Documente Academic
Documente Profesional
Documente Cultură
1. Introduction
2. Timeline
3. Characters
4. Regional Backgrounds
5. Languages
6. Special Classes
7. A Short History of the Divine
8. A Lexicon of Divine and Planar Terms
9. Pantheons of Lingusia
10. A Bestiary of the Fiendish & Unfriendly
11. House Rules with Castles & Crusades
12. Gazetteer
13. The City of Octzel
14. A Travelers Guide to the Kingdom of Octzel
15. Appendix
16. Maps
Mr. Bergquist would like to deny any relationship to his ten-year old self, who decided to name his (then) brand new campaign world
after a pasta. If only he had known
Special thanks to my sister Taara, who was there from the beginning, and whos legendary thief Wormie still haunts the streets of
Octzel today
Much of what has previously seen print for the Keepers of Lingusia was during my
high school and early college years, from around 1984 through 1992 when I published a
fanzine called The Sorcerers Scrolls, and a sourcebook (the first edition of this tome,
effectively) called Keepers of Lingusia for the Tunnels & trolls rpg. Still, despite my love
for T&T during that time (and now) Lingusia as a world has been used for gaming with
AD&D, basic/expert D&D (Erol Otus editions only, please!), 2nd edition AD&D,
Dragonquest, Runequest, GURPS 1st, 2nd and 3rd edition, and the more recent D20
system for 3rd edition D&D. In the end, the last few campaigns in this world have
returned to its roots, with recent games using Castles & Crusades, OSRIC/AD&D, and
Tunnels & Trolls 7th edition.
I am especially fond of the simple but effective redux that Castles & Crusades offers
D20 players, and so this edition retains the stat blocks and details that make it directly
compatible with that rule system. However, it is almost 100% compatible as it stands
with any other variant or old school D&D there is, and as any good Tunnels & Trolls
player knows, all you need this book for is the setting material anyway; T&Ts rules are
so simple and effective that the are all-encompassing. One apology and assertion,
though: The City of Octzel section uses alignment terminology closer to the current (4th)
edition of D&D. I really like that edition, but have not got the constitution to reformat this
book to conform to its rules. Nonetheless, I think youll find that the alignments as listed
there are easy enough to translate. Last but not least, I apologize for the grammar and
typos I am sure are riddled throughout this book. Editing is not my strong suite, and the
only free editor in my life right now hates fantasy and gaming stuff, so I am S.O.L.
Id try to thank everyone I can for playing in my campaign world (and those of you
running it from my web site!) but there are too many of you. I would especially like to
thank some of the veterans of Lingusia, especially my sister Taara, my bud Dave
Hollister, and Terry Hurford, wherever you are these days!
Thanks, and have fun with this world. You are now the new Keeper of Lingusia.
--Tori Bergquist
August, 2008
An Overview of Lingusia
The World of Lingusia is an immense realm, a entire world, given a high enough vantage point and
legendary planet forged at the moment of creation strong enough telescopic lensing.
by great, primal beings. Its history is one of
perpetual discovery, magic, danger, and conflict. It
is, in short, ideally suited for tales of high adventure, Cosmology
intrigue, and exploration. In the heavens, Lingusia is circled by a number of
celestial objects, serving as navigational aids. The
Geography sun travels the sky in a traditional days length, but
Physically, Lingusia is believed by most to be a its orbit is in a permanent flux, as it rolls seasonally
flatland, a disk-like world which may be somewhere southward and northward in the sky over time to
on the order of 28,000 leagues in diameter. The create the seasons. At night, there are two moons,
center of this great disk is the Southern pole which the great orb of Selene, the goddess of the night,
attracts the magnetic compasses used for and the lesser orb of Poltrietie, the demigod of life, a
navigation, and it was established long ago by moon which was born in to the sky but a few
travelers that the closer you get to the pole, the centuries ago as a herald of the time of the
more varied the direction of the compass gets. Reckoning, when the war between Chaos and Order
Likewise, the mysterious magnetic flux of the North came to an end.
