
low lakes and riverbeds and provide a wealth of crops, queens of Xulmec are given a chance to attain divine sta-
including corn, beans, squash, tomatoes, peppers, and tus. If they can navigate the spiritual terrain of Mictlan
flowers. and find the select path ordained by Madrah himself, they
will transcend the mortal rulership they once knew and
Xulmec society is guided by its priests, who possess sta- become gods of their beloved people. The strength of this
tus equal to that of the nobility. Sovereigns and high belief (and the new deities created because of it) often
priests are the most powerful individuals in the land, prompts competition among the rulers of each state for
directing the laws and holy days that govern the cities. any advantage that will assist them on their afterlife jour-
Merchants and warriors make up the middle class, while ney.
commoners and laborers comprise the lowest tier of soci-
ety. Because Xulmecs spent centuries as servants and Xulmec relations with foreign powers vary greatly. Some
ultimately slaves of the Zimalan Empire, slavery as a sta- city-states, such as Kaatlan, trade with visitors, while
tion is forbidden by law. However, the merchants and others, like Teotcoatlan, offer alliance and mutual educa-
nobles they serve often treat commoners as little better tion. Still others—notably Chuzec and the less tolerant

58
people of Kaatlan—see Northlanders as pale-skinned the Anduran Mountains. Walled roads wind about the
demons whose talk of trade and alliance is a mere pref- jagged terrain and suspension bridges span otherwise
ace to conquest. These Xulmecs are as likely to attack, impassible gorges, linking an extensive web of villages
scalp, or capture such visitors in the wild as ignore them with the city at its hub. The highland-dwelling people
altogether. Most folk from the Lostlands are seen as raise llamas to serve as pack animals, carrying wool and
respectable, if untrustworthy. meat to the villages along the coastline and the foot of the
mountains in exchange for crops. The city of Amoya
Central and eastern Xulmec is a land of verdant rain- itself is arranged in terraces formed upon the steep slopes
forests, winding rivers, lowland marshes, and limestone of Mt. Cuahtec, encircling the mountain halfway around.
cliffs, while in the west rise the Anduran and Atlauhtli The Andurans offer many resources, yielding guano for
Mountains. Teeming with life, the animals of the penin- fertilizer, and many precious metals. Most prized is sil-
sula range from harmless plant-eaters to deadly carni- ver, the “Tears of Anahuara,” which is crafted into elab-
vores. Jaguars, revered by the Xulmecs of Maras, prowl orate jewelry and forged into ceremonial weapons.
the rainforests along with deer, capybaras, and all manner
of serpents. Birds of prey and carrion rule the skies over- The people of Amoya revere their dead like no other cul-
head, and piranha and caimans haunt the waterways. ture in the Southlands. To them, the death of one’s body
Hardy llamas are used in the mountains for transportation is a transition of life, and not death at all, a state where
of goods, from water to building materials, though the body becomes inert and the spirit strengthens. When
human porters carry heavier loads. their loved ones pass into this second phase of existence,
their bodies are mummified and seated in places of
Horses are not native to Xulmec, and whenever honor. Commoners inter them in sacred, communal
Northland foreigners bring them across the ocean, they chambers, visiting them when they seek guidance and
are seen as strange, exotic beasts. In their place, may during holy days, while nobles and those of royal blood
Xulmecs ride the huezcatla, large rodents as tall as hors- clothe their dead in fine garments and jewelry, even
es with thin, coarse fur. As dire cousins of the capybara, escorting them out of family vaults for all to see. Due to
they are ideal for travel across marshes and rivers, for this belief, Amoyas fear fire and acid, for these energies
they move faster in water than on land. consume the material body and disperse the spirit. For
The people of each city once belonged to a different the same reason, they are horrified by the sky burials
province within the Zimalan Empire. Thousands of years practiced by the Darawan.
later, in their own way, each still adheres to the customs It is common for Amoya warriors to adorn themselves
of their old masters. Some, like the people of Amoya, with the bones of their ancestors, believing that a portion
have shunned the old ways and embraced newer ideas, of their spirit guides and protects them. Those who can
while others, like the Chuzecs, have married old tradi- afford it often have these macabre accoutrements enchant-
tions with the edicts of new divinities. ed or blessed by their high priests, fashioning weapons and
There are seven existing city-states within Xulmec and armor from the corpses of their beloved dead. The tombs
are summarized as follows. The culture of the eighth of the Amoya are never fully sealed, but they are frequent-
city-state, Uatazan, was all but annihilated by the drakon ly trapped to discourage Northland treasure hunters.
centuries ago (see Ssorlang), the tattered remains of its Ten years ago, the last king of Amoya was slain by
populace now serving the snake men as slaves. drakon wizardry, his body horrifically disintegrated.
Amoya: (Large city, pop. 23,550) When Anahuara, the With no heirs to assume sovereignty, the royal bloodline
chieftain of the Amoya (ah-moy-uh) tribe, climbed into was broken. Communing with their eternal matron,
the Anduran Mountains during the Feathered Hunt, she Anahuara, the priests performed ancient rites and reani-
met a grim figure wrapped in dark shrouds. The high mated the mummified remains of Chull’pak, the king’s
mountain wind stirred the cowl from its face, and she father and predecessor, who once ruled the city-state for
found herself looking upon her father, who had been slain forty years before passing into the next phase of his exis-
by the drakon several years before. Unafraid, she took tence. Now King Chull’pak reigns again, a man so dedi-
counsel with the apparition and soon founded the moun- cated to his people that he is willing to deny the well-
tain province of the Amoya tribe. She disappeared a few deserved repose of “death” to bear the mantle of sover-
years later, having ventured into the Maw of Death on a eignty indefinitely. A figure of frightening spiritual and
quest to secure the future for her people. Anahuara corporeal power, the king is a mummy lord who will suf-
returned again as the patroness of the young city-state fer no complacency from his people and no aggression
and the goddess of the moons. from his enemies.

The city of Amoya, lodged nearly ten thousand feet Though the king’s policy includes vigilance and hostility
above sea level, holds dominion over the southern half of against the snake men of Ssorlang, he encourages trade

59
with all human societies. However, only the undaunted or from the killing lava by Tlachinozal, a god of fire.
the morbidly fascinated emissaries of other lands are Reborn within the earthen cocoon, the Chuzec culture
willing to seek audience with the undead king, whose had been transformed, and they forsook all gods but
chilling presence is difficult to endure. Tlachinozal, whom they name as their savior. Such
monotheism and theocracy is blasphemous to most
Athua: (Large city, pop. 24,108) During the Feathered Xulmecs, but the war-like Chuzecs are fanatical in their
Hunt, Ilhuicatl, first chief of the Athuan tribe, was led devotion and will kill any who challenge them.
eastward across the peninsula until he came to the edge
of the land itself. Here he found his quarry, a beautiful Xolatl, the Fire Priest, rules the Chuzec. Within the
mermaid to whom he professed his love. Yet the siren Burning Temple, Xolatl and his gruesome priests sacri-
evaded him. At last he returned to his people and estab- fice captives to the Fire God daily, wrenching out their
lished the city of Athua. When this long labor was com- still-beating hearts and casting their corpses into a holy
plete, the mermaid returned, beckoning him into the inferno. This frightening aspect of their culture makes
waves. Ilhuicatl joined her and was presumed drowned— trade with the other city-states a terse, uncomfortable
yet he emerged again years later as Athua’s patron god, affair, but the Chuzecs are the chief suppliers of obsidian
sponsored by Madrah himself and the goddess Pelagia. to the region, trading in exchange for the produce
unavailable in their volatile home. Despite the apparent
The most powerful of the coastal city-states, Athua is ignorance of the clergy of Tlachinozal, Chuzecs were the
second only to Teotcoatlan in size and influence. Ruled first Xulmecs to practice metallurgy as it is understood
by Queen Citlalli and her family, Athua controls the east- by Northlanders. While blacksmiths throughout the
ern coastline and protects the peninsula from seafaring Southlands remain few, the mastery of the Chuzecs has
invaders. Along with Darawan, Athua is the undisputed been known to rival that of Northland dwarves. For a
master of the waters surrounding Xulmec. Any foreign very steep price, non-Xulmec foreigners are allowed to
power that seeks to invade must contend with the boat- visit the city for adventuring or mercantile business.
men of Athua, whose knowledge of the sea is unmatched.
The volcanoes in the surrounding valley remain active,
The Athuans worship the god who was their first chief- deterring invaders and treasure hunters both, though the
tain, Ilhuicatl, and believe that the world owes its life to meandering flows of lava never touch the city of Chuzec
the bounties of the water. The respect and affinity Athua itself. Despite these natural dangers, rumors abound of
has for the sea has made them a number of marine- caches of gold and platinum guarded by the fiery
dwelling friends, including merfolk and tritons. Alliances denizens of the mountains, and Chuzec glyphs often
with the merfolk are as ephemeral as the tide itself, as depict salamanders swimming in the magma beneath the
their fickle disposition does not lend itself to dependable, valley. Much of Chuzec’s architecture was destroyed and
long-term cooperation. The tritons, however, are commit- rebuilt after the War of Divine Right and the glyphs upon
ted to aiding their human friends in times of need, for them depict that infamous time when the Chuzecs staved
they revere the same gods. Though smaller in number— off the fire giant invaders.
as most of their people dwell farther north in colder
waters—the tritons are a boon to their human allies. Yet Darawan: (Large city, pop. ?) Before the rise of
this friendship has earned Athua the enmity of both Ssorlang, the people of Darawan (DAR-uh-wan) made
sahuagin and locathah, against whom the people remain forays with the people of Uatazan into the Shadowed
vigilant. West. They brought back strange customs, which have
seeped into their culture over the centuries, along with
On the eastern fringe of their realm, the Athuans give a philosophies and dialects often viewed as heretical by
wide birth to the ruin of Ayoxatlan, a dark and dangerous their neighboring Xulmecs. The people themselves dress
hulk perched upon the rocky coast. A remnant of the old in darker tones than their fellow Xulmecs, and although
Zimalan Empire, the structure is believed to have been their physical appearance is quite similar, they often
one side of a vast bridge spanning the Surya Sea. imprint their skin with tattoos and frequently shave their
Chuzec: (Large city, pop. 23,100) Nearly one thousand heads.
years ago, the people of Chuzec were believed destroyed Highly skilled boatmen, the Darawans often troll the
when the twin eruptions of Mt. Ixli and Mt. Tapayxain coastal waters of the entire peninsula in small merchant
buried their valley in molten lava and ash. In the years of fleets, trading with the people of Athua and Teotcoatlan
silence that followed, few ventured into the valley to look as they go. Wary of foreigners yet frequenting the coast-
upon the volcanic cairn. To the astonishment of the other lines, Darawans are often the first Xulmecs that
city-states, the people of Chuzec emerged from the Northlanders meet when approaching the peninsula by
cracked basaltic shell that had sheltered them. The city sea. Their frosty demeanor does not paint a welcoming
remained perfectly intact, believed to have been shielded picture of the Xulmec people, a fact that dismays the

60
friendlier folk of Teotcoat-
lan. Locally, Darawans use
kayaks in narrow rivers and
large canoes along the
coast.
Darawan is the only city-
state that regularly trades
with the hated nation of
Ssorlang, and for this it
earns the animosity and
scorn of their neighbors.
The relationship is a prag-
matic one; the Darawans
export untaxed goods to the
drakon for free access to
the Laeysian Sea and its
connecting waterways. Such water traffic gives Darawan any given time directs it to war or trade. Most feared is
merchants plenty of imports that the rest of Xulmec could Coatlimict, the bloodthirsty Skull-Father, who com-
not otherwise procure, a fact the other city-states try to mands his people to battle, capture, and sacrifice all oth-
ignore. Tensions between the Darawan humans and ers. More benevolent is Calchoti, the goddess of rain and
drakon are often strained, for the arrogance of the latter bringer of life, who through her followers extends the
is difficult for the freedom-loving Xulmecs to tolerate. welcoming hand of friendship to all other nations. While
Darawans do not approve of the drakon’s predilection for Coatlimict demands blood sacrifice, the only sacrifices
slavery, but remain politically neutral and do not take Calchoti requests are gifts of charity and personal devo-
action against them. Prince Zurasak, the son of tion.
Ssorlang’s emperor, has instigated numerous border skir-
mishes, however, that Darawan cannot long ignore. The political dichotomy of Kaatlan unnerves its neigh-
boring city-states. Even in times of peace, merchants
Governed by a council of minor sovereigns, who in turn from neighboring cities approach well-armed, ever
represent the many villages of the city-state, Darawan is unsure of Kaatlan’s disposition. Most are willing to
the closest thing Xulmec has to a republic. Councilor accept this duality and trade with them, for Kaatlan is
Jutarat is Darawan’s most influential figure, a serious- Xulmec’s primary supplier of gold and greenstone; the
minded man who considers all sides before taking action. former is famous for appealing to the greed of foreigners
and the latter has sacred value to most Southlanders.
Darawans honor all the Southland divinities, but they Kaatlan regularly trades with the Criestine Colonies by
also maintain strange philosophies that respectfully means of Omian Pass, but whenever the creeds of
deemphasize the importance of the gods. They revere the Coatlimict become dominant, the colonists are quick to
intangible forces of time and destiny, believing less in the withdraw the hand of commerce.
physical and more in the spiritual. Such doctrines are
often seen as heretical to the other Xulmec city-states. Presently, the city-state is ruled by King Oztahua, a war-
rior who serves the interests of Calchoti. However, his
Most Darawans practice sky burial, ritually dismember- truest friend and royal advisor is Yaotopol, a priest of
ing their dead and offering the remains to the mountain Coatlimict, and many fear the day when the king yields
vultures. Believing the spirit is released upon death from to his friend’s counsel of bloodshed.
the body, they do not see this custom as disrespectful.
The dead of Darawan nobility are taken to the mountain Kaatlan’s legend of the Feathered Hunt ends with the
monasteries and offered to the scavenger birds in great chief unexpectedly cornering a cockatrice the size of a
ceremonial gatherings. man. The hideous bird-thing turned the chief into the
stone statue that now stands at the edge of the great city
Kaatlan: (Large city, pop. 21,700) Dominating the itself. Yet since that fateful day, the people of Kaatlan
forests and hills of western Xulmec, Kaatlan (kot-lan) has have found the flocks of small cockatrices that dwell on
been an ally and enemy many times to every other city- the plains beyond their city to be a boon, deterring
state throughout the course of the peninsula’s history. At invaders with the threat of magical petrification.
once both warlike and peace-loving, the people are guid-
ed by the two gods who share rulership of Kaatlan. Maras: (Large city, pop. 23,090) When Ahpuchac, first
Whichever holds sway over its priests and sovereigns at chief of Maras (muh-ross), found his quarry in the

61
monplace over the years, and recent skir-
mishes with drow patrols venturing close to
the surface may be a warning of a greater
conflict to come.
The city itself is a vast sprawl of pyramids
that scarcely intrude on the natural world.
Houses and temples are spaced within gaps
in the rainforest and carved into the lime-
stone hills. At the very heart of the city,
below the sacred Temple of the Cat, lies the
largest cenote of Maras—its depths consid-
ered the lair of the Black Jaguar himself.
King Zacatal is the current ruler of Maras, a
warrior renowned for his uncompromising
defense against the mortal threats from
below.
Teotcoatlan: (Metropolis, pop. 42,600) At
the end of the Feathered Hunt, Mazlopan,
first chief of the tribe that founded
Feathered Hunt, he stood face to face with a great jaguar, Teotcoatlan, beheld a couatl of great size winding a sinu-
sitting at the edge of a deep cenote. The dire beast even- ous dance above an enormous lake. Taking this vision as
tually dove into the cavernous sinkhole, and after settling an omen, he laid the foundations of Teotcoatlan, the City
his people into the surrounding region, Ahpuchac became of Divine Serpents, upon an island at the center of Lake
obsessed with his vision and eventually ventured into the Tlanec. When Mazlopan passed into death, he declined
great hole himself. This natural well, considered the divine status so that his friend Huamec could ascend in
sacred grave of their chief, became the center of the his place.
growing city. Several years later, Ahpuchac “resurfaced”
as the Black Jaguar, the god in whose province the Teotcoatlan is the glorious pinnacle of Xulmec civiliza-
Underworld of Xulmec belief lies. tion. Sometimes called the Gilded City for its golden
avenues and glittering spires, the expansive metropolis is
Dominating the southern rim of Xulmec, the city-state of connected to the mainland by three stone causeways that
Maras is a realm teaming with life and beauty. Endless span the waters of Lake Tlanec. Within the city proper,
rainforests surround limestone hills, sawgrass marshes, canals allow for canoe traffic along each major street, and
and sheltered coves. Mangrove and hardwood jungles lie on its outskirts, fields of chinampas are arrayed to feed
to the west surrounding Yectena Bay, while the rocky the populace. In the central plaza, the immense World
shoreline with its sheltered coves lies to the south and Pyramid rivals the sacred monuments of old Zimala in
east. Of greatest spiritual significance to the people are size. The tall structure is surmounted by twin temples
the freshwater cenotes that riddle their domain—large dedicated to Madrah and Huamext, the gods greatest
limestone sinkholes that lead to an enormous network of revered by the Teotcoatlans. A series of ascending chan-
subterranean rivers. Aside from supplying clear, fresh nels, designed to accommodate serpentine bodies, are a
water to the city and its outlying villages, these water- tribute to the guardian nagas the Xulmecs once served.
ways are believed to lead eventually to Mictlan, the Carvings along each tier of the pyramid tell the history of
Underworld—much like the Mochitla River. the Xulmec people.
Each of the hundreds of cenotes in Maras is different. Except in times of war, Teotcoatlan welcomes all
Many lie beneath stony overhangs, while others are open Xulmecs freely, but visitors are expected to pay tribute at
to the sky like wells. The caverns within are expansive one of the city’s many temples to gain the graces of its
and beautiful, filled with crystal-blue waters and the people. Temples and shrines for every Xulmec god can
limestone teeth of stalactites and stalagmites. The be found here, although Huamecti, Necalli, and
natives’ preoccupation with Mictlan has led to numerous Yaotlamec are favored above all, save Madrah himself.
expeditions among the caves and rivers below. The Even foreign clerics are treated with respect, albeit
Maras continually work to secure this subterranean realm grudgingly at times. Teotcoatlan is a city of religious tol-
from mortal enemies even as Ahpuchac himself secures erance, one of the few places in the Southlands where
it from immortal enemies and evil divinities. Encounters foreigners can find sanctuary and worship freely.
with deep-dwelling creatures have become more com-

62
Teotcoatlan is ruled by King Mactezu and Queen beneath the surface of the world. Yet most are still found
Itlanexca, betrothed adolescents newly granted the full here, in the prolific jungles where nature—and nature’s
powers of their titles with the passing of Mactezu’s moth- most fearsome servants—roam free.
er, Queen Cetlana. Rumors have spread far and wide that
the young king and queen are mentored by a benevolent Zimala holds great appeal to the Northland kingdoms.
guardian naga in the deep halls of the palace, who teach- The promise of untold wealth, lost magics, and lush nat-
es them the virtues of Cynhara, the peace-loving goddess ural resources is a constant siren cry to the avaricious
fathered by Madrah himself millennia ago. Reports of kings and lord-barons. Many expeditions have launched,
such a creature trouble the cynical nobles of the city and but the dangers of the Barrier Isles and the Surya Sea
generate unrest among those who profit from strife. forces most explorers to find an alternate route. Those
who reach the mainland must press through the dense
Boasting the largest military in all of Xulmec, the Azcatlepi Jungle, a humid realm as rife with tropical
Teotcoatlans are respected by all. They are also the most flora as with bloodthirsty fauna.
famous riders of the huezcatla, their soldiers seemingly
living on huezcatla-back and always patrolling the Monstrous creatures such as achaierai, behirs, and shad-
fringes of Lake Tlanec and the nearby rivers. uars are said to prowl the shadowy depths. Yet tales also
speak of sentinels sent by the gods to watch over the
once-blessed island, beneficent creatures such as couatls
Zimala and lillends who offer lost explorers safety for a day or
week. Behind the curtain of rainforests lie great cities
(The Old Naga Empire) raised millennia ago by the magic of nagas and the hands
of their servants and slaves. Rumored to lair in these
ruins are the nagas themselves, ready with poisonous
No ruler fang and lethal spell against intruders who would plunder
their homes. Guardian nagas, the exiled species that once
Population: Unknown befriended humans, are said to wait in solemn vigilance
Resources: Gold, silver, jewelry, jade over the tombs and oldest secrets of the Zimalan Empire.
Whether an adventurer today would face their friendship
Capital: Teoyotlan or their wrath is a matter of great speculation.

T
he Island of Obsidian, Zimala, is a lost world rid- In the millennia since the fall of the Zimalan Empire,
dled with ancient ruins, buried wealth, and death nature has reclaimed the land where its cities were built.
in many forms. At least, that is how the nations of Few maps exist now that mark the location of these van-
the Northlands regard it. The truth of this unsettled realm ished cities, though rumor suggests that the kings and
lies beyond the Azcatlepi Jungle and behind the mono- queens of the Xulmec city-states may possess some. To
lithic Nahualli Mountains. As the fabled homeland of the date, only the ruined city of Teoyotlan, the ancient capi-
nagas—said to be one of the first races to crawl the face tal of Zimala, has been found and is often marked on
of Áereth and having built one of history’s most glorious explorers’ maps. Such a mark, however, does not mean
civilizations—it is a place about which many tales are the perilous journey to the city itself is any easier to
told and few facts are known. make.
The humans of Xulmec, whose education and civilization
were refined by the nagas, know better than their
Northland cousins to penetrate the hunting grounds of
their ancient masters. Nevertheless, boatmen from
Darawan and rangers from Maras are known to sell their
services as guides to foreign explorers—provided they
are paid well and in advance.
Though their society is long since shattered and their
magic no longer unified, nagas are by no means extinct.
Some lurk still in the dark places, coiled and hateful.
Many have made their way, one by one, to lands beyond
their old borders, and it is not unheard of for nagas to
forge alliances with other beings. Naturally dominant,
nagas make servants out of lesser creatures. Many lone
nagas, insane and malevolent, now wander hidden

63
Chapter 3
The Lostlands

O
nce one of the cradles of civilization, the scat- the world. It is commonly said that every mortal desire
tered realms that comprise the Lostlands are but can be lost or found, bought or sold in the Lostlands … it
shadows of the mighty empire that brought them is all just a matter of paying the price.
to life. Although the Sphinx Emperors have been gone
for eons, their legacy lives on—virtually all of the tribes Climate and Seasons
and nations in this desolate region remain entwined with
the past in some manner or another. Travelers from the For the most part, the Lostlands are home to challenging
North have always found that journeying to the Lostlands and oftentimes hostile environments. The temperatures
is akin to stepping through a portal in time—the majestic and seasons in this part of the world are relatively con-
buildings in these exotic lands are all centuries old, the stant, with uncomfortable warmth permeating this
poetry and paintings are products of artists long strange region throughout the seasons. The only primary
deceased, and the laws and traditions, to be charitable, difference between the various regions of the Lostlands is
are barbaric and primitive. The rest of the world has precipitation—some areas are quite arid, while others are
moved toward the Age of Man; the Lostlands, primal and dank and humid, with their skies constantly darkened by
savage, have not. ominous storm clouds. Only in these humid regions is the
passing of the seasons apparent, as the summer and
For this reason, many sages believe that the Lostlands are autumn seasons offer brief respite from the unending
doomed to remain savage and bleak for still more cen- rains.
turies to come. Unlike their neighbors to the North, the
denizens of the Lostlands have been unable to let go of The nations of the Lostlands are dominated by the vast
their past, and so cannot forge their own identity. While Ghetrian Desert. As go the fortunes of the desert, so go
several scholars believe that this is merely the result of the rest of the Lostlands. Mild seasons in the desert gen-
eons of slavery—the former servants of the Sphinx erally mark good weather and bountiful crops in the
Emperors still do not know how to act as masters—oth- region, while powerful sandstorms or blistering summers
ers believe the stagnancy of the region to have a more can create havoc. Only the secretive Isles of Tharnaka
sinister cause. Several theories champion the notion that manage to escape the touch of the desert, but even there,
the races currently living in the Lostlands are unwitting the lush jungles and persistently heavy rains make the
caretakers, controlled by powerful eldritch forces and lands virtually inhospitable to travelers.
unable to become independent. These theories also claim
In the northernmost regions of the Lostlands, the environ-
that when certain prophecies come to pass, the Sphinx
ment is not quite as treacherous as in the rest of the for-
Emperors will return to their homelands, and reclaim
bidding territory, yet it still has its perils. The Vermilion
their birthright and power.
Steppes, still gently touched on its southern border by the
The legendary ferocity of the Lostlands is also what desert, can reach blistering temperatures during the sum-
makes the region a mystery to the rest of the world. Few mer months. However, the area is also renowned for the
who dare to make the arduous journey down to these wild powerful winds that slash across the crimson grasslands,
regions ever return to civilization … even fewer return dropping temperatures at night to near-freezing. The fact
unscarred by the experience. Not without good reason is that the elven tribes can even grow crops in this violent
it said that the Lostlands are a breeding ground for mad- region, let alone do so successfully, is a tribute to the skill
ness. However, ancient stories and riddles about the and the persistence of these wild creatures. This is the part
Khonsurian Empire and its treasures lead certain adven- of the Lostlands that is perhaps best known to the rest of
turous souls—the brave and the foolish—to this part of the world, as most of its more civilized merchants can be
found in this particular region.

