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The Keepers of Lingusia Contents:

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

This book requires the use of Castles & Crusades, and


is easily compatible with other Old School role playing
systems such as OSRIC, Labyrinth Lord, Tunnels &
Trolls, or out-of-print editions of AD&D. There is no
shame in showing love for these old systems!

Written by Tori Bergquist


All Contents of The Keepers of Lingusia copyright 2008 by Nicholas Torbin
Bergquist. Published by Zodiac Gods Publishing, August 2008 in conjunction
with lulu.com. Second Edition, Revised. First edition of Keepers of Lingusia
released in 1986 by Cliffhanger Games.
This book is written for use with Castles & Crusades, which is trademark and copyrighted by Troll Lord Games. No infringement of
ownership or trademark is intended.

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

Joseph Conaway (order #5438615)


Foreword
Ill make this brief: Keepers of Lingusia has been around since 1980, since the first
game of Basic Dunegons & Dragons I ran as a kid. The characters who survived that
harrowing first day in the Caves of Chaos lived to become prominent adventurers,
including the now legendary Gilrad, and my sisters elvish rogue Wormie. Lingusia
began a million years ago, it seems, but its grown magnanimously ever since!

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

Joseph Conaway (order #5438615)


The Keepers of Lingusia
Campaign Guide
The Castles & Crusades Edition

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

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ruled by decadent sorcerer kings who squander their The Amechian Kingdoms in the central jungles of
lost knowledge for magical power. Only known of Lingusia are a rough and uncivilized people.
within the last three centuries, the distant west Descended from the slaves of the ancient
reveals Mataclan, a fabled land of strange customs Prehunates, and then from the necromantic
and ways, and the new heart of colonial expansion Kadantanians, the Belladasian people of Amech are
for the Middle Kingdoms of Lingusia. In the utter proud, warlike, and very protective of their turf.
north and west, IlMadhar is a vague rumor, though Amenanyu orcs view for the right to claim the lands
some say Autrengardians in the north engage in their own, as do the Terkithyi and Codam T'kezzu
brisk trade with this little known continent of lizard folk. Many lesser tribes lie hidden in the
mystery. Last, but certainly not least, the grand jungles of Amech, and many secretive kingdoms lurk
continent of mystery dubbed Paneurika is said to in its expanses, such as Hotepsala and Vyrindia, with
exist in the farthest southern realms, beyond reach mysteries to be uncovered.
of all save the most daring travelers, and only one The Eastern Kingdoms are a peculiar mix of
true account of this continent is even believed to be western and eastern culture. The caliphate of Zued is
true. the strongest power of the land, but Cymeer is a
The Continent of Lingusia close second, with a people who have triumphed
The continent of Lingusia is approximately two over much evil and loss. The region of Draskis is a
thousand miles wide and three thousand miles in perpetual snake, coiled and waiting to strike against
length from north to south. It is a mixture of warm its neighbors, while in the Ny'kkodin Wastes, a
southern climates and chilly distant northern lands. hearty mix of desert tribes conduct their business as
The northernmost regions of Lingusia connect to a they see fit. In the south, Nithiadia and the Cretean
great land bridge, which locks the land with Takkai's lands are unspoiled wilderlands of discovery, cared
northern realms in the east. The steppe lander for by a very diplomatic people with an avid
barbarians of this region share a clear mixed seafaring culture.
heritage of both continents. The Northlands are also a mix of civilized and
Lingusia's cultural center point is the Middle barbaric, and often envious of the wealth and
Kingdoms, located in the central western lands, comfort of the southern folk. The many northern
where it is said the first men discovered civilization tribes are a blur of conflict amongst themselves, and
and spread out to populate all other quarters of the an occasional strong leader serves to unite the
world. Chief among the Middle Kingdoms is the whole and pose a threat to other kingdoms in the
Hyrkanian Empire, cradle of civilization and center south. The Hettanar, Zarnian, Nordamani, and
point in the eons old wars of Order and Chaos. Autrengardians are among the strongest such
Octzel, in the west is a flourishing kingdom of people. East of these militant tribal kingdoms are the
expansion, conflict, and intrigue. The lesser even more uncivilized Caelernin folk of Vagendar's
kingdoms of he Jhaknians, Cimmeran barbarians, the Woods, but civilization once again asserts itself at
orcish territory of Mitra's Forest, and the blasted the ancient free city of Karan, and the Zymhari
hellhole of the vast Hyrkanian deserts are all part of coastal kingdoms beyond. Northernmost is the
the architecture of the Middle Kingdoms. panoply of mysterious cultures in Avilin, Na'Kivk, the
In the Southern Lands lie ancient civilizations Steppelands, and beyond.
nestled within the deserts of Galvonar who claim an Takkai
equally ancient heritage. Persedonia in the south is Between the Eastern Kingdoms of Lingusia and the
the first strong force in generations to arise from the western shores of the east lies the Bloodsea, a
ashes of much older civilizations in Galvonar and dangerous but navigable body of water, the curse of
Galonia. The Galonian people remain a decadent many sailors. Still, the wealth of the mysterious east
folk, steeped in their ancient history, but never makes it worthwhile for the stream of traders who
reclaiming their ancient birthright. The Galvonarians have made their careers out of traversing the
are a merchant culture, busy profiting from the Bloodsea.
needs and desires of all other men. Takkai is an oriental land of mystery to most
Lingusians, for few have ventured beyond the

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southern kingdom of Al'Jhira and the great Emerald land in decline from a once great civilization, which
Empire of Tai'Kong. The island kingdom of Lako much lost knowledge. Other kingdoms and tribes
engages in brisk trade with the west, but the exist, such as the barbaric Hochimecs, the agrarian
northern kingdom of Kozakan is a mystery to most. Natukani, and the many tribes of the Hohotona.
TaiKong itself is a marvel to those who have visited, Paneurika
an immense land of eight great provinces, which are So little is known of this land, and only a handful of
larger than all the Middle Kingdoms. AlJhira is a men claim to have found it. Some say it may be
mysterious land of many-armed gods, tigerish possible to reach this fabled continent, which is
demons, and sultry princesses in a land ruled by a largely uninhabited save for savages by traveling
great Raja. The even more dangerous lands of across Mataclan. Others look to the guidance of the
Gochikono make the Amechian jungles seem only reliable travel guide, written by the legendary
hospitable. explorer Corin Daggerman, who was said to have
Beyond the western lands of Takkai, the unknown traveled south to the Paneurikan lands to discover
east looms. Rumors of a land called Nubiria, the secret of the Ebon Gold ore, which can trap the
mountain kingdoms called Nalinot, and a region of souls of seraphs and devonin alike. His logs speak of
utter deviltry called the Gray Empire are spoken of, primitive tribes, shape shifting monsters, and vast
but those few travelers who return from such lands expanses of uninhabited land with no trace of
might well be liars and grifters. civilization.
Karaktu Il'Madhar
The sub-continent of Karaktu and its many islands Visited mostly by the Northlanders, IlMadhar is a
were said to be the seat of an ancient empire, which difficult land to navigate to without knowing the
sank beneath the seas for offending the gods, or so ways and currents of the northern oceans. Some
some scholars say. Only the most learned suspect northern kingdoms in the Steppelands region have
this to be true, that the forgotten empires of Karaktu been mislabeled IlMadhar by overzealous bards, but
were the seat of the Prehunate Empire, pre-human the Autrengardians who have actually been there
sorcerers who challenged the gods, and lost. claim it is a land unlike any other known to
Argosea is most famous of the Karaktuan lands, a Lingusians. They say that no gods walk this land, but
seafaring people ruled by dark necromancers who that men were gifted with the power to learn of
treat their population like cattle. Lion men, half their own way in to the heavens, and that magic
dragons, and other beasts are said to be common in works very differently. No fae folk, dwarven kin, or
Karaktu. anyu orc have ever set foot on the soil of IlMadhar,
and the beings who dwell there are unique and
sometimes frightening. One sailor said that he met a
Mataclan race of beings that were both women and men at
Until three centuries ago, Mataclan was impossible once. Another spoke of demons that lied among
to reach, for no being had successfully charted the men, and had been cast from the Abyss for forsaking
currents of the Endless Ocean to the west and then the ways of chaos magic. The people of the land
found an eastern stream that would carry them claim the name of their realm stems from the name
safely back. When discovered by the explorer of their protector, a great being, they say, yet not a
Margda Dann Malik of Octzel, this opened the new god, who sought to seal away his kin from the trials
land to trade, colonization, and exploitation. and wars of the Lord of Order and Chaos.
Today, the Octzellan colonies are at war with the About IlMadhar, only time and the efforts of
Haxitol kingdom, a warlike realm of bloodthirsty valiant explorers will tell if more should ever be
warriors who practice sacrifice as an art. The learned of this distant land.
colonies keep the peace with the Talay, a peaceful