Pole seems to radiate from the edge of the world, Other navigational points in the sky include a
where the great oceans circulate in a writhing mass, medley of odd worlds such Hyskortius the Winking
which plunges over, and sweeps back up, the edges Eye, the milky Haze, and the constellations of the
of the world. No traveler alive has truthfully traveled stars. The stars are believed by men to be portals in
to the edge of the world, however, so only the to the celestial realms, and for all anyone knows,
suspect tales of ancients speak of such things. they might be right.
As a flat world with a very slight curvature, A
Lingusian's view of the horizon from any given point Land Masses
is noticeably immense. Most horizons can carry on Lingusia is the name of both the world and the
for a much greater distance than in the mundane central continent that dominates this great land.
world of our own reality, but the density of Besides the continental Lingusia, there are at least
atmosphere, as well as great mountain ranges, five other great continents across the world, being
variation in geography, and other features prevent Takkai, Karaktu, Mataclan, mythic Paneurika, and
an utterly clear view at any given moment. Still, it is legendary Il'Madhar. Of these realms, Lingusia and
said that in certain great mountain ranges, ancient Takkai are rife with old and new kingdoms that
scholars and mages have been known to set up harbor a venerable history. Karaktu, more of a
optical observatories with which they can study the subcontinent and island mass, is said to have the
most venerable of all kingdoms in the world, but is
Constellator
The Followers of Selene are a small, hearty sect While most servants of Selene are women, men
with its strongest support among the silver elves of who follow her cause as Paladins can become
Sylvias. Within the temples of Selene, a handful of Constellators if they meet all of the conditions, but
the most elite followers of the moon goddess they must die in their martyrdom.
congregate and seek to pursue the greatest will of The follower of Selene must have committed a
the majestic mother of the fae. Those champions, great act of good in which she was martyred. She
chosen for their great piety and firm pursuit of her need not have actually died, but have suffered in a
goals, are the Constellators. terrible fashion for the act, or suffered a great loss.
Constellators are chosen, not made. When a Some examples:
member of her flock has performed a deed so Saved a community but lost her entire family.
monumental in its sacrifice that she dies or suffers Died or reach negative HPs defending many
greatly for it, then the follower is contacted by innocent women and children (successfully).
Selene in a vision, and pulled in to the misty border Destroyed a coven of Dalroth and died or nearly
ethereal, where she can then be drawn to the died (reached negative HPs).
Weirding Realms and hold court with the Celestial Was tortured for her faith, imprisoned for many
Court of Selene herself. There, she is honored for her years, and never renounced Selene before
deeds, and given a chance to return to Lingusia once reaching death or near death.
more, this time as a Constellator, to continue to The goddess will resurrect followers of Selene who
pursue the deeds and will of her goddess. meet all of the above requirements and who died in
Constellators number probably no more than two their martyrdom or duty. This resurrection will occur
to three dozen, and most all are elvish, for though within 1d6 weeks of her death, and she will be
humans and others have martyred themselves for restored to her full health prior to dying, naked
Selene and so risen to become Constellators, such under the light of a full moon. She may find her
followers are short lived in comparison to their former remains and seek to recover her goods if she
elvish brethren, and come but once or twice in a wishes. Characters who come close to death will
century. experience a visionary journey through the ethereal
Constellators are known almost immediately by in to the Weirding Lands, and the journey will take
their presence or reputation amongst other them away for 1d12 days before they return.
followers of Selene. Likewise, any servant of Naril or
Slithotep will know a Constellator by her mere Hit Die: D6
presence, due to the inextricable link between those Prime Attribute: Wisdom
two gods and the moon goddess. Constellators have Class Abilities:
a saintly, almost unearthly sort of presence about
them which other beings can sense, and which Weapon and Armor Proficiency: Constellators are
soothes the good and just while unnerving and not known for martial prowess, and can use knives,
frightening the wicked and corrupt. sickles, short swords and short bows only. They may
wear any leather armor, ring or chain armor.