64
The center of the Lostlands is completely dominated by months, each of which is 35 days. A leap month called
two massive areas: the Ghetrian Desert and the Devil’s the Imperial Reckoning is inserted into the calendar
Cauldron, which still burns brightly at the westernmost every third year (or, in times past, by imperial decree) to
border of the desert. All life depends on the twin rivers restore balance between the calendar and the traditional
that wind their way through this hellish inferno, the seasons. The Imperial Reckoning lasts 15 days, and is
Ctesiphal and the Ctabakul (or the Twins, as they are marked in most of the nations of the Lostlands with three
commonly called in the remnants of the Old Empire). All festival days—one to open the Reckoning (the
of the inhabited towns and cities lie on the banks of these Dawnday), one at the month’s midpoint (the Midday),
rivers, save for the dark city of Rhaz al-Khali, which is and one to close the Reckoning (the Duskday). A few
rumored to thrive only by the grace—or the damnation— areas in the Lostlands have adopted the more modern
of the darkest gods. Even the old imperial roads never Criestine calendar, but most of its inhabitants still cling to
stray too far from the banks of these mighty rivers, serv- the old customs and follow the traditional Sphinx
ing as a reminder that to wander too far into the desert is Calendar.
to risk death, madness … or worse.
Each of the individual nations and religions of the
In the southernmost regions of the Lostlands, the Lostlands celebrate many holy days during the year, and
Herennia Mountains serve to shield most of the area from travelers can expect to encounter any number of festivals
the punishing heat of the Ghetrian Desert. However, this and feasts. While there are few common festival days or
region is no less hostile, as thick, sinister jungles sprawl celebrations, the following holidays are common to all
relentlessly over this territory. Between the powerful cultures:
rainy seasons and the gigantic black trees that tower over
the land, the light of the sun rarely reaches the ground, Day of the Fifth Prince: Celebrated each year during the
keeping the region perpetually shrouded in shadow. The summer months, this three-day festival is a time of
few breaks in the rainy seasons are marked by the com- somber mourning and reflection, meant to honor the
ing of the Pteral Swarms, which rain death upon the land dead. The holiday dates back to the Second Dynasty of
instead of dark water. the Khonsurian Empire, when a favorite son of the great
Emperor Cnedaten—Djedkara, the Fifth Prince—van-
ished under mysterious circumstances, supposedly kid-
Timekeeping and napped by a powerful demon prince and taken to the
Celestial Bodies Underworld. Although few still care to honor the loss of
the Fifth Prince (except in Xa Deshret), the tradition of
The manner by which time is measured in the Lostlands remembering the missing and the dead during this time
was established eons ago by the first rulers of the remains throughout the entire region. Most formal buri-
Khonsurian Empire. This calendar, which is commonly als take place during this festival, followed by tradition-
called the Sphinx Calendar throughout the rest of the al toasts of wine to the dead.
world, is based on the lunar cycle, and spans only 10

65
Shadows Fall: This holiday, which is celebrated on the Kingdoms, Tribal Lands,
fourth day of each new year, marks the anniversary of the
arrival of the Shadow Star—the great dark star that fell and City-States
from the heavens and cracked the world, creating the What follows is an index of the various kingdoms, prin-
great crater in the eastern regions of the Vermilion cipalities, tribes, and free cities of the Lostlands. The
Steppes known as the Devil’s Cauldron. Like the mad- noted populations are only rough estimates; little facts
ness that was unleashed during the coming of the Shadow regarding the Lostlands are known by the scholars of the
Star, the revelries of Shadows Fall are marked by chaos. North, and many of the “truths” about this savage region
The celebrants of Shadows Fall typically wear loud, out- may in fact be decades, if not centuries, old. The number
rageous costumes and drink copious amounts of hard of sages in the world that possess copious amounts of
spirits throughout this two-day festival, and the feasting accurate knowledge regarding the Lostlands can be
is capped with the burning of giant crimson pyres, which counted on the fingers of one man’s hand.
are said to drive away evil spirits and the touch of mad-
ness from the souls of the innocent. Compounding the difficulties of providing accurate
information for the various “nations” of the Lostlands is
Thirdstar: Celebrated every third year, this holiday is the fact that few formal nations exist in this part of the
traditionally observed a dozen or so days before the world. Most of the borders between the various territories
Summer Solstice, when three stars—Pharisen, Otergal, of the Lostlands are under dispute; only those borders
and Xherhu—align themselves together in a straight line clearly defined by natural, impenetrable boundaries serve
above the moon. Thirdstar is a holiday of new begin- to provide any sort of clarity.
nings, and it is considered fortuitous to embark upon new
journeys or enterprises at this time. Wars (and offering of Lostlanders generally live in the ruins of cities once built
peace) are often declared at Thirdstar. Additionally, it is by the slaves of the Sphinx Empire. Those who move too
believed that the gates to both heaven and hell open dur- far past the walls of these once-mighty cities risk the
ing the stellar alignment, allowing spirits to travel wrath of the evil bandits or monstrous horrors wandering
between the various planes of existence. throughout the region. Even the farmlands and herding
areas of the Lostlands tend to be found protected behind
Ironically, while the holiday is celebrated throughout the the walls of the sprawling ancient cities. Any creature
Lostlands as a time of beginnings, it still possesses very daring to live far beyond the protection of a city wall, or
different meanings to the region’s various cultures. It of a tribe or clan, is either powerful indeed or courting
began in the Khonsurian Empire, where it marked the death.
arrival and ascension to power of the sphinxes. The
nalvor still inhabiting the remains of the old Empire con- The majority of resources of these many tribes and king-
tinue to celebrate the holiday for this reason. However, in doms are all old—like carrion, the people of the
most of the other kingdoms of the Lostlands, the belief is Lostlands are still picking away at the remains of their
held that the day marks the fall of the Empire and the Sphinx masters and the Old Khonsurian Empire. The
beginning of the newer kingdoms. Also, in Rhaz al- farmlands, while no longer required to sustain the popu-
Khali, it is thought that the day marks the “beginning of lations enjoyed by the Empire at the height of its power
the end”; the Day of Apocalypse that this nation anxious- centuries ago, provide smaller and smaller crops with
ly awaits is prophesied to begin during the alignment of each passing year. No new mines have been discovered
the three stars. since the halcyon days of the Empire, and those that have
not since run dry or collapsed have been all but picked
Regardless of region perceptions, Thirdstar is usually clean. Although few in the Lostlands are aware of this
celebrated with much feasting and revelry throughout the grave situation, it is likely that only a few decades remain
Lostlands. Additionally, in most of the kingdoms in this before the resources of the Lostlands run dry. Then, with-
savage region (except for in Rhaz al-Khali), young men out a shadow of a doubt, famine and civil war shall run
and women receive a small tattoo of three stars on their across this wild country like a plague. It is most likely
right wrist, marking the beginning of their journey into that this inevitable plague shall infect the Northlands and
adulthood. Southlands as well …

66
Achaemia
The Grand Prince of Princes,
Cambujia Calhi
Population: 12,450 (rakshasa 55%, other 20%, human
10%, drow 7%, half-elf 5%, genie 3%)
Resources: Silks, oils, ships
Capital: The City of Achaemia

T
his bustling city-state is ruled by the enigmatic
rakshasa, and zealously guarded by djinni and
other genies. Located along the desolate coast of
the Twisted Sea, the strange city still manages to attract a
surprising array of visitors. Achaemia is commonly
called “The Gateway of Áereth” by sailors, due to the
fact that all sorts of demihuman, humanoid, and mon-
strous creatures casually wander the streets of the city.
Extradimensional portals are said to exist in the ancient
sewers beneath the city, and while this rumor has never
been confirmed by reliable sources, the djinni that fierce-
ly guard the sewer gates seem to lend the idea credibili-
ty. Many grand marketplaces can be found within the
walls of Achaemia as well; while not nearly as impres-
sive as those found in Gadjarria or Quaysarria, they are Áereth to believe that only the realms of the dead lie
still remarkable in their own right. beyond the Twisted Sea, the increased number of grand-
ships headking off in that directions has led some to
For many years, Achaemia was an active participant in
whisper that perhaps something else, like treasure
the affairs of the Lostlands. A human mercenary army
beyond imagination, can be found to the east—and what-
known as the Company of the Bright Barrow served as
ever that something may be, the rakshasa know its
the military might for the rakshasa city for many genera-
secrets.
tions, inspiring fear throughout the Lostlands at the mere
mention of their name. At Achaemia’s whim, many of the
small bandit kingdoms that traversed the Ghetrian Desert
over the past several centuries were obliterated by the
Djeser al-Maqqara
blades of the Bright Barrow. Even one of the mighty
Vermilion Tribes proved to be no match for this merce- The Slave King, Lord Marko
nary army—it was utterly destroyed in a grand, monu- Hellmont
mental battle. The Company of the Bright Barrow has not
been seen in the Lostlands for many years, however, Population: 252,960 (human 66%, humanoid 31%, other
leading many enemies of the city to wonder if the merce- 3%)
nary army has been disbanded by its rakshasa masters …
or if the Company is simply doing battle on another plane Resources: Slaves, beasts of burden
of existence. Capital: —
On rare occasion, the master rakshasa artisans of Thriving upon the misery of others, the city of Djeser al-
Achaemia build massive ships of sea called grandships, Maqqara is the largest and most infamous slave market in
which have tremendous range and speed. Many mer- the world. The city was once one of the greatest in the
chants from the Northlands and Southlands purchase the Khonsurian Empire, known for its exquisite temples and
grandships from the rakshasa for sailing conventional palaces. The remnants of these once-proud buildings now
trade routes, but in recent years it has been noted that serve as pens for slaves, filled to capacity and nearly
some have set sail to the east across the Twisted Sea … beyond by the new, unscrupulous masters of the city.
and none have returned. Although the disappearance of
Denys Morcault and his fleet led most sailors throughout After the fall of the Khonsurian Empire, the city quickly

67
fell into ruin, and its location on the eastern coast of the known to blend sorcery, psionics, and more conventional
Empyrean Ocean made it an ideal hideout for rogues, training methods to mold the minds of their charges into
slavers, and pirates alike. However, it has only been in whatever an owner wishes. It is also said that these train-
the last century or so that the city has risen to prominence ers can do the same to humans, or elves, or other intelli-
as the world’s premier slave market. The reason for this gent creatures.
was the arrival of Lord Darryn Hellmont. A former
nobleman from Crieste, Hellmont was stripped of his title Another new venture of Marko Hellmont was the intro-
and exiled from his homelands because of his dealings in duction of the gladiator pits. Although gladiatorial fight-
slavery—specifically, his selling of his peasants as slaves ing is somewhat commonplace in other nations, the fights
to foreign lands. However, if the crown of Crieste had and spectacles offered by Djeser al-Maqqara are without
sought to punish Hellmont, its aim was sadly misguided. a doubt the grandest the world has ever known. The
By allowing him passage to Djeser al-Maqqara, the cor- Arena of Eternal Flame, built from crimson slabs of mar-
rupt nobleman was able to restart a far more profitable ble, sits on the northern end of the city and seats nearly
slave trade than he ever had before, and with his contacts one hundred thousand bloodthirsty patrons a day, with
in Crieste, he was able to turn the city into the undeniable nearly two hundred thousand spectators on festival days
slave capital of the world. He was also able to establish and for special events. While the majority of the fighting
unbreakable control over the city—his grandson, Marko, takes place between conventional gladiators—albeit the
rules over Djeser al-Maqqara with the same ruthless finest that the world has to offer—it is the more uncon-
authority that his grandfather once enjoyed. He and a ventional battles that draw the most attention. Gladiators
group of six other powerful slave masters are known sim- pit themselves against foul, dangerous monsters like the
ply as the Slavers’ Council. remorhaz; thrice yearly, battles of magic between wiz-
ards and sorcerers take place, leading to grisly displays of
The law in Djeser al-Maqqara is simple: “Pay the magic within the Arena that are unrivaled. Of course, the
Slavers’ Council.” Any crime from petty theft to blatant gambling that occurs on all gladiatorial matches—super-
murder is conceivably legal in the city, provided that the vised by Hellmont and his slave masters, of course—
slave masters of the city give the action their approval ensures that the coffers of Djeser al-Maqqara remain full
and receive a tax upon that action. An individual who at all times.
feels wronged by another may take his grievance to one
of the slave masters of the ruling council; from there, vir- A unique alliance between Djeser al-Maqqara and the
tually anything can happen. The slave master may take Barrier Isles exists, allowing both to remain independent
no action, or may levy a tax … either against the plaintiff and profitable. In earlier times, the two independent city-
or defendant. The tax may range from a single copper states were bitter rivals, each one trying to outdo the
coin to the lives of one’s entire family. The taxes are other and engaging in clandestine wars. However, in
enforced by the council’s own tax collection squad—a recent years, both the Barrier Isles and Djeser al-
mix of half-ogre barbarians and skilled elven assassins. Maqqara came to the realization that they faced far too
Despite having but one official law, Djeser al-Maqqara many enemies without also trying to destroy one another.
remains a fairly orderly and civilized city. Djeser al-Maqqara scaled back its black market and pira-
cy activities, choosing instead to focus solely on the slave
Although primarily sold to be used as laborers, slaves for trade; meanwhile, the Barrier Isles renounced its claims
virtually any purpose or vice can be found in the street on the slave trade, serving only to ferry the human cargo
markets of the desert city. Pleasure slaves, trained by of Djeser al-Maqqara from one land to another. While not
some of the best courtesans and artists in the entire exactly allies, both Djeser al-Maqqara and the Barrier
world, are available at the auction blocks to the highest Isles look out for one another, providing each other assis-
bidder. Entire trained legions of slave soldiers are avail- tance when profitable to do so; bounty hunters searching
able to rent or to buy—these range from common sol- for criminals in either area inevitably find their efforts
diers to specialized warriors, such as archers or cavalry- stymied to no end. Alliances and partnerships with
men. These mercenary armies have been known to turn thieves’ guilds and assassins’ guilds throughout the world
the tide in many a civil war between feuding noblemen. make Djeser al-Maqqara a haven for rogues and crimi-
nals of all kinds.
Also available for sale are trained, exotic beasts. This is
a more recent development in Djeser al-Maqqara, one of
Marko Hellmont’s design, and has proven in recent years
to be extremely profitable. Trained beasts such as
basilisks, chimeras, or even dragons can be found for the
right price. Djeser al-Maqqara has become home to some
of the most skilled animal trainers in the world, who are

68
Gadjarria
Caliph of the Free Tribes,
Hazaay Gho
Population: 6,338 (halfling 91%, human 6%, other 3%)
Resources: Trade goods, secrets
Capital: Bahadur

M
ore commonly called the Kingdom of Gypsies
or the Kingdom of Thieves, this nation is com-
prised of loosely allied clans of halfling wan-
derers. These tribes keep to the southernmost regions of
the Lostlands, generally skirting the outer regions of Xyr
Muthal and the Gloom Marshes of Tashgar, foraging for
wild crops and animals in these regions. Despite its
extreme isolation, this wandering band of halfling gyp- custom to deny a customer’s request three times, and
sies is still well known and well sought after by many always with the phrase “You do not want what you seek.”
travelers. This is partially due to its close contacts with It is only after the fourth request is made that a price is
the Bazaar of Quaysarria, and partly due to the goods that named, and the task completed.
the halfling gypsies choose to sell—namely, forbidden
knowledge. Legend has it that the gypsies of Gadjarria are cursed to
wander the eastern regions of the Lostlands, and are
The united tribes of Gadjarria convene annually at the doomed to do so until the end of days as penance for their
abandoned Khonsurian city of Bahadur, during the Day dabbling in dark arts. Others believe that there is a more
of the Fifth Prince. It is during this time of feasting that practical purpose to their wanderings—that an ancient
the various chieftains of each gypsy tribe meet and hold Khonsurian treasure lies somewhere in this section of the
council, determining where the tribes will travel and Lostlands, and that somehow the city of Bahadur acts as a
what tasks need be done during the coming year. If nec- key to this treasure. No one knows why they choose to
essary, a caliph to lead all the tribes is elected, but such relentlessly wander through this dangerous territory, but in
an election has not been held for over fifty years. The Gadjarria, perhaps the answer can be learned … for a price.
Caliph Hazaay Gho has held this position during this
time, and he shows no sign of relinquishing his position. Bahadur: (Small town, pop. 2,890) Once a mighty mili-
Hazaay Gho is famous for a sharp tongue and a sharp tary outpost for the Khonsurian Empire, this barren town
dagger—and both have been known to strike without is all but abandoned, occupied by a handful of grain mills
warning. and a few smithies, which support the basic needs of the
wandering tribes. Most of the stone buildings of the old
Gadjarria is reputed to hold arcane secrets that can be city have been torn down and used to reinforce the walls
found nowhere else. These secrets may come in the form surrounding it. When the tribes convene during the sum-
of items—artifacts outlawed in a dozen nations, perhaps, mer months, they instead choose to put up their pavilion
or tomes thought only to exist in the infernal planes of tents in these clearings, rather than use the few remaining
torment—or they may come in the form of the spoken abandoned buildings.
word, uttered by the various mystics of the Gadjarrian
tribes. Though not spellcasters or practitioners of magic The only building of significance in Bahadur is a giant
in the traditional sense, the Gadjarrian mystics have the fortress, made of black marble walls and standing nearly
ability to divine both past and future with uncanny preci- five hundred feet tall. Even though no gypsy has set foot
sion, and to cast powerful hexes on unsuspecting souls. in the fortress for nearly a thousand years, its gates
These services are available with frightening ease among remain locked and fires still burn brightly inside of it.
any of the Gadjarrian tribes, but always at a high price. The old Khonsurian histories speak of the Black Fortress
of Necherophet, where the Pharaoh Senakhet was mur-
Despite such sinister trappings, however, the gypsies of dered by his brother Novurath, who usurped his throne
Gadjarria are not evil. They merely believe that they act and took his crown. The ghost of the slain Pharaoh is said
to provide what others desire, even though these desires to endlessly walk the corridors of the Black Fortress in
are invariably evil and corrupt. In fact, it is Gadjarrian search of vengeance and blood. Though there is no proof

69
in the written histories, the Black Fortress of mon ores—copper, iron, gold, and the like—while the
Necherophet and the abandoned fortress at Bahadur are derro work the far more dangerous one, namely the
thought to be one and the same. mines for mithril and shadowstone. The rare ore shadow-
stone, while highly coveted for its magical properties, is
said to cause insanity in those who remain in contact with
Gorhgijesk it over time. Indeed, many believe that shadowstone is
what originally caused the derro to go mad. The rare min-
erals found beneath Gorhgijesk are also the reason that
Lord of the World Below, “good” kingdoms have not united to destroy this sinister
Gyoratyllion Ghorwu, First of nation—the truth of the matter is that while most of the
His Name world finds Gorhgijesk to be utterly abhorrent, the appeal
of its valuable resources also makes it too valuable to
Population: 901,000 (drow 59%, duergar 14%, derro destroy.
10%, abollar 7%, aboleth 6%, other 4%)
The other servants of Gorhgijesk are the abollar, mon-
Resources: Mineral ores, precious metals strous hybrids of human and aboleth. Unlike the derro
and duergar, the abollar serve their masters with fanatical
Capital: Rythnaisym loyalty, and would gladly die for their king and kingdom.
The abollar comprise much of the military might of

W
hen the easternmost regions of the Vermilion
Steppes were shattered by the falling of the Gorhgijesk, and are known throughout the Lostlands for
Shadow Star, it created a smoking crater their military prowess. However, while rightfully feared,
called the Devil’s Cauldron—a vast area miles wide and the abollar legions are known to achieve victory by sheer
descending far into the depths of the earth. From the dark force and brutality rather than by any particular cunning
recesses of this eternally burning crater appeared a king- or tactics. In recent years, much to the dismay of
dom of vile depravity, one that immediately began to Gyoratyllion Ghorwu and his Council of Three, the
stretch its evil talons across the Lostlands. Whether the armies of Gorhgijesk have been soundly defeated in sev-
creatures lurking in the depths of the Cauldron were eral battles by the Vermilion Tribes.
always there, or arrived with the Shadow Star, no one can The Devil’s Cauldron is the main point of entry to
say for sure. However, what it known for certain is their Gorhgijesk for most of the world. Winding roads—some
dark ambition. They clearly represent one of the most no wider than four feet—descend down the sides of the
dangerous threats known to the entirety of the Lostlands. still-smoldering crater in wide spirals, eventually reach-
Gorhgijesk is ruled by an uneasy alliance between the ing the main roads to the cities of Gorhgijesk at the
aboleth and the drow. The supreme ruler of the evil crater’s bottom. Guides to these cities can typically be
underground kingdom has always been the mighty found making camp at the edge of the cauldron. Some are
Gyoratyllion Ghorwu, a vampire aboleth who supposed- abollar emissaries who “officially” represent the under-
ly has lived and ruled for well over two thousand years. ground kingdom, while others are rogue scouts from the
However, providing guidance to Ghorwu is the Council Vermilion Tribes, cast out of their nation for unsavory
of Three, which is comprised of the mightiest war lead- reasons. The cities of Gorhgijesk can also be reached by
ers in the kingdom. Presently—and for the first time— underground rivers—fast skiffs are believed to move
the Council is comprised entirely of drow war leaders. swiftly between Gorhgijesk and some of the other drow
Tensions between the aboleth and the drow have never kingdoms in the World Below.
been higher, and while Ghorwu’s iron grip on power has Gorhgijesk currently finds itself as a crossroads. While it
always seemed as certain as the rising sun, rumblings has since time immemorial sought to conquer and domi-
from within the Council indicate that perhaps the time of nate the rest of the world, it faces the dilemma of decid-
the drow in Gorhgijesk is at hand. ing what its next step toward that aim should be: Its
The servants and slaves of Gorhgijesk are the duergar desire to conquer parts of the surface world has become
and derro, who resent their aboleth masters with a pas- much more difficult with the rise of the Vermilion Tribes,
sion. However, the aboleth have been able to beautifully while recent conflicts with the drow have equally jeop-
manipulate the two races of evil dwarves against each ardized some of their below-ground ambitions.
other for centuries, keeping them focused upon fighting Rythnaisym: (Metropolis, pop. 68,400) Also known as
one another instead of uniting against their masters. Both “The Devil’s Eye,” Rythnaisym is built over the remnants
derro and duergar—when not engaged in their lethal clan of the ancient meteor known as the Shadow Star. A twist-
feuds—work the extensive mines located deep beneath ing labyrinth of tunnels leads from the bottom of the
the Devil’s Cauldron. The duergar work the more com- Devil’s Cauldron to this mighty city. Many of these tun-

70
nels are filled with horrors such as colonies of green
slime, or packs of otyugh—without an experienced
Morena Nova
guide, traversing these tunnels without incident is all but
impossible. Rythnaisym itself is surrounded by a moat of The Grand and Majestic
molten metal. Drawbridges of enchanted black iron are
lowered but thrice a day, limiting entry into the city. Emperor, Grimaud IV
Prominent throughout the streets of Rythnaisym are the Population: 54,900 (human 95%, dwarf 3%, other 2%)
many public pools of hot salt water. Many of the aboleth Resources: Trade goods
within the city spend much of their time here, conducting
both business and pleasure from the comfort of these hot Capital: Dupleiux
pools. The pools are said to have many magical and

T
regenerative properties, thought to be the result of being he self-styled Kingdom of Morena Nova is some-
built over the remains of an ancient dragon graveyard. thing of a pariah in the Lostlands. Formed by
expatriates and dissidents exiled from a disgraced
Phumarik: (Small city, pop. 22,560) Home to the duchy of Crieste, Morena Nova struggles to maintain the
smithies of Gorhgijesk, the city is more commonly “purity” of its cultural traditions and zealous religious
referred to as the “Unending Thunder” due to the inces- beliefs from the influence of the surrounding Lostlands.
sant din of hammers relentlessly falling on anvils. Armor Although this adherence to tradition and custom is noth-
and swords for a small army can be made in a day in the ing short of remarkable—traveling through Morena
smithies of Phumarik, if need be. Most of these skilled Nova is much akin to stepping through a portal in time,
and proficient smiths are duergar, but the best of them are traveling to the early days of the Criestine Empire—the
in fact a small clan of mercenary fire giants, renegades Lostlands have still exerted a subtle influence. Over the
from the Northlands that made their way to the shadowy years, the kingdom has slowly transformed from the
lands of Gorhgijesk. These giants are paid handsomely proverbial stranger in a strange land to an unwilling
for their work by the Council of Three, and are known to bridge between the Northlands and Southlands.
hunt the tunnels surrounding Phumarik for sport, using
trained manticores as hunting dogs. The land that would eventually become Morena Nova
was originally discovered eight hundred years ago by the
Viomorgyn: (Small city, pop. 14,820) This city is home Criestine Emperor Mattias II. He used this relatively des-
to many of the most infamous practitioners of the darkest olate jungle expanse as a staging ground for a holy cru-
arts of magic. Sealed behind thick stone walls, this under- sade against Xa Deshret, which he saw as a nation of
ground enclave is perhaps the world’s largest university unclean heathens. Although this holy war was an unmiti-
of magic—the Arcanum Infernal—and nearly all of its gated disaster, it did serve to establish the city of Dupleiux
areas of study are forbidden throughout the rest of the as a viable colony, capable of defending itself against the
known world. Although the majority of its most esteemed other nations of the Lostlands. When the Schism of
teachers are of drow origin, Viomorgyn is unusual Morena occurred some four hundred years later, the
amongst the cities of Gorhgijesk in that it is more open to defeated Duke of Morena and a few loyal followers set
outsiders; many of its teachers and students are of human sail for the Lostlands and the fledgling colony of New
origin, and have traveled thousands of dangerous miles to Morena, and began a new kingdom in exile. As Crieste
learn the teachings that are available at Viomorgyn. Such had mostly lost interest in the colony by this time, the for-
teachings come at a price, however: Visitors to the mag- mation of “Morena Nova” met little resistance. The exiled
ical underground city are not permitted to leave for the nobles became the new leaders of this renegade nation,
rest of their living days. Those few who manage to and the direct descendants of those exiles are now the
escape are hunted down like dogs by elite drow assassins. present-day lords and ladies of the Morenan court.
Although the first hundred years of Morena Nova’s exis-
tence were difficult, the small kingdom of proud exiles
fought hard to rise above the savage wastelands that had
abruptly become their new home. Fortunately for the
exiles that formed Morena Nova, a wild herb called mar-
ishi-tao grows in great abundance throughout the valleys
in the region. The herb, which possesses a number of
magic healing properties, is difficult to grow properly,
but the desperation and ingenuity of the Morenan settlers
led to practical ways of cultivating it in mass quantities.
Through this—and through reluctantly making trade

71
agreements with other nations of the Lostlands, such as traveling to the Lostlands. Most of the buildings are built
Taijin and Quaysarria—Morena Nova was able to grow from red clay, save the Royal Palace itself, which was
into a small but formidable power in the Lostlands. Even painstakingly built from expensive, imported granite and
at the present time, rich Morenan nobles continue to black marble. The markets of Dupleiux are located at the
grow this exotic herb, which is still the kingdom’s main corners of the city, with each given a specific day during
source of revenue. The original small, struggling farms the week to operate. It is not uncommon to see merchants
have gradually become massive plantations the size of scurrying from one corner of the city to another during
small cities, and are owned and supervised by the new the predawn hours, attempting to set up their wares in
Morenan gentry. times for the opening of the new corner market.
The society of Morena Nova is modeled after that of its Unknown to most citizens, the sewers of Dupleiux con-
Criestine ancestors. The courts, comprised of the royal tain several golden idols of hideous monsters. The few
family and several rich noblemen and aristocrats, hold sages who are aware of their existence say that their pres-
sway over the rest of the city. Lesser merchants and arti- ence predates the Age of Dragons, and that they may sig-
sans have some say in the goings-on of their city, while nify the seal of a grand mystical lock—possibly some-
most of the commonfolk are merely the Emperor’s ser- thing that could be trapping an infernal or even god-like
vants, expected to obey his every whim. The harshness of being of immense power.
the Lostlands has also injected this societal structure with
a dose of brutal reality: Facing far greater dangers and Bourdonnais: (Small city, pop. 10,895) This open city
having fewer numbers than their brethren in the sprawls for miles across the plains of Morena Nova, with
Northlands, the crown of Morena Nova generally the oppressive sun beating down heavily upon the many
accedes to the demands of its people rather than face the fields of marishi-tao scattered throughout this region.
threat of revolution. This reality has always been held in Over twenty massive plantations grow the wild herb in
check by the pragmatism of its emperors; in recent years, this region; all the fields are tended by Morenan crimi-
though, concern has grown as the Emperor Grimaud IV’s nals and by slaves purchased from Djeser al-Maqqara.
son, the Dauphin Prince and future Grimaud V, has Due to the relentless heat and the slightly toxic nature of
shown the signs of megalomania that could one day be raw marishi-tao, slaves never last long in the fields of
the kingdom’s doom. Bourdonnais—a field worker able to last more than two
years is a rarity indeed.
Presently, Morena Nova is experiencing a renaissance of
sorts, which has filled the kingdom with both anticipation Despite being in one of the most hostile regions of the
and fear. For many years, Morena Nova maintained a world and having no walls to protect it, Bourdonnais is
policy of isolationism. They viewed themselves as far too still considered to be one of the most secure cities in the
cultured and civilized to mix with the savage creatures of Lostlands. This is because the plantations are closely
the Lostlands. However, increased trade between the guarded by an ancient golden dragon, one by the name of
dwarven Kingdom of Taijin and the rest of the known Foucauldé, who may have come over from Crieste with
world has indirectly created a financial boon for Morena its original settlers. In exchange for tribute from the
Nova, filling the coffers of the royal treasury with moun- crown of Morena Nova, the proud dragon protects the
tains of gold coins. The current political unrest in Crieste plantations, keeping them safe from raiders.
has also renewed some long-forgotten ties between
Morena Nova and its former homeland. This has caused
much excitement in the streets of the kingdom about the
possibilities of a reunion with Crieste, or at least a friend-
ly alliance. On the other hand, there is also a growing
patriotic movement within Morena Nova that is proud of
the independence it has achieved, and wants nothing to
do with the mother empire that spurned it so long ago.
Today, the future of the once-exiled kingdom is very
much in question.
Dupleiux: (Large city, pop. 33,699) With humble begin-
nings as a crude fortress manned by a handful of scared
colonial soldiers, the city of Dupleiux has transformed
over the centuries into an impressive city. Sitting on the
shores of the Khiazan River, Dupleiux is the main point
of entry for many merchants, sailors, and adventurers

72
halflings of Gadjarria, who respectively own the markets
Quaysarria on such items. Much of the Bazaar’s success is due to the
wide variety of merchants who travel thousands upon
Emir of Shadhalia, Sha Abbas thousands of miles to reach it, particularly during the
Seven Days of Gold. However, the Emir Sha Abbas often
Population: 14,875 (human 80%, half-elf 8%, halfling sends his own merchants through the world to look for
7% other 5%) new goods to buy or sell. This inadvertently gives the
Bazaar yet another valuable commodity: information. A
Resources: Trade goods local proverb in Quaysarria says, “If someone in the
Capital: Shadhalia world whispers a secret, someone in Quaysarria knows
what it is.”