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A Short History of the World
The World of Lingusia is ancient by the standards scarred the old world once more, as the gods of
of most fantasy realms, having a history that begins chaos battled the gods of life and death (collectively
nearly 100,000 years in the past, and continues to called the gods of order) in the mortal plane, and
the most recent 10,000 years of cultural most all of the mortal forms of the gods were
development and expansion. More about the destroyed.
particulars of this ancient history can be gleaned The people recovered, but no longer had the direct
from the History of the Divine section, and from the presence of their divine beings to guide or care for
Timeline of the Middle Kingdoms, which deals them, and so the era of mortals was at last here.
directly with specific dates and events. What shall be Many civilizations in the present began their roots
summarized here is a startlingly basic crash-course in during this time, as man, elf, dwarf and other beings
the History of Lingusia, for such matters are often grew strong and willful. Civilizations rose and fell,
not too important when it comes to the concerns of and at last the architecture of the modern world was
the average adventurer! laid forth.
In the beginning, the cosmic stuff of creation was The celestial conflicts came to an end three
comprised of a single entity, Mala'Kor, the primal centuries ago, when the ancient conflict between
spawn of Chaos. He created on a whim or by order and chaos ended, and the primal forces
accident his two offspring, the Life Bearer Ga'Thika, merged, allowing the hostilities to cease, and the
and the Death Dealer T'Kothos. Mala'Kor tried to gods to (mostly) move on to higher levels of
destroy his offspring, but failed. The three deities, existence. Once again, the guiding presence of the
over time, created the universe, and then populated gods was diminished, this time even spiritually, and
it with the gods. The first gods, each part of a much conflict erupted throughout the land.
pantheon belonging to their respective aspect, lived In the present, it has been revealed that the forces
well, and took care of the worlds their parents of chaos were reinvigorated, as a seed of their
created. They in turn populated the realm with the primal father shattered in the sky, the Red Dragon
first species, men, elves, orcs, dwarves, and Comet, and rained chaos energy upon the earth.
countless other beings. Now, the war-torn lands of Lingusia are faced with
In time, these beings became wise, and some were the new threat of very powerful beings of chaos
born of mixed parentage, mortal and god, The first emerging once more to fulfill their dark fathers
great civilization, of the beings called Prehunates, wishes, but the only divine servants of order that
learned the secrets of magic and sought to become remain are demiurges and lesser gods who had not
divine, usurping their masters. The gods destroyed the wisdom to travel to higher planes of existence.
them, and the earth swallowed their ancient cities The common adventurer will find plenty of
whole. conventional excitement and exploration in the
The species once enslaved by the Prehunates now world of Lingusia, but the wizards, clerics, and men
went down their own path to civilization, and the of high purpose and keen intellect will find, also the
protocultures of the modern world began. About need to stride forth and take up the cause against
2,500 years ago, a terrible event happened which the encroaching chaos....

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A Timeline of the Middle Kingdoms
The World of Lingusia has a history extending back beings, who in turn are dictated by unknown
100,000 years, according to the sacred texts of the celestial ground rules to stay within their region of
Idean Codices. To provide an overview of the world, influence. Still, it is noted that some divinities have
a condensed version of the greater timeline ignored such rules and crossed boundaries on more
recorded in the Palomar Librarium, Midas, is than one occasion.
provided, below. This timeline is biased, as it In the Middle Kingdoms, the ancient calendrical
contains an account of the Creation Myth, which is in system of the Hyrkanians was widely adopted for
accordance with the religious perspective of the use, and was not replaced in Hyrkania until over
Middle Kingdoms, as told in the Idean Codex of 2,000 years after the adoption of the old calendar.
Creation. The specific details of the Creation vary The new calendar was introduced with the collapse
from one culture to the next, but they all involve of the old Imperial houses after the arrival of
major deities of old, who procure the world by some Nordaman invaders. The Nordaman have so many
means from Chaos, and in turn create the Universe different calendrical systems that none were
of Order. All religious beliefs of Lingusia are considered acceptable in the south, and a new
consistent on this detail, and have pantheons that system by the house of Agrimias was adopted to
reflect the dichotomy created by this Creation. celebrate the new era.
Likewise, all pantheons and beliefs of the World of Hyrkanian priesthoods of Naril have often chosen
Lingusia reflect divided philosophies, in which the to break down these abbreviations into periods,
forces of Order and Chaos are identifiable, in one marking them, (awi, awii, awiii, etc.) to reflect a sort
fashion or another, in the underlying beliefs and of substrata of the period they refer to, but this
cosmological observations of the many regions of system was dispensed with during the time of
the world. However, the specific figures and their Usyllyses as ruler, when the archaic lunar dating
interplay (gods, demigods, demiurges and heroes) of methods were all retroactively updated to a correct
each region vary widely, and it is suspected that system of annual solar dating based on the new
each pantheon reflects a community of divine astronomical practices of the Council of Twelve

Old Hyrkanian Calendar: bw (before the Time of the Celestial Wars)


aw (after the Celestial Wars)
Nordaman Calendar: oe (old era, before the invasion of Hyrkania)
ne (new era, after the founding of Sigurdian)

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Timeline of Lingusia
Time Event
The Time Before Man
Before Time The Primal Chaos of Malakor creates Ga'Thika the Earth and T'Kothos, or Death. They become separate
beings and move away from him. Each cosmic being creates its realm and populates it with simple life.
GaThika creates the First Gods as caretakers.
The First Gods revolt against the creator, and are put down by the New Gods. To prevent this, she locks
the power of all gods into two mortal artifacts, ever changing in shape, the Orb of Life and the Orb of
Chaos, for each opposing branch. A Third orb, of Oblivion, is a byproduct of the first two. She goes
into a long sleep.
The New Gods are appointed with the task of creating the mortal life of the world and care taking
GaThika during her long sleep.
75,000 bw Records on the ancient walls of Corti'Zahn indicated the gods forged this great city as a mortal
place of worship for their young creations. Aurumurvax becomes the patron god of the city, and
keeper of the Orb of Oblivion, which is the balance between Law and Chaos Orbs.
70,000 bw The first ancient people rise to civilization and dwell under the mantle of the gods.
55,000 bw The Prehunate civilization rises to greatness, and then goes beyond.
50-10,000 bw Vast, ancient sites in Amech and elsewhere are attributed to the Prehunate People of this time.
Some claim that men were slaves to these ancient sorcerers.
22,000 bw The Prehunates discover Ethenur and the Dreaming City. They found Nith, and explore the secrets
of the Armageddon Tower. Unknown Prehunates divine the fates of the gods, and set about to
unlocking the artifacts of Law and Chaos.
20,000 bw Diannysos is condemned for cosmic butchery and imprisoned.
15,000 bw Prehunates draw the Suethen folk from the Seelie Realms and make them pets and slaves. Thus
do the first Suethen enter Lingusia.
12-10,000 bw Eskandar's Rise. During the time of cataclysm, Eskandar is divided into seven incorporeal parts
and placed in an amulet of seven pieces, each guarded by an ancient devonin forever imprisoned in
the mortal plane. His crime is coming too close to unlocking the secret of the Gods.
10,000 bw sometime around 10,000 bw a great cataclysm occurs, and destroys the ancient Prehunate Empire.
It is said the gods did it to destroy mortals who sought to rival their power.
The Time of the Ancient Realms and People (10,000 bw - 2,100 bw)
10-6,000 bw The ancient archaic period of mankind. Primitive civilizations arose during this time.
7,500-6,500 bw The first, early agrarian people settle in Northern Hyrkania and around the Nyarlith Delta. Early
egalitarian societies form.
6,500-5,400 bw The Neolithic mound builder period emerges in the Nyarlith river- delta region. Early polities rise and
fall during this time, and elitism forms.
6,000-1,500 bw This is the time of the earliest real civilizations, the rise of agriculture, discovery of pottery, and the
first use of metals.
Cultures known in this early period include:
Amech: Ivory Carver culture, Jaguar Culture, Farmer Culture, Lake men culture.
Zued: The Riverine culture, The Desert men Culture
Hyrkania: The Fertile Lands Culture, The Coast lands Culture, The Inner Sea People, mound builders.
Cretea: The Early Cretean Culture.
North: Some nomads had traveled far north by now.
5,400 bw Hyrkan'ien is officially the first true city of man in the Nyarlith region, with over 20,000 citizens under
a benign elected ruler.
5,400-4,900, bw The Hyrkanian founding cultures grow strong, and develop complicated agriculture and irrigation.
Early writing and metalworking appears. The Fertile Empire of Middle and Southern Hyrkania grow
strong at this time.
4,900-4,400 bw Early city-states of Hyrkania are united under the first Elevasos, or king, named Kolhyrykan. His is
the first dynasty, and lasts this length of time.