Turning Ability: Solarian Knights turn undead as a Solarian Knight Holy Flames List: Slot level
nd
Paladin or cleric. 2 level: Burning Hands 1
rd
3 level: Resist Elements 1
th
4 level: Continual Flame 2
th
5 level: Augury 2
th
6 level: Fireball 3
th
7 level: Prayer 3
th
8 level: Fire Shield 4
th
9 level: Wall of Fire 4
th
10 level: Flame Strike 5
th
11 level: Commune 5
Hermes Huuarl
Guide for the Dead, Messenger of the Gods Keeper of Time
Profile: thieves, tricksters, charlatans, messengers, Profile: keeper of time, infinity, the cosmos,
the recent dead planar travel, patterns.
Faction: Lord of Order (life)
The Seraphim
Profile: Celestial servants of the gods
Zingar
Keeper of the Hunt
Profile: hunters, rangers, justice, survival, instinct
Faction: Lord of Order (life)
Type: elder god
Realms of Worship: Caelernin, Zarn, Hettanar
Autrengard, Zymhar, and Niras in Hyrkania
Genders Allowed: all
Races Allowed: any, especially humans, elves,
syleni, and dwarves
Alignment: As a ranger
Favored Weapons: The Long Bow
Description: Zingar is also a god of the Middle
Kingdoms, said to be a brother to Death and
Slithotep. His mortal crypt can be found in the
Slithotendan Mountains. Throughout Niras and
the northern lands he is the god of the hunt and
the spirit of the beast. His divine aspect said to
materialize on key days of sacred hunting, and
Dakkanich
Choktun Keeper of Lost Knowledge and Ancestors
Profile: Dreams, ancestors, passage of the dead,
Keeper of Immortality
Profile: magic, the quest for knowledge, knowledge, luck.
immortality and ascension. Faction: Lord of Order (death)
Faction: Lord of Order (life) Rank: lesser god
Rank: demiurge Realms of Worship: The lands of Amech.
Realms of Worship: In Amech, especially among Genders Allowed: All.
Corvante and Belladas. Races Allowed: any.
Genders Allowed: All. Alignment: true neutral.
Races Allowed: any, but mostly human. Favored Weapons: the staff, dagger, blow gun,
Alignment: neutral good. and dart.
Favored Weapons: Choktun favors no weapons Description: The dreadful dreaming serpent of
save the staff and the club. Ethenur, this great god-like beast is revered by
Baragnagor
Profile: Lord of orcs, prince of deformity, monsters, Kathack
might, battle Profile: lord of insects and abominations.
Faction: Lord of Chaos Faction: Lord of Chaos
Type: elder god Rank: elder god
Realms of Worship: Amongst all orcs and beast-kin, Realms of Worship: Strong and exclusive among the
especially in Mitras Forest
Kattachi, the insect men of Karaktu, the Khitteck,
Genders Allowed: All. and other insectiod and abomination races of the
Races Allowed: orcs and beast kin underworld.
Alignment: any, especially neutral evil Genders Allowed: All.
Favored Weapons: any, especially the great axe and Races Allowed: Any insectoid or abomination
double bladed great axe species may worship Kathack. Humans and other
Description: Baragnagor is one of Selenes bastard beings that choose to worship Kathack will be
offspring, or possibly a nephew. The deformed idiot polymorphed by the will of the god in to an insectoid
god is considered to have lacked imagination or full abomination if they complete quest assigned by the
ability, having been tainted by chaos. At the dawn of dark god, before being allowed to advance as
creation, he observed the other deities creating their priests.
children, the many races of the world. He is said to Alignment: chaotic neutral, neutral evil.
have been unable to produce beings of his own, and Favored Weapons: All blades weapons, poisons, and
so he stole the body of man and the head of a beast curved weapons, especially those resembling pincers
from the other gods. He jammed the parts together and stingers, are allowed. If its sharp, pointy, and
at random, and created the orcs and other beast-kin curved, it counts.
races. The orcs take this as gospel, though it does Description: The dread lord of the insects, a god king
not bother them that their god might be simple in of Ethenur, the dreamlands, Kathack is the
mind. Instead, the idea of a being whos thought is embodiment of the mystical unknown and the
singular means, in the orcish mind-set, that his vision unknowable. Beasts and insects that are truly
is clear for battle, a far more important virtue. Still, inhuman and beyond imagining, are said to have
the priests of Baragnagor seem to have no problem
sprung in to creation from the errant dreams
scheming within the clans of the orcs.