B
etter known as the Bazaar of Quaysarria, this
traveling nation is perhaps the best-known king- Shadhalia: (Large town, pop. 7,220) A veritable ghost
dom of the Lostlands. While this is primarily due town for much of the year, this desert port city comes to
to the fact that the merchant kingdom is the least danger- life at the start of spring, when a festival known as the
ous and most welcoming of all the nations of the Seven Days of Gold takes place. During this time, mer-
Lostlands, it also has to do with its location. Located in chants and ships from around the world come to
the “no-man’s land” between the Ghetrian Desert and the Shadhalia, bringing all their goods with them. The seven-
Vermilion Steppes, the ever-changing borders of day festival is perhaps the largest market in the world,
Quaysarria fall squarely between the Northlands and the allowing goods from every corner to be freely bought and
Lostlands. As such, it is fairly accessible to travelers, sold. Anyone in the world may participate in this market
unlike the rest of the region. Additionally, this accessibil- festival; however, all merchants must pay a festival tax in
ity makes the nation one of the few reliable sources of order to enter the city, making the Bazaar handsomely
information about the Lostlands that is available to the rich for seven days. Besides its share of merchants, the
remainder of the world. festival also attracts plenty of rogues and pirates, who
lurk outside the city … and who often sell the ill-gotten
The kingdom is only a nation in the loosest sense of the goods stolen from these merchants back to the Emir for a
word. Mainly, Quaysarria consists of a few of the north- finder’s fee.
ernmost cities of the Old Khonsurian Empire, now ruled
by humans and united by a single but powerful thread. Naafi al-Yrka: (Small town, pop. 2,390) Like Shadhalia,
That thread is the famous traveling Bazaar of Quaysarria, the outpost of Naafi al-Yrka remains deserted throughout
which travels throughout the steppes and the deserts of most of the year. The town essentially acts as the ware-
the region. The cities tend to act as resting points for the house for the Bazaar of Quaysarria, and is only visited by
bazaar, or places for the bazaar to seek refuge should it the traveling city when its supplies run low. Despite the
find itself under attack. vast amount of goods and treasures contained within this
city, it remains isolated, and is rarely attacked by bandits
Quaysarria is ruled by the Emir Sha Abbas, who travels or thieves. This is because Naafi al-Yrka has two promi-
with the bazaar, and rarely visits the capital of Shadhalia. nent, powerful guardians: massive copper dragons,
Affable and never without a smile, the Emir is an incred- known only as Bone and Battle. According to local leg-
ibly successful merchant with nerves of steel and an iron end, the dragons guarded the city long before the Bazaar
will—few other mortals would be capable of negotiating began to meander through the Lostlands, and will contin-
trade terms with the likes of Gorhgijesk and Djeser al- ue to do so long after the Age of Man has ended. More
Maqqara, and fewer could negotiate deals that proved pragmatic souls believe that the Emir struck a deal with
profitable. Part of the deals negotiated with all of these the two mercenary dragons to guard his city—but what
various places in the Lostlands and the Northlands are the actual terms of such a deal might be, no one knows
non-aggression treaties, making the Bazaar a veritable for sure.
traveling safe haven (apart from the occasional attack by
a rogue Vermilion Tribe). It is not uncommon for kings
and queens from faraway warring nations to make their
peace under a pavilion tent in the traveling Bazaar of
Quaysarria.
The Bazaar is a place where nearly anything in the
known world can be bought or sold. The few exceptions
to this are slaves and black magic. This is not because of
any sense of morality, though—it is more the result of
negotiated deals with Djeser al-Maqqara and with the

73
city’s iron walls. However, rumor has it that over a thousand
Rhaz al-Khali, City of souls a day are sacrificed to dark, ancient gods by the hand
of Jhek himself, and the constant flow of slaves into the city
Overlord of the Undying City, from Djeser al-Maqqara lends some credibility to this whis-
the Immortal Shahriyel Jhek pered claim.
With a distinct absence of merchant caravans coming from
Population: 96,253 (humans 35%, orcs 20%, half-orcs
Rhaz al-Khali (apart from the slavers of Djeser al-Maqqara),
16%, half-fiends 15%, monstrous humanoids 9%, dwarves
it is unclear how the city manages to exist, let alone thrive.
4%, elves 1%)
Occasionally, an artifact from Rhaz al-Khali finds its way to
Resources: Slaves, black market trade black markets around the world, but apart from these items,
nothing is known to ever leave the wicked place. Riders
Capital: — from the Vermilion Tribes have reported seeing strange air-
ships sailing toward the city on moonless nights, leaving

R umors about the fabled lost city of Rhaz al-Khali are


commonly found throughout the rest of the world.
Although it seems that no two are alike, they all
describe the city as a haven for the lost and the damned, a
place for those with no future to find themselves and be born
some sages to believe that the city in fact acts on behalf of a
far greater power. Who or what that power may be, no one
can say with authority.

anew. Although the journey is said to be arduous and the city


quite dangerous, redemption and hope can be found behind
The Kingdom of Taijin
the metal walls of Rhaz al-Khali, should one be desperate
enough to seek it. His Majesty and Overlord of
Nothing could be further from the truth. the Mountain Peaks, King
True, the city is vile and dangerous. But hope cannot be Ogamito X
found in this desolate place. Rhaz al-Khali is ruled by the
mad lich lord Shahriyel Jhek, who fervently believes that the Population: 106,816 (dwarves 80%, gnomes 10%, humans
end of the world is imminent … and that the end shall begin 6%, other 4%)
at the gates of Rhaz al-Khali. The only things to be found in Resources: Iron, copper, wrought metals, precious gem-
the ruins of this once-proud city are fear, emptiness, and stones
despair.
Capital: Raiju Khor
Once one of the most powerful cities of the old Khonsurian

A
Empire, Rhaz al-Khali began its fall long before the rest of lthough little more than a few loosely connected
the Empire collapsed. The city was known as a conclave for dwarven cities, the Kingdom of Taijin has been a
some of the greatest wizards in recorded history. However, growing power in the Lostlands over the past few
during some explorations into the darker aspects of magic, a decades. Taijin sits in the Herrenia Mountains, just north of
portal to a hellish dimension opened up in the heart of the Morena Nova, which until recent years was its only signifi-
city, instantly transforming Rhaz al-Khali into a vile breed- cant trading partner. All of the kingdom’s cities lie far
ing ground for demonic creatures. The city was quickly beneath the mountains in the World Below, surrounded by
abandoned, and chaos reigned supreme in its ruins, with endless caverns and rich mines. The dwarves of Taijin suc-
fiends and the undead transforming the streets into a never- cessfully exterminated all of the kobolds, goblins, and other
ending bloodbath. evil humanoids that once laired in the mountains in a mas-
sive, genocidal war some centuries ago called the Seppuku
Order was restored, however, with the arrival of Shahriyel
Cleansing. As a result of this, Taijin and the mountains sur-
Jhek some hundred-odd years ago. A fearsome lich with for-
rounding the kingdom are perhaps the safest region in all of
midable power, Jhek instantly assumed control of the chaot-
the Lostlands—a fact now being realized by enterprising
ic ruins, slaying all those who dared to challenge his power,
merchants all over Áerth.
and forcing the remaining fiends and half-fiends in the city
to obey his every command. Taijin is currently ruled by King Ogamito X, who has led the
kingdom to its newfound prosperity. There are thirteen main
Since Jhek’s arrival, the lich has bent the will of every crea-
Merchant Houses that govern Taijin on a day-to-day basis,
ture in Rhaz al-Khali to serve his obsession: an obscure,
but the King of Taijin holds ultimate authority over the
ancient prophecy called the Riddle of Darkest Qartepre.
nation. For the past eight hundred years, the largest of the
This prophecy speaks of the end of the world, and of the
Merchant Houses—the Bakar Deyoshi—held sway over the
transformation of mortal existence into one of eternal tor-
secluded underground nation, keeping it isolated from the
ment. Because the few known travelers ever to return from
rest of the world and limiting its trade opportunities to just
Rhaz al-Khali during Shahriyel Jhek’s reign have all gone
the kingdom of Morena Nova. King Ogamito, however, is
mad, no one knows for certain what evil lurks beyond the

74
from the younger upstart Merchant House of the Bakar ven orators are held in high esteem in Taijin. They deplore
Kigahara, and surprised many traditionalists in the Houses physical combat and hate violence; however, they remain
by daring to extend Taijin’s reach. Over the past forty years, formidable fighters and are still capable of attacking their
King Ogamito has made key alliances with Gadjerria, foes with great ferocity and cunning.
Quaysarria, the Vermilion Tribes, and Xa Deshret, greatly
expanding the role of the dwarves in the Lostlands. Raiju Khor: (Large city, pop. 44,112) The city of Raiju
Khor is built in the heart of a volcano, silenced ages ago by
Ogamito also in recent years has begun to invite royalty and the sorcery of powerful dwarven magicians. The magic that
rich merchants from the Northlands and Southlands to be his keeps the fiery magma at bay pulses inside thirteen magic
royal guests in the palaces of Mount Raiju. Although invita- seals—one located in the heart of each Merchant House.
tions were politely declined at first, more and more impor- Should the seals ever be broken, the volcano might surge
tant visitors from the far-flung corners of Áereth have made back to life in a fiery inferno. Fortunately, the mightiest war-
their way to the Herrenia Mountains, and have been suitably rior from each Merchant House stands watch over each seal
impressed by the grand kingdom lying beneath its peaks. day and night, ever vigilant to protect both seal and city.
While this has led to a surge of economic and political
power for Ogamito and his kingdom, this influx of foreign- The main buildings in the underground city are all mighty
ers into Taijin has caused unrest amongst some of the rival natural towers, carved with great care out of the stalactites
Merchant Houses. Already, crime and violence have escalat- and stalagmites that have formed over the millennia. Each of
ed to levels not known since the Seppuku Cleansing. these towers is decorated with certain gemstones, to indicate
Additionally, the influx of foreigners has led to sightings of loyalties to certain Merchant Houses. A tower loyal to the
goblins and trolls in the Herrenian Mountains, leading some ruling Merchant House of Bakar Kigahara, for example,
to believe that retribution for the Seppuku Cleansing may would be decorated with diamonds and gold. The only
not be far off. exception to this is the Palace of Raiju Khor, which is deco-
rated with the bones of the kingdom’s fallen foes. The natu-
Taijin is only reachable by a single path—an old imperial ral rock walls of the palace are no longer visible, as the
road leading from Morena Nova. This broken road winds bleached white bones of dragons, giants, goblins, trolls, and
slowly from Bourdonnais up to the dwarven city of Cyaxar, countless other evil monstrosities line the roads that lead to
which acts as the primary gateway to the kingdom. The its gates and completely blanket the palace itself.
upper reaches of the road are quite treacherous, and either a
ranger or a dwarven guide from Taijin is necessary to tra- Amytis: (Small city, pop. 20,777) Amytis is a city held more
verse the icy, serpentine pathway. Despite the difficulties in in esteem for its proximity to deep mines rather than for its
reaching this dwarven kingdom, Taijin’s peaceful nature and heritage. Some centuries ago, Amytis was known as Jarlok,
even-handed temperament make it the most sought-after the Goblin City, but the original goblin denizens were wiped
trade partner in the Lostlands. Taijin’s dealings with the away during the Seppuku Cleansing. Although the dwarven
traveling bazaars of Quaysarria and Gadjarria provide the conquerors of Amytis gave their conquest a new name and
kingdom with a wealth of trade goods available for sale. purged all traces of its original inhabitants, it is said that the
Also, the available mines and skilled artisans within Taijin foul stench of goblin blood still fills the air, and goblin
itself make the kingdom a formidable weapons supplier, ghosts continue to haunt the city. The dwarves of Taijin care
capable of outfitting a small army in short notice. Although little for the city itself; however, pragmatists that they are,
all these items are available—some in copious amounts— they still care deeply for the vast silver and copper mines
from other places in the Lostlands, the dwarven kingdom is that run deep beneath it. Most of Amytis is a transient pop-
a relative safe haven compared to the rest of the savage ulation, seeking to make quick money from the mines, then
lands. leaving the tainted city as fast as possible.

The underground roads between the cities of Taijin can be a Cyaxar: (Small city, pop. 18,954) Cyaxar is split in two by
deathtrap for new visitors to the dwarven kingdom. Huge a small but powerful underground river, which leads direct-
carts pulled by trained bulettes sprint madly through the ly into the Empyrean Ocean. Although infrequently used by
labyrinthine corridors that connect the cities, and messen- merchants, the river acts as a passageway for merfolk,
gers donning boots of speed hurtle relentlessly from mer- aquatic elves, and a small number of other intelligent crea-
chant house to merchant house, knocking over unwary trav- tures that live in the depths beneath the sea, who bring their
elers as they make their way through the maze of passage- underwater bounty from the ocean floor to trade with the
ways. Goods and information move quite quickly between dwarves. Many extraordinary treasures from beneath the sea
the cities of Taijin. can be found in the markets of Cyaxar.

While the dwarves of Taijin are physically similar to their


cousins in the Northlands and the Southlands, the similari-
ties end there. The dwarves of Taijin have a fondness for
fine clothing and are notoriously well groomed, keeping
their beards cropped closely at all times. They love art and
literature. They also enjoy speeches and debate, and dwar-

75
small, dormant volcano. The stone road that leads from its
Tharnaka seaside docks to the city gates is lined with thousands upon
thousands of human bones—supposedly, the remains of
unwanted intruders who sought entrance to the city.
The Exalted of the Isles,
King Cacambo In the center of Jomoa is a silver throne, upon which the
mighty King of Tharnaka sits when matters of state must be
Population: ??? (white apes 90%, humans 6%, other 4%) attended. The throne, however, is said to be alive—whenev-
er a King of Tharnaka dies, his soul enters the throne and
Resources: Foodstuffs, perfumes, jewelry, spices becomes one with the artifact, joining the souls of the hun-
Capital: Jomoa dreds of kings who passed on before him. The throne of
Tharnaka acts as an advisor to the living kings of the land,

L ittle is known of the volcanic Isles of Tharnaka. and is said to be one of the wisest repositories of knowledge
Located near the Shattered Straits off of the coast of in the Known Realms.
Xa Deshret, the Isles are surrounded by a maze of
Huatalo: (Large city, pop. ????) The city of Huatalo pro-
harsh barrier reefs, making them extremely difficult to
duces most of the wondrous foods, grains, and spices that
reach.
come from Tharnaka. However, the city sits atop one of the
It is believed that the Isles are predominantly inhabited— dormant volcanoes of the Isles, making the origin of all of
and ruled—by large, intelligent apes, ones standing nearly these bountiful goods a curious riddle. One of the few clues
ten feet tall and covered in white fur. The reason this is con- to this riddle are three golden archways that lie somewhere
jecture instead of fact is because few living souls have ever in a maze of tunnels beneath the city. These archways—
seen these apes, and those who have done so have either referred to as the “Tomorrow Portals” by a few of the
been sworn to secrecy, or been somehow affected by sorcery ancient texts about Tharnaka—are said to lead to other
to forget what they have seen. places. Perhaps they lead to the true source of Tharnaka’s
bountiful resources.
Traveling to the Isles of Tharnaka is known to be a fool’s
errand; not only are the best and bravest sea captains in the Huatalo is also home to the legendary White Oracle—a
world required to navigate through the Shattered Straits, blind but powerful white ape thought to be well over a thou-
those who arrive at the Isles seem to vanish like ghosts, sand years old. Although the Oracle rarely speaks, and usu-
never to return to their homelands. No, the only known trav- ally remains far from public sight inside a building known
elers to Tharnaka are merchants and sea captains, who as the Stone Citadel, he reputedly is able to discern the true
receive handwritten, cordial invitations from the king. These meaning of any prophecy. Should one speak the words of a
invitations are delived by blind human eunuchs, who dress prophet to the White Oracle, the ancient ape instantly is able
in black from head to toe and are the only known emissaries to reply with the true meaning of those words. Because of
of the Isles. this, the apes of Tharnaka keep the Oracle well hidden, even
more so than their usual treasures … but it is said that for the
What is actually on the Isles, no one can say with any right price, one can obtain an audience with the Oracle.
authority. Rumor has it that the blind eunuchs also act as
escorts to their invited guests once they reach the mysterious Cunegonde: (Large city, pop. ???) Perhaps the most myste-
islands, limiting what can and cannot been seen, and where rious of the cities on the Tharnaka Isles, Cunegonde is said
they can travel in the cities. However, what comes from the to be the birthplace of a long-forgotten dragon god. The leg-
Isles is certainly known, and is certainly remarkable. ends of Cunegonde say that it is a city that cannot be trav-
Colorful silks, exotic perfumes, intricate trinkets and the eled to by any road, and that its walls are made of sorcery.
like flow forth from Tharnaka like water, making the invita- What this exactly means is not known, but one truth that is
tions to the Isles quite coveted by powerful merchants. certain about this legendary city is that it contains gold
Many rich nobles regard imports from Tharnaka as a mark beyond imagination. On rare occasions, gold coins the size
of sophistication, making the trade goods highly desired … of a human fist and stamped with the visage of the crown
and very expensive. ape make their way to the outside world—these coins are
Tharnakan currency, and supposedly flow from the coffers
The largest of the Isles is believed to be uninhabited. That is of Cunegonde like water from the mightiest waterfall.
because it is also a massive volcano, one that erupts with Whether part of a vast, unending mine or the spoils of the
fearsome power every few years. The force of these erup- dragon god’s treasure horde, no one can say. However, it is
tions can be felt all the way in Xa Deshret. Caves beneath undisputed that Cunegonde is home to treasure beyond
the volcano are said to lead to the World Below and a rene- imagination, and its location is Tharnaka’s most tightly
gade drow kingdom—but like the rest of the Isles, the truth guarded of its many secrets.
behind such stories is shrouded in mystery.
Jomoa: (Large city, pop. ???) The few legends known of the
capital of Jomoa indicate that it is a city that sits next to a

76
these warriors to raid the surrounding regions of the
The Vermilion Tribes Lostlands for fortune and glory, and to demand tribute from
their fallen enemies.
Master of the Dragonfire, The remainder of the Tribes consists of the farmers, the
Malkhaine Svyato tradesmen, and others who maintain the home cities of the
tribes. These individuals tend to be those who are too old or
Population: 384,900 (wild elves 77%, half-elves 10%, too frail for battle. Also, those not of pure elven blood—
humans 6%, gnomes 4%, halflings 3%) mostly humans desiring to seek fellowship with the
Tribes—serve and live in the Cities as well. These tribesmen
Resources: Timber, foodstuffs, trade goods are the few who actually live in the cities on a permanent
Capital: Goryati basis. For the most part, the warrior hordes roam the
Vermilion Steppes and the surrounding regions of the

T he Vermilion Tribes are a loose confederation of Lostlands, and only return to the home cities of their tribes
nomadic warrior elves that claim the harsh Vermilion for festivals or after long military campaigns.
Steppes as their homeland. For the past several cen-
At the present time, Malkhaine Svyato is the youngest and
turies, there have been anywhere from three to eight tribes,
possibly the strongest malkhaine to rule over all the
each ruled by a chieftain or khaine. The most powerful of
Vermilion Tribes in nearly five hundred years. He also pos-
the khaines, known as the malkhaine, is chosen in a blood
sesses a perspective that most of his fellow Tribesmen do
duel between the khaines of all the Tribes. A new malkhaine
not—his father was a merchant, and traveled to the faraway
is chosen whenever the previous one dies. Fighting and bat-
kingdom of Crieste. As such, Syvato is aware of the world
tles between the tribes is commonplace; however, it is the
beyond the Vermilion Steppes, and believes that it is his des-
malkhaine who prevents these battles from turning into full-
tiny to spread the influence of the Tribes beyond their tradi-
blown tribal wars, and leads the united Vermilion Tribes to
tional homeland.
greater glory against their other enemies in the Lostlands.
Goryati: (Large city, pop. 15,395) Built by the shores of the
The Tribes are comprised predominantly of wild elves, born
Ctesiphal River, this northernmost permanent city of the
to hunt and to fight. There is no distinction in tribal society
Vermilion Tribes is renowned for its blood-red walls and the
between males and females, and both have equal rank. Nine
three silver spires that rise from its center. Goryati is home
out of ten elves that are born in the Tribes become part of the
to the Ashika Tribe, which is the birthplace of Malkhaine
fighting hordes. Tribal warriors are legendary masters of the
Svyato. Because of this, the Ashika currently enjoy the most
longbow, and are also masters of riding a creature known as
prestige and honor amongst all the Vermilion Tribes.
the shadroquus, a strange hybrid of horse and blue dragon.
Some of the khaines are known to ride on the backs of red Goryati is the only city amongst the Vermilion Tribes that
dragons as well. possesses both ships and sailors. Few sailors from the
Northlands or Southlands dare to travel too far up the
All warriors hold themselves to a strict code of honor,
Ctesiphal River, despite the possible trade advantages—the
though this unfortunately means little to their enemies.
reaver ships of the Ashika are feared more than most pirates.
Respect and honor is held only for other tribesmen, and for
These reavers frequently travel down along the coast of the
the battles between the tribes. This combination makes the
Empyrean Ocean in search of prey; the Tharnaka Isles are a
hordes of the Vermilion Tribes one of the most feared fight-
constant target of their ravenous nature. Members of the
ing forces in the entire world—disciplined, fearless, and
Ashika Tribe are trained from an early age to be equally
able to strike with deadly force at lightning speed. Since the
adept in combat on land and at sea; should the need arise,
Tribes have very little resources to call their own, it is up to
they are comfortable serving whenever they are needed.
Tanghali: (Large town, pop. 9,438) This walled city sits
atop a mighty cliff that overlooks the western expanses of
the Vermilion Steppes. Home to the Taira Tribe, Tanghali is
the oldest of the home cities of the Vermilion Tribes. It is
thought to be built over the ruins of a Khonsurian palace, but
no trace of this ruin has ever been found by those who have
explored the catacombs of the city. The walls of Tanghali
bear the scars of many pteral attacks; its proximity to the
Blood Hives of Sahaptia makes the city the first line of
defense against the swarms of frenzied wasp-men.
Tanghali is ruled by the Khaine Genmei, daughter of the
previous Malkhaine. Although unusual in that she is far
more skilled with a spear instead of a bow (and rides a blue

77
dragon into battle instead of a red), her prowess as a leader
and a warrior is renowned throughout the Vermilion Tribes. Vivekanika
Within the Tribes, many believe that she would be a far bet-
ter Malkhaine than Svyato, as Genmei is considered more
traditional and loyal to the old ways of life. It is thought that
Ruler unknown
a blood duel between Genmei and Syvato is inevitable; Population: 1,000 (golems 99%, unknown 1%)
however, for the time being, she remains steadfastly loyal to
her leader. Resources: Metal ore

Qazan: (Large town, pop. 7,844) Partially hidden by a small Capital: —


forest near the center of the Steppes, Qazan is a far less
imposing city than its neighbors, with walls of crude rock
and mud instead of marble and gold. However, the city,
which is also home to the Huligai Tribe, is perhaps the most
important to the Vermilion Tribes, both for the surrounding
I t is quite possible that not a single living soul resides
inside this grand, cryptic city. Although temples, palaces,
and many other majestic buildings can be found within
the walls of Vivekanika, they are all uninhabited, and have
apparently been this way for thousands of years. That is not
forests that provide timber for their ships (and the resulting
export) and for the farmlands near the city. Most of the arti- to say, however, that this large walled city is abandoned.
sans of the Vermilion Tribes make residence in Qazan. Methodically plodding through the streets of Vivekanika are
Although the proud Vermilion warriors are loathe to admit hundreds of golems, each laboring at responsibilities
it, the commerce created by Qazan and its labor allows the assigned to them long, long ago. While there are no signs of
traditions of the Tribes to exist. their masters, the golems of Vivekanika still toil relentlessly,
showing no indication that their tasks will ever end … or, for
Unusual in that it accepts warriors not of wild elf blood into that matter, what those tasks might be. There are no known
its ranks, the Huligai Tribe has become even more unusual pacts or treaties between Vivekanika and any other nation on
in recent years with the ascension of a human Khaine—Sir Áereth; anyone who has allied themselves with the golem
Gyles Durran, formerly a knight in service to the crown of city-state has certainly done so in a clandestine manner.
Crieste. The reasons for his exile are unknown, but he has
earned the undying loyalty of his new tribesmen. He is con- Vivekanika is an isolated city, located near the southernmost
sidered a brilliant and ruthless tactician, as well as Syvato’s point of the Lostlands—a small peninsula called the
closest advisor. Chimera’s Eye. Two dormant volcanoes flank the city, effec-
tively shielding it from most raiders and unwanted visitors.
Jhavitri: (Large town, pop. 5,361) Resting on the border Twin stone roads lead from the city and wind up past the
between the Ghetrian Desert and the Vermilion Steppes, volcanoes to the blazing Sands of Shanbilai. It is believed
Jhavitri is a harsh and grim place. Part of the city is under- that these roads once led to ancient cities; however, all they
ground, buried beneath the dusty hills to shield it from sand- lead to now is an arid wasteland. If any cities once existed
storms and the constant, oppressive heat. Jhavitri is the main where these twin roads now abruptly end, their ruins are
area where the Vermilion Tribes breed and raise their buried far beneath the desert sands.
shadroquus mounts. It is also rumored that they breed drag-
ons here as well. Still, three times a year, a cadre of iron golems drag massive
amounts of finished metals—iron and steel plates, refined
The Jhokyu Tribe makes their ancestral home in Jhavitri. adamantine ore, and the like—out along these roads, and
They are lead by Khaine Morgyat, a venerable and fierce inexplicably leave them out among the blowing sands when
warrior who has ruled over his tribe for nearly a thousand the roads end. For many, many years, intrepid merchants
years with an iron hand. Some say that he is in fact even simply waited for the golems to make their regular trek out
older than this, and was once a servant to Pharitis IV, one of into the middle of the Sands of Shanbilai, and promptly took
the last Sphinx Emperors. Despite his advanced age, Khaine the abandoned metals to marketplaces and bazaars all over
Morgyat is still said to be one of the best warriors in the the world. However, with the recent influx of demonic
Vermilion Tribes, and is considered to be one of the best fiends into the wastelands of the Sands, the metals usually
teachers of the arts of fighting that has ever lived. remain abandoned, with the harsh desert conditions either
reducing the materials to blemished, rusted sheets of junk,
Members of the Jhokyu Tribe tend to have darker skin than
or burying them far below anonymous dunes. For a daring
their brothers and sisters in the other Vermilion Tribes.
adventurer, though, the opportunity still exists to grab
Because they make most of their raiding forays into the
unwanted treasures from the desert on a regular basis.
desert, they also tend to be nocturnal, and are excellent
night-fighters. Additionally, most of the skilled assassins in Despite the presence of so many golems in Vivekanika,
the Vermilion Tribes begin their training among the warriors these hulking monstrosities usually leave visitors to the city
of the Jhokyu. alone. It is possible to wander throughout the many aban-
doned buildings in the strange city for weeks on end and
never once be disturbed—let alone noticed—by a single
golem. This is an uneasy tranquility, though, as the slightest

78
random disturbance in the city can provoke golems to attack
intruders. There is no rhyme nor reason to this—destroying
a building may evoke no reaction from the golems, while
plucking a single flower from a ruin make provoke a lethal
response from a score of clay giants. The capricious nature
of the golems is one main reason that most wise wanderers
steer clear of this city.
One thing that has never properly been determined is where
the metals emerging from Vivekanika actually originate.
Several large expeditions have attempted to fully explore
the city to find where the metals come from, but all have
failed. It is thought that huge mines must lie somewhere
beneath the city, but so far the locations of these mines
remains a mystery.

Xa Deshret
(New Khonsuria)

Steward of the Sphinx


Emperor, Orkhon II
Population: 104,990 (nalvor 75%, humans 10%, halflings
6%, gnomes 4%, half-elves 3%, other 2%)
various communities of the desert nation. These elections
Resources: Copper, silver, spices, foodstuffs
occur every three years, on the eve of the Thirdstar festival.
Capital: Sakhaen Tair Whenever a new Senate is elected, its members choose a
new steward, who serves as acting regent of Xa Deshret in

F rom the ashes of the fallen Khonsurian Empire came


the land of Xa Deshret, “the waiting kingdom.” The
ruined cities built by the slaves of the Sphinx Empire
are still filled with the descendants of their most loyal ser-
vants: the nalvor. While the deadly sands of the Ghetrian
the absence of the Sphinx Emperors. The Senate—under the
guidance of its Steward—oversees all of the laws and the
functions of the kingdom, ranging from the most trivial mat-
ter to the most important.

Desert swirl about this desolate region, the nalvor continue Despite this power, the spectre of the old Sphinx Emperors
to maintain the ancient cities and buildings exactly as their looms ominously over the shoulder of the Senate. Before the
former Sphinx masters once left them. Xa Deshret has little Senate commits to any decision, they always must first
interest in the rest of the world, and apart from the infre- determine if their decision would have been acceptable to
quent merchant caravans that are sent north for necessary their former masters. This requires poring through the texts
supplies, it has relatively little contact with the rest of the of the Libraries of Zadjem for precedents and interpretations
world, including the other kingdoms of the Lostlands. of centuries-old law, a task that can often cripple the entire
nation for the most trivial of reasons.
The nalvor are a quiet, patient people, content to exist in iso-
lation from the rest of the known world. However, this does All of the efforts of the nalvor for the past several centuries
not mean that they are gentle, as would-be invaders have revolve around a single, unyielding belief: Their departed
learned to regret over the centuries. They believe themselves Sphinx Emperors are about to return, and the Khonsurian
to merely be the temporary caretakers of the Empire, await- Empire will return to its former glory upon this return. This
ing the return of their Sphinx masters. Anyone or anything belief has led the nalvor to merely maintain Xa Deshret as it
that could potentially threaten the Empire—or the return of once was, rather than moving on and leading their nation
the Sphinx—is a threat that must be dealt with swiftly and into the present. Much of this obstinate belief is due to the
without mercy. The nalvor were once the most feared foot nalvor’s collective refusal to believe that their masters
soldiers of the Armies of the Sphinx; their descendents are would ever desert them; however, this is also due to a
equally skilled with both bow and blade, and equally as prophecy known as the Shadhalian Codex, which speaks
ruthless on the battlefield. cryptically of a “return of ancient kings.”

Xa Deshret is ruled over by a democratically elected Senate, There are three main castes in the society of Xa Deshret,
which consists of one hundred members elected from the which are remnants from the slave era of the nalvor: the

79
Hand, the Fist, and the Word. The Hand, which represents Sphinx Emperors. The perimeter of the city is surrounded by
the majority of Xa Deshret’s populace, are the workers— a circle of twelve pyramids, each of which is gilded in gold.
they work the farmlands, work the mines, and tend to the These pyramids, commonly known as the First Twelve, are
more brutal physical tasks that comprise the lifeblood of Xa the final resting places of all the Khonsurian Emperors from
Deshret, just as their ancestors once did. the First Dynasty. Although looted centuries ago by daring
bandits, the remains of these Emperors still rest within the
The Fist are the warriors of Xa Deshret. Although not large pyramid walls. Some say that the Emperors never truly died,
in number, these warriors are ruthlessly efficient, and have but instead exist in undead torment. They wander restlessly
been known to defeat hosts triple their size upon the field of between the pyramids, searching for peace in the under-
battle. Perhaps the most unusual aspect of these warriors is ground catacombs that connect all of their tombs.…
that they have no conventional generals or leaders—the
warrior caste is trained instead to obey the rules of war Rheksus: (Small city, pop. 16,745) Further down the
taught in a famous Khonsurian text, Seven Songs of Blood Akhneten River is the city of Rheksus, located at the feet of
and Honor. Warriors fight in tight groups called tyraks, and the Mountains of the Fifth Prince. Rheksus is home to many
these tyraks are taught to read and react to events occurring silver and copper mines, which worm their way deep below
on the battlefield as one. They never retreat or surrender, the mountains. It is also as a center for Xa Deshret’s trade
making them a difficult foe to defeat in combat. routes, with an impressive port that acts as a central link
between the Lostlands and the civilized world.
The Word are the scholars, merchants, and learned trades-
men of Xa Deshret. The leading members of the Word caste Because there are few nalvor miners to extensively work the
also usually comprise the members of the Senate. The Word many older Khonsurian mines, the hills surrounding the city
are easily identified by the silk azure robes they wear, and are rife with bandits and thieves seeking to exploit the avail-
apart from accompanying merchant caravans to foreign able riches. Many of the bandits are drow and derro from the
lands, they almost never leave the confines of their cities. Devil’s Cauldron. The imperial roads outside of Rheksus are
extremely dangerous, making passage by boat the only safe
Sakhaen Tair: (Large city, pop. 31,520) The capital of way in and out of the city.
Sakhaen Tair is built near a vast canyon called Nhalo’s
Scythe, through which the mighty Akhneten River flows. An Zadjem: (Small city, pop. 6,844) Oldest of the cities of Xa
ingenious system of mystical aqueducts diverts sections of Deshret, Zadjem is located near the oases of Sheshat-Semet.
the river upward into the city, providing it with plentiful It hosts the legendary Imperial Libraries of Khonsuria,
water for both the city and its surrounding farmlands. which are reputed to contain the rarest and oldest books in
the world, some of which date back to the Age of Dragons.
Orkhon II is steward of Xa Deshret and has ruled it well for Scholars and sages from the far reaches of the world have
nearly three decades, protecting the remains of the Sphinx made pilgrimages to Zadjem in search of the Libraries and
Empire from the savagery of the Vermilion Tribes and the the forgotten secrets held within their walls. It is unknown if
ever-growing menace of Gorhgijesk and Rhaz al-Khali. these pilgrims ever find what they seek, though—the
While he respects the old ways and beliefs of the nalvor, he Libraries are reportedly guarded by a mysterious iron crea-
privately does not believe that the Sphinx Emperors will ture known only as the Keeper, and those who enter the
ever return to his homeland. With the dwindling of Xa ancient building never come out again.
Deshret’s current resources, and with growing interest by
foreign traders in his kingdom, Orkhon II is struggling to In addition to the Libraries, Zadjem is known for its produc-
move Xa Deshret into a position of strength in the world. He tion of exotic spices and herbs. These spices, which are said
is a savvy and intelligent politician, but knows that to push to be created with arcane influences, are much sought after
a position of progress too hard with his countrymen is to risk in the high courts of the Northlands by rich nobility. Some
civil war. are also reputed to be highly addictive, and have in recent
times begun to make the coffers of Xa Deshret full of gold
Sakhaen Tair is also home to several tombs of the ancient coins again.