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4,500 bw The oldest Idean Codices were scribed in this time
4,400-2,100 bw Many periods of rise and decline during this time in Hyrkania. Hyrkanien is burned and rebuilt
countless times. Wars between North and South are fought.
The Age of the Great Empires (2,100 bw - 499 aw)
2,100-13 bw The Period of Stability in Hyrkania, as the first ancient Empire is founded in the Usylian dynasty, and a
series of successful dynasties lead to the unification of Southern Hyrkania, Belladasian lands, and the
Northern barbarians. Organized ecclesiae become intertwined with politics.
1,500 bw Amechian people develop writing.
1,200-800 bw The Hidden Tribes of Galonia appear in the Southern Lands
970-820 bw A great and secret war plays out between the Einurians and invading anyu armies into the fae lands. The
conflict lasts more than a century, and the anyu are dispersed across the Middle Kingdoms when it ends,
the organized monstrous tribes forever more without organization of their own. Strife between Einurian
and Endurian people first appears when the Maddendur fail to honor pacts of aid with the Einur, and seek
to cover only their own defenses.
680 bw Earliest contact and trade with Baldric Coastal Hyrkanians and Amechians.
450 bw First known contact and trade with Amechians and Zuedians in the Ny'Koddin Wastes
400 bw-300 bw The Old Galonian pre immigration
324 bw Earliest known trade with Amechians and Hyrkanians of the Inner Sea
230 bw Strife among the einurians leads to a centuries' long war that will not end until the War of the Gods.
The exile Ashtarth tribes, dedicated to chaos, are permuted with chaotic energy and change to their
current forms.
215 bw The Ivory Kingdom of Amech and the Fertile Lands Empire of Hyrkania establish a pact to build the
Great Road over several decades across the continent for trade. It was probably finished around 156 bw.
13 bw Emperor Shakytis comes to power, unaware he will rule through the War of the Gods.
1 bw A year-long period of warfare erupts as the hidden cults and forces of Chaos swell up in conflict, driven
by the prophecies that the Orb of Chaos has been claimed. The first to use it is Xauraun, a decadent
aristocrat from the south who opens the portal to the Abyss, from which the devonin hordes and avatars
of chaos pour. Unwittingly, he is imbued with the true taint of chaos by Dalroth, and becomes the
immortal vessel of chaos. The orb disappears then, not to resurface for centuries.
In this year of great change, the mythic city of CortiZahn is sieged by chaos, and the human retainers
and avatars of the gods are destroyed in the great war. The city is cast down, and the portal of chaos
sealed after one year by Lord Warenis. Terrible magical corruption seeps through the lands of the Fertile
Empire of central Hyrkania, and creates the Great Desert Wastes, abutting the Earth Mother Mountains,
which are later renamed Slithotendan, the Mountains of Madness. Many mortal bodies of the sanguine
gods are buried in these mountains in sacred tombs.
1 aw The Emperor Catythytas proclaims a new era and calendar to reflect the time of victory over true evil.
2 aw-142 aw A series of succession wars in Imperial Hyrkania ensue, and many local wars are fought. Some
believe it was due to the residue of chaos from the War of the Gods.
65 aw Emperor Kravorstys reigns for 23 years, during which he commissions the Emerald Palace, a great
structure with a center dome pieced together from fragments of the Emerald Dome of the central Temple
in CortiZahn. It becomes the new, everlasting Emerald Palace of Hyrkanien.
92 aw The Ashtarth found Dahik in the wastelands
140 aw The Emerald Palace is completed at last during the reign of Tythiis the Empress
200 aw The first sedentary farmers in Galonia appear
300-500 aw The first old Galonian agrarian states appear (iron now used)
The Four old Empires of Amech go into decline and disappear during this time.
330-450 aw The Lelos Dynasty rules Hyrkania. It is deposed in 450 in a new succession war.
350-500 aw The Karak agrarian period
425-550 aw The Old Sur period of proto-Galonia rises and flourishes.
The Kadantanian Empire of Amech rises during this time.
450 aw A new succession war in Hyrkania puts house Vestillios in control
The Age of Expansion (500 aw - 1,400 aw)
500 aw Xauraun Vestillios, reincarnated, overthrows Hyrkanian control from Abernan Usyllyses II, and begins
period of religious persecution and warfare.

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500-750 aw Karak early city-states appear and rule
Zuedian and Cretean dissidents who found the first Magiocracy out of the ruins of forgotten ancients
populate the distant subcontinent of Karaktu.
500-950 aw The early metal Saurian Dynasty of Galvonar appears. Old Galonian conquest period at its height.
500-523 aw Mass insurrection and religious wars erupt in Hyrkania
503 aw Hyrkanians turn the Noenday colony into a penal colony in the Untamed Wilderness.
513 aw Octzel Venn Ta shipped to Noenday, begins a crusade for Enki.
523 aw Vestillios I deposed in Hyrkania, revealed to be the Son of Chaos.
527 aw Noenday now a small city. Enki official religion. Octzel in control, renames city after himself.
545 aw Octzel experiences vision of conquest against Hyrkania.
550 aw The first pre dynastic polities appear in Old Sur of Galonia
557 aw Octzellan independence declared, a small fleet sails against Hyrkania and is decimated by a hurricane.
Venn Ta is killed. The first ruler elect is exiled general Kothos Gonn-Talanar.
615-625 aw The Second Faith Wars erupt in Hyrkania.
670-699 aw The Third Faith Wars ensue in Hyrkania.
700 aw Syrradalis I reigns as Empress in Hyrkania. The Faith Wars are over.
713 aw Donn-Dadera rises to power in Octzel through deception. Begins construction of the New Palace (which
is finished in 728). Under Dadera, the Hagarant Lords, chaos minion sorcerers of chaos, come into power,
and are not put down until they are killed in a brief civil war.
750-885 aw The War of Generations begins in Kadantania as the Belladasian people fight for independence. They
achieve it in 885 aw when Kadantania recognizes their independence.
798 aw Kokitus of Kadantania creates the Codam T'Kezzu to fight for the
Amechian Empire.
800 aw Forlorn is founded in Northern Galvonar Sometime around 800 it is said that the first settlers from
Octzel and Hyrkania establish colonies in Jhakn. The local people, to become Takonorians, remain aloof
and hostile.
820 aw Galonian conquest of Karak
858 aw Queen Dellon-Vellos rules in Octzel. She commissions the great inner wall of the city, as well as the
Grand Librarium.
859-900 aw The War of Territory against the hordes of Anyu in the hinterlands of Octzel erupts.
912-926 aw The Jhaknian hero Laromar tries to unite the native chiefdoms and the Jhaknian colonies.
900-1,200 aw Old Galonia period of decline. Rise of the first Pre-Galvonarian merchant princes.
During this time, Jhaknian people develop democratic rule among the colonies. Jnril becomes capitol.
A civil war in Hyrkania prompts Jhakn to seek independence, and decades of minor conflicts lead to
permanent independence.
1091 aw The tragic romance of the ancient Laikhanamen and the fae queen Corrigan is played out, and Corrigan
is killed.
1,082-88 aw The T'kezzu Codam I rises to unite his scaly brethren in a slave revolt against the decadent Kadantanian
Empire. They journey to the north and found the Codam-T'Kezzu Empire.
1,125 aw The saurian dynasty collapses in Galonia under great floods
1,200 aw Forlorn ends abruptly in conquest from proto-Takonorian tribes The Beginning of the Great Change
(dramatic temp. inc.) during this period in Galvonar and the South. This is a serious set-back for the
people of the region, and an exodus northward begins among many.
1,300 aw Jhakn defeats Octzellan naval forces in a dispute, making it a kingdom to reckon with.
1,313 aw The last great sorcerer king of Kadantania dies. No heir rises, and the empire dwindles to squabbling
city states.
The Age of New Empires (1,400 aw - 1,900 aw)
1,400 aw The last of the city-states of Kadantania falls into ruin, and the Kadantanian Empire is no more. Only
Belladas has unity.
1,415-1,425 aw Octzel ruled by the decadent Gremna-Lubidosi. The wall of dreams built in the capitol.
1,438 aw The vampiric Karukithyak is entombed
1,480 aw The first Persedonian city of Archades is founded
1,520 aw The Southern Hyrkanians begin to encroach on unclaimed Amechian territory. The Hyrkanian slave
trade begins.
1,550 aw The New Dynasty of Galonia established under Pilater II

Joseph Conaway (order #5438615)


1,548-1,634 aw periods of conflict in Hyrkania as no less than nine emperors rise and fall. Civil war breaks out constantly.
1,591-1,603 aw exiled Hyrkanian merchants found Easton along the Inner Sea during a civil war of the Southern
Hyrkanian cities.
1,620 aw Cartoseon, the first true Regent of Persedonia, breaks the Zuedian rule and establishes the new empire
of Persedonia, and the Cartosean Dynasty
1,635 aw The Second Dynasty of Usyllyses brings peace to Hyrkania again.
1,682 aw The founding of Elharad City
1,700 aw The unification of desert tribes under Asaran I creates Galvonar
1,744 aw The third dynasty of the Usyllyses begins its reign.
1,798 aw The founding of Kiddaros
1,809 aw The Jhaknian ruler Golanarth establishes the Oligarchic council of Jnril, presiding over the previous
democratic forum of the land. War breaks out with Takonor again.
1,850 aw The Long Rule of the twelve great tribes begins in Galvonar
The Age of Strife and Prophecy (circa 1,900 aw - 2,116 aw)
1,927 aw Usyllyses III rules Hyrkania. He forges an alliance with Suethendur, and the Einur King grants him the
care of his youngest daughter since the queen is barren. Phyxillus becomes the first adopted einurian to
inherit the throne.
1,930-1,945 aw Jhakn and Takonor war, as Takonor is condemned for devonin worship. Takonor is sacked and pillaged.
1,960-1,962 aw Xauraun's latest reincarnation comes into power in Southern Hyrkania, and with the forces of the Black
Tower he wages war. For the first time in centuries, avatars are picked to aid the reincarnated Warenis to
defeat Xauraun.
1,963-1,968 aw The Company of the new avatars explores the Middle Kingdoms. Wormi Vellsoth founds the Black
Lotus Guild. Gilrad weds Phyxillus Usyllyses, becomes co-regent.
1,965 aw A brief period of religious strife flares up in Hyrkania between death cultists and hunt cultists
1,980 aw Ocentashian Glythanyu rise up against the city-state of Dorasha and depose the rule of the Macabethian
Cult. Wormi Vellsoth assassinates the wizard Macabeth. The hordes march on Jhakn but are
shattered in subsequent battles.
The Codex of Prophecy surfaces, and the first of the Apocalyptic Predictions come to pass as a new
gate to the Abyss opens in the Great Plains
1,981-1,982 aw The Second Celestial War almost begins, but the new avatars defeat the devonin hordes and seal the New
Gate of Chaos before havoc reigns.
1,998 aw Octzoron Andor becomes King in Octzel.
2,000 aw Quirak becomes wizardly Advisor in Octzel, commissions his Mansion. Octozoron commissions the
great outer wall.
2,003-2,020 aw The Great Middle War ensues, as Octozoron initiates a conflict to control sea trade and conflict erupts
with Imperial Hyrkania.
2,021 aw Wormi Vellsoth kills Quirak, and reveals diabolical controls on the King. Octozoron, fearing his mortal
soul, sues for peace. The Great War ends.
2,028 aw Gilrad and Phyxillus pass the throne to their son, Aroth Usyllyses. He is not as wise as his parents. The
immortal avatars sail off on the Ethereal Ship of Dreams into the outer realms.
2,033 aw Takonor falls to Jhaknian and Galvonarian forces, and is destroyed.
2,050 aw Under Aroth's reign, Hyrkania descends into decadence and corruption, and the High lords revolt. Civil
strife undermines the emperors rule, and the declaration of Southern Hyrkanian independence shatters
the empire. Aroth is deposed and killed.
2,068 aw Octzoron-Vellos comes into control of Octzel. The Doom in Old Chegga erupts as vampiric Karukithyak
seeks to rise from the grave and fall upon Octzel as a curse against the living.
2,074 aw Sharzade of the Ashtarth begins his slow movement for reformation among his people.
2,081 aw The Black Circle of Dahik corrupts the focus of Sherzade's reformation, and reads into the prophecies a
message to return and conquer the Silver Empire of their ancestors.
2,083 aw Corrigan the Witch Queen is resurrected by Laikhanamen. Chaos forces rally in the Thargonid
Mountains. The War of Strife looms. The chosen ones (Gilrad and company) return from their celestial
quests to meet the new threat. Phyxillus and Gilrad return as regents of Hyrkania.
2,084 aw The new age of avatars seek the immortal lord of order, Warenis, and unite against the rising power of
the Witch Queen. Xauraun Vestillios resurfaces, seeking to usurp Corrigan, but Black Annis captures
him in a Soul Gem.