Baragnagor is a conventional patron of the orcs, of this dark and prodigious god.
and most all tribes at least have a shrine or shaman Kathack has few, if any human worshippers, but
dedicated to him, even if they have also chosen to among the insect men of Karaktu, the khitteck
follow another deity or demon lord. Baragnagor spiderfolk of the Faerie Woods, and the kattachi
means strength, victory, and the defeat of enemies scorpionmen of the Hyrkanian Deserts, Kathack is
in the orcish mindset. dark and fearsome lord.
As Baragnagor is a chimeric being, followers tend The worship of Kathack among his spawn is varied.
Trimelin
Profile: Lord of the Aquatic Deeps
Faction: Lord of Order (?)
Type: elder god
Realms of Worship: Aquatic beings, some coastal
communities with very old temples in Octzel and
elsewhere
Genders Allowed: any
Races Allowed: any
Alignment: any
Favored Weapons: spear, trident, net
Wolfon
Profile: Keeper of the Beast Spirit, lord of the wilds
Faction: Lord of Chaos
Type: elder god
Realms of Worship: Throughout the world,
wherever beasts roam. Especially in the
NorthernWilderness, among the Vyrkasha
Genders Allowed: any
Races Allowed: any beastly
Alignment: Any chaotic or neutral
Favored Weapons: natural weapons only
Description: Wolfon is the beast lord, the creator of
true beasts and the master of the feral. He is the
embodiment of all that is wild. In the dawn of time,
the myths of the Idean Codices tell of how Wolfon
grew infatuated with the moon goddess, Selene, and
Amehwy See the Eastron concealing much of his form, and he presided
over his sole task, as keeper of the Orb of
Pantheon Oblivion.
Once a great demigod of the Eastron In the oldest fragmentary Idean texts, it was
Kingdom Cymeer, Amewhy was slain by said that on creation, an Orb of Power was
Belphegor. Now, though he is still important to created for each great force in the universe, and
the Eastron pantheon, Amewhy has joined the all lesser forces sprang from these Orbs. The first
ranks of dead gods. Orb of Life, created the world of Order. The
second Orb, of Chaos, contained the essence of
the untamable and was used by MalaKor, the
primal god, to connect to the world of order that
he might corrupt it. The third Orb as Oblivion,
from which sprang the realm of Death and the
beyond. It was Aurumurvox to whom, somehow,
the protection of this third orb fell.
Damortus
Beredenos Profile: Keeper of the Armageddon Tower.
Profile: Father of lost causes, alchemic mysteries, Faction: Lord of Order (both life and death)
research and discovery, gnomes Rank: elder god
Faction: Lord of Order (life) Realms of Worship: Middle Kingdoms, in so far as
Type: lost god his only reference in any sacred text is in the first
Realms of Worship: none presently, save among volume of creation in the Idean Codices. No sane
the most esoteric of scholars and researchers person really worships Damortus, and few of the
Genders Allowed: any mad even realize he is real.
Races Allowed: gnomes and humans, mostly Genders Allowed: all, though Damortus himself
Alignment: Beredenos was neutral good has displayed an odd affection for women.
Favored Weapons: none Races Allowed: all.
Description: Beredenos is mentioned many times Alignment: true neutral.
in older Idean Codices. He was a venerable god, Favored Weapons: No favored weapons.