80
Chapter 4
Geographic Features

T
he Known Realms of Áereth are so vast and
diverse that a dozen tomes could be penned solely
Oceans, Seas, Lakes, and
on the subject of geography. People and beasts
alike bear the mark of their homeland; fierce and inhos-
Lesser Notable Bodies
pitable lands breed savage tribes and terrible monsters, of Water
while tamed lands produce domesticated men and ani-
mals. As the sages have often averred, to know the land Akhneten River: This majestic river is the gateway to
is to know its inhabitants. the Lostlands. Reaching out almost two thousand miles
from the Warriors’ Gate, the Akhneten cuts deeply into
Of Geographical Taxonomy and Nomenclature: The the heart of the Ghetrian Desert, where it finally splits
sights and landmarks of the Northlands have been named into the Twins. Both deep and wide, the river is easily
a dozen times in a dozen different tongues, beginning able to support the largest of ocean-faring merchant
with the first elf and dwarf scouts, and then the wander- ships, making it the primary lifeline between the
ing tribes of man, and their profusion of kingdoms, Lostlands and the rest of the world.
nations, and empires.
Archen River: Fed by Dundrae Lake, the Archen con-
Where the elder races still reign, the forests, mountains, nects much of northern Crieste and is congested with
and bodies of water bear their original names. Where river traffic for most of the year. River pirates plague the
humans have made inroads, the landmarks bear their rural stretches, masquerading as legitimate traders or
stamp, and oft times succeeding empires of humans boarding merchant barges on moonless nights.
rename the landmarks of their fathers. The result is a pro-
fusion of names—elven, dwarven, human, and others— Ayalan Sea: The cerulean waters of the Ayalan Sea are
scattered across the globe like fistfuls of coins. difficult to reach, requiring sea captains to navigate south
of Zimala or through the dangers of Ssorlang, but legends
What names the mighty wyrms or sphinxes might have of the god-touched sea have endured throughout the ages.
given to the trackless expanses—and what power those The baleen whales of the Ayalan Sea are said to be celes-
truenames might still hold over the land—is the exclu- tial-blooded, granting good fortune to those who catch a
sive domain of sages and madmen. glimpse of their white skin.
Ayashtica River: Fed by countless rivers and streams
through the Azcatlepi Jungle of northern Zimala, the
Ayashtica is one of Áereth’s largest watercourses. The
central river ranges from half a mile to several in width,
making it navigable to ships that wish to travel inland on
the Island of Obsidian. Thinking to avoid the hazards of
the jungle, most travelers find themselves beset by river
monsters far more dangerous. Water naga ambushes, still
defending their ancient home, are almost expected the
farther inland one travels. For this reason, riverboat cap-
tains often bring valuables in hopes of placating the intel-
ligent serpents.
Bay of Asur: Fed by mighty glaciers, the Bay of Asur is

81
home to legendary white icebergs throughout the year. Cipachtli Bay: Named for a mythic crocodile of titanic
Most drift southward, slowly melting on their course, but size, the Cipachtli Bay was once a vast marsh that has
some remain, caught in the mysterious eddies and cur- since been flooded by the rivers of the Pochectic
rents of the bay. The most ancient of these have existed Mountains. Allegedly ruled by the primordial beast, the
for centuries, and serve as floating, hoary lairs to white Bay is now fed from the east by the jungle rivers and is a
dragons and worse. popular spawning ground for locathah tribes. Though
they seldom attack explorers in their nomadic wander-
Bay of Valfors: Located north of the Kingdom of ings, the locathahs are fiercely aggressive when defend-
Morrain, Valfors Bay is known by local fisherman as the ing Cipachtli Bay.
Bay of Storms. Regularly beset by terrible gales, Valfors
Bay has claimed more than its share of lives with storms Empyrean Ocean: The largest body of water in the
strong enough to sink the mightiest merchant ship. Known Realms, the Empyrean Ocean divides the eastern
Despite this fact, the Bay of Valfors is also home to some continents of the Northlands and the Lostlands from the
of the richest fishing waters in the North, and the prom- Southlands. Fearsome storms regularly sweep across the
ise of wealth has lured many a sailor to his doom. darkened waters, raising waves that can swallow entire
galleons in a single crash. Mysterious whirlpools, enor-
Blade Reach, the: For as long as the Northlands have mous sea monsters, water drakes, and more have been
known war, the long inlet known as the Blade Reach reported by sailors crossing the deadly ocean.
served as a strategic landmark. Hordes of marauding bar-
barians, orcs, trolls and goblins have all perished trying For much of known history, the Empyrean served as a
to cross the narrow inlet, or fight their way along its barrier between the North and South. Only in recent cen-
rocky beaches. The western shore of the Reach is dotted turies have advancements in sailing and magic made it
with towers and strongholds, some dating back thousands possible for regular trade to exist between the continents.
of years. While watch fires still burn in many of the Even with these advancements, travel across the
citadels, scores have fallen into ruin and are now home to Empyrean remains an arduous, dangerous journey; of
fell beasts and the undead. every ten ships that set sail for the Northlands, only seven
arrive.
Blueblade Lake: Found on the eastern border of the
Theocracy, Blueblade Lake is renowned for the nymph Traders and merchant lords attempt to offset these dan-
making her home beneath the clear waters. Legend holds gers by traveling in groups of three or more. This has
that the nymph guards an ancient sword of unmatched proven effective in warding off pirates, but the ocean’s
power, and that the nymph permits worthy warriors to terrible sea monsters have proven adept at striking the
take up the blade in times of dire need. single weakest ship in the dead of night.
Chael Lake: Located in the center of the kingdom of Some sages aver that Áereth’s largest ruins rest some-
Luithea, Chael Lake has long served as a source of food where beneath the waters of the Empyrean. While exotic,
and trade. Before the rise of the Devil Lich, fishermen strange artifacts do occasionally wash ashore on either
traded with the elves of the Corsan, but now relations are side of the ocean, the thought of a single continent as
tense and often end in threats of violence. The north large as the Empyrean sinking beneath the waves of the
shores, where the lake is fed by ocean is too much for even mad-
the Corsan, are claimed exclu- men to grasp.
sively by the Ashoch elves, who
have declared the shores sacred Fartrader River: The Fartrader
to their people. The elves can once served as merchants travel-
often be seen at night, pushing ing from coastal Arvale, all the
their dead out onto the lake in way to savage Iderag. With the
burning reed skiffs. fall of the Grand Duchy, this sup-
ply line has been greatly dimin-
Chaelti River: Fed by the frigid ished. Orcish armies have pulled
waters of Chael Lake, the Chaelti great chains across the Fartrader
rushes south to join with the to seize any boat foolish enough
Saedre and Kolheim. Though a to attempt river passage, and
major waterway for Amin Dor and hundreds of goblin archers and
its neighbors, the river is infested scouts guard the banks of the
with predatory lizardfolk mounted river to discourage portage. A
atop tocinths, the giant albino handful of daring smugglers con-
snakes peculiar to the region. tinue to make runs from Cinai to

82
the coast in shallow skiffs, but their numbers grow fewer tures spawned in the Wastes of Zamon, and by Scourge
with each passing day. raiders testing the resolve of the Koranthian people.
High Sea, the: Named for its commanding view of the Javran Sea: Avoided by most sailors, the dark waters of
surrounding hillsides, the High Sea rests inside the blast- the Javran Sea are the known demesne of the dreaded
ed crater of a dormant volcano. While not a sea in the true krakens. Even the sahuagin are said to pay tribute to
sense, the crater and its lake are nonetheless legendary in these lords of the deep. Consequently, the sea devils are
proportions. The waters are fed by boiling hot springs known to raid ships daring to approach the Island of
and roaring geysers. Drank from their source, the spring Tarras from the east.
waters are said to have mystical properties, but few
explorers survive the heat-loving monsters that flock to Jester’s Tail, the: Named by the Criestine explorer
the steaming waters. Denys Morcault during his legendary voyages some one
hundred years ago, this deep and powerful river flows
Hoarfrost Bay: Few places in all of Áereth can boast of through the southernmost reaches of the Lostlands. It is
fouler weather than that of Hoarfrost Bay. Nine months the only known passage between the Empyrean Ocean
out of the year, the bay is locked in seething plates of ice and the Twisted Sea. Evil nymphs and fairies are said to
that shred the hulls of ships like paper toys. Blizzards lurk along the shores of the river, luring sailors and other
scour the frigid waters, blinding sailors so that ships run travelers along the river to their doom.
aground, their crews frozen at their stations. The remain-
ing three months of the year, fierce storms batter the Khiazan River: The Khiazan is a narrow but fast river,
coastline with driving rain and hurricane-force winds. which leads from the city of Dupleiux in Morena Nova
The savage weather of the Hoarfrost is matched only by down to the southern regions of the kingdom and the
the wealth beneath its waves. The plentiful schools of Empyrean Ocean. Sahuagin raiders often prowl near the
narwhales, emer fish, and lions of the sea draw fishermen mouth of the Khiazan, attacking Morenan merchant ships
and adventurers to the bay year after year. as they make their way up to the cities.

Imacuan Sea: The waters of the Imacuan Sea provide Kolheim River: The Kolheim River wends its way
access to Northern Xulmec. The city of Halcyon, nestled through the Warlands, feeding Raxem Lake before join-
between the sea and the rest of the Empyrean, offers ing its sisters, the Saedre and Chaelti Rivers. The river’s
surcease from the pirates of the Barrier Isles who would banks run high late into spring, often delaying invasions
otherwise harass Southland-bound vessels and make the from competing baronies. “With Kolheim’s blessing” is a
Imacuan a more dangerous place. Xulmecs from Athua black prayer commonly uttered by rogues scheming vio-
and Darawan are frequently encountered along the lent plots.
Xulmec coastline. Laeon River: The mighty Laeon takes its name from the
Ironflow, the: The Ironflow is renowned for the wealth unusual profusion of the manticores that make their dens
of minerals that are regularly washed down from its high in the gorge walls. The winged terrors display remarkable
cascades. Explorers report of a citadel of gnomes built behavior akin to swarming, working as one to drive away
over the very river. The citadel’s inhabitants attack tres- those foolish enough to intrude upon their rocky domain.
passers with uncharacteristic ferocity, driving away, cap- Laeysian Sea: The Laeysian Sea is fed on all sides by
turing, or slaying all comers. rivers and connected to the great seas by the Strait of
Kamasha and the Texcalapan Strait. It is surprisingly
serene for most of the year, but each year monsoons bat-
ter the coastline on the western edge for two months.
The deep blue-green waters of the Laeysian are con-
trolled by the drakon of Ssorlang, and any entering ship
is likely to encounter a darkvenom captain. At best, for-
eigners will find their cargo and passage steeply taxed. At
worst, the ship will be confiscated and its crew shipped
to the Ssorlang slave city of Kanthara. Only the Xulmecs
of Darawan—and the mysterious Xanthous from the
Shadowed West—are permitted to move across the sea
unmolested.
Izindol River: The Izindol flows east across the steppes
to the city of Stromblaen where it empties into Hoarfrost Lake Tlanec: The largest lake in the Southlands, the
Bay. The river is constantly plagued by fearsome crea- Tlanec houses the island city of Teotcoatlan, the apex of

83
Xulmec civilization. Despite the fed by the great Tlata Falls, where
dense human population of this the waters of the Imacuan Sea
city and the three long causeways topple over an immense cataract
spanning the water, Lake Tlanec into a wide, misty bay. From this
is vast, teaming with natural flora anomalous headwater, the
and fauna and boasting the great- Mochitla—the only saltwater
est population of huezcatlas in river ever known—flows inland,
the Southlands. The Teotcoatlans wending its way through the rain
have domesticated the animal, forests, hills, and marshes of
but countless wild huezcatlas Xulmec leading into the narrow
dwell on the banks of the lake. gorges of the Anduran Mountains.
Along this meandering path—
Lake Tyrgyz: This mystical from the northern coast of the
lake, found in the eastern out- peninsula to the wetlands to the
skirts of the Valley of Xyr mountain ravines—mangroves
Muthal, measures some ten miles grow in thick clusters along its
in diameter, and reputedly is as shores, prompting an assortment
deep as it is wide. The lake is of natural and unnatural fauna.
supposedly the source of the
Valley’s magical power. In addi- Though sacred to the Xulmecs,
tion, the waters of the lake are the Mochitla is a turbulent and
said to “cure” the undead and dangerous watercourse not easily
bring them back to life. navigated. Aquatic creatures nor-
mally limited to the oceans and
Leath River: With its headwaters at the spring-fed seas find in the Mochitla an opportunity to raid inland.
aquifers of Invergin, the Leath runs south, emptying into Even the ocean-dwelling sahuagin have been known to
Wyrm’s Deep. With Invergin’s rise as a slaving capital, seek vengeance against their terrestrial enemies by
the Leath has begun to serve a more foul purpose: dispos- means of the Mochitla.
al of the city’s dead.
Morro River: Named for the legendary founder of
Lirean Sea: Located squarely between the North and Morrain, it is believed that the icy flow of the Morro con-
Lostlands, the Sea of Lirea is at once the best-mapped sea ceals the tomb of the First Lord. How such a crypt might
of the North and its greatest mystery. Legend holds that be constructed—or how it could be uncovered—remains
the sea was once a landmass home to ancient empires of unknown. The Morro is one of the chief spawning rivers
both dwarves and elves. These same myths tell that an for the emer fish, and fishermen and dire bears alike
ancient apocalypse of unknown origins caused the lands flock to the river’s shores during the annual spawning
of Lirea to sink beneath the rushing waters of the period.
Empyrean Ocean. Modern scholars doubt the legends of
the Lirean—what magic could be strong enough to sink Quetli River: One of Zimala’s fastest-running rivers, the
an entire subcontinent?—but weapons and coins of Quetli swells year round from a labyrinth of mountain
ancient make and unknown metals regularly wash streams, then divides in the east to join the Ayashtica
ashore, keeping the rumors alive. Many companies of watercourse and the Chiauhtli Delta. Explorers crossing
adventurers have tried to plumb the depths of the Lirean the river have reported a mysterious cloudiness to the
in search of lost treasure hordes; those that return tell of otherwise healthy water, which is usually attributed to the
entire cities hidden beneath the waves, defended by Pochectic Mountains that feed it.
fierce squid-men astride mighty dire sharks. Raxem, the: The Raxem marks the southernmost reach-
Lost Lake: Lost Lake is named for the many-spired sil- es of the Warlands, where the baronies brush up against
ver citadel that fishermen sometimes see through the the realm of the Mountain of the King. The lake is reput-
mists or on moonlit nights. The mysteries of the fae- ed to conceal ancient vaults beneath its dark waters, but
haunted palace are closely held by the elves of the a profusion of giant water serpents and tentacled horrors
Corsan, who refuse to betray its secrets. protect the Raxem’s secrets.

Mochitla River: The Mochitla is a river of supernatural Red Death, the: Named for the bodies of Laerdian
significance to the people of the Xulmec, for it defies the slaves that wash downstream, the Red Death also serves
natural order, leading to what they believe is a physical as a waterway for Scourge forces on the move. Laerdian
gateway to Mictlan, the Land of the Dead. The river is insurgents constantly watch the river, reporting troop

84
movements back to their coup against Tarkhan
commanders, but just as Khurzog, the ogre-mage
often the spies wash ashore flooded the quarry, obliter-
in Wyrm’s Deep, reinforc- ating the drow and forming
ing the river’s wicked repu- the reservoir now known as
tation. Scar Lake.
Roguewash, the: Named Straits of Ymtal: While
for the profusion of bandits sheltered from the raging
and ruffians that make their storms that terrorize the
homes along its muddy Empyrean shipping lanes,
banks, the Roguewash the Straits of Ymtal harbor
serves as the primary fearsome sea monsters,
means of transportation for including the terrible drag-
those traveling long distances through the Freeholds. on turtle. Sailors have reported finding carcasses of mas-
More than one outlaw has escaped a mob of pursuers by sive sea snakes, some over a mile long, bearing terrible
plunging into the Roguewash, emerging several miles gaping wounds and floating in the Ymtal. It is unknown
downstream and vanishing into the wilderness. what sort of monster could be large enough to prey upon
this size of sea snake, and if any sailors ever witnessed
Saedre River: The Saedre River cuts across the western such a beast, they didn’t live to tell the tale.
Northlands, meeting the mighty Chaelti and Kolheim
before plunging down the Black Gorge and into the Surya Sea: Named after an elemental lord referenced in
Straits of Ymtal. The river marks the southern boundaries many mythologies, the Surya Sea has always been a
of the Wilds; those venturing across the north shore are place of divine activity. During the Reign of Dragons,
courageous, mad, or foolhardy in the extreme. mighty wyrms communed with their ocean-dwelling
brethren and beseeched the goddess Pelagia to shelter
Scragtooth Strait: Named for the aquatic trolls that raid some of their greatest artifacts beneath the waves. During
along the northern coastline, the cold waters of the Reign of Cats and the Reign of Serpents, the naga and
Scragtooth Strait are dangerous for those that linger. sphinx empires are said to have constructed a causeway
Mariners sailing between the Criestine Colonies and their of monumental size that stretched across the Surya. If
Northland benefactors make the voyage through the strait those stories can be believed, the bridge was collapsed
as quickly as possible. Ships that throw anchor for even after an epic war and treasures from both empires sank
a single night along the strait are seldom seen again. into the depths. A scattering of islands within the Surya
According to old seamen’s tales, the ships that tarry in still bear the ruined foundations of an ancient civiliza-
the night are swallowed by the night itself; when they are tion, speaking to the possible truth of such stories.
seen again, they are crewed by the undead.
Whatever legend says of the Surya, its present dangers
Sea of Desperation: The tempestuous waters of the Sea are indisputable. Odd rock formations beneath the waves
of Desperation are as mystifying as the landmasses it have razed the hulls of countless ships, and most attempts
touches. Nebulous magic as old as dragonkind is to chart these perilous rocks have failed. Even the pirates
believed to exist within this ancient sea—even experi- of the Barrier Isles brave the Surya only when the prom-
enced seamen have found countless anomalies amidst the ise of wealth justifies the risk. Only the adept boatmen of
roiling waves. Historical recordings and ancient Athua regard the sea with little fear, for their patron god
Southland pictographs document a time when the sea is said to have ascended to divinity within its depths.
was half its current size. If the local soothsayers speak Additionally, the waters along the eastern rim of Xulmec
the truth, the Sea of Desperation is slowly swallowing the are the domains of merfolk and tritons, friendly if shy to
land in a westward advance. The Eztenqui Jungle slowly humanoid sailors who do not bear the trappings of
dissolves even as land rises up amidst the isles of pirates.
Dujamar. If one sails due west of Tarras, the waters are
said to darken to the color of pitch as it nears the outlands Texcalapan Strait: Dividing the Island of Obsidian and
of the Shadowed West. the peninsula of Xulmec, the Texcalapan Strait is a wide
channel notoriously patrolled by the drakon. Though not
Scar Lake: Scar Lake is the largest artificial body of strictly within Ssorlang’s province, the imperious snake
water in the North. The Scar was quarried for the granite men accost all who brave these waters, demanding steep
blocks that built the foundation of Azmog-Azmennum, taxes or slaughter. All Zimalan expeditions launched
and grew to serve as a highway for drow and orc traders from the city-states of Xulmec are certain to cross the
from the Underdeep. When the dark elves attempted a paths of the drakon pirates in this strait, forcing travelers

85
to contend with them or pay their of relief for those crossing this
unreasonable tolls. desolate region of Áereth.
Raiders from nearby Rhaz al-
Tlata Falls: The miraculous Khali, though, are said to patrol
Tlata Falls defy the natural order, the banks of Ukhorvus Nuur,
as the waters of the Imacuan flow searching for unwary travelers to
into a wide basin below sea level abduct and use in their unholy rit-
and form the headwaters of the uals.
salty Mochitla River. How the sea
does not overtake the surrounding Urdu River: The Urdu has a sin-
land altogether is not understood ister reputation born from
even by the Xulmec druids who Tiam’tze, the ancient mound-city
serve as caretakers to the Falls. at its headwaters. Annually, the
Though anomalous to nature, the river’s waters flood red, and hun-
phenomenon is considered god- dreds of tiny dragonlings are
touched by the natives, not the flushed down the rocky gorges.
ministrations of evil. Resembling pale, foot-long
worms, the dead dragonlings are
Tojan Bay: The icy waters of quickly devoured by the carrion
Tojan Bay were renamed for the eaters of the Urdu and Saltwitch.
curious creatures that appeared The origins and significance of
there three centuries ago. the dragonlings remains a mys-
Tojanidas, outlandish omnivores tery.
that legend says came from
beyond Áereth’s mortal realms, lurk amidst the waves Warriors’ Gate: Immense white crystal cliffs complete-
and observe all who sail through them. Peaceable but ly surround this massive bay, which feeds into the
quite willing to defend themselves, the tojanidas are said Akhneten River. These gigantic crystals gleam so bright-
to tell many tales to those who speak their elemental lan- ly in the sun that navigating through the bay is a task best
guage. left to the most experienced of sailors. Many a shipwreck
lies beneath the jagged crystals of the Warriors’ Gate.
Twins, the: Branching off of the Akhneten River near the Unfortunately for most merchants and explorers travel-
city of Sakhaen Tair, these twin rivers—also known by ing to this part of the world, Warriors’ Gate is the primary
the more formal names of the Ctabakul and the gateway connecting the Empyrean Ocean to the rest of
Ctesiphal—cut through the blazing Ghetrian Desert like the Lostlands.
scimitars, providing life to this arid wasteland. The
Ctesiphal heads northeast toward the Vermilion Steppes, Parts of the crystal cliffs were carved eons ago into an
while the Ctabakul winds its way toward the Herennia elaborate mural, which depicts the ancient battles
Mountains and through Xa Deshret. between the sphinx and the naga. Lying behind many of
the carved figures in the mural are a system of caves and
Twisted Sea, the: This unexplored sea lies along the tunnels, rumored to be home to many vile beasts and to
southeastern coast of the Lostlands. Few sailors are dar- many ancient treasures.
ing enough to venture out into these black, cruel waters;
the last known explorer to challenge the Twisted Sea was Wyrm’s Deep: The shoreline of the Wyrm marked the
Denys Morcault, and his fleet of five ships disappeared last stand of the defeated armies of Leherti. Unable to
forever. The little information that is known about this retreat, unwilling to let the Scourge pass, the generals ral-
vast southern sea is that navigation is exceedingly diffi- lied their broken forces—reinforced by an alliance of
cult—compasses and sextants give wildly inaccurate human knights, dwarves, and elves—and held the Wyrm
readings, and even the constellations seem to shift in the against impossible odds. Today the shallows of Wyrm’s
evening sky. Other scattered stories about the Twisted Deep are littered with the bones and armor of a thousand
Sea speak of giant krakens and armies of sahuagin; how- soldiers and the hundreds of fell beasts they fought to a
ever, these stories are little more than sailors’ folklore. stalemate.
Ukhorvus Nuur: This giant freshwater lake in the south-
ern regions of the Lostlands is the primary source of
water for both the Ctabakul River and the Jester’s Tail.
Also known as the Dark Blue Pearl, this massive lake is
more than 70 miles wide, and acts as a welcome source

86
is a savage and formidable area—skilled warriors are
Hills, Highlands, and essential for traversing this region safely. Many of the
Mountains caverns lead to twisting passages that descend downward
for miles, with some of the major caverns acting as gate-
Anduran Mountains: Along with the Atlauhti ways that reach down to the World Below.
Mountains, the massive Andurans form a natural barrier Cliffs of Dyzan: Locked in the icy reaches of the
that sequesters the peninsula of Xulmec from the rest of Northlands, the Cliffs of Dyzan loom above the Bay of
the Southlands. These cold highlands further insulate Valfors, rising a thousand feet above the crashing surf.
from the unnatural heat of the Eztenqui Jungle and the Worn smooth by time and cruel northern storms, the red
Plains of Fire to the west. The climate of the Andurans stone cliffs house a number of sea caves at the water’s
varies drastically throughout its full length, mostly by its edge. With no beach to moor on, exploration requires
diverse elevations. Though the mountains are dominated maneuvering skiffs into the caves, a dangerous proposi-
chiefly by the humans of the Xulmec city-state of tion under the best of circumstances.
Amoya, many other creatures beyond the ken of any
humanoid province make the mountains their home. Dragonspire Mountains: The sharp peaks of the
Great eagles and condors lair in the rocky aeries, while Dragonspires define the eastern border of the Northlands.
rumors exist of white dragons living among the ice- Drawn like a line between the younger nations of the
encrusted peaks. From the colder foothills, trolls occa- west, and the antiquated empires of the east, the moun-
sionally venture out in search of human flesh. tain range is home to ruins older than either civilization.
Entire dead cities stand watch atop the high passes, entic-
Atlauhti Mountains: Also called the Canyon Peaks, the ing sages and treasure seekers alike.
Atlauhti Mountains run east and west, joining the
Andurans to separate Xulmec from all other lands. Only Dünerain Mountains: Running along the western coast
Omian Pass allows for easy passage between them. of the Northlands, the Dünerain mountains are home to
Warmer and lower in elevation than their neighboring some of the richest mineral veins in all of the North.
mountains, the Atlauhtis are infamous for their sheer and Attempts at mining are plagued by evil giants and their
jagged slopes and the volcanic activity common through- kin, who consider the Dünerains to be an ancestral home-
out. The city-state of Chuzec owes it very identity to land, sacred to their kind. Ruins of giant-sized tombs and
these infernal mounts. palaces bear testament to this theory, as does the profu-
sion of elder dire beasts. It is well known that a red wyrm
Barrows, the: The Barrows take their name from the of unmatched age and ferocity dozes somewhere beneath
scores of cairns and tombs hidden among the rock clefts the Dünerains, guarding a trove of ancient treasure. The
and ridges. Those returning from expeditions to the dread beast hasn’t been seen for a century or more; if it
Barrows report of a curse that hangs over the area; most still lives, then it is certain to stir soon.
adventurers die within six months of returning from these
haunted hills. Fangs, the: Local legend holds that the Fangs are the last
remains of a mythic “world dragon.” Whether or not the
Blackore Hills: Running along the eastern coast of the tales hold any truth, it is clear to all that the formations
Criestine coast, the Blackore hills hide numerous cave are distinctly unnatural. The calcified white spires are
complexes, and are notorious for their profusion of gob- home to a multitude of winged beasts that prey upon each
linoids and their wicked ilk. Merchants passing within other and the deer of the plains.
sight of the Blackores are advised to be on their guard for
worg riders and worse. Frosteye Mountains: The Frosteye Mountains stand
stark against the northern reaches of the Dominor range.
Caverns of Menkauhor, the: Located near the northern While not as awesome as the Ul Dominors, their north-
stretches of the Jester’s Tail, these craggy caves serve as ern latitude ensures that the Frosteyes are encased in ice
lairs for dozens of tribes of kobolds, goblins, and orcs. It and whirling snow through out the year. The glaciers atop
the Frosteyes fracture into deep crevasses and endless ice
mazes. None but the hardiest of monsters make their
home amid the icy spires, and woe to any who should
cross their frozen paths.
Herennia Mountains: Warring tribes of thunder giants,
lightning giants, and trolls inhabit these tall, imposing
mountains, which are located in the northern regions of
Morena Nova. In recent years, these giants have also con-
stantly raided the human settlements located near the