Joseph Conaway (order #5438615)


2,085 aw The avatars seek the aid of the Orb of Oblivion and very nearly stop Corrigan, but she is at last
assassinated by Xauraun, who polymorphs his prison into a ruby body. He in turn is destroyed and
split into many pieces, and spirited by Aurumurvax across the world, forever disembodied and unable to
reincarnate. A second prophecy comes to pass.
2086 aw The War of Strife rages as Makhorven and Bellasco Strallikus unite the chaos armies. Southern Hyrkania
is united under the rule of the Divinate.
2,087 aw The War of Strife rages across Hyrkania, and ends in a great battle under the rally of the Solarian and
Emerald Knights against the chaos armies at Arkadin. The chaos army is at last dispersed. A third
prophecy comes to pass.
2,086-2,088 aw Mardga Dan Malik discovers Mataclan, the Fifth World, across the Uncrossable Endless Ocean. This
fulfills a fourth prophecy.
2,089-2,090 aw Saurpikan, lord of the Setites, brings down a great anvil from the sky and in the process hatches the
seeds of creation, creating the Young Moon, son of Poltrietie, fulfilling the fifth prophecy.
2,092 aw The House of Kaspalos rises from the ashes of Takonor to initiate a brief civil war in the south.
2,096 aw The great and ancient city of the Suetheinurians , Thystyvianis, falls to the Ashtarth controlled forces of
chaos. The War of Return begins. The Black Circle begins seeking out the pieces of the Amulet of
Eskandar.
2,096 aw Xaurauns Red Robe servants seek to re-unite his head with his severed parts, by locating the
pieces of his fabled Helix Throne. Diannysos the Prehunate reawakens and seeks the remnants of their
ancient power, artifacts of old.
2,097 aw The Company of Corwin Daggerman seeks to find the Helix Throne first, opposing the Red Robes.
2,098 aw The Throne is found, but a great sacrifice destroys it and the Ruby form of Xauraun in the heart of the
Sun. This is the sixth prophecy, freeing Xauraun for his final reincarnation. A company of heroes
thwarts Diannysos and casts the ancient artifacts into the World Forge.
2,099-2,000 aw the Company of Corwin discovers The Paneurikan continent.
2,100 aw Ariandra Vellos, daughter of old King Vellos, becomes co-regent.
2,101 aw The Ashtarth reformation begins, and Sherzades followers are accepted back into Suetheinurians.
2,106 aw The War of the Ashtarth against the Suetheinurians is joined by Blackholm allies. Thystyvianis is razed. For
the first time in millennia, the Argosean magiocracy of Karaktu experiences civil disorder and
insurrection. Akuuris-worshippers rediscover the Armageddon tower again, and learn of the impending
apocalypse of the Celestials.
2,107 aw The House Kaspalos initiates a new civil war in Takonor against Jhakn. The rebels are crushed.
2,110 aw The Hagarant lords are harnessed by the undead Quirak, who possesses an avatars body to escape death.
The Hagarant lords of Octzel are stopped again. House Drakanis and escaped Hagarant Lord Koval begin
the process of ceding Valance from Octzel. In Hyrkania, after Gilrad is believed killed in a battle, the
Great Purge begins as border skirmishes against the Thargonid Empire turns into a crusade that lasts
four years. In fact, Gilrad is captured by Bellasco Strallikus, a proxy in the Abyss.
2,113 aw Catea Gonn-Aleric, a necromancer, finds the final piece of the Amulet of Eskandar, and discovers that
the Orb of Chaos is in Mataclan.
2,114 aw An Octzellan expedition mounted by Drakanis, Aleric, and the Company of the Dogs of War seek to
establish a colony in Mataclan. In Hyrkania, the Great Purge concludes with the sacking and burning of
Hoggoth, capitol of the Thargonid nation. In a battle with the Troll Queen, Phyxillus is entrapped
within a magical vortex, cut off forever more, along with her Crusaders and the Troll Army. It wil be
centuries before they are freed.
2,115 aw Gilrad escapes from the prison in the Abyss and destroys Belasco. He returns to a collapsing Hyrkania,
and leaves it for the planar realms, placing Kalgornen the Paladin as regent.
2,115-2,116 aw The first Octzellan colonies are established in Mataclan, the Orb of Chaos is discovered. The final part
of the prophecy is exposed. Eskandar resurrected seizes the Orb, and rival sorcerers seize the Ankh of
Life, which is in fact the current form of the Orb of Order. The Celestial Apocalypse ensues, and the
ancient balance is destroyed as all blend into one. At this time it is revealed that the formless chaos of
MalaKor has withdrawn from the realm of Order and is no more, and GaThika is awakened. The
perpetrators of Chaos are punished or destroyed, and the Gods are drawn back into the Celestial
Everness, removed forever more from the domain of men. The New Era begins.
The New Era of Man (2,117 - Present)

Joseph Conaway (order #5438615)


(-13 ne) 2,117 aw The forces of Valance initiate civil war against the reign of Ariandra Vellos on the eve of Octzoron-
Vellos' death.
(-10 ne) 2,120 aw The Nordaman forces of Zued and beyond are united under Sigurd the Great. He conquers much over the
next decade, bringing his army to the gates of Hyrkanien.
(-4 ne) 2,126 aw Davin Kormak and his Emerald Knights seek to liberate the Sendral people from the rule of the Black
Tower.
1 ne (2,130 aw) Hyrkanien is sieged and at last falls to the Nordaman conquerors. Sigurd renames the city Sigurd'ian,
and places his daughter, Agrimias, as regent. She establishes the new northern calendrical system at this
time.
10 ne (2,140 aw) Sendral is freed and the Black Towers forces crushed. Under the new reign of Kormak, a new Southern
Hyrkanian kingdom, free of chaotic rule, now reigns.
21 ne (2,151 aw) Hyrmyskos is declared the new Holy Capitol of the Hyrkanian Empire of the Sun. The New emperor is
Thylar, a solarian knight and high lord.
35 ne (2,165 aw) Remnants of the Black Tower ally with Blackholm and betray the Black Circle. The conquered lands of
Suetheinurians fall under the rule of the Liche-Queen, who begins colonization. The Ashtarth are driven out,
and the reign of the Suetheinurians diminishes to the Woodland Deeps, where they call upon powerful
Weirding Magic to protect it from the diablerie of the Liche-Queen.
52 ne (2,182 aw) The eastern hordes of the Amechian conqueror Hadros begin to unite the Amechian lands from the
capitol of Barakas.
54 ne (2,184 aw) Agrimias dies in Hyrkania. Succession passes to her son, Githrard, who is married to Hylanys, a native
Hyrkanian noblewoman.
81 ne (2,211 aw) Decades of internal conflict among Hyrendan end as the new regent Calisos takes control and decries
the Divinate. He swears fealty to the New Hyrkanian Imperium.
99-108 ne The first Sendral-Blackholm war, in which the forces of Blackholm seek to invade and a driven back by
(2,229-2,238 aw) the stalwart Sendralites. Called by some the Second War of Strife, due to the mercenary causeless-
devonin employed by Blackholm.
110-200 ne The early demiurge cults begin to grow in strength. Phonataism spreads throughout the Middle
(2,240-2,330 aw) Kingdoms.
123 ne (2,253 aw) The new War of Faith begins in Hyrkania as the Solarian Church of the Holy Empire decries the paganism of
Niras and seeks to destroy it. Niras' people revolt and a civil war ensues. The New Inquisition is born.
128 ne (2,258 aw) All of the old territories of Ocentash are conquered by Valance. A viscous, futile war with the Cimmeran
barbarians, backed by Eastonian-paid mercenaries, lasts until 144.
144 ne (2,274 aw) King Drozathon comes into power in Octzel, and seeks to conquer Valance in the south. War erupts after
years of minor conflict and civil war. Thus begins the Two Hundred Years War.
191 ne (2,321 aw) Palithas III comes into power in Persedonia with dreams of conquest and empire.
194 ne (2,324 aw) Easton is conquered by Persedonia and becomes the new Northern Capitol.
199 ne (2,329 aw) Malas is conquered by the Persedonians.
200-206 ne Continuous war erupts between the Hyrkanian polities and Persedonian invaders. The encroachment
(2,330-2,336 aw) of the Persedonians is halted, however.
209 ne (2,339 aw) Jnril experiences its first sack and pillaging under the two hundred years war, which has dragged
Jhakn into the midst of war.
213 ne (2,343 aw) The War of Faith ends, as the new Emperor Shaerythal, also High Sacrimori, recognizes the separate
nation status of Niras and enters an agreement in which Niras'ien and its territories become client
states. She initiates a new, subtle policy of prosyletization and in decades to come, many new
monasteries to Naril appear across the Middle Kingdoms.
224 ne (2,354 aw) The divinate begins to return to Hyrendan, as it remains strong in Blackholm. The new regent of this
time, Kartakos, declares it permissible to worship any god or gods, and the divinate returns to open
worship.
259 ne (2,389 aw) During two years of treaties and neutrality between Octzel and Valance, a terrible betrayal in the south
unites the eastern and central provinces to declare their own cessation as the independent regency of
Halale. Warfare erupts again.
287 ne (2,417 aw) Kymir is at last overthrown in a slave revolt funded by nobles interested in breaking the age-old powers
of the city.
325 ne (2,455 aw) The Second Blackholm-Sendral war erupts and lasts for several years before trade routes are restored.