brother to Naril, and keeper of alchemical Description: Damortus is the eternal lord of the
secrets. One of Beredenos first alchemic Armageddon Tower, a great structure in the
experiments is said to have produced the race of Dreamlands of Ethenur, which contains the
gnomes from the essence of gold, creating the pictorial history of Creation from beginning to
first of their species. He was also revered as a end. The stories of Damortus (which are usually
Background
Autrengard The ancient settlers of Autrengard are
Frigid land of dour northern jarldoms said in tales to have been the most dour
Population: 1.2 million and unpleasant of all men. They were once
Government: regional fiefdoms ruled by of a distant southern tribe, which was so
jarls warlike and unruly, that they driven from
Capital: No unifying capitol, though the home of man in a particularly fearsome
Minathor has been a seat of power at times war, exiled from the Middle Kingdoms for
in the past. all time. The tribes wandered north, and
Rulers: the greatest ruler is Drosos UlDrom some found the mountainous wilderlands
of Minathor. The jarl Grohan Vor of Urstad of the Nordaman Coast to their liking,
is prominent, as is jarl Meridas Tadaman of founding the lands that would one day be
Shargarad. called Yllmar, Hettanar, and Zarn. The most
Background
Cretea is one of the most benevolent, and
possibly quietest regions of Lingusia. The
coastal kingdoms of this lush,
Mediterranean land are a series of city-
states ruled by a common democratic
process. Each city state has a body of
Cretea
elected voters, citizens who participate in
Population: 500,000 electing governors and making laws. These
Government: Confederacy of democratic citizens must own land and have wealth,
city-states allowing them to vote. Women are not
Capital: Each city of Cretea has its own allowed to participate. Through their
body of rule. The Senate of the Land meets efforts, a governor and representatives are
at Helios. voted on and elected. In turn, the
Rulers: Each city has an elected governor. representatives of each city-state meet at
The Regent of Cretea is a position held for the city of Helios, where an elected regent
five years, then filled by a citizen vote of the rules. The collective body at Helios dictates
city states. Current regent is Kryitos
Important Sites
NakIvk as a land has no urban cities, no
permanent communities, and no easily
identified regular gathering spots. Finding a
clan in this region means knowing their
path of seasonal migration, and a lot of The Northern Wilderness
patience and luck. Population: perhaps 20,000 humans, and
maybe 1.8 million native Vyrkashans, elves,
Naminthia marlacks, and others.
Population: 43,000 Government: Local governors of small
Government: The Vizier Aramud Vashran colonies, and lots of local clanships ruled by
and his dynasty rule Naminthia chieftains and warlords.
I: A Short History
The Dark Ages are marked by the arrival of The Two Hundred Years' War
war in the 18 provinces as a way of life, and
the continuous lack of unity between the By 2,274 King Drozathon came into power
Octzellan people. Although some claim that in Octzel after managing a coup on the
the cecession of Valance marked the Vellos-Aleric hold of the crown, and sought
beginning of the Dark Ages, most attribute to conquer Valance in the south. War
it to the appearance of Valances's first erupted after years of minor conflict and
declared king, Mendakar Gonn Vorst, who civil war, and an innefective
was crowned by the Order of the Southern approach held toward reuniting the
Church in 2200 aw in a great ceremony. kingdom by a series of unsuitable kings.
Married to Calea gonn-Drakanis, a scheming Thus began the Two Hundred Years War.
manipulator who was said by some to be The Two Hundred Years' War was the
the real force behind the throne, they lowest point on Octzellan history yet. Torn
imediately declared war against the Eastern by constant internal strife, the three major
peoples of the Halale provinces, unleashing factions (Royal Octzel, Valance, and Halale)
centuries of pent-up agressiveness against were also ripped with internal strife, and
the ethnically older cultural groups settled other territories, such as the Cimmeran
in those regions. Meanwhile, they Barbarians, the Ocentashians, Jhkanians
Encounters
Fishermen, vendors, dealers trying to hock
wares or other valuables fresh off the in-
port ships, drunken sailors, naval men on
patrol or leave, fishermen back fro a
successful or big catch, wealthy patrons
preparing for a journey or arriving from
one.