87
base of the mountains, turning Mirdar-Luminar Steppes:
these villages into ghost towns. Named for the ancient elven
nation that once ruled the plains,
The northernmost parts of the the steppes are now home to the
Herennia Mountains serve as the armies of the Scourge. By night,
ancestral home of the dwarven thousands of bonfires blanket the
kingdom of Taijin, who keep plains, like reflections of the star-
mostly to the tallest of the moun- lit sky, and by day raiders scour
tains, Mount Raiju. the steppes for escaped slaves
Kharan Plateau: Looming high and outlaws.
over the western edge of Ruins of elven towers still dot
Ssorlang, the Kharan Plateau the Mirdar-Luminar, rising like
extends well beyond the western spears from the windswept
edge of the Known Realms and steppes. Tarkhan Khurzog has
eventually reaches the Shadowed placed sentries around each
West. Upon first gaining the tower, and scores of Scourge
highland from the countryside of explorers have vanished into the
Ssorlang, one will find a hos- various ruins, never to be seen
pitable forest edge offering a again.
panoramic view of the Laeysian
Sea. As one ventures further Montzulec Mountains: Along
west, a vast, sterile heath pres- with the Nahualli Mountains, the
ents itself, with fewer traces of life showing with each Montzulecs serve as the natural barrier between Zimala’s
mile. Only the hardiest of flora endures within the humid jungles in the north and the arid plains in the south.
Kharan wasteland, and shelter from its aberrant monsters Many of these peaks are dormant or dead volcanoes,
grows scarce. though their volatile activity in the distant past gave
Zimala its name as the Island of Obsidian. The dark, vol-
Kitezhan Mountains: These tall, inhospitable mountains canic glass is still found in great abundance within these
once served as the stronghold for many powerful clans of mighty mountains—though accessing it is another matter.
marauding orc barbarians. However, during the War of the
Greatspear four hundred years ago, the Vermilion Tribes Little is known about what other secrets and dangers lie
eradicated the Kitezhan Mountains of these barbarian orc hidden in the Montzulecs and Nahuallis, but many
clans in a long and bloody siege. Orc ghosts and vampires unsubstantiated legends have endured. Mt. Huicatl, also
are said to still haunt the ruins of the few remaining orc known as the Pedestal of Heaven, rises from the center
enclaves not utterly razed to the ground. point of the Montzulecs where they meet the Nahualli
Mountains and is believed to be the tallest mountain in
Litzitlan Hills: At a glance, the Litzitlan Hills are pictur- the Known Realms. A cloud giant city is only one legend
esque and serene, not the kind of place a visitor would among many affiliated with Mt. Huicatl. Another is that
believe is universally shunned by the Xulmec natives. of Gørmnaar, a moving city of frost giants—some say,
Nevertheless, spending any length of time there is an the homeland of all their kind—carved out of a massive
invitation to death or capture, for lurking beneath the glacier that slowly advances through the mountains at the
hills are legions of formians, ever building and securing behest of their shamans. Yet another story tells of the
their domain. The Xulmecs respect and fear the alien, Stormspire, a tower once inhabited by silver wyrms and
hive-minded creatures, avoiding them whenever possible their humanoid apprentices during the Reign of Dragons.
and, with only very limited success, trading with them on Guarded now only by a single draconic lich, the lost
rare occasions. In the fifty years since their appearance in Stormspire housed magical experiments too deadly for
the hills, the formians have not sought to invade any of the proximity of more populous lands.
the city-states, though their sudden presence forced the
Xulmecs to reconstruct their trade roads and circumvent Mount Icpitl: On the Isle of Tlahuaco, Mount Icpitl is a
the insect people. The queen formian has on occasion dead volcano rumored to house the pyramid fortress of
sent out a few of her myrmarchs to make contact with the the legendary Emerald Cobra, Xiuhcoatl. The few
neighboring humans, reminding them that the Litzitlan Criestine scouts who have braved the Eztenqui Jungle in
Hills belong to the hive-city, whose name cannot be pro- search of it have reported lizardfolk and other hostile rep-
nounced by humanoid tongues. All trespasses into their tilian creatures dwelling in the vicinity of Mount Icpitl.
domain are taken as offers of service, as trespassers will Mountains of the Fifth Prince: Effectively the main
become formian slaves. barrier between the Lostlands and the Northlands, the

88
Mountains of the Fifth Prince stretch across the entire from dazzling white stone. Inhabited by tribes of giants
continent, connecting the Empyrean Ocean to the and trolls, the Spires are a deadly region, with only a
Twisted Sea. The Mountains of the Fifth Prince are handful of winding trails leading from the shores of the
named for Djedkara the Bold, an androsphinx and impe- Empyrean Ocean to the Ghetrian Desert and the imperial
rial prince who was the predecessor to the Great Queen roads of Xa Deshret. Abandoned silver mines lie deep
Ankharet. Djedkara, who died under mysterious circum- below the mountains, which were worked centuries ago
stances, is said to be buried along with three other Sphinx by dwarf and nalvor slaves.
Kings somewhere in the Mountains, in a series of con-
nected tombs called the Nekropolis Magna. Hidden somewhere amongst the tallest of the Spires is
thought to be the Tower of the Shattered Sword. Built
The Mountains of the Fifth Prince are also home to rov- several centuries ago, the Tower was then used as a
ing tribes of gnolls, which frequently raid the nalvor set- stronghold by the Criestiene Emperor Mattias II, who
tlements that lie near the base of this range. The few attempted in vain to invade Xa Deshret as part of a mis-
mountain paths that cut through the Mountains and con- guided holy crusade. Its exact location has been lost to
nect the Lostlands to the southernmost regions of the ages.
Saramathia are well hidden, and known only to a few
daring guides and rangers. Pochectic Mountains: The perennial mists that cling to
the summits of the Pochectic Mountains have given rise
Nahualli Mountains: See Montzulec Mountains. to numerous legends. The drakon of Ssorlang believe
that the mists hide ancient dragon citadels, while the
Omian Pass: A natural canyon in the Atlauhti Mountains Xulmecs claim that they conceal the thrones of elder
widened by time, Omian Pass was secured by the gods, divinities so old they have passed into retirement
Criestine colonists and Xulmecs when their alliances and now look upon the world from these enshrouded
were formed centuries ago. Its center smoothed by fre- peaks. Whatever the truth, expeditions into the
quent passage, both ends of the pass were laid with the Pochectics are seldom without incident. Reports of illu-
stone roads by the Xulmecs of Kaatlan and Teotcoatlan. sionary terrains and sudden, unnatural rockslides lend
Nicknamed the Passage of Bones for the bleached color credence to the belief that the mountains have something
of the canyon walls, travel through the pass is kept rela- to hide.
tively safe by the patrols from Ft. Montsiang. Recently,
reports of a mated pair of rocs have limited the number Saint’s Blood Mountains: Wreathed in snow and shack-
of caravans, while a pride of strange, black-furred kren- led by ice, the Saint’s Bloods stand guard over the distant
shars have been attacking travelers on the fringes of the north, marking the furthest reaches of the Known
pass’s southern side. Realms. Sages promote many theories of what lies
beyond, and of fell monsters that make their home in the
Pearl Spires, the: Along the western coast of Xa Deshret inhospitable wastes, but these speculations have yet to be
are a series of jagged mountain peaks, steep and formed proven.
Trolltooth Peaks: Rising where the Ul Dominors
approach the Lirean Sea, the Trolltooth Peaks are smaller
than their northern cousins, but no less inhospitable. Sharp
and craggy like their namesakes, the Trolltooths are home
to savage ogres, goblins, and many tribes of stone giants.
Ul Dominor Mountains: Home to the mighty Holdfast
of the Steel Overlord, the Ul Dominor Mountains divide
the Northlands in two. The highest peaks in all the North,
the Ul Dominors are covered with snow year-round.
Crossing the high peaks requires either dealing with the
dour folk, or risking encounters with fell beasts that make
their home in the mountaintop glaciers.
Urkallan Hills: Marking the northern border of the
Criestine Empire, the hills have long been a source of
mystery. Reportedly raised during a battle between two
great wizards, those passing over the hills at night speak
of seeing strange lights and unexplained noises, and mer-
chant traders refuse to camp in the hills. Regardless of
rumors, the Urkallans clearly serve as home to kobolds

89
and ogres that make a habit of Vermilion Steppes are an unfor-
preying on the villages scattered giving land. Only the hardiest of
about the hills. creatures are able to survive in
this desolate place, let alone
Uru’Nuk Highlands: The grassy thrive. The climate of the
highlands are home to the Vermilion Steppes alternates
nomadic tribes of Saramanthia, wildly between fiery heat and
and several species of migratory brutal cold, often within the span
lizard-beasts. Fertile and blessed of just a few days. Winds whip
with regular rain, the tall-grass harshly through the Steppes like a
prairie is also reputed to conceal sword stroke throughout the year.
an enormous ruin beneath the Small bands of kobold and goblin
grassy plains. Half-buried walls raiders make their home here, as
and grass-covered seals dot the do herds of shadroquus and an
highlands, lending credence to the elusive dragon or two, but the
theory of multiple ruins; certainly undisputed rulers of this waste-
the whispers of a single massive land are the Vermilion Tribes of
ruin beneath the turf are nothing the wild elves.
more than an exaggerated myth.
During the time of the Sphinx
Valley of Xyr Muthal: An isolat- Emperors, a mighty battle was
ed paradise in the heart of the once fought upon the Vermilion
Lostlands, this lush, fertile valley Steppes against a demonic
is home to dinosaurs and other horde. The Armies of the Sphinx
primitive beasts. Creatures thought to be long extinct can were victorious, but the blood of the fallen demons per-
be found in abundance wandering through the Valley of manently stained the battlefield a crimson red. To the
Xyr Muthal, making this strange and wondrous place a present day, if a warrior drives a dagger deep into the soil
living anachronism that seems to exist outside of time. of the Vermilion Steppes, the tip of the blade still comes
Rare plants grow in abundance throughout the entire out wet with fresh demon blood. For this reason, many
region, and gigantic herds of game animals roam freely undead creatures that feast on blood, such as ghouls and
across the flowing grasslands. vampires, have made their lairs in the Steppes.

Despite its obvious riches, the Valley of Xyr Muthal


remains largely untouched and undisturbed by the rest of
Forests, Jungles, and
civilization. This is not due to any lack of desire by the
kingdoms that surround it. Sorcery permeates this land—
Woodlands
those who wander through the valley seem to quickly Amn’crith: The Amn’crith is home to the largest-known
lose their memories, and physically transform into more specimens of Ashwood trees found in the North. Rising
savage, primitive versions of what they once were. Only several hundred feet above the forest floor, the massive
the most powerful of magics can protect travelers against old-growth trees house cities of elves and great rocs that
this transformation. The main source of magic for the make their nests in the trees’ uppermost branches. The
valley is reputedly Lake Tyrgyz, which can be found in floor of the forest is less traveled and much more wild,
the eastern regions of this area. and reports of gnolls and ogres surface from time to time.
See also Elven Nations in Chapter 1.
Although the Valley of Xyr Muthal has not been ruled—
or, for that matter, successfully claimed—by any of the Azcatlepi Jungle: Logographic glyphs in ancient naga
kingdoms of the Lostlands since the fall of the ruins suggest that before the Reign of Serpents, the
Khonsurian Empire, the denizens of the Valley are led in Azcatlepi Jungle was half its present size, with arid
loose fashion by a strange barbarian queen called Sionala. plains dominating the Zimalan landscape. Despite this
Although little is known about this barbarian warrior, the assertion, there is no disputing that the Azcatlepi remains
few stories that have slipped out of the Valley suggest that Áereth’s largest-known rainforest. Comparable to the
she is a warrior of immense power with magical abilities, Eztenqui Jungle with its dangers, the sheer size and den-
and may in fact be a demigod. The extent of her influence sity makes the Azcatlepi even more impenetrable.
over the rest of the Valley of Xyr Muthal is unknown. Animals of every size and color live in the verdurous
depths, along with giant vermin, supernatural serpents,
Vermilion Steppes, the: Known primarily for the tough,
and both carnivorous and herbivorous dinosaurs. Rain
blood-red grass that permeates the entire area, the

90
falls frequently, and tropical fevers have been known to wicked bent, and those venturing into its sheltered glades
claim the lives of entire expeditions. are advised to make offerings to its oldest residents. A
singular black unicorn has been sighted in the woods, and
Yet benevolent creatures are said to share the jungle with mages across the North have offered vast sums for its
monstrous predators. Where most explorers report capture.
ambushes and numerous casualties, others have reported
friendly fey and strange, otherworldly beings. The Crystalmeet Wood: A foul curse has overtaken the
Xulmec guides who lead Northland explorers to old Crystalmeet, twisting its trees into tormented mockeries
Zimala speak of mythic beings from celestial countries of nature, transforming its beasts into slavering aberra-
seeking isolation on the mortal world. tions, and slaying its elven keepers and raising them as
intelligent undead. The origins of this curse, and any
Blackbriar Wood: The sun-dappled vales and tumbling indications to its remedy, are all a mystery. Those inves-
waterfalls of the Blackbriar are regarded as among the tigating the Crystalmeet are seldom seen again, and those
most beautiful vistas in all the north, but the forest is best who do return are never quite the same again. One
known for its ambassadors: the celebrated Blackbriar notable example is the righteous paladin, Lady
Elves. Fiery warrior-mages, the elves of the wood have Shandovar of the Lance, who now resides in an Arvalis
distinguished themselves in military service in the sanatorium, where she spends her days drooling on her
Criestine colonies and in royal courts throughout the shocked gray hair and mumbling rites to aberrant gods.
north. In turn, the Blackbriar has been spared the depre-
dations common to other ancient woodlands, allowing Eztenqui Jungle: Primeval magic dwells in the heart of
the elves to nurture the beasts and flora of their ward. the Eztenqui Jungle, and it seldom benefits its intruders.
While certainly not devoid of predators or monsters, the Sweltering heat permeates the jungle at all times of the
woodlands of the Blackbriar are also home to the healthy year, making the surrounding lands more tropical than
populations of good creatures, including pegasi and even their latitude would suggest. Arcane scholars even sur-
the occasional retiring unicorn. mise that this torrid magic is linked to the Plains of Fire
to the south. The animals and beasts that prowl the
Eztenqui, however, have adapted to its extreme humidity
and high temperature. Of great danger to frontiersmen
and explorers are the storms of stirges that inhabit the
jungle, although even the dried husks of animals and
humanoids are insufficient warning to the true threat
these creatures pose when they arrive in great numbers.
Assassin vines, twisted fey, and even green hags are said
to dominate the deep jungle, but the promise of treasure-
laden ruins in the jungle continue to draw in the greedy
despite common wisdom.
Despite its menace, the Eztenqui Jungle is diminishing.
Carved in the face of one of the Atlauhti mountains, a
Cairnswild: Peaceful and welcoming during the day, at crude map presumably once used by stone giants depicts
night the rocky trails and shadowed dells of the the Eztenqui Jungle as reaching from where the Xocoatic
Cairnswild become the hunting ground for untold num- Marshes lay to halfway across the Sea of Desperation. In
bers of undead that rise from the abundance of crypts, the few centuries, the jungle’s eastern fringes have soft-
cairns, and barrows that dot the forested hills. At dusk, ened, dissolving into a marshy network of tiny isles and
the branches seem to close in, absent vines hang from salty channels. When the Criestine colonists first settled
dead limbs, once-familiar trails take new turns, and woe upon Southland shores, the eastern side of the Eztenqui
to anyone caught within the forest’s chill grasp after Jungle was known as the Tlahuaco Coast—yet Tlahuaco
nightfall. has since become an isle of its own, only the largest of
many as the Eztenqui is slowly swallowed by the Sea of
Corsan Forest: Ancient Corsan is much like her elven Desperation.
wardens: stately, noble and mighty, the tall pines and
moss-lined trails whisper secrets of the ages. Sylvan and Ferahn Forest: The Ferahn Forest is notorious for being
monstrous beasts exist in a careful balance; the elves did thick with goblins and orcs, and merchants passing
not orchestrate this balance, but they do protect it, ever through its darkened glades are advised to retain the serv-
mindful of the forest’s health. ice of stout warriors and spellcasters. Less well known
are the small communities of reclusive elves, hidden far
Similarly, the forest is home to fae of both good and from the usual trails and prying eyes. The elves make

91
their homes in grassy glades and great forests, the Mirdar is home
beneath the boughs of ancient to many sylvan-born creatures
trees. It is said that the elves, that cannot be found anywhere
though few in number, wage con- else in the North. Intelligent
stant war against the goblinoids, lynx, owls, and hounds all roam
and welcome those who would the woods, keeping watch for
lend a bow to their cause. The their fae allies. Despite the strong
Ferahn marks the eastern border presence of good creatures, the
of the nation of Thire. dangers of the Mirdar should not
be overlooked. Since the fall of
Jungles of Sahaptia, the: This Arovarel, fell creatures have
region of mighty jungles sits been sighted with increasing fre-
along the southeastern border of quency, along with wicked treas-
Xa Deshret. The jungles are well ure hunters seeking to despoil the
known throughout the world for ruins of the elven capital.
their legendary darkfyre trees,
which grow as tall as four hun- Mosswood: Mist-shrouded
dred feet in height and often have Mosswood is home to a number
a diameter of fifty feet or more. of standing stones, which are
Wood from the darkfyre trees is believed to have been construct-
highly coveted by shipbuilders, ed by the Druid Kings of old. The
who claim that the wood can be significance of the stones—and
used to build warships twice as the undecipherable, glowing
strong and as fast as a normal ship. Loose bands of evil runes that decorate their surfaces—has yet to be deter-
treants skulk about the jungle, making the cutting and mined. The locals promote any number of theories, rang-
cultivation of darkfyre trees difficult for ambitious timber ing from the stone circles serving as portals to other
merchants. worlds, sacrificial sites keyed to elder gods, or foci
designed to channel a vast network of world-spanning
However, this jungle region is perhaps most infamously energies.
known as the home of the pteral race—hideous insect-
like humanoids with a voracious appetite for the flesh Myrwych Forest: The dark, misty glades of the
and blood of humanoid creatures. The pterals live in Myrwych are haunted by wicked magic and tormented
giant blood-red hives, which either hang from the dark- aberrations. Horrors of Zamon stalk the forest trails in
fyre trees or have been built inside the ruins of search of prey, while summoned demons and devils
Khonsurian temples standing on the outskirts of the jun- watch over corrupted glades that were once home to the
gle. Although the pterals mercifully stay dormant for sylvan folk. The elves that remain in the Myrwych have
long periods of time—usually for seven years—at the been forced to adopt some of the characteristics of their
end of this hibernation, enemies; those visiting the
they emerge in a feeding forest report that the tribes
frenzy, annihilating every- of elves are a grim, melan-
thing within several hun- cholic folk, reduced to sav-
dred miles of their blood agery in their fight for sur-
hives. According to the vival.
written histories in Xa
Deshret, the Sphinx Oldarch Forest: Inhabited
Emperors once were able by a handful of loosely
to keep the wasp-men at organized elf tribes and
bay. However, the secret to their sylvan allies, the
this success has been long Oldarch is also home to a
forgotten, and with each temple hidden far from pry-
awakening, the reach of the ing eyes. Guarded by elf
pterals edges ever closer to paladins sworn to the
the rest of the civilized Theocracy, the forest-
world. bound temple houses secret
texts and lore of the Lance.
Mirdar Forest: Last of the The temple is visited most

92
often by scribes and librarians Wintermere Forest: Blasted by
researching specific questions, incessant ice storms and bliz-
but on occasion even his Holiness zards, the Wintermere is encased
of the Lance has been witnessed in a frozen tomb for all but two
riding into the shaded wood … months of the year. During these
with an army of devoted body- brief days of respite, the trees
guards at his side. shed their coats of ice, and the
forest comes alive with both
Stagwood: Standing on the bor-
predators and prey. A hardy breed
derlands between Thire and
of pale-skinned savages are
Crieste, Stagwood is no less dan-
believed to make their home in
gerous for the regular patrols of
the woods, dressing in furs and
Thirian wardens that watch over
worshipping elder dire beasts
its trials and glades. The wardens
with totems carved from
of Thire are a good if rustic folk,
Ashwood trees, towering stones,
welcoming to strangers and quick
and the ever-present ice. The
to defend their beloved home-
Wintermere Forest is found on
land. While the wardens can
the western banks of the
watch over the eastern wood, the
Hoarfrost, north and east of the
western forest is held in the cruel
fetid Wastes of Zamon.
grasp of monstrous humanoids.
Thornswild Wood: Found in the Witch Wood: Also known as the
northernmost reaches of Thire, Bane of Morcaut, the Witch
Thornswild Wood was once a place of great druidic Wood is shunned by all. The woods appear no different
power. In recent decades, though, the Thornswild has than any other mundane woodland, but it is well docu-
fallen upon ill times. The wicked vines that give the mented that anyone who enters the wood vanishes, only
woods their name crawl about at will, hooking unfortu- to reappear in other woods, sometimes thousands of
nate creatures and feeding upon their blood. It is rumored miles away. Given the danger of most woodlands, it is
that a site of great power remains somewhere within the not surprising that few of these wayward travelers are
woods, but few are willing to dare the narrow, thorn-lined ever heard from again.
trails. In the very center of the wood rises a great stone
spire, atop which lies the abandoned ruins of an ancient Swamps, Fens, and Moors
keep.
Black Fens: Heated by searing hot springs, and frozen
Wailingwood: Infested by brigands and rogues, the by the ice storms of the Hoarfrost, the Black Fens are
Wailingwood is a haven for outlaws fleeing the Free perpetually shrouded in dense mists that stink of sulfur
Cities of Leherti. Merchants passing within sight of the and hellfire. Ice grows where the hot springs wane,
foul place travel with a full complement of warriors, blackened by the sooty mineral discharge that gives the
mages, and priests. Of late, rumors have filtered down to fens their name. Explorers crashing through the fragile
the coast telling of brigands pretending to be mercenary crusts of ice are often surprised by the scorching heat of
companies and hiring themselves out as guards for those the springs, and those trapped in the boiling mud quickly
making the trek north. cook to death.
Warder Wood: Despite its location in central Crieste, The fens are inhabited by trolls of every sort, including a
Warder Wood conceals an unusually high number of orcs rare sorcerous breed that delights in enslaving weaker
and goblinoids. Attempts to root out the monsters creatures. Both ice- and fire-loving beasts can be found
inevitably end in tragedy at the foot of the five temple- in equal abundance; similarly, creatures that shun the
fortresses secreted in the heart of the woods. light of day find a welcome respite in the mist-shrouded
Wilds, the: The forests known as the Wilds are situated swamp. A small enclave of drow make their home in the
south of the Halls of the Mountain King and north of the center of the swamp, defended by crude stone walls and
river Saedre. These dense and forbidding forests are uni- a fortress of raised mud and magicked stone.
versally feared and respected. Human and goblinoid sav- Chiauhtli: A tributary of the Quetli River splinters into
ages alike lay claim to the dark woods, attacking those the wide Chiauhtli delta, a large and notoriously unpleas-
foolish enough to enter their realm. Legends whisper of ant bog to most explorers, but a wondrous ecology of ani-
forgotten dwarf vaults hidden beneath the forest floor. mal and plant life. Nomadic tribes of lizardfolk dwell in

93
the marshlands, driving Xocoatic Marshes: As
away intruders and killing explorers step off the foot
only repeat offenders. The of the Anduran Mountains,
drakon of neighboring they find themselves in an
Ssorlang have attempted unpleasant, humid bog.
many times to subjugate Travel is slow in this suck-
these tribes as they have ing mud and insect-ridden
countless times before quagmire, but far prefer-
them, but the Chiauhtli able to the open fens to the
lizardfolk have countered west that comprise the
every invasion with gueril- Xocoatic Marshes. The air
la tactics impressive for so is filled with acrid fumes,
primitive a people. and it is clear to rangers and
Explorers from the city- druids that these are not
state of Maras have report- natural swamp gasses but
ed a camarilla of powerful something more sinister
lizardfolk druids who use and likely magical in ori-
the land itself to stave off the drakon scouts that precede gin. Worse, hidden rents in the endless mud have been
each would-be invasion. known to spew caustic, flesh-searing liquids. Rumors of
black dragons dwelling in the corrosive marshland are
Gloom Marshes of Tashgar, the: Lying due east of the sufficient to discourage exploration of this foul region.
Valley of Xyr Muthal, these forbidding marshlands are
constantly shrouded in thick gray mist. Zombies and
skeletons wander aimlessly through the outskirts of these
Wastelands
marshes, attacking travelers along the few roads that Achsfel Wastes: Located on the southeastern coast of the
come near this dangerous place. Lirean Sea, these blighted lands were once fertile plains.
The Gloom Marshes are also home to many vile reptilian Few creatures live here, and fewer plants thrive. All are
creatures, including large tribes of lizardfolk. These considered unclean to eat. The area is regularly scoured
lizardfolk make occasional raiding forays to the north, by an acid rain that burns flesh and metal but leaves stone
but for the most part keep to themselves. intact. No sages today know the reason for the ancient
transformation; however, the rare travelers have report-
Great Swamp, the: Straddling the border between the edly seen a mysterious palace in the Wastes from afar, but
nations of Crieste and Thire, the Great Swamp is claimed none have dared to investigate.
by none. A fetid, dismal place, the thick mists and watery
bogs of the Great Swamp conceal secrets dating back to Blackfield: The Blackfield—or Capotzitlalli, as it is
man’s first attempts at civilization. Most of the ruins known in the Xulmec tongue—is a patch of desolate,
from this time sank below the waters centuries ago, but a blackened land roughly three miles in diameter. Named
few crude temples and towers still stand, clinging to ages for the sooty consistency of its cursed soil, it was the site
long past. Lizardfolk and their kin can be found within of a prominent battle when the Criestine colonists fought
the swamp, inhabiting the old ruins and adopting their against the drakon in the early years of their settlement.
savage customs. The battle was a pyrrhic victory for the colonists, for as
it progressed, the ground and sky darkened and the slain
Saltwitch Swamp: The low-lying basin of the Saltwitch from both sides seemed to blacken and reanimate, drag-
floods annually when the tides of the Lirean are at their ging down their former companions in a terrible slaugh-
highest. When the tides recede, they leave a salty crust ter. Whether invoked by some magic by one of the armies
covering stunted trees and rocks alike. The remainder of or the manifestation of an unnatural phenomenon from
the year, the swamp is a hot, muddy salt flat, devoid of the land itself, the Blackfield was born that day.
fresh water or shelter.
The Blackfield is a tract of coal-colored soil, littered spo-
Aberrations, freed from the salt flats during the wet sea- radically with human and drakon bones bleached bright
son, rage across the Saltwitch stalking prey captured in white. The remains of other unfortunates who have ven-
the muddy tides. Those caught outside their lairs when tured onto the field have sunken into the ground, giving
the flats harden quickly descend into a madness; driven rise to the belief that ghouls, shadows, or worse dwell
by hunger and the harsh conditions of the Saltwitch, they beneath the earth. Even on a bright sunny day, those
venture into the nearby Barrows or lurk along trade standing within see the sky in coppery hues, and even
routes established by merchants crossing the flats. bereft of trees, the land seems cast in permanent shade.