Joseph Conaway (order #5438615)


336 ne (2,466 aw) The once quiet Hadrosian Empire is reinvigorated when the new ruler, Katanak, claiming Kadantanian
heritage, gains control in a regicidal move. He declares he will restore the power of ancient Kadantania
to the land.
338 ne (2,468 aw) Civil war in Amech erupts in the Belladasian province.
339 ne (2,469 aw) Arvale becomes new king of Octzel. He seeks peace and then gains fealty immediately from the regency
of Halale.
340 ne (2,470 aw) Hadrosian forces attack Hyrkanian cities along the great Western Trade Route, driving Hyrkanians out
and starting a new war. Sendral, Hyrendan, and Imperial Hyrkanian forces reach a pact of agreement to
unite against the invaders. The war continues to the present (344).
341 ne (2,471 aw) Arvale Octzoron-Tendrosos VI sues for peace, and Drakanis IV accepts, his Valancian kingdom on the
verge of collapse from internal conflict, starvation, disease, and discontent. Halale reluctantly backs off
for the time being, but local grudges continue.
344 ne (2474 aw) The Hadrosian-Hyrkanian war fought to a standstill; Persedonia, under Palithas V, invades New
Galonia; Forces in Halale are threatened by the rising Anyu armies in Mitras Forest for the first time in
centuries; Kymirian forces look eastward to the Hettanar expanse and see easy pickings. The Great Red
Dragon Comet appears once more in the sky. It has not been seen since the Celestial War.
2475 aw (345 ne) Agents of the Cult of the Kraken are manipulated in to recovering the lost armor of Xauraun Vestillios.
Xaurauns pawns reunite his immortal reincarnate with the armor, and he once again walks the earth. He
travels to Trog, where the diminished child-form of Dalroth is biding its time, growing in strength under the
care of Slithotep. Xauraun strips Dalroth of his power and uses the Prophecy of Return to siphon the chaotic
energy of the Red Dragon Comet in to himself. The comet sheds its burden, and meteoric fire rains upon the
World, unleashing the full powers of Chaos once more. Elsewhere, a new band of Chosen seek out the
frozen army of Phyxillus Usyllyses and reawaken her, to rekindle the forces of Order for the onslaught of the
new Pantheon of Chaos, ruled by the immortal Demiurge Xauraun. Queen Taelyias Mandragora leads her
armies against Trog, in a protracted siege, which ends when Xauraun unleashes an army of chaos upon
them. The Queen is believed dead.
2476 aw Phyxyllis' first act is to siege and regain control of the city Hyrkanien, and return the Emerald Throne to the
rule of a proper Empress. She Refuses the throne for herself, however, and insists that it be handed to
Prince Hovalos, who has ruled at Hyrmyskos in the wake of his mothers defeat at Trog. The Nordaman
kingships have little fight left in them after a century and more of assimilation and complacency. Prince
Hovalos' first act is to restore the Hyrkanian Calendrical System, and restore the family rights of lost
territory to disenfranchised Hyrkanian Houses. This instigates a brief civil rebellion amongst the Nordaman,
which is quickly put down. In Honor of this time, the new Emperor declares this period the Era of Rebirth,
and (er) is used to mark this period henceforth.
2478 aw Trogs forces mount opening attacks against Malas and neighboring cities. Persedonian officials are
captured. Xauraun forces a visit to the capitol of Persedonia, and a strange alliance is formed. Elsewhere,
Chrones minions of Xauraun forge an alliance with the Hadrosian Empire of Amech. Troops march west.
2479 aw Trog and Presedonia march on Hyrkania and Octzel. The forces of Mitras Forest and the Mountains of
Chaos unite under the banner of Trog. The region of Halale falls under siege.
2481 aw Octzels troops lose ground against the onslaught of enemy forces. Much of Halale marauded by enemies,
and Valance under siege.
2483 aw The forces of Octzel mount a desperate push to oust the invading armies, led by Kalador Gonn Hesparad. He
succeeds in pushing back the encroaching forces. In Hyrkania, the forces of Trog and Persedonia ally with
Blackholm, which swears allegiance to Xauraun. Hyrenden survives siege from the Persedonians by calling
upon the demiurge Avarath, only to fall six months later to betrayal from within (the Red Robes give the city
away).
2486 er: The present year of the Campaign for Adventures. The Political scene is tumultuous. The major turmoil in
the land lies in Trog, where a new capitol of Chaos has formed and sends forth its tendrils to find new
followers. Persedonia allies itself with Xaurauns forces, but some suspect witchery. The Nordaman
territories has collapsed, and a strong new Hyrkanian Empire rises from the ashes. Octzel continues to
experience a break from constant civil war, but the coordinated invasion of orcs from Mitras Forest and
armies from Trog and Persedonia change that. More blighted craters of chaos becom evident as they
rupture and expand, breeding foul creatures of chaos.

Joseph Conaway (order #5438615)


Characters of Lingusia
are known as the Houses of the Sun, the lesser
The Races of Lingusia: families which comprise the bulk of the common
The world of Lingusia is populated by many other population. These elvish houses swear fealty to the
species than humanity, as is appropriate for a great houses. Often, an elf or half elf with no house,
fantasy realm. The major species available for or a Salienform elf, may be permitted to join one of
players to choose from at the outset include the these lesser houses. On a rare occasion, a House of
following: the Sun becomes unexpectedly important, and is
transformed in to a House of the Moon. Just as
rarely, a House of the Moon can suffer serious
The Einurian Races defeat or shame and fall back to become a lesser
The fae folk, Sidhee, or elves, called in the ancient house.
tongue Einurians, are a diverse and enigmatic Personality and Appearance: Silver Elves are often
species. They are divided into a number of cultural regarded as somewhat haughty and aloof when
groups and inhabit many regions. Elves are often dealing with the lesser kindred races. Some of this is
regarded as the first intelligent race created by the a side effect of age, for the Silver Elves almost
gods, but some claim they are merely Fae folk who invariably live longer than most beings around them.
fell from the grace of the Weirding, that enigmatic Some of it is their fae aspect, which is unsettling or
realm of the Faerie, which the Goddess Selene soothing to different beings. They are noble, regal
brought forth in a dream. beings in appearance, averaging 6 to 6 and a half
The available elvish groups in Lingusia are: feet in height, towering over most other elves and
men. Suetheinurian physical traits include
Suetheinurian, Silver Elves pronounced, slim pointed ears and opalescent eyes
The Silver, or High Elves, are the most ancient and (no whites; all Lingusian elves have an opal quality to
venerable of the elvish cultures. They are among the the eyes, running from black to deep red,
tallest of the elves, often taller than humans. Silver reminiscent of gem stones). All Silver Elves are
elves are ancient, wise, and talented with magic. known for their long, silken hair which comes in all
Their ancient kingdom in the Woodlands of Sylvias colors, but most famously in the silver, platinum
has stood the test of time, even the assaults of blonde, and white coloration. There is an unreal
Ashtarth armies and goblin hordes in recent quality to Silver Elves, a presence that unnerves
centuries. Silver elves are renowned as warriors those who fear the magical and soothes those who
throughout the land. The paladins of Selene are are good at heart.
fierce defenders of their woodland kingdom, and are Relations: Silver Elves have long held an alliance and
sometimes known to quest elsewhere, as well. treaty of mutual protection with the Empire of
Silver Elves are known to have founded a secretive Hyrkania, and there is a special pairing between the
order known as the protectorate, an elaborate Selenic Knights and the Solarian Knights of each
society of agents for the cause of Order and realms respective gods. They are at odds with the
goodness, who venerate Phonatas, Elesin, Herme, Persedonians, who seek to encroach on their
and other gods, and seek to take advantage of their territory. They have a loose alliance with the
perspective as near-immortals to counter the threats Maddendur Dwarves, but that has fragmented many
of Chaos. times over the millennia. They see themselves as
The Silver Elves are divided in to a number of caretakers of the spirited and naive Sylveinurians (as
Houses of the Moon, and each house provides well as other fae kin, such as the Syleni and
special social and political contacts to its members. Gnomes), and as devoted foes against the Southern
Membership in a house is determined by blood and Hyrkanian City States and the Ashtarth. Silver Elves
marriage. Many common Silver Elves belong to what