M. Dark Town, The Red Light District M2. The Inn of the Golden Succubus
Another brothel, this one famous for it's
M1 The Velvet Blades oracular golden statue of a succubus. The
Nestled within this large, run down beautiful statue is said to have been stolen
building lies the first brothel to covert to a from the Abyssal realms, and that it is
mercenary company. The Velvet Blades actually a polymorphed succubus who seeks
became registered mercenaries of the king escape. Men come here to pay homage to
two decades ago, and have been a popular the statue with coin and prayer (a
resource for nobles and wealthy visitors sacriledge and a scandal if they are caught!)
seeking escorts who double as entertainers and in exchange the succubus grants them a
and bodyguards ever since. vision of the woman they seek, and the key
The Velvet Blades are an escort and to finding her. More pedestrian customers
bodyguard service of professional mantyr simply partake of the lovely ladies who run
(emancipated) women who are not only the institution, who maintain a demonic
courtesans, but talented blades and wizards motif to their establishment (which has
as well. Most of the women who join are been raided by the City Watch more than
commoners seeking a better life, often with once for illegal activities). The lady of the
a talent for arms or magic that they could house is Ryddera Sitor (Tiefling female,
not find proper tutelage for elsewhere. Sorcerer Level 4, Rogue Level 3 LE), a self-
serving mistress who may or may not have
Capitol Octzel
By 2476, Octzel is one of the ten largest
metropolises in the world of Lingusia, with a
population of nearly 500,000 diverse
beings. It is a center of wealth and
commerce, and has a two thousand year
legacy to lend to its immense antiquity.
Octzel receives its own special treatment in
the section on the Capitol.
The countryside beyond the limits of the
Great Wall are a slowly expanding expanse
of urban blight running in to the rural
farmlands and pastures. Dotted throughout
this great mass of habitation are a variety of
Mansion and Estate of House Zellman The Retreat is where the King goes when he
A stately manor house on three hundred wishes a respite from his duties to the land.
acres of farmland property, just ten miles The huge towers with multiple spires house
south and east of the Capitol. Randolf a constant garrison of the finest soldiers the
Zellman (Human Level 9 Summoner NG) is royal army has to offer, and these in turn
the latest in a long line of mages to lord are kept in order by a garrison of dedicated
over the household. He is an accomplished Knights of the Crown. For forty miles
practitioner of summoning magic, and around the estate in the forests of Rishaad,
belongs to the Guild of the Blue Robes. the land has been declared Royal Hunting
Zellman has continued his familys pursuit grounds, and is protected by foresters from
of lost knowledge, and is considered one of poachers and anyone who would dare cross
the foremost authorities in the world on into the private lands of the King.
lost civilizations. It is said that he uses his The wildlife is, indeed, plentiful here as
familiarity with outsiders from other well. Geomancers have, by request of the
dimensions to aid in his quest for forgotten King, maintained permanent residence here
lore. to tend to the estates and serve the land.
The Zellman estates are rife with The need to protect the retreat from
hauntings, and in fact a well-known devonin poachers and other brigands is great, and
has prowled the fields and moors of the mercenaries are sometimes hired to do the
region for centuries, released by one of job which would sully the hands of proper
Randolphs ancestors long ago. It becomes nobles and true warriors.
most active in the month of Lashiden The Keeper of the Estate is an old baron
(during the festivals of the dead) and seems by name of Jonin Elas Haskor (Human Level
inimical to all communication. 12 Warrior, LG). Jonin is an old forester of
the land, who knows the terrain better than
The King's Retreat and the Royal Hunting anyone. He has roved through the forests of
Grounds Andesor longer than anyone, and knows its
East of the City, about thirty miles or so, is secrets like the back of his hand. He has a
the palatial Retreat. It is a beautiful castle, son, but the son is disinterested in his
small in scale, that was first built by the father's life and pursues a court life in the
roving king Gremna-Lubidosi, in 1420. The Capitol. As a result, Jonin has worked hard
castle walls hold a finely constructed to impart his knowledge of the land to the
manor, which contains elements of elvish Knights of the Crown who serve under him,
engineering, archaic architectural styles and seeks to discern which among them will
that reflect the palaces of the ancient make the next good keeper of the estate.
Character Guidelines in Karaktu Rogues: All. The Merchant class is also open
(from Dragon). Kits: All kits are appropriate.
Characters may belong to the following Psionicists: The psionicist and wild talents
races and classes listed below in Karaktu. are uncommon but avaiable in Karaktu.