94
The Blackfield is a lure for curi- north, the eastern expanses of the
ous wizards, but is universally Vermilion Steppes were blown
shunned by the Xulmec people. apart, leaving a large, smoldering
While difficult to confirm, a few crater over three miles in diame-
repeat visitors have raised suspi- ter and reaching down even fur-
cion that the field is “drifting” in ther into the depths of the earth.
the direction of Ft. Ferrau. Scorching purple smoke still bil-
Reportedly it has only moved a lows forth from the crater as
few yards since the phenomenon powerfully as the day the comet
was first noted, but where per- first fell to earth, giving the
fectly healthy ground once lay to crater its more commonly known
the north, the blight seems to name.
have encroached. Meanwhile,
along its southern rim, the land The Devil’s Cauldron is a dan-
seems to be “healing.” A group gerous place. Prolonged expo-
of local druids, considered sure to the foul purple smoke
obsessed with the Blackfield and causes the flesh to burn and scar
more than a little mad, have even horribly, and those who breathe
suggested that the field’s move- the vapors too long invariably go
ment is accelerating. mad. Additionally, the area is
patrolled heavily by drow and
Burned Lands, the: In addition derro raiders, who climb up the
to cracking the world and creat- narrow paths from the bottom of
ing the Devil’s Cauldron, the falling of the Shadow Star the crater and attack those who wander too close to their
also created a vast wasteland that straddles the eastern homelands. The Cauldron is a place best left alone,
regions of the Vermilion Steppes and the Ghetrian unless one should desire to travel down into the World
Desert. Such was the heat that spewed forth from the Below.
falling Shadow Star that the ground below was complete-
ly incinerated, leaving a wide path of scorched earth in its Frost Barrens: The sweep of icy tundra and stunted
wake. Since that fateful day, the Burned Lands created by pines known as the Frost Barrens is a place without
this event have remained fallow and barren, and black mercy or pity. Those venturing onto the Barrens forgo the
smoke still billows from the charred ground. assumptions of civilization, giving themselves over to the
savage rule of the wild. Remorhazes, white dragons, and
Although the Burned Lands themselves have remained frost worms are the masters of the tundra, and all others
lifeless, they have still managed to become a haven of simply struggle to survive in their shadow. The frozen
nefarious activity. Drow raiders emerge occasionally remnants of failed expeditions dot the icy tundra, a testa-
from this area, as they battle with the Vermilion Tribes ment to the brutal, unforgiving nature of the Barrens and
when they get too close to this region. Additionally, large its denizens.
numbers of bugbear hordes have been spotted making the
arduous trek into the heart of the Burned Lands. Traders report of encountering fire witches who make
their hovels in forlorn ice caves and muddy huts. Tales
The Burned Lands are also home to the mysterious Silver speak of the fires maintained by the witches, who claim
Citadel of Niraz. that their wards have burned since the beginning of time.
Devil’s Cauldron, the: Since the beginning of time, the Ghetrian Desert, the: The vast stretches of the Ghetrian
comet known as the Shadow Star had been a fixture in Desert (also called the “Great Desert” by locals of the
the evening sky. Even the most ancient dragon lore region) encompass nearly all of the northern regions of
speaks of this peculiar fireball, which blazed past the the Lostlands. Once but a fraction of its current size, the
moon and stars once every ten years, setting the night sky desert has grown tremendously since the fall of the
ablaze with sinister purple light. The visits from the Sphinx Empire, creating a fiery wasteland in what was
Shadow Star ended, however, when the glorious comet once a tropical paradise. The nalvor of Xa Deshret stub-
fell to earth almost twenty centuries ago. Although how bornly believe that the growth of the desert is a parting
the comet arrived is somewhat disputed—according to curse from their departed Sphinx Emperors, and that the
the lore of the Vermilion Tribes, the Shadow Star floated desert shall retreat and wither once the Sphinx return.
to the ground like a feather, rather than crashing violent-
ly as assumed by most sages—none can argue the result In additional to the abandoned cities of the Khonsurian
of this arrival. After the comet left a giant scar across the Empire and the nalvor, the Ghetrian Desert is also home

95
to wandering tribes of human and halfling merchants. Empire summoned together the mightiest of the Druid
These merchants traverse the majority of the Lostlands, Kings, elven wizards, and entire legions of slaves. Over
and perhaps have a better perspective upon the entire the course of a single year, the united forces enlarged a
Lostlands than any of the other creatures that live there. river valley into a mighty canyon unlike any other, build-
ing ramparts and battlements along its western rim, and
Icenwastes: The western wastes are protected from the created siege weapons on a scale never witnessed since.
fierce conditions that claim the Frost Barrens, and mon-
strous humanoids of all breeds roam the tundra. Nearing The armies of the giants arrived confident in their might,
the Hoarfrost, the Icenwastes assume a character akin to having easily conquered all other challengers. The giants
the Barrens, the tundra changing to snow drifts, ice poured into the canyon and swarmed up the far side, only
ledges, and then entire glaciers. The eastern Icenwastes to be met by the focused might of the Abylos Empire.
rival the Frost Barrens for their ferocity and bleak deso- Legions of archers rained arrows down into the rushing
lation. The largest of the world’s white dragons is hordes, soul mages slew slaves by the thousands to call
believed to make its home atop a glacier in the eastern down storms of fire from the heavens, and spearmen and
reaches of the Icenwastes. swordmaidens fought the few invaders that climbed their
way to the rim of the canyon, casting the corpses down
Plains of Fire: If one looks westward from a vantage in upon their fellows.
the Anduran Mountains, a vast and perpetual cloud of
mist obscures the horizon, dominating earth and sky The defense was entirely too successful, funneling the
beyond the Xocoatic Marshes. The Xulmec people call trapped giants south and west toward Foresthome, where
the land within the mist Ixtlatla, the Plains of Fire, and do the giants raged, destroying the surrounding lands and
not venture there. Their priests say that the Plains are not setting the stage for the destruction of Lirea.
meant to be crossed, serving as the supernatural barrier
between the Known Realms and the Shadowed West. Today, ancient ruins can still be found on the western
rim. Few creatures are foolish enough to venture to the
In truth, the endless miles of mist are sempiternal clouds of chasm floor, where the ghosts and specters of slain giant-
steam, roiling up from the geysers of boiling water that kin wander uncontested.
blister the plains for hundreds of miles. What natural or
unnatural geology generates such heated water so continu- Wastes of Zamon: The dark moors and high ridges were
ously none can say and few can observe. Within the Plains synonymous with wickedness long before the sorcerer-
of Fire, the first few miles are uncomfortable, quickly giv- exile Zamon raised his demon-born tower. Like a people
ing away to scalding clouds and killing steam. Only crea- hungry for a king, the wastes have flourished beneath
tures inured or immune to such heat can venture further Zamon and his ilk, spreading their foul corruption south
west. Reports from adventurers magically equipped for the and east with each passing year. Now over one hundred
extreme temperatures speak of seeing salamanders, mephi- evil sorcerers, necromancers, and black witches and war-
tis, and even elemental creatures of fire. locks make their home in the wastes.

Sands of Shanbilai, the: This southernmost desert of the Wicked beasts, both summoned and created, roam the
Lostlands forms the main barrier between Morena Nova Wastes, searching for prey and performing missions for
and the rest of its hostile neighbors in the region. their demented masters. Few, if any, of the Wastes’ orig-
Somewhere deep in the heart of the desert is a gateway to inal fauna can be found. Every tree and flower, every
a dark dimension. Through this gateway, fiends and other mammal, bird, and insect has been twisted from its orig-
infernal beings wander into the Sands of Shanbilai, inal form. Insane treants and corrupted nature spirits are
slaughtering all that they encounter. For this reason, the especially dangerous, refusing to even recognize the wiz-
roads that criss-cross the desert have been abandoned for ards that call the Wastes their home.
many years—even the Morenan armies are terrified to
patrol them. It is a region best left alone by travelers. The Ruins, Dungeons, and
only area of solace known in this fiery desert is the Oases
of Sheshat-Semet, which can be found near the center of
Antediluvian Curiosities
this region. It would be impossible to list all the ruins of the Known
Wall of Ablyos, the: Also known as the Gorge of Realms; several tomes could be devoted to the
Saramanthia, the Storm Chasm, and Giants’ Folly, the Northlands alone, and fresh ruins are being uncovered
Abylos Wall is actually a canyon of mythic proportions, each year. The following is a partial list of the ruins most
rising a full mile from floor to rim. During the dark years often cited by bards and minstrels. Adventurers and treas-
of the War of Divine Right, with armies of giants and ure seekers should beware: The notes collected herein are
their kin threatening from the south and east, the Abylos incomplete at best, and misleading at worst.

96
Amonzadd and Ahna-Vithyre: Few legends can com- army, it was assumed that the world was now rid of her
pare to the two great nations that were swallowed by the evil. That night, as the party rested on the pass below, the
Lirean Sea during the War of Divine Right. Amonzadd, citadel broke free of the mountain and rose into the
the ancestral citadel of the dwarves, and Ahna-Vithyre, moonlit night.
the Foresthome of elven lore, were both consumed when
the subcontinent of Lirea sank below the waves. While The Castle of the Crow has been sighted hundreds of
few contend that anyone (or anything) could have sur- times since, often presaging a terrible tragedy or natural
vived the cataclysm that swallowed the two great cities, disaster, with hundreds of crows circling its high towers.
rumors persist of elven archmages sleeping away the Catacombs of Nos Caen: Discovered beneath the foun-
ages in their sealed vaults, and of dwarf-lich regents rul- dations of Halsgate Castle, the extent of the catacombs is
ing lost forges hidden beneath the ocean’s floor. The fires unknown. Preliminary expeditions have revealed that the
of rumor are rekindled whenever a shallow water diver crudely carved catacombs belong to a sort of undercity.
returns with a few coins minted of an unknown metal, or Sages doubt that the savages of Nos Caen could have
the body of a grizzled dwarf lord, armored in ancient built such an extensive complex, but few offer theories
fashion, washes ashore. about who—or what—might have done so.
Ayoxatlan: With its dark, pitted towers clawing the sky Coatopolan: Sometimes called the Snake Ruin,
and its massive girders jutting out over the Athuan shore- Coatopolan was once a city built on the edge of the
line, the ruins of Ayoxatlan are still an impressive sight. Zimalan Empire, the nagas’ sole outpost at the northern
If the old legends are true, the lofty structure once served edge of their empire. Hidden at the heart of the Xulmec
as the gate and abutment for a bridge of titanic propor- peninsula, the ruin has been largely reclaimed by the land
tions that reached across the Surya Sea itself to the and now serves as the home of many animals and unnat-
Lostlands. Casual observance of the expansive sea makes ural creatures. The one exception are the Miztlani, an
this possibility difficult to believe, but the impeccable order of paladins who have claimed the western edge of
architecture and monumental size of the structure gives the ruin as their own. It is the site of the holy tomb of the
the beholder pause. Stories told by Xulmec priests sug- heroine Cihuamiztli and the lammasu champion Naram-
gest that the gods once favored the great empire of sin (see Miztlani, Chapter 5). Though the ruins of
Zimala, approving the nagas’ desire to reach across the Coatopolan hide many dangers, much exotic flora thrives
sea to foreign lands. here as well. Of greatest note are the miztli vines, hearty
Even if this is true—and that a causeway once spanned aerophytes indigenous to the ruin that bear tiny golden
the many miles to the Lostlands—then the gods have blossoms said to resemble a feline face.
since withdrawn their favor. The stories even say that Cohuatlizon: Cohuatlizon was a ruin even during the
islands once supported the bridge’s columns, but they are rise of the Zimalan Empire. Situated at the heart of the
nowhere now to be seen. The only evidence is the island forested Serpent Isle, Cohuatlizon was once a city of dra-
at the center of the Surya and the corresponding ruin on conic origin, but it has been long since plundered of its
the far side. greatest secrets. The only treasures to be found here now
Ayoxatlan is a perilous ruin now. The anchorage alone is are in the lairs of those monsters bold enough to take up
a multi-leveled structure, a monolith of cratered stone residence within.
that has become the lair of monsters. The abutment and Cohuatlizon’s greatest danger—and greatest appeal—is
towers, scarred by millennia, comprising a labyrinth of the Serpent Oracle, a legendary medusa of prophetic
passages and guard chambers, hold dangers of their powers who dwells within a shattered temple at the city’s
own—creatures who require no contact with civilization heart. She offers frighteningly accurate visions of the
or wish to hide their deeds. Where the towers sink into future to those who can find her—and those of whom she
the jagged shoreline, sea monsters have gathered and approves. Those who sought to exploit her powers of pre-
proclaimed a dominion of their own. The levels beneath science are now permanently displayed in a vast gallery
the waves are nigh inaccessible. of statues. If reports are true, no fewer than a thousand
Castle of the Crow: Home to the Crow Queen, a witch figures of lifelike stone adorn the city’s central prome-
of exceeding power and wickedness, the Castle was a nade. A gang of stone giants is said to guard the Serpent
mighty citadel built high atop the southern Ul Dominor Oracle, and will smash her greatest offenders into rubble
mountains. The Crow Queen demanded a tribute from all once they’ve been rendered in stone.
the traders crossing the pass beneath her citadel, accept- Crypt of Kothean: The lords of Kothea once ruled an
ing gold but preferring souls. When a party of Crieste’s empire that united much of the western Northlands.
most powerful heroes launched a surprise raid on the Seven generations of lords were buried in a secret tomb
citadel, slaying the Crow Queen and laying waste to her hidden somewhere in the heart of the Myrwych forest,

97
Huetzetoc: Meaning “he lies fallen” in the Xulmec
tongue, Huetzetoc is the half-buried remains of the obsid-
ian idol of Huamec, the savior and first god of the
Xulmecs. During the War of Divine Right, when
giantkind united against the smaller races of the known
world, the people of Xulmec faced certain destruction
from the armies of storm and fire giants who assailed
them. It was Huamec who answered their prayers,
instructing his priests to build a colossal statue of obsid-
ian into which the god fused his own spirit. The might of
his avatar turned the tide for the Xulmec people, but in
the struggle Huamec himself was slain.
Centuries later, what remains of that great idol now lies
shattered and inert. Only parts of the statue’s three–hun-
dred-foot frame remain intact. The head is set apart, jut-
ting diagonally from the soil. All Xulmecs consider
Huetzetoc hallowed ground, and the city-states often take
along with the bodies of their devoted servants and atten- turns sending patrols to watch over it.
dants. Rumor holds that the extensive crypt also contains
portals that reach across the face of the North, allowing Lost Mines of Avjitar: In the desert mountains south and
quick movement of armies in times of great need. west of Punjar, there exists a series of mines that follow
a rich vein of pure adamantine. The location of the mines
Fane of Elder Gods: Bards speak of a blasphemous was a carefully guarded secret, and a citadel was built
palace-temple hidden somewhere atop the Ul Dominor atop the mines to protect against raiders and foreign
mountains. This windswept, snow-laden ruin is said to be armies. Avjitar prospered for many years, sending a
the home of a race of giants originally destined to rule the steady stream of adamantine north to Crieste, only to be
lesser races. These stories also tell of a stone palace built buried by a magical sandstorm that swept up from the
to an enormous, giant-sized scale. While none can speak Great Desert, burying the city and obliterating all traces
to the fate of the giants, their temples-fires still burn, of its inhabitants. The source of the sandstorm, and the
offering praise to weird shapes and deities foreign to the location of the mines, have been lost to the ages; maps to
known world. Avjitar are a popular item in Punjar, found in the stall of
Floating Island of Orskenia, the: Moving throughout any dealer in antiquities, although their authenticity is
the Empyrean Ocean like a relentless predator, the dubious at best.
Floating Island of Orskenia is more of a sailor’s tale than Maw of Mictlan, the: The terminus of the Mochitla
an ominous terror. The circular island, which by all River—or merely its threshold—the Maw of Mictlan is
accounts is a volcanic monstrosity measuring some twen- the entrance to the Land of the Dead according to
ty miles in diameter, appears in a cloud of greenish-gray Xulmec belief. Virtually inaccessible on all sides, the
mist once every sixty years. The island never appears in great chasm into which the river drops in a waterfall
the same location twice, although it usually materializes spanning hundreds of feet can only be viewed in one of
within a few days’ sail from the coastlines of the two ways. The first is from the Lamasery of the Dead, an
Lostlands. Once it arrives, the island may remain in the ancient building that resembles a sepulcher more than the
Empyrean Ocean anywhere between a week to a year, monastery it is. Overlooking the Maw from a high
drifting slowly through the murky waters without rhyme precipice, it offers visiting pilgrims the only safe vantage
or reason, and moving just a few leagues each day. All of the impressive plunge. The second means of accessing
ships that pass near the Floating Island disappear or are the Maw is from the river itself, a course as certain as it
wrecked within days of sighting the mysterious place. is deadly. If the water merely drops into an abyss deep in
No one knows what actually lives on the island, if any- the earth, then the fall alone is sure to kill. If the water of
thing at all. Many sailors and pirates strongly believe that the saltwater river truly passes into the realm of the dead,
Orskenia is some sort of purgatory for those that drown one’s safety cannot be assured.
at sea, and that the island crawls with undead creatures. Oubliette of Tybor the Mad: When the great magician
Still others believe that the island is a haven for the Tybor, Elder Seer to the Emperor of Abylos, predicted the
sphinx that left the Khonsurian Empire centuries ago. rise of the giants prior to the War of Divine Right, he was
Whatever the origin of the Floating Island, it is a place ridiculed as a fool and chased from the royal court by
believed to best be avoided at all costs. children armed with stones and rotten vegetables.

98
Consumed by madness and anger, Tybor built an In recent years, much activity has been spotted surround-
inescapable dungeon-maze, warded with powerful mag- ing the Silver Citadel. Flickering lights burn faintly in the
ics and watched over by a contingent of summoned towers of this fortress, which has seemed dormant for
demons. On the eve of the war, Tybor stole into the many generations. Additionally, the silhouettes of dragon
palace, kidnapped his king, and delivered the regent into wings have beeen spotted flying in and out of its gates.
the heart of the maze. Whatever secrets that lurk inside the Silver Citadel of
Niraz seem ready to burst forth from this odd place, and
Legend holds that the demons were tasked with keeping to spread across the Lostlands like wildfire.…
the errant king alive to wander the maze until the end of
ages. Whether such a feat is possible, and if it is true that Standing Stones of the Druid Kings: When scholars of
the regent still carries his crown and scepter of office (the the North seek out evidence of the past, they need to look
powerful relics vanished the same night as the regent) are no further than the Standing Stones. Scattered across the
questions that seem destined to remain unanswered. North, and found in nearly every region, the circles of
stones and monoliths were raised according to the will of
Thora-Ulimet: Legends tell of a great city of dark elves the Druid Kings.
founded in the years following the Eldritch Coalition. A
city of merchants and Underdeep traders, the drow of Some, like those found in Mosswood, bear glowing runes
Thora-Ulimet were reputed to have dealt extensively etched deep into their faces. Others are as smooth as pol-
with wicked humans, dwarves, and the intelligent mon- ished glass and crackle with untapped energies. Others
strous humanoids. The city was laid low by a flight of sil- keen aloud when approached by orcs and half-orcs, and
ver dragons and an elf paladin bent on avenging her fall- still others heal any who approach them. The purpose of
en brethren. Legends allege that the ruined city still deals the stones, and the reasons for raising them across the
with the surface races, and place the lost city somewhere face of Áereth, are lost to antiquity.
in the Ul Dominor mountains.
Well of Worlds: Found deep within the bowers of the
Silver Citadel of Niraz, the: Sitting in the center of the Anseur forest, the Well of Worlds is a forty-foot-wide pit,
cracked and blackened Burned Lands is a mighty lined with rough stones, whose depth is unknown. The
fortress, with gleaming silver walls over one hundred feet stones all bear powerful runes and sigils, thwarting all
tall, and golden towers that seem to touch the sky. attempts to discern the nature of the magic at work in the
Although the size of the fortress suggests that it was built Well. The elves of the Anseur report that every full moon
for titans or giants, the Citadel was built sometime after the Well is lit up from below. During the time, according
the fall of the Shadow Star. According to the folklore of to legend, it is possible to use the Well to travel to other
the Vermilion Tribes, the silver fortress arose from the times and places. Unfortunately, no one has ever returned
ashes of the Burned Lands in a single moonless night from such a journey to verify this.

99
Chapter 5
Organizations

W
hile nations are the principle face of Áerethian and nearly two hundred students living within the walls
politics, numerous cabals, secret societies, of the Arcanum. Students are marked with tattoos of
cults, and brotherhoods work their agendas dragons on their forearms; should they ever be deemed
across borders and beneath the noses of unsuspecting worthy of becoming a master, ornate designs of magical
regents. Some of these organizations labor in the defense fire are added to the original tattoo.
of good, but many, many more are sworn to evil ends.
Those acolytes who travel to the Arcanum Infernal, and
In the history of the Northlands, as many regents have seek to gain the forbidden knowledge within its walls,
met their death at the end of a poisoned dagger as on the must first pass a series of trials in order to become a
field of battle. Those who deal with secret societies know novice student. While the exact number and order of
it is not enough to be guarded by a high city wall and these trials remain secret, it is known that some test mag-
defended by an army of loyal men-at-arms. For when ical ability, while others strive to push the limits of the
shadow wars rage across the face of Áereth, any man, mind. Few actually pass all the tests and gain admittance
woman, or child could be the agent of the enemy, and no to the Arcanum Infernal; the walls of the sinister institu-
one—archmage, bishop, general, or regent—is safe. tion are surrounded by the rotting corpses of failed stu-
dents. Lunatics spouting utter nonsense also sit by the
In many lands, clandestine societies are simply a way of gates of the Arcanum Infernal, their minds twisted and
life. It is understood that deception is the first rule of broken by the harrowing trials.
diplomacy, and a knife in the back is simply a way of
conducting business. Success—whether with sword, or In addition to teaching and preserving the darkest magi-
spell, or coin—can only be obtained through strategy and cal arts, the Arcanum Infernal seeks to create horrific
some luck. Much as in a chess game, moves and counter- new spells and magical devices that defy imagination …
moves must be plotted well in advance of their execution. or sanity. The terrible experiments conducted by the
Knowing the secret organizations of a land provides institution remain guarded secrets, but rumors abound
advantages toward ultimate triumph in the region, and that the latest endeavors of the Arcanum involve dimen-
joining their ranks may offer even more. sional forays into the foulest planes of existence. Several
times a year, a sizable shipment of slaves arrives at the
gates of the Arcanum. Their true purpose inside the evil
The Arcanum Infernal institution remains a mystery, although the screams that
echo throughout the city following their arrival suggest a
nefarious intent.

T
his infamous school of magic in Gorhgijesk teach-
es necromancy and other sinister arts. Run by a
small council of drow wizards known only as the
Enclave, this institution of darkest wizardry seeks to pre-
The Black Watch
serve the evil knowledge outlawed and banned through-

T
out the rest of Áereth, to teach that knowledge to those he warriors of the Black Watch are no less dedicat-
daring enough to seek it, and to create new kinds of ed or devout than their brother order, Knights of
magic. Despite the malevolent atmosphere that perme- the Lance, but are often mistaken for minions of
ates the Arcanum, its students and teachers rarely view the fiends they seek. An order of hunters, the Watchmen
themselves or their work as evil—instead, they see them- spend their (often short) lives in pursuit of demons, dev-
selves as pioneers, daring to push the boundaries of sor- ils, vampires, hags, and any of the other fell monsters that
cery and science far past the timid borders of the outside prey upon humanity.
world. At any given time, there are a dozen or so masters

100
Brotherhood of the
Silver Raven

A
loose organization of bards, storytellers, and
good-natured rogues, the Brotherhood of the
Silver Raven works as a network of information
throughout the Lostlands, disseminating news, rumors,
and innuendo throughout the region with remarkable
speed. It also serves as a support system for adventurers
who find themselves in dire straits, far from home and
without allies. With thousands of Brothers scattered
throughout the Lostlands and the rest of Áereth, a mem-
ber of the Brotherhood can always find a friend willing to
help.
It is not believed that there is any formal structure to this
enigmatic group, nor does it have any true leaders; all
that is really known of the Brotherhood of the Silver
Raven is that it began some fifty-odd years ago in the
traveling Bazaar of Quaysarria. Membership in the
organization is quite simple—a Brother who wishes to
induct another person into the Society merely has to give
that person a silver medallion. That medallion, which
features the insignia of a raven with spread wings, is the
The average member of the Black Watch is dressed in
mark of association with the Brotherhood. Those who
soiled armor, stinks of necromantic laboratories and for-
become part of this informal society always wear this
gotten libraries, and carries a veritable arsenal of exotic
medallion in a visible—but not always conspicuous—
weapons. Silent and sullen, most hunters have the gaunt,
manner. There is one simple rule of the Brotherhood of
haunted look of wolves, and a blatant disregard for the
the Silver Raven: “Help your Brothers who need help,
niceties of culture.
and expect the same in your hour of need.” The rule gen-
Unlike their brothers, the hunters do not swear to any code erally works, though those few who fail to abide by it
of honor or the defense of good. Each Black Watchman usually find their medallions missing or stolen in short
has but a single vow: to do everything in her power to slay order.
her chosen prey. While most begin with bright eyes and a
The other main aim of the Brotherhood of the Silver
heart for goodness, years spent watching her friends fall
Raven is to pool information wherever possible. For this
to the claws of fiends and suspecting every stranger of
reason, sages and scholars are often members of this
possession quickly wear away at the soul, until even the
informal fraternity, and provide support to other mem-
most idealistic hunter is reduced to bitter cynicism. For a
bers whenever possible. There are few rumors in the
hunter, every day brings the threat of brutal violence and
Lostlands unknown to a member of the Brotherhood.
every night brings its haunted dreams.
Poorer members of the Brotherhood with a sharp ear and
No member of the Black Watch has ever survived long a good memory can always find a copper coin or two at
enough to step down from the order. The only hunters a sages’ guild.
that are called from service are those who have been driv-
en mad by the horrors they have seen. Surprising to those
outside the Theocracy, the dark hunters of the Black Brood of Ahzari
Watch enjoy a special relationship with His Holiness, the
Bishop of the Shining Lance. The reason for this is sim-

T
he Brood of Ahzari is an old order of drakon
ple: The warriors of the Watch are the souls with the assassins feared above all others west of the
greatest need of absolution. Empyrean Ocean. Operating out of the Moryan
Temple in Myashtlan, the Brood is frequently employed
For obvious reasons, membership in the Black Watch
by the Emerald Throne, yet it keeps to its own mystic
demands absolute secrecy. If the order has a headquarters
code entirely outside of Ssorlang law. The Brood hires its
or a leader, they have been well concealed.
services to anyone in the Known Realms willing to meet

101
its steep fees. For this reason, small cells of the Brood warrior digs a shallow grave the morning before battle,
can be found in every metropolis in the Northlands, pro- and then places a lit candle in that grave. A lone soldier
vided one knows where to look or with whom to inquire. remains behind to watch over the candles and to keep
them all burning, until the rest of his brothers return to
The Brood of Ahzari is comprised only of brightvenom personally extinguish the flames … or to occupy the
drakon. Whether this racial limitation stems from the graves. In battle, the Company of the Bright Barrow is
order’s founder or is merely pragmatism for the trade, the perhaps best known for its bloodthirsty savagery—they
tradition is unswerving now. With their ability to trans- never take prisoners, never surrender, and frequently
figure themselves, the assassins can move through send the rotting hearts of their fallen foes back to their
human societies with little scrutiny, using magic and leg- native soil in black silk packages.
erdemain to further conceal their heritage. Like any
accomplished guild of killers, little is publicly known For the past one hundred and fifty years, the Company of
about the Brood of Ahzari. Some believe they are affili- the Bright Barrow has been in the exclusive employ of
ated with the secret clergy of the Hidden Lord, while oth- the city-state of Achaemia. The ruling rakshasa of
ers speculate a connection to Axaluatl, the Shadow Achaemia, although fearsome warriors in their own right,
Serpent of old Zimala. While there is no uniform appear- have no organized militia of their own. Apart for the djin-
ance among them, Brood assassins can be identified with ni and other genies who are allied with the rakshasa, the
their signature weapon: the keris blade, usually enchant- mercenary Company remains the only true defenders of
ed or dipped in potent snake venom. the city. It is not entirely clear how the rakshasa compen-
sate the members of the Company for this role; although
Mystery enshrouds the Brood’s founder, an ancient black the mercenary soldiers certainly collect countless gold
wyrm known as Ahzari. Some legends say that he was coins for their ruthless service, it is believed that they
once a darkvenom wizard who permanently transformed receive other, more powerful gifts as well. Rumor has it
himself into a dragon, while others claim he was a pariah that the soldiers of the Company have received immortal-
among dragonkind. What is known is that Ahzari disap- ity from their rakshasa masters, and cannot die so long as
peared from history for centuries somewhere in the they serve the mystical creatures.
Shadowed West, returning at last to Ssorlang to found his
brotherhood of assassins. Rumor suggests that Ahzari’s Most soldiers of the Bright Barrow have never known
body is interred, either in slumber or in death, somewhere life outside of their infamous ranks. Once per year, the
beneath the Temple. Company of the Bright Barrow makes a pilgrimage to the
slave markets of Djeser al-Maqqara to select ten to twen-
The leaders of the Brood of Ahzari are ten deadly ty male human children, no older than two years of age.
monk/assassins who never leave the Moryan Temple. These children are bought and raised by the Company,
They personally defend the monastery and train every and are molded into unemotional killing machines. Upon
new recruit. Though only those of brightvenom stock are rare occasion, outsiders are permitted to join the ranks of
admitted membership to the Brood, the drakon have been the Bright Barrow; however, such exceptions are only
known to hire freelance assassins from other humanoid made for warriors of unparalleled skill.
races to carry out certain jobs—particularly those with
which the snake men wish to avoid any implication.
Many lone assassins have grown wealthy partnering with Cult of Akfokal Nel
the Brood. Just as many have been eliminated as rivals.
The Moryan Temple itself, named for an esoteric philos-

C
ophy to which Ahzari subscribes, is a massive, multifac- oncealed from the mysterious aboleth, this group
eted dome filled with expansive halls, marble columns, of drow warrior-priests works in great secrecy to
and velvet tapestries. take control of Gorhgijesk. They make their
stronghold in a hidden stronghold just outside the city of
Viomorgyn. The Cult of Akfokal Nel is closely allied
Company of the with the Arcanum Infernal; many of the that evil institu-
tion’s wizards are also instrumental members of this
Bright Barrow secretive sect.
Although its members are mostly drow, cells of the cult

T
his clandestine group of mercenary warriors is have spread throughout all of Áereth, reaching so far as
infamous throughout the Lostlands, inspiring ter- some regions in the Northlands and Southlands. These
ror with the very utterance of their name. The cells always work under the firm command of a drow war
name of the Company comes from a ritual that each of its leader. All members of the cult can be identified by a
soldiers performs before heading out into battle. Each magical brand: a pair of crossed swords. The brand is

102
Knights of the Lance

C
lad in shining suits of plate and chain mail, sword
and shield at their side, their colorful pennants
flapping from their lances, the stout Knights of
the Lance are the very vision of nobility. Most are drawn
from the ranks of aristocracy, but the order is open to any
who can achieve its lofty standards, and many of its
finest knights were once war orphans or paupers.
Questing far across the land in the name of god and glory,
the knights are sworn to the tenets of the Theocracy as
well as the service of good. In addition, each knight takes
what is known as a silent vow, often either a wrong to be
avenged or a principle to defend. A knight’s silent vow is
highly personal and questioned only under the direst of
circumstances.
A martial sect of the Holy Theocracy, the order of the
Lance is composed entirely of paladins and holy war-
riors. The order was begun when the legendary general
Cuthair the Crimson gave up her titles and ranks, and
swore herself to the defense of a humble priest. Since that
day, thousands of warriors have answered the call to lives
of sacrifice.

only visible through magical means, such as a detect With their wide-ranging, far-flung goals, the knights are
magic spell or the like. rarely summoned together. Once every five years, a
Grand Assembly is called to order, and knights from
The goals of the Cult of Akfokal Nel are twofold. Firstly, across the North flock to Brighthawk Castle. Reports of
they plot to bring about revolution in Gorhgijesk, wrest- the state of Áereth are presented before the order’s offi-
ing power away from the aboleth and placing control of cers, a month-long tournament is held, and the resulting
the nation solely in the hands of the drow. On a grander pageantry is wondrous to behold.
scale the cult eventually aims to bring about the resurrec-
tion and return of the “First Drow”: Akfokal Nel, a leg- The Knights of the Lance benefit greatly from their ties
endary sorcerer whose power reputedly once rivaled that to the Theocracy. Each knight rides forth with ancestral
of the gods themselves. They believe that with the rebirth arms and armor, often the finest ever crafted by leg-
of Akfokal Nel, Gorhgijesk will rise into a mighty empire endary smiths of Arvale. Similarly, knights can expect
that will dominate and enslave the rest of Áereth. room and board at any castle or manor across the North.
Although the location of the sorcerer’s tomb has long In wicked realms, claiming the Right of Asylum often
been lost, the cult supposedly possesses ancient texts that presages an attempt on the knight’s life, but even the
cryptically speak of its whereabouts. Certain cult leaders wickedest of sovereigns thinks twice before assassinating
toil endlessly in the search for their icon, while others a knight in his care.
labor to build a shrine for Akfokal Nel—one that contains The Knights of the Lance suffered terrible losses in the
the necessary devices of alchemy and sorcery to return Fall of Leherti, but this hasn’t diminished their dedica-
him to the world of the living. tion. Indeed, it has only increased their fervor, the ranks
of order clamoring for permission to return to war. Lady
Aernal, commander of the order, keeps a close watch on
the Scourge, knowing that the time will come when her
knights will again ride against its armies—only this time,
she doesn’t intend to lose. Presently more than four thou-
sand knights fly Theocracy pennants, with several thou-
sand more squires and attendants sworn to their service.