Joseph Conaway (order #5438615)


are strongly opposed to all of the chaos-kin, members of a House of the Sun gain only the
including the Anyu Orcs and their relations. standard benefits of the elvish package.
Alignment: Ilmatar, House of Fire. This house is legend for
Religion: The Suetheinurian worship Selene, and its metalwork and armoring skills, and is unique
members of House Ilmatar worship Ailyenarion as in its ability to harvest and tool adamantine
well. Phonatas, Elesin, Herme, Poltrietie, and implements. Likewise, members of this house
GaThika are all important elements of the elvish sub are famous for their talents at pyromancy and
pantheon. alteration. Members of this house receive a +1
Language: All Suetheinurian begin with knowledge bonus to any check related to the manufacture
of elvish and the Middle Tongue, as well as their of metal arms or armor..
House Tongue, which is a unique dialect used Istrion, House of Water. Blessed by Trimelin,
between members of the same house only, and this house is known for its seafarers,
never taught to outsiders (willingly). shipwrights, merchants, and water mages.
Names: There are a lot of "y," "th," and "s" elements Members of this house receive a +1 bonus to
in naming. Some examples of Suetheinurian names: rolls involving sailing, swimming, or bargaining.
Male: Thyvias, Vyrasthios, Shylnavalos, Vaeram, Nethestor, House of Ice. Located in Ice Falls,
Sylas, Mythrael, Zyravos. members of this house are powerful with cold
Female: Phyxyllis, Thyriel, Allysithriel, Mylinii, magic, and considered pre-eminent architects
Thyvysithies, Myrythien, Enesthyriel. throughout the elvish lands. House members
Adventurers: While some Silver Elves choose to get a +1 bonus to Intelligence checks involving
wander and quest, others are appointed foreign architecture and engineering, and when using
duties, such as Selenic Knights, members of the Ice Magic may, once per day per three spell
protectorate, and disciples of a wizard or merchant caster levels enhance a cold-based spell by one
sect. Silver Elves live a long time, and they are not by level over their normal caster level.
nature isolationist. Vystrion, House of Earth. Those of House
Silver elves receive all of the benefits of the Vystrion are accomplished druids, geomancers,
standard elvish package, but with the following and earth workers. They are known for their
modifiers/changes: agricultural and horticultural skill, as well as
Silver Elves receive a +1 modifier to Intelligence, magic shaping the earth and the flora. Members
but a -1 Strength modifier, in addition to the +1 of this house get a +1 bonus to wisdom checks
Dexterity and -1 Constitution modifiers. when foraging or surviving in the wilderness and
Fae Glamour: All Silver Elves experience a +2 may apply this to any relate Ranger or Druid
circumstance modifier to Charisma rolls when skills as well.
negotiating with good beings and a -2 modifier Shalmanfiel, House of Enchantment. Masters of
to the same rolls against evil beings, unless the illusion and disguise, sometimes regarded as
Silver Elf is evil, in which case the modifiers are tricksters and hucksters, the illusion-crafting
reversed. This is a side effect of the fae glamour skills of House Shalmanfiel are well known.
which permeates their being. Members of this house receive a +1 Save
A Silver Elf must choose from a House of the Sun modifier on any attempt to disbelieve illusions,
or no house at all for social background. A Silver and when using illusions may, once per day per
Elf with at least two attributes of 13 or better three arcane spell caster levels enhance an
and no attributes less than 10 may belong to a illusion spell by one level over their normal
House of the Moon. If so, then the Silver Elf may caster level. Almost without exception,
roll percentile dice to determine heritage: 01- members of House Shalmanfiel choose
60: House of the Sun; 61-93: Choose from the Illusionist for their class (or one of their classes if
following list of Houses of the Moon; 94-99: using the Castle Zagyg multiclassing rules).
Salienform! (see below); 00: Youre a rare fair Astrux, House of Many Eyes. The most
skinned member of House Shilnavilin. All venerable house of the politicians, they are
silver elves, which have made the art of

Joseph Conaway (order #5438615)


diplomacy and politics and family affair. All Shilnavilin, the Dark House. This is officially an
houses participate in politics, but House Astrux extinct house, as its members became the seed
rules the field. Nothing gets done without their of the Ashtarth many millennia ago. The
participation or approval. All rulers for the last Ashtarth who still wage war against Sylvias claim
two thousand years have been from House this house title their own. The only fair skinned
Astrux. Members of this house receive a +1 members of this house are said to live in the
bonus in Intelligence checks for diplomacy and demiplane of the Desecrated Lands,
negotiation, and receive a +2 modifier to any worshippers of the ancient Anhedron the
leadship checks when trying to mobilize or Damned, he who first corrupted the house and
command troops (may affect any Morale rolls cursed them to become Ashtarth forever more.
dictated by the CK, too). The members of Astrux Members of this house have special
are consumate commanders, and favor the considerations. They must be chaotic in
Knight class. which they almost always take. alignment, and if they are not ashtarth, they
Calyspion, House of Conjurers. This is a small often look albino. They may plane shift once per
house, largely dominated by the Fraternity of day to the Desecrated Lands, and receive a -2
the Gray Robes, a venerable order of conjurers Charisma penalty to any encounter in which
and summoners whose abilities are tethered to they are known to belong to this house.
the Weirding Realms. Oddly, some of these Ashtarth who are so pure of blood as to belong
mages also take up arms and practice combat to to this house receive these benefits, and the
become war mages. Members of this house social penalty stacks with any others. They
when using conjuration and summoning magic receive a -1 Charisma penalty among their own
(any spell which produces objects from thin air kind, due to jealousy and hatred towards their
or creatures) may, once per day per three purity.
arcane spell caster levels enhance such a spell
by one level over their normal caster level. All Sylveinurian, Sylvan Elves
members of this house who utilize summon The Sylvan Elves are woodland stock, which disdain
spells will summon Fae creatures over other the ancient spired cities of the Silver Elves in favor of
types, first. a natural approach to living. They are curious and
Arienform, House of the Sky. Blessed by Ogron, earthy folk, considered closer to their Fae roots than
this smaller house sprouts many wind many other elves, save perhaps for the Kythians,
elementalists, navigators, and weather mages. who are still touched by the Weirding.
Members of this house receive a +1 Intelligence Sylveinurians are located mostly in the dense, thick
bonus to nature and weather checks, and to forests of the eastern Sylvan Mountains of Sylvias.
intuit the true direction they are traveling. They are clustered in a number of clannish provincial
Salienform, The Outcasts. Exiles by choice or domains, through which normal men could blindly
force, Salienform have been branded heretical stumble through and never know were inhabited if
and cast out from the Houses of the Moon. the woodland elves chose not to reveal themselves.
Salienform are sometimes born of two houses, Most of the Sylveinurian communities are centered
and choose one ability bonus from each house. in high-roosted townships built in and along the
Intermarriage among the House of the Moon is length of the great old red woods, which comprise
forbidden (although it is permissible with the much of their forest land.
Houses of the Sun). Likewise, criminal or deviant Personality and appearance: Woodland Elves come
behavior also results in expulsion. If this is the across as mischievous, personable, and very curious.
case, determine your former house and receive Almost all Sylvan Elves who have not settled down in
its abilities. All Salienform receive a -2 check old age often seem to be almost juvenile in their
penalty to all Charisma and social interaction approach to life, although this is a side effect of the
rolls with members of the Houses of the Moon, fae glamour which permeates them, driving them on
and a -1 penalty to the Houses of the Sun. to distraction. yes, there are focused Sylvan Elves,
and yes, there are laconic, disinterested members of