Some of the following guidelines include Many lords will pay handsomely for their
details from AD&D 2nd edition, and I have gladiators to go to Aljhira and study under a
left them in just for the heck of it, but C&C great master, as psionics, magic, and
details will follow as well. granter powers are all seen as acceptable
Note that these cover natives only, and weapons in the Gladiatorial combats. Only a
foreign travelers are not only not restricted few teachers of psionics are found in
Temple of Bargan: This is the House of Themigorin will attempt to kill anyone
Southern Worship, to the southern orc who tries to enter the actual Temple of
chieftains of Bargan, where once there was Mitra, and will threaten anyone of ill repute
a great deal more civilization in the past. who displays an interest in doing so. Play
However, the orcs whom once traveled this thing as very nasty, and give it a cryptic,
here frequently have long since forgotten perhaps psychotic ring to its speech.
their old beliefs, and the House has fallen
into disrepair. Like a standard cathedral, it is Graveyard: It is an honor of the greatest
a vast hollow structure with large pillars and kind to be buried within the Temple
a great deal of decoration in the form of Graveyard; many orcs from as far as a
frescoes, tile, and stained glass. Careful hundred miles will come here in ceremonial
observers will note that someone has been procession to bury their dead, hoping they
slowly repairing the damages. will be granted access. On arriving, a burial
procession must perform a complex ritual,
Haagdash: This is a small, nine hut followed by a sacrifice worthy of the
community of orcish monks who have taken honored dead. If they do it right, then the
a vow of silence and servitude. Dedicated to spirits of the graveyard will open the gates
Mitra, they have returned to her Place of and allow them to enter. If they are closed,
Worship and acted as caretakers for the last then everyone came for naught and must
100 years now. Living in constant poverty turn around, dejected.
and providing themselves with little
sustenance, these orcs are quite pathetic In Lingusian death rituals, it is important
(and pacifistic), but do know some minor to bury the dead as far away from the place
magic. of death, or the deceased's residence as
possible, lest the spirit not continue on to
The Hill of Kudishy Themigorin: Kudishy the Land of the Dead and stick around. If
Themigorin is an other-worldly creature, you can get your dead relative into the
part serpent, part animal, and part human, graveyard of Mitra that means the spirit is
with no permanent shape. With multiple taken in; unfortunately, only those worthy
legs and a long, sinuous body, Themigorin of Mitra's good will get in; those who don't
dwells within this private hole and acts as are stuck with another long journey home,
Ethenur has a strange history. Some claim What is clear is that the heartlands of
it is the home dimension of Akuuris, the Ethenur seem to share the characteristics of
Dreamlord of the Middle Kingdoms, given order and entropy, dreams and nightmares,
the fact that Ethenur is the secret heart of reality and illusion. Nothing is truly stable in
all dreams and nightmares. Others believe Ethenur, and only a small body of "regular"
that Akuuris is merely an overseer, and that locations, some of which are described
Ethenur is a sort of "cosmic fuzz" which below, can be said to have existed for a
clusters at the corners of every coherent worthy length of time. Perhaps event these
reality, and that this fuzz has built up into a are merely the bizarre dreams of alien gods
pseudo comprehensible universe whereby somewhere in the cosmos.
all things possible can border. Finally there
are the esoteric cultists who travel by Time in Ethenur
dream and drug to manipulate the weird Time is relative, as are spatial relations. PCs
magic of the land, that they might divine entering Ethenur could return at the exact
The definitive core maps for Lingusia are the densely packed ones featuring the western and eastern
quarters of The Middle Kingdoms. Most of the game tends to happen in these regions, and elsewhere is
where there be monsters. Actually, there are an alarming number of monsters in the Middle Kingdoms,
but thats a whole different issue.
The North:
Zarn and Autrengard, north of Yllmar/Draiin map
Vagendars Woods/Caelernin just east of the Zarn map
As I indicated, I have made a lot of maps. I have many, many more and will scan them and place them up
for use on my web page at http://www.angelfire.com/rpg2/ancientworlds, so look there for more maps
to come, including Avilin, Galvonar, Karaktu, and more!