103
Knights of Tenhoku Jigai

T
raditional guardians of the Kingdom of Taijin,
these dwarven warriors have acted as war leaders
and protectors of the realm for generations. They
lead the charge in every battle and refuse surrender.
Battalions of Taijinese soldiers led by a Knight of Tehoku
Jigai know only two ways for a battle to end: victory or
death. For a Knight, there is no honor in defeat.
The Knights of Tenhoku Jigai—so named for the ancient
King of Taijin who originally formed their noble order—
select their ranks from the courts of the kingdom, taking
those trained from an early age to be skilled with both
blade and bow. Most Knights of Tenhoku Jigai are either
traditional warriors or paladins; however, rangers and
clerics that have proven their worth upon the field of bat-
tle have been accepted into the order as well. At the pres-
ent time, the Knights have well over five hundred worthy
dwarves in their ranks.
The Knights of Tenhoku Jigai have little patience for cer-
emony. Save for times of national crisis, they meet but
once every four years, and then only to briefly discuss
matters of state and changes in the art of warfare. The
Knights have a magnificent castle in Raijin Khor called
the Palace of Toba Meiji, which mostly collects dust from Miztlani
inactivity.
To join this order of noble warriors, a candidate must first

T
he Miztlani (mist-lon-ee) are an order of paladins
serve as a squire to a Knight for a period of three years. active in the Southlands who have devoted them-
Should the candidate prove his worth during this time, he selves to the virtues of the legendary heroine
is sent out on a mission called the Prophet’s Quest. The Cihuamiztli, the Golden Lady. Centuries ago,
squire studies passages from an ancient text called the Cihuamiztli saved the people of Teotcoatlan and Athua
Ochimo Codex—from those passages, it is believed that from an infestation of undead that threatened to overrun
the candidate will find a purpose and calling of epic eastern Xulmec. Along with her greatest friend, Naram-
importance. Then the aspiring Knight sets forth on a long sin, a celestial lammasu of unequaled valor, Cihuamiztli
and arduous journey … and may not set foot in Raiju martyred herself in the climactic battle against the source
Khor until the quest is complete. It often takes two or of the threat: the lich-queen Tecitzin.
three decades to complete the Prophet’s Quest—and
many times, the hopeful candidate is never seen again. For her sacrifice, a hallowed tomb was erected in the
Those who are successful and do return are immediately ruins of Coatopolan, and Xulmecs from across the penin-
inducted into the Knights of Tenhoku Jigai, and receive sula came to visit the Golden Lady. Much to their sur-
all the honor and prestige that is associated with that prise, lammasus from far-off lands arrived at the holy site
mantle. to pay their respects to their fallen hero, Naram-sin,
whose many brave deeds were famous in the Lostlands.
Some humans and lammasus lingered at the shrine, and
before ten years had passed, a small order of holy knights
had formed in honor of Cihuamiztli and Naram-sin.
The Miztlani—sometimes called Miztli Tepiani, the
Golden Protectors, or the Knights of Cihuamiztli—live to
wage war against evil in all its forms and emulate the life
and combat techniques of both Cihuamiztli and Naram-
sin. Based out of Coatopolan, the Miztlani welcome all
Xulmec warriors to the hallowed Tomb of the Golden

104
Order of the
Sable March

R
espected by the people of Crieste and reviled by
its barons, the Knights of the Sable March are the
Emperor’s personal guard, the nation’s foremost
horsemen and duelists, and implacable defenders of
good. That their agenda runs counter to the sinister plots
of Lady Mortianna, Vizier of Crieste, only gives credence
to the many ballads and legends hailing their bravery and
valor.
Officially answering only to the Emperor, the Knights of
the Sable March are secretly directed by Captain Sentri,
master of the Criestine Army. Obliged to obey the Vizier’s
commands, Sentri uses the knights to subvert her wicked
plots in a dangerous game of cloak and dagger. Although
suspicious of the popular captain, the Vizier has yet to dis-
cover irrefutable evidence of his duplicity. The day she
finds proof (or manufactures the same) is the day that
Captain Sentri will be crucified atop the palace’s highest
tower. Until then, Sentri and his knights will continue
working for the good of the Emperor and all of the North.
Lady, but retain only the purest of heart and spirit. The Knights of the Sable March are handpicked by Captain
Golden Protectors have strong ties to the churches of Sentri and sworn to secrecy. While not all knights are
Calchoti and Ilhuicatl, but the paladins also revere lawful warriors or paladins, their missions are dangerous
divinities whose province lies well beyond Xulmec. enough to ensure that every knight knows how to handle
Accordingly, some of the order’s paladins take their spir- himself in a fight. The Order of the Sable March is first-
itual crusade to foreign lands, adventuring even among ly sworn to the Emperor of Crieste, then the good of the
the Northlands. Northlands, and then to one another. They carry them-
selves as shining visions of chivalry; even when sur-
A paladin of the Miztlani wears the quilted armor com- rounded by bloodthirsty assassins, a Knight of the Sable
mon among Xulmec warriors. Their tlahuiztli is decorat- March is dauntless and noble, though no less deadly for
ed to resemble the leonine body of the lammasu, which his gallantry.
the order reveres above all other creatures. Eagle feathers
adorn the suit and hardwood helmets are arrayed with The Order makes its headquarters in the city of
manes that resemble a lion’s. The Miztlani are frequent- Archbridge, in the fortress known simply as the Citadel,
ly arrayed with jewelry of polished gold; to them, the but their missions can take them to the furthest reaches of
divine value of gold far outweighs its monetary value. Áereth. The Citadel houses the collected rolls and
Some fashion elaborate wooden shields, called chimalli, libraries of the Order, as well as master smiths that turn
and many favor the razor glove. out the distinctive arms and armor of the knights. In
times of war, the Citadel serves as the last defense of the
The Miztlani are directed by the Knights of Gold, seven Emperor, and has stockpiles allowing it to survive a full
paladins said to embody the values of Cihuamiztli. A siege. The Citadel is also home to the stables of Parelor,
family of lammasus also dwells in Coatopolan, advising the legendary, tireless warhorses of the Order. Presently,
the paladins in their endeavors and defending the shrine the rolls of honor name roughly one thousand knights,
from intruders. The family’s matriarch, a noble lammasu aided by twice as many squires and henchmen.
named Shatu-murrim, is always consulted by the Knights
of Gold before any important decisions are made by the The symbol of the Order is a black background pierced
order. by three silver stars signifying the tenets of the order:
honor, duty, and courage. Unlike most knighthoods,
members of the Order never alter their banners with per-
sonal heraldry; the simple banner suits the single-minded
devotion of its knights.

105
Lostlands trying to operate outside the directives of the
The Ruin Knights Society quickly find themselves on the wrong end of an
assassin’s blade.

A
secretive cult of warrior-priests dedicated to
All thieves and assassins in the Lostlands are part of the
Zühn and the fell god’s plot to bringing about the
Slavers’ Society, whether willing or unwilling; a tithe of
End of Days, the Ruin Knights and their agents
a gold coin must be given to a local guild on the Day of
are universally hated and feared throughout the North.
the Fifth Prince. Most rogues, bards, and other adventur-
While making their home in the Scourge city of Ibinfang,
ers who engage in questionable activities also pay this
the agents of Ruin are far from beholden to Tarkhan
tithe, if only to avoid potential conflict with the Society.
Khurzog. Secreted within their stronghold of scorched
These local guilds, in turn, pass on these fees to the
stone and iron, the disciples labor to create an army of
Slavers’ Society, along with a portion of their revenue.
fell creatures that give the order its name. The purpose of
Strangely enough, in this instance there does seem to be
the Ruin Knights, and the place they play in the cult’s
“honor among thieves”—the Society has an uncanny
planned apocalypse is unclear, for few have survived
knack for discovering dishonesty, and makes pointed
first-hand encounters with them.
examples of those who would withhold from them.
Abroad, agents of Ruin seek out ever more powerful Troublesome guilds have literally vanished overnight,
magics to outfit their forces and feed their dweomer the victims of favored assassins in the employ of the
forges. They have been known to lurk at the entrances of Slavers’ Society.
dungeons and caverns, ambushing weakened heroes
Society members in “good standing”—that is, those who
laden with treasure. Similarly, agents have been found
pay the Slavers’ Society beyond what is owed—can often
aiding tribes of giants, ogres, and orcs, arming them with
turn their relationship with this dark council to their
foul artifacts and orchestrating their battles against the
advantage. Prison gates have a way of opening prema-
civilized lands. Assassination attempts on regents are
turely for these miscreants, and the law often finds itself
also not uncommon, although in order to disguise their
always a few steps behind those favored by the Society.
true agenda, agents of Ruin often masquerade as servants
The Slavers’ Society also has greater resources—rare
of an enemy nation.
maps, exotic tools, and the like—than the typical local
Cells of the cult are suspected to work in large cities guilds for illicit activities. For a steep fee, rogues who
throughout the North; however, few give credence to this seek out high-ranking members of the Slavers’ Society in
speculation. Given the cult’s limited appeal, it is hard to Djeser al-Maqqara may be able to obtain these resources,
imagine even the wickedest of villains supporting the or at least borrow them for a time.
cult’s apocalyptic goals.
Most sources allege the master of the Ruin Knights to be Sirens of Pelagia
Uskgol the Destroyer, a half-orc assassin-priest sworn to
the service of Zühn. While agents of Ruin can appear

T
anywhere, and under any number of guises, most cult he Sirens of Pelagia began as a single crew of
leaders have training as warrior-priests of Zühn. devoted pirate hunters nearly two hundred years
ago, but has since grown into a masterful, wide-
spread organization as difficult to oppose as to hide from.
The Slavers’ Society Sponsored by the church of the Coral Queen, the Sirens
comprise a network of female clerics and bards. Though
they are famous for their pirate hunting, the Sirens seek

O
ne of the most secretive groups in all of Djeser to safeguard the open sea from all magic and mundane
al-Maqqara is the Slavers’ Society, a council of threats. Pollution, maritime warfare, and excessive whal-
slave masters and criminals that effectively has ing and fishing are kept to a minimum wherever the
power over all black market activities throughout the Sirens of Pelagia operate. To these ends, the Sirens will
Lostlands. Effectively the main guild controlling all other sail to any sea in the Known Realms, but their strongest
thieves’ guilds and assassins’ guild, there is neither a influence lies within the Empyrean Ocean and the Lirean
purse cut nor a pocket picked without the blessing of the Sea.
Slavers’ Society. The ruling council of the Slavers’
Society decides upon many things that seem bizarre to While most are seafaring warriors or priestesses trolling
outside, but have much practical purpose to the under- the waters in search of malefactors, some Sirens dwell on
world of the Lostlands—the standard price for slaves, the the mainland, representing their interests by recruiting
accepted contract rate for assassins, the untouchable new members or employing silver tongues in political
nobles who may never be robbed. Freelance rogues in the circles. Official membership is restricted to females of

106
study their enemies. A Siren carries herself with the ele-
gance of a patrician at sea, consorting with melodic mer-
folk and aquatic elves. Yet she can curse and spit with the
best of sailors and sing the bawdiest of sea shanties.
As famous as the Sirens have become, theirs is an endless
quest. For every devout Siren patrolling the waters, there
are a hundred unscrupulous pirates who callously run
Pelagia’s domain red with the blood of innocents. For
every true prayer to the Coral Queen, there are a thousand
curses and acts of greed for the worship of gold. To be a
Siren is to be marked by the lawless as a sworn enemy, as
every day she risks her life and virtue against the cruelty
of the Barrier pirates and their monstrous allies.
Three women lead this widespread organization. The
first is Analee Waveseer, an aquatic elf and high priestess
of Pelagia, who maintains the Temple of the Sacred Wave
on the organization’s hidden island-base, the Isle of
Argent. The second is Isolia Seyene, a Criestine lord-
governess who works to gather support from politicians
and regents across the Northlands. The third is Saley
Lonesinger, a virulent privateer who personally hunts the
most notorious pirate vessels.

any humanoid race, but plenty of men—husbands, para- The Secret Kings
mours, or friends—assist with spell or blade. The Sirens
usually crew schooners and galleys of their own, but

W
hen the empire of Nimoria passed into antiq-
some Sirens travel the oceans aboard commercial vessels uity, torn apart by internecine warfare, it was
and naval warships, hired to protect the crew and grant assumed that the legacy of its demon-blooded
the blessings of the Coral Queen. The organization has a priest-kings ended as well. Unbeknownst to most, a
very loose hierarchy, and adventuring Sirens need only secret cadre of aristocrats went into hiding, and emerged
serve Pelagia’s interests in whatever capacity they can. to seize power when the nation of Crieste was still young.
Their public façade may be valorous, but the Sirens are Though few in number, these families wield extraordi-
not paladins of the sea. They serve Pelagia and her ocean- nary power and wealth, and even sit on the Council of
ic realms foremost, and toward their preservation they do Lords. Their aim is nothing less than the destruction of
not offer their pirate-hunting services for free. Having the Crieste and the rise of a new Nimoria, complete with its
most to lose, Northland kings and merchant guilds pay infernal masters of old.
the most for Siren escorts in dangerous waters. They
curse the Sirens for their harsh fees, but secretly know The Secret Kings are made up of seven families, each
that facing criminal privateers or Barrier pirates would be with an infernal patron. Three of these families sit upon
a worse fate. Humbler sailors, such as lone captains and Crieste’s ruling body, the Council of Lords. While their
unaffiliated merchants, more often find the services of numbers are far short of a majority, the influence of the
the Sirens offered freely. Monetary donations from all families in the imperial court is enough to sway the opin-
castes are, of course, always encouraged. ions of many other lords.
Sirens vary in appearance, but whenever they engage in Like the priest-kings of old, many of those serving the
official, church-sponsored capacities, they wear modest Secret Kings are soulless husks, their souls sold into
blue tabards bearing the symbol of Pelagia. The typical damnation in return for terrestrial powers. This is not
member wears leather armor—at sea, anything heavier is undertaken lightly, since the Secret Kings are far from
unwise—and adorns her hair with small seashells, carry- achieving their goals and enemies abound. More com-
ing a rapier at her hip. Devoted to the Singing Sea, they monly, the scions of the Secret Kings carry demon blood
learn many songs unique to the faith and will often iden- within their veins. Cambions, tieflings, and half-fiends,
tify each other with such melodies. There is an elusive so common during the reign of the Priest-Kings, still
charm to the Sirens, as they strive to both oppose and exist within the dark halls of the Secret Kings.

107
The following is an incomplete list of families that are hanging in her ancestral halls. Her husband, Lord Raener,
alleged to make up the Secret Kings; even the most sus- is a minor son of House Neraux who married into the
picious researcher has yet to determine the seventh fam- Herac line.
ily of the cabal. Eager crusaders should take note: The
following families are also some of the most respected Neraux: An honored family of astrologers, diviners, and
and honored of the empire. To openly accuse them of dia- seers, House Neraux prides itself as keepers of arcane
blerie or dealing with infernal powers will only expose lore. Hopeful apprentices travel the length of the empire
the accuser to scorn and ridicule, and draw the slow, sure to study at the feet of the masters of House Neraux.
wrath of the Secret Kings. Located in Kassantia, the family hosts an informal acad-
emy with each member taking on as many apprentices as
Asinard: A line of brilliant generals and warriors, House he or she sees fit. The sweeping, graceful towers of
Asinard is best known for its Archbridge martial acade- Neraux have become symbolic of arcane wisdom in serv-
my. Within the white, marble halls, young men and ice of the empire.
women of the empire come to study Crieste’s hallowed
military history and to train beneath masters in the art of Master of the house is Emberin Neraux, a solemn war-
warcraft. The academy turns out some of the nation’s lock fond of wearing rusted iron masks and dark, con-
finest swordsmen and lancers, the future leaders of the cealing robes adorned with glowing sigils and crawling
imperial army. runes. Commoners and nobles alike delight in speculat-
ing about the reason behind the iron mask; some allege it
The family’s patriarch is Conach Asinard, a white-beard- conceals a deformity, others that the master of House
ed warrior who never lost the passion or fury of his Neraux is a demon-born cambion, lich, or worse. The
youth. His son, a fearsome warrior named Theodric the only ones who might know the truth of the matter are the
Black Eagle, is poised to take his father’s place, but few twin spearmaidens who attend Emberin’s every need—
expect Lord Conanch to retire soon. were both not blind and mute.
Castellain: The scions of House Castellain have always Seyod: Of all the families of Crieste, House Seyod has
served as advisors to the emperor. The family spends the deepest coffers. A wildly successful family of traders,
their days attending the far-flung courts of the barons, agents of the house roam the breadth and width of Áereth
and there is never a gala or fete held where a Castellain with their merchant galleons and well-guarded wagon
is not in attendance. It is said that the family must have trains. It is well accepted that the libraries of House
fae blood in their line, for their sons and daughters are Seyrod hide the most accurate maps of the North and its
unusually alluring and charismatic. Most agree there is environs. Such maps are greatly coveted by explorers,
no secret that the Castellains can’t discover, and that the and even a map alleged to be a “copy of a Seyod” is a
quickest way to the Emperor is through his Castellain priceless find.
ladies-in-waiting.
While mighty House Seyod is only one of many mer-
The family’s head is the young matriarch, Inweth chant houses originating in Crieste, other merchant lords
Castellain, a woman of exceeding grace, cunning, and are quick to follow its lead. The family has ruined more
dark beauty. Inweth and Lady Mortianna, the Emperor’s than one city by refusing to deal with their inhabitants,
Vizier, are mortal enemies, constantly scheming to sub- and even regents are loathe to anger the masters of the
vert the power of the other. Inweth, a master of social house. House Seyod is directed by a council of three
graces, demonstrates none of this openly, but Mortianna patriarchs: Misyl, Rosnold, and Jesail Seyod.
lacks the subtlety of her rival.
Tarasard: The minstrel-scions of House Tarasard enjoy
Herac: A family of ranger lords and huntsmen, the sons an open invitation at courts across the North, and draw
and daughters of House Herac are respected masters of crowds wherever they play. Women swoon to their men,
the wild. Their home is an ancient castle in northern and it is said that no man alive can refuse the smile of a
Crieste, decorated with the hides and heads of scores of Tarasard bardess. The minstrels are sources of the latest
animals and monsters. Watchful and quiet, the lords of gossip and of stories of faraway lands, and it is uncom-
Herac are most at home in the woods and fields, in pur- mon to find a court without a Tarasard bard in attendance.
suit of their quarry. It is whispered that—for the right
price—the Heracs will track down outlaws. If this is true, House Tarasard also boasts the most elite fencing schools
then there is nowhere in the North for a criminal to hide. in all of the western Northlands, and perhaps all of
Áereth. Each spring, hundreds of Creiste’s finest young
The ruler of Herac is a lean, older woman, with steel-gray warriors compete in a tournament hosted by House
hair and the eyes of a hawk. Lady Camoren Herac is Tarasard. A mere twenty warriors are chosen to attend the
respected as one of the finest rangers to tread the North, school and the rest are turned away. Curiously, it is not
and is personally responsible for over half the trophies always the winners of the tournament who are selected to

108
attend the school. Theories about the school’s criteria for
students abound, but this in no way diminishes the enthu-
Trader’s Cabal
siasm of its applicants.

M
ore commonly known as the “Traitor’s Cabal,”
The master of House Tarasard is an aging bard, Haldrus
the alliance is composed of the twelve domi-
Tarasard. Master Haldrus personally oversees the fencing
nant merchant houses of the Southern
school and is respected as an authority on nearly all mat-
Province. While the Cabal’s membership is always
ters of politics and state.
changing due to shifting fortunes, the blades of assassins,
and ceaseless internal strife, the group’s goals remain
Threnodim unchanging: absolute control of Northland trade, by any
means necessary.
While not evil in the usual sense of the word, the Cabal

T
he Threnodim are a sect of bardic priests who
serve Soleth, the god of dignified and merciful is utterly amoral and often engages in wickedness that
death. Derisively called the deathsingers by those even a devil would shun. The Cabal’s single driving prin-
who do not try to understand Soleth’s macabre tenets, the ciple is profit, and its plans can span entire decades.
bards of the Threnodim are better respected by those who Regents have been raised with the support of the Cabal,
must lay their loved ones to rest. and just as many meet their end when they dare to thwart
the Cabal’s interests.
When adventuring, the Threnodim always bury the bod-
ies of the anonymous fallen that they encounter. Often Based in Punjar, the Trader’s Cabal is headquartered in
these are other, less fortunate adventurers who suc- the sprawling sandstone citadel known as the Souk.
cumbed to the traps or monsters before them. The bards Within its labyrinthine halls, the fortunes of whole
sing sweet, mournful elegies for these unknowns, and nations are bandied about like so many soiled coins.
will compose great lamentations for their own compan- Tariffs are discussed, taxes argued, and the long-range
ions if they are slain. strategy of the Cabal is endlessly debated and revised.

Misunderstood by most, the Threnodim do not long for With coffers that rival those of a wealthy nation, an army
death, either for themselves or for others. They celebrate of thugs and assassins, and ships that ply every waterway
life by honoring death and acknowledging its inevitabili- and sea of the North, many consider it incredible that the
ty. Like all bards, their music can still inspire their com- Cabal isn’t the uncontested ruler of the Northlands. The
panions to valor, but most of their melodies are grave and answer lies in the internecine warfare that plagues the
haunting. The dirges that they frequently perform are Cabal’s ranks. Fearful and distrustful, the members of the
melancholic to their traveling companions, and for this Cabal are their own worst enemies, constantly vying
reason Threnodim often go from one group to another. against one another for power. Even as one merchant lord
Yet the efficiency with which these solemn bards can seizes control, three others ally against him, only to back-
confront the undead often makes them welcome among stab one another in the mad rush for power. If any one
adventuring parties. lord were ever to secure absolute control of the Cabal, it
would threaten the foundations of the North, but until
Hailing from any temple of Soleth, the Threnodim have such time its members are forced to content themselves
no official base of operations. At least once in their lives, with the lesser nations, playing with them as they would
however, most make a pilgrimage to the Hall of Requiem puppets on a string.
in Soulgrave. Resembling a massive mausoleum, the
Hall is the largest known temple to Soleth in the Known At the time of this scribe’s penning, three merchant hous-
Realms, and the pilgrimage requires one to venture deep es maintain an uneasy alliance. Most agree that it is only
into the streets of the necropolis. A permanent clergy a matter of time before one of the three attempts to usurp
dwells there, and each night the Threnodim and their the others, igniting a bloody shadow war in alleys of
more numerous clerical counterparts labor to lay as many Punjar.
of the undead of Soulgrave to rest as they can before House Hoshuet: Ruled by a sweaty boar of a man,
retreating into their tomb-like fortress. House Hoshuet has long enjoyed a presence in the
Threnodim dress in somber tones, choosing leather dyed Trader’s Cabal. Its ruler, Zanji the Poisoner, is a master at
with black or gray when required to wear armor. The politics, turning the lesser houses upon one another, buy-
favored instrument of the Threnodim is the threnody ing and selling allegiances at will, and keeping the finest
chime box, a complex device that issues melodious, assassins in Punjar under his exclusive employ.
haunting tones. Those who cannot afford or find threnody House Quartian: Openly dealing with infernal powers,
chimes favor recorders, flutes, or harps. Tesjin the Soulless rules his house through fear and the

109
threat of his demonic servants. The master of House endanger themselves and others. The Wanderers have
Quartian has placed his soul in a canopic relic of great seen the limits—and the unfettered possibilities—of con-
power, thereby foiling all attempts on his life and render- trolled psionic power, and they wish to lead the world to
ing Tesjin—for all intents—immortal. a future that acknowledges this divinity of the mind.
The house specializes in forbidden magic, and pays high- Although they first appear to be simple vagabonds and
ly for wicked artifacts or relics, especially those stolen gypsies, or even common adventuring companies, a clos-
from the naga cities hidden in the far Southlands. Its er inspection reveals that these caravans contain mem-
agents scour the corners of Áereth in search of lost cities, bers of at least several races. In this sense, the Elraydian
hiring independent adventurers to do the dirty work of predilection for tolerance and variety can give them
exploration. away. They rely upon racial diversity to help them along
the dangerous paths of Áereth—but those with an eye for
House Zaran: The traders of House Zaran are a mystery psionic-using creatures are usually able to see them for
even to their peers. Composed of Lostland shahs, the what they are.
traders refuse to name their city of origin, or provide any
explanation for the seemingly endless stream of slaves When a caravan is in need of supplies, they either return
and magic items they offer in their tented bazaar. Those to Elraydia or hire themselves out as beneficent merce-
that have attempted to follow the caravans south invari- naries to purchase more. Accustomed to hiding their tal-
ably are caught and slain, the corpses left staked on ents from nonpsionic peoples, the Wanderers have devel-
spears as a warning to others. oped their own vagabond cant to speak to one another.
Even without narrow-minded scrutiny, they typically
For all intents, the traders appear to be human, but they employ euphemisms to refer to their own phrenic inter-
are never found without their hooded cloaks and the ests. “Kindred spirits,” for example, are the psionic-using
heavy cloth wraps that conceal all but their eyes. The creatures that the Wanderers seek to find, liberate, or
traders speak in a soft whisper, reminiscent of a hissing safeguard, while “sharpers” are narrow-minded mages
cobra, and often smell of the strange herbs and oils used and priests who persecute psions because they do not
in the mummification of dead kings. understand the powers they manifest.
When the captain deems that enough kindred spirits have
Wanderers been found during their journey, he leads the caravan
homeward again. Most caravans have at least one cleric
of Auzarr to serve as a healer and spiritual advisor, while

T
he nondescriptly named Wanderers are, in fact, a
guild of psionic creatures that set out frequently a handful of psychic warriors serve as the muscle.
from the hidden city of Elraydia. At any given Captains are appointed by the Sestet whenever a
time, at least five caravans of Wanderers, each led by a Wanderer caravan prepares to depart Elraydia, though
high-ranking captain, trek the roads and wilds of the some impressive psions have served in this capacity
Northlands and Lostlands seeking more of their own kin: numerous times. Currently, a bardic psion named Linni
humanoids gifted or cursed with wondrous powers of the and a psychic warrior named Kashya have made names
mind. Many such beings hide their powers, rightly fear- for themselves as captains in the guild, spending more
ing persecution, while others misuse their talents and time abroad than any other.

110
Chapter 6
Beyond the Known realms

The Shadowed West

W
est of the Xocoatic Marshes and the Plains of
Fire is a realm referred to only as the
Shadowed West. Though not considered part
of the Southlands, nor drawn on any maps of the Known
Realms, it is a mysterious land whose mystic beliefs have
seeped into the religions, customs, and everyday mind-
sets of the peoples of Ssorlang and Darawan—and per-
haps in time, the rest of the Southlands.
The few arrivals from the Shadowed West—mostly
human, and typically referred to as the Xanthous by
Northlanders—have distinct appearances: skin yellowed
by their climate, hair as dark as Xulmecs’, and pro-
nounced epicanthic folds giving them a more slanted look
by Northland perception. Whether from early exposure to
these beings or the elapse of centuries in close proximity
to the Shadowed West, the people of Darawan and the
drakon themselves often bear similar physical traits.
Sages have speculated that the humans of the Southlands
and the Shadowed West can trace their lineage to the same
tribes first subjugated by dragonkind ages ago.
The land separating the Known Realms from the
Shadowed West remains a natural—or perhaps unnatu- Whatever the nature of the Shadowed West, great works
ral—barrier, preventing both worlds from establishing of good and evil have come from these unseen lands.
regular trade routes. In the north, the Eztenqui Jungle Despite the dangers of the journey, the perplexing
grows more perilous with each westward mile. The mor- Xanthous make periodic, if infrequent, visitations to the
dant Xocoatic Marshes and the scalding Plains of Fire bar Known Realms, usually by way of the Ayalan Sea in the
passage for common mortals. In the south, the Kharan south or the Sea of Desperation in the north. Their cus-
Plateau becomes a desolate wasteland where few trees toms are bizarre even to the Southland mindset, yet they
thrive and only hardy grasses cling to life. If one can bring trade goods that cannot be found anywhere else.
endure the countless miles of bleak life, perhaps the Outlandish foods are brought to the famous emporiums
Shadowed West can be reached. Such an overland jour- of Myashtlan and medicinal wonders to the Criestine
ney, requiring one to penetrate Ssorlang first, is said to Colonies. Paintings of their homeland depict curve-
take months, at best. Most journeys to the Shadowed roofed, storied towers, and majestic pagodas.
West are by sea, but the jagged coastlines south and west However strange, they possess many similarities to the
of Ssorlang, which seem to stretch on endlessly, are folk of the Known Realms. Noble warriors, clad in exot-
wracked by monsoons in every season, making the voy- ic armors of iron, leather, silk, and brass bear a resem-
age a perilous one. blance, in a fundamental way, to Northland paladins.