Joseph Conaway (order #5438615)


the species, but they are the exception rather than than not have a Sylveinurian parent as a result of
the rule. this wanderlust and adventuresome nature.
Sylvan Elves appear short, averaging 5-5 and a half All Sylveinurians have the standard profile found
feet in height, of slim build with pronounced, in the Players Handbook. They are the default
pointed ears. They have rustic, earthy colors for hair, elvish type for elves that do not know or have
ranging from sandy blonde to dusky brown or gray, not discovered their heritage.
and some Sylvan Elves hair changes color with the
fall and spring. Like all Lingusian elves, they have Kythians, Faerie Elves
solid opalescent eyes, usually of speckled red, blacks,
The faeriefolk of the elves are the closest to the
and browns.
ancient ancestry of the elves among the fae folk than
Relations: Sylvan Elves are inclined to get along well
any other member of the elvish community. They
with everyone, or at least try. They are compelled to
are small, reclusive kin, quiet and vigorously
taunt dwarves, however, who are too dour for the
effective at evasion. Found in small, isolate
taste of most Sylveinurians. Likewise, they are
communities throughout the Middle Kingdoms and
generally disapproving of the lifestyles of most
beyond, they are perhaps the only elves to dwell in
chaos-kin and other evil beings, but are also more
the Northlands (beside dark elves). The largest
likely to accept one of those beings, which walk the
communities of Kythians can be found in the Faerie
path or order and goodness. They love gnomes and
Wood of western Octzel.
syleni, and like humans because theyre such an easy
Personality and appearance: Kythians are shy,
mark. They tend to be uncomfortable and concerned
reclusive, and deeply attuned to nature and the
about planar beings, as such entities are rarely a part
spiritual realms. Unlike their more sophisticated kin,
of the natural order.
Kythians are still trapped in the rapture of the
Religion: Wishupar, Herme, Poltrietie, Niras, Selene,
Glamour, the mysterious presence of the Weirding
Phonatas, Temina, and Amasyr are all part of the
from which all elvish races were birthed by Selene in
reverent sub pantheon of the elvish people who are
the dawn of creation. Because of this, they tend to
preferred by the Sylveinurians.
act very strangely around other beings, for they can
Language: Sylveinurians speak elvish, as well as the
see and understand things no one else can.
Middle Tongue and they tend to be familiar with
In terms of appearance, they are the smallest
many woodland and animal languages. In Lingusia,
elvish kin. Kythians are usually between 47 and
all animals are given to a degree of intelligence and
53 in size, and rarely get taller. Some are small
language, if not sophistication, and so fae kin
enough to pass as thin dwarves or even tall halflings
attuned to nature may learn their languages.
or gnomes. Kythians all have slim frames, the largest
Names: Sylveinurians are prone to simple and
pointed ears, and wild manes of earthy hair which
descriptive names. They have houses, like
change color with the season, and opalescent eyes
Sylveinurians do, but their family structure and inter-
filled with a glittery, mineral like quality that gives
relations are much looser and without boundary.
them an unearthly appearance. From a distance,
The house name would come last, and some known
save for their ears, they can easily be mistaken for
houses are listed below.
children of about 10-12 years of age by humans, and
House Names: Vellsoth, Nathylien, Erendys, Helthior,
rarely appear to develop in to what humans see as
Varundys, Gamathys, Zypharem.
adult characteristics.
Male: Wormi, Silas, Syralys, Vyphar, Corlyn, Pyryth,
Relations: Kythians try to avoid dealing with all
Vale, Wendyros, Longyn.
civilized beings, and like to stay away from cities and
Female: Sabyl, Dryiele, Erythri, Grysaudia, Tymyri,
other large manmade structures. They avoid crowds,
Kyellie, Myrin, Hymiri.
and much prefer nature. Kythians are likely only to
Adventurers: Sylvan Elves are by far the most
befriend or trust druids and rangers, or priests of
common elf found in foreign lands, wandering,
Poltrietie.
adventuring, and striving to outlive the glamour of
Religion: Kythians are unsophisticated in the ways of
wanderlust, which possesses them to go out and do
worship, but they have druids who venerate the
rash and unusual deeds. Likewise, more half elves
pantheon of nature (Niras, Poltrietie, Zingar) and

Joseph Conaway (order #5438615)


they all revere the Weirding as a quasi-demiurge, per week. The Weirding Realm is the extra
seeing the presence of the Fae Realm as a sort of planar domain of the Faerie, and Kythians with
god itself. enough time and experience become sufficiently
Language: Kythians learn Faerspeak, although it is attuned to it that they can begin to see cracks in
somewhat different, if still understandable, from the frame of reality that allow them to return to
other elvish dialects. This difference provokes a 5 their hallowed land. Likewise, they may use
penalty to any check in which the Kythian is trying to Planar Travel to return to the mortal realm.
disguise his heritage from another elf, due to his Kythians favor short bow and short sword for
peculiar accent. Kythians do not start with the their elvish weapon training.
Middle Tongue automatically, but may instead No Kythian may ever be proficient in armor
choose an animal tongue or another fae language other than padded, leather coat, leather armor,
instead. hide, or studded leather. All Kythians who try to
Names: Kythians have simple naming mechanisms, wear heavier metal armor suffer penalties as if
and enjoy naming themselves after things and they were violating their class restrictions (i.e.
events in nature. The elvish version of such a name abilities for the class which dont work when
can sound foreign, but if they choose to explain the wearing heavier armor will also not work with
meaning, most humans would adopt that to call the Kythian restrictions). A Kythian fighter, for
Kythian. as a rule, male Kythians tend to be named example does not get proficiency in these
after living things, and women tend to be named armors, even though the class grants them.
after the earth, sky, or plants. All Kythians are extraordinarily agile, and may
Male: Fisherbear, Callingowl, Roaringstorm, declare a +1 bonus to their armor class against a
Burningtree, Runningwolf. specific opponent each round, as a way of
Female: Ashensky, Earthmaiden, Fallingstar, Ivy, compensating for their lack of normal
Oleander, Frailmoon. protection from armor. Kythian warriors may
Adventurers: Kythians can find themselves on some increase this bonus to +2 at fifth level and +3 at
pretty amazing adventures, but rarely do they seek tenth level, and they may divide it up to three
them out. Most Kythian adventurers are victims of ways (+1 vs. three opponents, or +3 vs. one
circumstance, propelled by fate in to the role of opponent). Only warrior Kythians get this extra
adventurer. perk, to compensate for their limited armor
Kythians have the standard elvish package, with useage.
the following modifications: Finally, all Kythians gain a natural +2 Wisdom
Kythians are attuned to the Glamour of the bonus to nature and survival rolls as a reflection
Weirding, and in fact cannot escape it. As such, of their natural affinity for nature.
they have a special +2 bonus when utilizing Kythians favor Druids and Rangers for starting
abilities to detect Fae beings, invisible things, or classes.
ethereal presences. They may not see such
beings or things but they become acutely aware
of something nearby in their range of vision or
Ashtarth, Dark Elves
The Ashtarth are the ashtarth elves, the Dock-Alfar
hearing.
of Lingusia, corrupted from their Silver Elf kin long
Fae Glamour: Three times per day, a Kythian
ago by the minions of Chaos, they were forever
may cast any of the following: Detect Magic,
marked with their coal black skin cast out of the
Detect Good, Detect Chaos, Detect Fae (like
elvish community. Ashtarth society is a cruel mimicry
Detect Good, but creature must be Fae), Detect
of Silver Elf society, with houses of rule and
Invisible, or Detect Undead. All such elements
advancement through might and stealth. In the
either leave a presence or blight on the aura of
ancient annals of elvish lore, the Ashtarth were
the Weirding.
members of House Shilnavilin, the House of Betrayal
Weirding Way: A Kythian who has reached 10th
as it eventually came to be known, for in ancient
level (or combined levels of 10) may perform
times, its most prevalent members betrayed the
Planar Travel to the Weirding Realm only once
Kingdom of the Elves by swearing fealty to Dalroth

Joseph Conaway (order #5438615)


and the Courts of Chaos. By choosing the worship of Some of the Demon Gods most favored by the
the Demon Gods, the Ashtarth cast away their tether Ashtarth include The Spider Goddess, Orcus,
to the Weirding Way and were branded with Pazzuzzu, Koschtie, Belphegor, Avarath, Yeenoghu,
darkness forever more. A war between elves Lilith, Demogorgon, Tragonamos, Kalakan, and
erupted, and they were cast out of the elvish realms, Piscrael. Slithotep, the Mad God, is also worshipped
destined to wander the world for new homes. Some as is Haro, Lord of Assassins.
Ashtarth traveled to the distant Northlands and Language: Ashtarth learn the Ashtarth tongue, their
settled there, to be called Dock-Alfar. Some traveled Houses Cant (the secret language of their house),
to the east, and a handful of them even settled deep the Sign language of the Dark Elves, and either elvish
in the Amechian lands, to pursue a means of or the Middle Tongue.
redressing their sins against Selene. But most settled Names: Ashtarth like brutal names, with rough
in the Kingdom of Dahik, and established their own sounding qualities to them. all Ashtarth must belong
Order of Houses, to pursue the will of the Demon to a house. The major family houses are listed
Gods. below, or you can belong to a different lesser house.
Personality and appearance: Ashtarth are always of The northern Dock-Alfar do not group by houses, but
coal black skin, save for a few white skinned albinos by clans. many Ashtarth come from a union between
who are born once every few generations. Women two houses or clans, and so carry both names in
are prized for their sorcerous superiority and hyphenated form (I'Cathor-Stromm, for example)
divinatory powers, while the men are disdained as with the mother's house first.
warriors and laborers to be lorded over. Much like House Names: Stromm, Kaliban, ICathor, Grannen,
the ashtarth of other worlds, Ashtarth are Urdanne, Grenedan, Venetor, Baal'rammen,
matriarchal. Plagistren, Vehedemeer, Korlaas.
Ashtarth are physically very tall, from 6 to almost 7 Male: Charnel, Flavios, Daros, Kabel, Varkol, Krael,
feet in height, due to their heritage of once having Lovador, Sherzade.
been Silver Elves. Their opal eyes are usually black, Female: Synestra, Deviris, Paniseth, Vitrea, Kalieth,
red, and occasionally white. Their hair is usually Sibrien, Pinetteras, Calyspel.
white or gray, and occasionally black or fiery red. Adventurers: Ashtarth who are evil and seeking to
Relations: the Ashtarth, who only nominally further the will of their family or the secret order of
maintain relations with the Hyshkorrid, and some the Black Circle are always prone to have cause to
deviant chaos-kin orc tribes, goblinoids, and easy adventure. The rare Ashtarth who is good in nature
slave species, reviles most all species. They are at is an adventurer by necessity, struggling to survive in
odds with all surface dwellers, seek to annihilate a world that will give him no quarter while escaping
their fair skinned kin, and have shaky alliances with a vengeful people. Often, good Ashtarth seek a
the Southern Hyrkanians. In the north, they are quasi-mythical means of redeeming their people, or
natural enemies of the Kythians and Zarnians. Only themselves.
the neutral and reserved I'Cathor House of the Ashtarth receive +1 Dex and -1 Cha modifiers.
Amechian Conclave seeks solitude and escape from Ashtarth have the same Spell Resistance as
war and destruction. normal elves.
Religion: The Ashtarth revere Dalroth and his Courts All ashtarth have innate spell-like abilities. They
of Chaos whether they like it or not. Most recently, may activate these abilities each once per day
in the Hyrkanian Desert City of Trog, Lord Xauraun (like a sorcerer) with the ashtarths class level
Vestillios the immortal ascended to divinity, and has acting as caster level. They may choose three
taken the reigns of the Courts of Chaos, dragging spells for their spell-effects from the following
their power under his sway. Pale, the unholy child of list: faerie fire, darkness, change self, hypnotism,
chaos, which is in fact, the recuperating Dalroth, was charm person, cause fear, pass without trace,
crushed in to a crippling jester by Xauraun, and protection from law, or undetectable alignment.
serves as his puppet. This has led to a great upheaval Other spells may be permitted, CK willing.
among the Ashtarth houses, which are receiving too Males ashtarths are second-class citizens, good
many contradictory messages from their evil deities. for cannon-fodder, slave labor and concubines