111
Robed mountain warriors and arcane monks employ The kingdom of Gorhgijesk acts as the main power rul-
fighting styles similar to those practiced among the ing the World Below in this part of Áereth. However,
monasteries of the Known Realms, while spellcasters in there are several small independent areas that remain iso-
colorful mantles call upon spirits of nature to fuel their lated from the kingdom, and they keep their nefarious
magic like the wizards and druids of the Southlands. activities to themselves.
The connection between the Lostlands and the dark king-
Underdeep: doms beneath it began long ago. Dwarves, sent by their
sphinx masters to mine shadow stone so many centuries
in the past, eventually went mad and tunneled their way
The World Below deep into the mountains, finding their way into the World
Below. These insane dwarves—who had mutated into the

W
ith the falling of the Shadow Star so many monstrosities known as derro—fell into the mental
centuries ago, a smoldering rift was created in clutches of the mighty aboleth. From the derro, the abo-
the Lostlands that became a dark doorway. leth learned of the Khonsurian Empire, and the politics of
The World Below, for eons limited in its abilities to reach the lands above them.
the rest of Áereth, suddenly had a gateway to the nations
Drow scouts began to spy upon the lands above them.
of the Lostlands. The impact of the Shadow Star was felt
They learned that the powers that ruled the strange sur-
in more ways than one as the Devil’s Cauldron began to
face lands, though formidable, were stagnant … and
boil, as the denizens of this underground region began to
careless. The successors to the Khonsurian Empire, like
extend their reach and ambition into the sunlit kingdoms
the sphinxes before them, had become complacent. The
above.
aboleth and the drow sensed the opportunity for con-
In the region of the Lostlands, the World Below has quest, and from that moment forward began the slow,
always been dominated by the aboleth. Miles beneath the patient steps necessary for invasion.
deserts of this barren, desolate region are hundreds of
The underground rivers and caverns reach far throughout
cold, murky lakes, with a labyrinthine network of power-
the Lostlands, to the Northlands and beyond, reaching
ful underground rivers connecting them all. The aboleth
like sinister tentacles into every nook and cranny.
rule from the depths of these waters, using sorcery and
Aboleth gold falls quietly into the hands of many a mer-
guile to enslave all that they encounter. The abollar,
chant or noble in the Lostlands, providing the aquatic
derro, and duergar are the aboleth’s loyal—and violent—
horrors with an effective network of spies and inform-
servants.
ants. Additionally, drow assassins can drop into any city
The drow are the other formidable power to be found or village in the Lostlands with ease, merely following
here. Although not possessing the raw power of the abo- their grand system of tunnels to the destination of their
leth, their sheer numbers make them a force to be reck- choosing. As they and the aboleth now begin to amass
oned with. They are a relatively recent arrival into the their forces in earnest, it may not be long before armies—
underground realms below the Lostlands; much of their not just assassins—pour out of these tunnels, and make
strength lies to the North, where their rule is unchal- the presence of the World Below known upon the World
lenged. While they have no love of the aboleth, they also Above.
have no desire to engage in a genocidal war with them;
hence, the drow have deferred to the aquatic monstrosi-
ties … for the time being.

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Chapter 7
History of the Northlands

T
hat Áereth is a world of antiquity is disputed by enough to return with firsthand knowledge and relics of
none. An armchair scholar need merely walk into the bygone ages. Together, the Hero and the Sage are
the fields outside his pastoral home and gaze a slowly piecing together an accurate history of the world.
while upon the standing stones of the druids, walk to the It is a mammoth work and subject to constant revision,
village along a road laid by armies of forgotten slaves, and yet it represents the best presentation of knowledge
examine the ancestral blade hung on the belt of the agreed upon today.
shire’s reeve, or consider the hearth stone above his
Finally, it must be acknowledged that this history shows
lord’s fireplace and the strange runes etched thereon.
a human bias. Explorers returning from the colonies
In many ways, citizens of the Known Realms are foreign- report of dynasties—like those of the dwarves and
ers in their own land, blissfully unaware of all that came elves—that shame the earliest known Northland nations.
before. Living day to day with the threat of raiders, dire Who can say what mighty empires rose and fell before
beasts, and marauding giants is challenge enough. To humans learned to walk erect? Civilization was a late-
these poor souls, history is a curiosity best left to the comer to humankind and her Northlands. But until more
sages. can be learned of these ancient cultures, and of their
place in the destiny of Áereth, our focus must remain on
For their part, the sages agree, knowing that if the com- the mysterious North.
mon serf understood the truth of civilization’s fleeting
nature, there would be little to enforce the rule of kings.
For the history of Áereth is extensive, and the Reign of
Time Line of the
Man is but a brief notation scribed in the tome of ages. Northlands
Just what came before and in what sequence, few schol-
Dates use the Empyrean Calendar (EC).
ars can agree. The elven libraries of the Corsan were lost
with the razing of Arovarel. Tablets of unknown antiqui- Date Events
ty exist in the secret libraries of the Theocracy, but their
pictographs resist all attempts at decoding. Worst of all, –120 The storm giant Aeshotal begins his campaign
few are the regents who can be troubled with the work of to unite the disparate giant tribes of the Known
history; like the unschooled peasants laboring in the Realms into a single alliance bent on domina-
fields, most kings and lords are consumed by the daily tion of Áereth.
struggle to maintain order and defend their realms –66 The War of Divine Right begins. Fleeing the
against the incursions of man and beast. march of the giants, tribes of human savages
Surprisingly, it is those with the least history that have scatter across the North.
the greatest interest in its study. Adventurers, risen from –46 The humans of Xulmec construct a colossal
the ranks of common sellswords, alley toughs, and street- obsidian idol at the behest of the god Huamec.
corner magicians, spend their careers deep within the
ruins of civilizations long past. The success of their ven- –44 Possessing the obsidian idol himself, Huamec
tures—and the length of their careers—depends entirely defeats the fire and storm giants that assail the
upon the accuracy and depth of knowledge gained prior Southlands. The idol is broken in the conflict,
to the expedition. and the god is believed slain.
Just as veteran explorers consult sages, so too do sages –43 Attempting to stem the march of the giants, the
seek out adventurers who are brave, skilled, and lucky armies of the Abylosian Empire, along with

113
druids, wizards, and countless slaves create the 1800+ The Priest-Kings of Nimoria strike bargains
Wall of Abylos. with Infernal powers. The scouts of Kothea
make first contact with elves and dwarves.
–41 Ahna-Vithyre, the great elven homeland, burns.
1810 Nimoria raises an army of cambions, devils, and
–37 Aeshotal and the armies of giants surround demons and goes to war with the nations of
Ahna-Vithyre and Amonzadd in the land of elves and dwarves.
Lirea. The dwarven and elven nations join
forces to form the Eldritch Coalition. 1814 The dark armies of Nimoria are defeated and the
Priest-Kings turn to infighting and bickering.
–34 The cloud giantess Jathra seeks out the leaders
of the Eldritch Coalition, bearing the secrets of 1978 The monks of the Monastery of the Dawning
the Pillars of Expulsion. Sun establish the cloister of Clynnoise to protect
the collected lore of the Known Realms.
–15 The Pillars of Expulsion are completed and acti-
vated, but magical interference from the 2100+ Nimoria descends into civil war. Kothea slowly
Coalition’s dissenters creates a backlash of the breaks into a score of fractious kingdoms.
artifacts’ might, leading to the slow destruction
of Lirea. The land sinks beneath the waters of 2185 Clynnoise is destroyed by the Orcs of the
the Empyrean, drowning the armies of the Broken Tusk, who, with the aid of giants, build
giants, elves and dwarves, and destroying the a keep on the site.
great cities of Ahna-Vithyre and Amonzadd. 2200+ The empires of men descend back into chaos
The Lirean Sea is formed in its place. and internecine warfare. Gunere Numon begins
–7 The War of Divine Right comes to an end. to unite disparate warbands, forging the nation
of Crieste from the ashes of Nimoria.
1 The shattered remnants of the elven and dwar-
ven nations agree to solemn treaties in honor of 2233 The Knights of Gorhan retreat to the north,
the Eldritch Coalition, then retreat to their clan- building the Cloister of the Ordocar and dedi-
holds to rebuild their nations. The tribes of cating themselves to lives of contemplation and
humans descend into unchecked barbarism, service.
heralding the First Dark Age. 2250+ Crieste expands its borders north, east and
252 The last of the Mages of Nemfar create the south, slowly growing to a great empire.
secret order of Druid Kings to guide the humans Alliances are struck with the elves and dwarves,
in the ways of the ancients. and the first halfling caravans begin their march
across Áereth. Legends of a gleaming white
260+ For one thousand years, the Dark Age stretches tower, protected by an invisible wall, begin to
on. Countless nations rise only to fall back into circulate.
savagery, swept under by hordes of barbarians
and monstrous humanoids. The nations of elves 2400+ Criestine explorers sail west, making new con-
and dwarves slowly rebuild their power. tact with the Xulmec city-states, and marking
the Golden Age of Crieste.
1200+ The legendary mage Tsathzar Rho rises to
power. At the apex of his might, the wizard’s 2521 The renowned fire wizardress, Soranna of the
stronghold is destroyed and the surrounding Stolen Ember, and her companion, the swords-
lands reduced to ash. man Bezentaine, vanish into the northern Ul
Dominor mountains.
1550 The nations Kothea, Nimoria, and Erheim
emerge from the tide of barbarism. 2553 The Company of the Black Osprey clear out the
ruins of Clynnoise, claiming Castle Whiterock
1753 The barbarian hordes of Abylos begin their war for their own. Fifty-eight years later, the last
against the Druid Kings. member of the Company dies and Castle
Whiterock falls into ruin and disrepair.
1760 Erheim falls before the Abylossian horde.
2670 The armies of the drow-fiend Chalychia, armed
1779 The war between Kothea and Abylos grinds to a with the Shadowstone, conquer the elven city of
halt. The slave people of Uru’Nuk rise up Arovarel. The very next year, she is defeated by
against their Abylossian masters and fight their a band of heroes led by the paladin Valinus. The
way to freedom in the East. ruined city of Arovarel is never rebuilt.

114
2887 In a private imperial court, the eldest son of the up together, arresting the halt of the Scourge,
emperor, Ghorrene the Black Eagle, is convict- but not before the Grand Duchy of Leherti is left
ed of deviltry. Ghorrene is exiled from Crieste in ruins.
and the imperial throne is awarded to his
younger brother, Oststad the II. 3197 Unable to stem the tide of secession, the lord-
barons of Crieste elect a seven-year-old boy to
2894 The Black Eagle raises an army of evil merce- be Emperor, bringing the Interregnum to an end.
naries, slaves, and monstrous humanoids, and
sails on eastern Crieste. The warriors stationed 3198 Whitefang Citadel is built atop Aurora Pass in
at Gurnard’s Head are ordered to hold their the Dragonspire Mountains.
posts at all costs, beginning the Siege of 3199 Spring: A trio of hurricanes strike Argalis and
Sorrows. neighboring coastal towns. Winter: The Star of
2899 The armies of the Black Eagle are defeated, and the Black Sun appears in the night sky.
Ghorrene vanishes into the East. 3200 Present Day
2903 Emperor Oststad the II is abducted from his
palace in Kassantia. The lord-barons are unable The First Dark Age
to decide upon a new emperor. The Interregnum
begins, lasting for the next 300 years.

H
umankind’s dominance of the North began with
2905+ The majority of the North slowly reverts into the War of Divine Right, when the race of giants
unclaimed wilderness, isolated fiefdoms, and rose up as one in an attempt to enslave the less-
small kingdoms. Human woodsmen break er, humanoid races. No one knows how long the war
ancient treaties with the elven nations, and har- waged, or how many thousands of heroes gave their lives
vest vast swaths of scarred timber, sparking in defense of freedom, but when the waters of the
numerous conflicts. Empyrean swallowed the last peaks of Lirea, the ancient
3075 The Southern Province secedes from the empires of elves and dwarves had been laid low. The
Criestine Empire. Crieste goes to war with its elves retreated to their remaining forest sanctuaries, and
old province, but fails to regain the territory. the dwarves sealed the gates to their mountain clanholds.
Both races had suffered mightly in the war and only by
3098 The pirate Bloody Jack Dascombe plunders the turning their backs on the world were they able to survive
imperial tribute fleet. He is caught six months with their cultures intact.
later and executed, but the treasure is never
recovered. In their stead rose the fledgling nations of mankind.
Scattered in the aftermath of the war, isolated from their
3100+ Thire and Luthea declare their independence, elven and dwarven mentors and struggling for survival in
and the remainder of the northern kingdoms fol- the savage wilderness, Northland humans quickly forgot
low suit. The Empire of Crieste shrinks to a the secrets of metalcraft and magic. With few traditions
tenth of its original size, leading sages to proph- of their own, they descended into savagery and bar-
esize the coming of a Second Dark Age. barism. Within fifteen generations—not even the lifespan
of a single elf or dwarf—all that remained of their former
3101 Silverton miners accidentally uncover and
greatness was a collection of oral histories retold by
release the vampire Sorrenna. The mine’s
skalds, and a handful of ancestral weapons and armors,
owner, Jaspar Gannu, is held responsible.
passed from one conquering warchief to the next.
Master Gannu is lynched and his wife and child
are run out of town. The Gannu family home is
burned to the ground and the site is sown with Reign of the Druid Kings
thorny vines.
3171 The wicked conjurer, Erasmus Lore, seizes con-

W
itnessing the rapid decline of man, the last of
trol of Dundraville, only to be defeated by the the great magi sought ways to preserve the
Company of the Silver Lute. fragile advances of mankind. Some entombed
themselves within the earth to wait out the march of ages,
3195 The ogre mage Tarkhan Khurzog seizes control
dark wizards pursued the promise of lichdom, and others
of the Scourgelands, marching on the Grand
sought to transfer their intellect and souls within staves
Duchy of Leherti.
and constructs.
3196 The disparate nations of man, elf, and dwarf rise

115
The mages of Nemfar sought another solution, and sum-
moned together a coalition of young druids. The druids
Kothea, Nimoria,
were given the rudimentary secrets of arcane magic and and Erheim
entrusted with the destiny of mankind. Binding arcane
magic with the divine might of the druids, the dying arch-

F
mages spent the last of their powers raising the standing lames of war raged throughout the west. Erheim
stones that dot the Northlands and imbuing them with fell before the horde, but not before the horde’s
mighty dweomers and the power to work miracles. master was slain in single combat by the Princeling
of Erheim. Both were carried back to Abylos and buried
Armed with magic of old, the Druid Kings built temple- beneath the Dragonspire Mountains.
palaces atop high mountain passes, within misted forest
vales, and alongside tumbling waterfalls. Protected from Nimoria, protected in the west, weathered the assault
the endless wars of the barbarians, the masters amassed behind crude stone walls and wooden towers. Kothea
the collective knowledge of the elder races, met with the took the brunt of the assault, and the war with their
dragons of old, and sought out alliances with the elves Abylossian brothers lasted for twenty blood-soaked
and dwarves. years, the Kotheans and Abylossians slowly adopting the
others’ traditions.
Knowing the power of their lore, the masters were cau-
tious when revealing it to their barbarian brothers. They Meanwhile, far to the east, the people of Uru’Nuk rose up
carefully chose initiates from among the savage hordes against their Abylossian masters. The horde of Abylos,
and tutored these select few in the ways of the ancients. unable to wage war on two fronts, collapsed. The liberat-
In time, the initiates returned to their tribes, where they ed Uru’Nuk people migrated east, taking up residence on
served as wisemen, healers, and advisors. Progress was the high prairies that now carry their name.
slow as untold civilizations rose and fell, but over time
the mightiest of the new nations—Kothea, Nimoria, and
Erheim—emerged from the sea of barbarism, carefully The Age of Empires
guided by the hidden masters.

T
The Druid Kings’ machinations went undetected by he Priest-Kings of Nimoria, seeing their chance to
most, but the leaders that were too cunning or willful to seize control of the west, struck foul bargains with
submit to the rule of advisors rebelled. Chief among infernal powers, foolishly believing that they
these rebels were the painted barbarians of Abylos. could turn the depravity of demons and devils to their
Summoning a great horde, they swept over the advantage. The souls of the royal line were sold into eter-
Dragonspire Mountains and poured into the heart of the nal damnation and the fortunes of Nimoria rose to precip-
Northlands. In the ensuing slaughter, hundreds of initi- itous heights. Cambions ran unchecked through the
ates were burned alive, the palaces of Druid Kings were imperial court. Its nobility engaged in bloody sacrificial
razed, and their ancient libraries were put to the torch. rites, and its corrupt populace bartered with wicked crea-
tures of every sort.
To the east, the nation of Kothea slowly recovered from
decades of war. Strengthened by the infusion of barbar-
ian blood, the warriors of Kothea rode east and north,
battling with monstrous humanoids and encountering the
outriders of the sylvan realm. Meeting with the elves for
the first time in centuries, the Kotheans began trade rela-
tions with their cousins of the woods. Led by gnome
guides into the Ul Dominor mountains, the Kothean
scouts held council with the dwarven lords. After years of
explorations, the Kothean expedition returned to their
emperor with tales of grand palaces atop great trees and
the mightiest of cities hidden beneath the roots of moun-
tains.
Armed with the knowledge of a much larger world,
Kothea began trading with the elder races in earnest. But
the infernal-blooded kings of Nimoria, foolishly believ-
ing the counsel of demons, saw the dwarves and elves to

116
be a threat to their power. Raising an army of slaves, man. From the smoking ruins of an empire rose the war-
demon-blooded sorcerers, and aberrations, they marched lord Gunere Numon, the same man who would one day
on the forests and mountain holdfasts. The armies of be crowned the Emperor of Crieste.
Nimoria were met with the unrestrained fury of the dwarf
and elf races. In less than five years, the demon-spawned
armies were crushed by the might of the elder races. The Rise of Crieste
Defeated, the Priest-Kings turned to bickering and then
outright warfare among themselves as each vied for

B
orn a slave, Gunere Numon distinguished himself
power over his peers. in the war years, rising through the ranks of the
Meanwhile, the people of Kothea had spread far to the Nimorian army. In the years after the war, he
north, scouts coming within sight of the Hoarfrost Bay. sought refuge among the warbands, swearing loyalty to
But as they encountered elves, dwarves, and other one of the nameless bandit lords that rose to power. In
races—some savage, some not—the Kotheans were short order, Numon assumed command of the band, lead-
slowly absorbed into the local customs and cultures, until ing a series of successful raids on the fortresses of near-
they were Kothean in name only. Stretched over the far by warlords.
reaches of the North, the sun slowly set on the greatest But Numon was not content to be the master of brigands.
empire the Northlands had yet known. Mighty Kothea, As a young man, he had witnessed firsthand the ravages
jewled crown of the east, sank under the weight of its of war, and knew that so long as fractious warlords ruled
own success, splintering into a dozen fractious realms. the land, peace would elude his people. Taking up arms
and the mantle of Crieste (Nimorian for the dire lions that
roam the Samshem plains), Numon systematically con-
The Demon Empire quered the surrounding warlords, expanding the sweep of
his domain. Surrounding himself with a handpicked

E
ven as Kothea began its inevitable decline, the council of warriors, Numon and his generals unified the
Priest-Kings of Nimoria continued their scattered ruins of the empire.
internecine warfare. Heeding the calls of their dia-
Now hailed as King Numon the Lion, the general sent his
bolic and demonic advisors, each believed that he or she
warriors to the farthest reaches of the empire, quelling
was destined to be the one true emperor of Nimoria.
the threat of monstrous humanoids and rebels and mak-
Armies of slaves, driven on by demonic taskmasters ing the roads and fields safe for the commoner. Even as
wreathed in azure flames, marched to their death. an aging warrior, Numon the Lion refused to put down
Chariots thundered across the land, and war horns sound- his sword, leading quests against dragons, barbarians,
ed the call to battle. The armies clashed on the high plains and any foe that would threaten his people. In his final
of Samshem, churning the fields to mud beneath their years, he granted each general a barony, and empowered
sandaled feet. Mighty war mammoths crushed entire the Council of Lords to guide his fledgling empire.
legions, as prides of dire lions tore through ranks of
When the great regent died, the entire nation mourned his
slave-soldiers. Cambion generals fought alongside sum-
passing. Throughout the winter, solemn flags hung from
moned devils, while the Priest-Kings themselves brought
the tops of citadels and towers, while the Council of
down fire from the heavens.
Lords met to discuss the future of the empire.
When the battles had ended and the last war horn sound- When spring finally broke winter’s frosty grasp, the
ed, the empire of Nimoria had fought itself into ruin. A mourning flags were replaced with the triumphant ban-
nameless spearman found the last two Priest-Kings ners of Crieste, and a young baron, Korde of Kassantia,
locked in mortal combat amid the smoking remains of was crowned Emperor of Crieste.
armies. Begging forgiveness for the sins of his empire,
the spearman slew both regents with a single blow, then
raised a pale, blood soaked flag of surrender over their Of Barons and Colonies
soulless bodies.

C
In the months and years that followed, the empire—lack- rieste flourished for seven hundred glorious
ing a single leader—fell into chaos and savagery. Strange years, slowly expanding its borders east and
cults emerged and flourished, predicting a coming apoc- north, creating new baronies as territories were
alypse and the end of days. Bandit warlords ruled the explored and conquered. Criestine ambassadors were
countryside, while the adjuncts of the lost Priest-Kings granted audience with the elven and dwarven nations,
fought for control of the faithful. Monstrous humanoids new alliances were struck, and humanity entered a cultur-
swarmed unchecked, and once again beasts preyed upon al renaissance. Knights rode against barbarians to the

117
north and east, raising blade and shield in the defense of hearts of the great forests of old. Man warred against elf,
civilization. Contested by orcs, giants, and lost tribes of driving the sylvan people further into isolation. The
savage humans, they claimed entire wildernesses in the dwarves, high atop their mountain citadels, suffered less
name and glory of Crieste. at the hands of men, welcoming those that came in peace,
and easily crushing the rest.
Meanwhile, Kalían ships sailed far to the west, bringing
home stories of savage cannibals, impenetrable jungles, The Southern Province was the first to declare independ-
and unimaginable wealth for the taking. Darel Voltigeur, ence from Crieste, seceding from the empire in a bloody
a cunning sea captain, established the first Criestine revolution. The nations of the North watched with inter-
colony, incurring the wrath of the drakon that ruled the est as the Council of Lords struggled to respond. When,
land. The snake men rose up, and it took the united might after a decade of empty threats and meaningless postur-
of the Xulmec allies, the Criestine navy, and the elven ing, Crieste had failed to regain the Province, it was clear
warrior-mages of the Blackbriar to defeat them. how powerless the Council of Lords had become. Acting
on the ineffectual weakness of the empire’s government,
But the empire’s success brought decadence. While the the barons took matters into their own hands, declaring
Criestine armies struggled mightily on the borderlands independence in quick succession.
and in the colonies, the lord-barons and generals of the
interior grew steadily more complacent, indulging in Fearing the collapse of their empire, the Council of Lords
extravagant balls and raising monuments to their own hastily convened. For seven days and nights, they argued
glory. and fought, debating the virtues of one candidate against
the next. On the eighth day, they threw open the doors of
It was not to last. On the eve of his thirtieth year, the Council and announced the sixteenth Emperor of
Emperor Oststad vanished from his palace, abducted in Crieste: a seven-year old boy. The child would rule
the night. The lord-barons sent for the empire’s greatest alongside his vizier, Lady Mortianna, until his fifteenth
astrologers, seers, magicians, and diviners, while knights birthday, when he would assume full mastery of the
of the realm scoured the countryside, but to no avail. The Dragonskull Throne.
ruler of the most powerful empire in the world had disap-
peared without a trace. Starved for leadership and desperate for an emperor, the
surviving baronies quickly welcomed their new emperor.
Each lord-baron sought to turn the situation to his advan-
tage, vying for power before a new emperor could be
elected. One year turned to five and then ten. Unable or Wrath of the Scourge
unwilling to agree upon a new emperor, the fractious
Council of Lords allowed the empire to descend into and the Fall of Leherti
interregnum.

W
hile Crieste writhed in the death throes of an
The Interregnum and empire, its greatest fief, the Grand Duchy of
Leherti, teetered on the brink of collapse.
Rise of the Free Kings Years of inbreeding had reduced the Andithil dynasty to
feebleminded figureheads incapable of leadership.
Blessed with abundant resources and bountiful harvests,

F
or three hundred years, Crieste limped along with- there was little need for true leadership, and for too long
out an emperor. Seasons passed, the fortunes of the the Grand Duchy was able to eke by on the widom of its
baronies rose and fell, and still the corrupt Council seneschals.
of Lords refused to agree upon an emperor.
The illusion came to an end in the summer of 3195. A
Life was little changed in the empire’s interior, but on the ten-year drought had reduced the Mirdar-Luminar
borders of the empire the baronies had to fight for their Steppes to a tinderbox, and brought low the migratory
very existence against monstrous threats and barbarian herds of draex and reindeer. When a late summer light-
raiders. The baronies turned to mercenary companies for ning storm set fire to the Mirdar Forest, the hungry tribes
support in their desperate fight for survival. Each year of ogres, goblinoids, and giant-kin swarmed into the
they sent emissaries to the imperial court, begging the Grand Duchy. Tarkhan Khurzog, a demonic ogre-mage
lords to set aside their differences and agree upon an of unmatched cunning and cruelty, seized control of the
emperor, and each year their requests were denied. hordes, hammering the chaotic mob into a disciplined,
Beset by danger on all sides, the baronies became the regimented force. Seeing the might of the Tarkhan, evil
masters of their own fate. Treaties and alliance were bro- mercenary companies, foul wizards, and infernal priests
ken with the elven nations, as woodsmen cut into the rallied to his banner.

118
Previously, the disorganized humanoid mobs of the shining rulers of the North, are poised on the brink of
steppes had posed little threat to the knights of Leherti. ruin.
But by summer’s end, the plains shook to the awful beat
of marching soldiers, mighty siege engines dotted the Majestic Crieste has shrunk to a handful of baronies. Its
horizon, and dragons rode upon the smoke of war. The emperor, a mere child, is counseled by corrupt barons
Scourge had been born. and a vizier of unchecked wickedness. Once again mon-
sters and monstrous humanoids roam the darkness, set-
Idiot-born and spineless, the ruling family of Leherti ting upon the helpless and weak. The Priest-Kings of old
struggled to mount a defense against the coming dark- have returned, and wage a secret war for control of the
ness. Seeing their nation in danger of destruction, the empire.
generals of the Grand Duchy launched a desperate coup.
The assassins failed, and Archduke Ramaster the XII The Grand Duchy of Leherti lies in smoking decay, its
executed each of his generals in retribution, and the cities put to the torch and its people enslaved to monsters.
Scourge marched on Leherti unopposed. The surviving free cities are hard put to hold their own,
let alone retake that which was lost. The armies of the
The ensuing chaos is well documented. Abandoned by Scourge, far from defeated, bide their time and recoup
their rulers, each city was left to its own defenses. The their forces, waiting only for the time to finish what they
northernmost cities fell first, their citizens taken as slaves have begun.
or sacrificed to the Scourge’s demonic patrons. Noble
warriors of Leherti marched against the Scourge and The Southern Province and northern nations, once
were defeated time and again. beholden to the Emperor of Crieste, now strike out for
their own. They carry humankind’s fiery torch, but are
Knights of the Lance and the Sable March, and the steel- threatened on all sides, contesting with each other as
clad legions of Holdfast dwarves, bolstered by the elven much as with monsters.
mage knights of Corsan and the sorcerers of Koranth,
rode to the defense of the Grand Duchy. The ragtag Travel between nations grows ever less frequent and ever
alliance of good clashed with the Scourge on the plains more dangerous. Meanwhile, barbarians of the North and
above Wyrm’s Deep. When winter brought the season of Abylos of old, threaten at the borders, raiding deeper into
war to an end, over three-quarters of Leherti had fallen to the heart of civilization. Dark seers consult their fiendish
the armies of the Tarkhan. masters and declare an end to the Age of Man.
And yet, not all is lost. Courageous heroes hail from
every quarter, eager to take up arms and spells in the
Present Day defense of civilization. In Crieste, the Knights of the
Sable March fight in the name of the Emperor and wage

A
grim cloud hangs over the Northlands. At the a secret war against their evil vizier. Dwarven warlords
time of this scribe’s feeble scratchings, scarcely take up axe beside elf knights of the Blackbriar, Corsan,
one-third of the North can be properly termed and Anseur. Knights of the Lance ride to the ends of the
civilized. The great empires of yore have all slipped North, fighting for justice and good. And everywhere,
beneath the march of time. Where great cities once adventurers, refusing to slip silently into the annals of
thrived, tall forests now stand. The magnificent works of history, fight their way into forgotten ruins and ancient
wizards abound, but few can lay claim to their arcane dungeons, returning with untold riches and arcane relics.
might. Ruins of old whisper of long-lost secrets, waiting
It is a time of heroes, when power, riches, and honor can
only for those daring enough to uncover them. Fell mon-
be won by anyone courageous enough to take risks
sters prowl the borderlands, while barbarian raiders grow
against the threatening darkness.
ever bolder. The civilized nations of mankind, once the

119
And Thus Unfolds The Age of Man. What Legends Will You Tell?

120

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