Joseph Conaway (order #5438615)


in the eyes of the ruling matriarchy. As such, all elves once were part of a greater ancient society,
male ashtarths receive a -2 Charisma modifier to one that ascended into the celestial realms of the
when interacting with ashtarth women. This sky, and the blue skinned Naelythians were the ones
penalty fades in ashtarth communities where who chose to stay there.
the men are considered emancipated (such as Naelythians are rare species to encounter in a
among the eastern Amechian enclaves). normal campaign, but travelers in to the realms of
Ashtarth receive the elvish racial bonus to Etherspace via magical craft might well meet this
detect hidden doors, as well as enhanced celestial race that plies the infinite byways of the
senses. heavens.
Darkvision for 120 feet. Naelythians have statistics comparable to the PHB
Ashtarth have an innate familiarity (regardless elf traits, and may be designed as such. Naelythians
of class) with all crossbows (including exotic are usually familiar with superior arcane and
crossbows) and scimitars. They favor the crueler steampunk technology.
weapons (whips, poisons, curved and barbed
blades, etc.)
Ashtarth are sensitive to light, and are blinded The Endurian Races
for one round by any sudden daylight- The dwarven kin are a hearty lot who have spent
equivalent effects (spell or unexpected much of their ancient history beneath the earth.
exposure). They remain at a -2 penalty to all Rare on the surface, the dwarves are nonetheless a
actions while in the offending light. Ashtarth political force in the Middle Kingdoms, as the Iron
who spend a long period of time on the surface Kingdom is a strong military presence in the south.
in daylight may qualify for the Daywalker trait, There are several dwarven cultures, including:
below.
Ashtarth have wizard as a typical class. They also
tend to be clerics if they choose the worship of
Maddendur, Iron Dwarves
The greatest of the dwarven cultures, the
Dalroth or another Lord of Chaos as their deity.
maddendur are militant, greedy, and classic
If using multiclassing rules, ashtarth almost
dwarves. Although it may be unfair to label them
always multiclass.
classic so quickly, it is without a doubt that one could
say the most Maddendur are dour, taciturn, prone to
anger, and very, very good in battle.
The Daywalker Trait (Con) Iron Dwarves hail from many regions, dwelling in
An ashtarth who has spent more than three busy mountain homes, carving deeply in to their
months continuously in the outdoors functioning in mountains to create wondrous underground
the daylight and adjusting his vision develops a citadels. They are perpetually at war with the chaos-
resistance to the harsh effects of open light on his kin, giants, and endless denizens of the Underworld.
eyes. When he is in daylight and needs to fight, he The most famous and by far strongest mountain
can make a Con Save if it is full daylight (with a +2 kingdom of the Iron Dwarves is in the Iron
bonus if it is artificial light or partly cloudy). If he Mountains, and the capitol of Shillmarane is
makes it, then he fights unimpaired. If he fails, he is considered the largest inhabited underworld city in
surprised and gets a 2 penalty to hit for the first Lingusia.
round of battle, then adjusts normally for the second Personality and Appearance: Iron Dwarves are, as
round. mentioned, a dour, taciturn and angry lot. They
CKs may award this talent to Ashtarth PCs who revere war, profit, and crafting above all other
meet the requirements for it over time. pursuits, and are single minded almost to a fault in
such matters. Iron Dwarves are reclusive and
isolationist, so are rarer on the surface than Silver
Naelythians, Arcane Elves Dwarves, but make their presence felt when
This rare species is never seen in the world necessary.
anymore save for a lone visitor from the Ether. The

Joseph Conaway (order #5438615)


Iron dwarves are usually around 4 feet in height, Iron Dwarves are for all practical purposes the
burly and bearded, and even the women are said to classic dwarf as described in the Players
grow beards, though the truth of this is unknown to Handbook, and no modifications are necessary.
most humans since dwarven women are rarely ever
seen. Their hair and eyes are of all colors and types, Suethendur, Silver Dwarves
but they have a ruddy bronze quality to their skin.
Once part of a great dwarven kingdom in the Silver
Iron Dwarves of the deep Northlands tend to be fair
Mountains of the north, these dwarves were driven
in skin, and more blonde.
from their tunnels millennia ago, and now are
Relations: Iron Dwarves respect the kingdoms of
surface dwellers amongst the kingdoms of man.
man, and they have relations and treaties with the
They are artificers and engineers of amazing skill,
Sendral Kingdom, Hyrkanian Empire, and Creteans.
and are known to have invented such wondrous
Those merchant dwarves who travel by sea have
artifactor magic as flying ships and smoke powder.
relations as far away as Zued and Octzel. Dwarves
While Silver Dwarves have the smallest population
get along only intermittently with Silver Elves, and
as dwarves go, they are seemingly more numerous
are driven nuts by Sylvan Elves. They are annoyed by
as their diaspora is spread out among the kingdoms
syleni, and confused by gnomes. They hate the
of man. Silver Dwarves have found homes within
Darendur, Ashtarth, and all chaoskin.
small mountainous enclaves throughout the Middle
Religion: Iron Dwarves revere Hargameth for war,
Kingdoms and the north, but none can quite recover
Ashturak for trade and crafting, Elesin for
from the loss of their most splendid and seemingly
seamanship, and The Nameless One for being honest
endless subterranean city within the Silver
about death.
Mountains.
Language: Iron Dwarves learn dwarvish, and usually
In the present most major human cities have a
learn their second language as the Middle Tongue or
barrio dominated by Silver Dwarves.
Eastern Tongue.
Personality and Appearance: Silver Dwarves are
Names: Iron Dwarves like good, sturdy first names,
more outgoing and gregarious than their dour Iron
and have lengthy and hard to pronounce last names,
kin. They are as diplomatic as they are mechanically
which follow a mantra-like code that connects their
skilled, and value the insight of other races as well as
male lineage. There are dozens and dozens of clans,
their own.
and often as many as ten to twelve clans within a
Silver Dwarves are also around four feet, and save
city.
for their ancient heritage from the Silver Mountains,
Male: Borin, Damior, Golin, Dwaelor, Ulan, Vailor,
are not easily differed from their Iron kin. Most
Gunrish, Daelin.
Silver Dwarves have fair skin, however, and tend to
Female: Kamael, Dunir, Vimara, Loris, Tenera, Aspiel,
have more blonde and gray in their hair. Many are
Minhara, Ulara.
blue eyed, a rare trait among Iron Dwarves.
Adventurers: Iron Dwarves often join Fraternal
Relations: Silver Dwarves get along with everyone,
Orders of knights, and one of the duties of such
perhaps save for the chaos-kin, and even then
orders is to quest and seek out the enemies of
theyre willing to accept a good being of an evil race.
dwarves. Merchant orders will likewise expect and
They are remarkably diplomatic, although just as
Iron Dwarf to seek out perfection in his mercantile or
prone to angry moodiness at times as their Iron kin.
crafting skills. Many Iron Dwarves will become
Religion: Silver Dwarves are reverent to Ashturak,
singularly obsessed with a deed or quest that can
the creator god. It is said in the myths of the
only be accomplished over time in he surface world,
dwarves that Ashturak first created the Iron
and so venture forth to fulfill their obsession.
Dwarves, but as they were his first creation, they
Some of the more adventurous Maddendur include
were flawed and a little ugly, so he created their
the Magendur Clan, a powerful clan of dwarves that
brothers, the Silver Dwarves, and got it right the
have actually entered the realms of Miras Forest to
second time, by modeling them after his own image.
begin a new war to drive out the orcs and other
This might be vanity, but oddly enough the Iron
chaos-kin of that land. Magendur are a most
Dwarves do not deny it, and let the Silver Dwarves
adventurous lot.
carry on.

Joseph Conaway (order #5438615)


Language: Silver Dwarves know their own dialect of with the dusky, death-like gray skin of their kin. They
dwarvish, which is still effectively the same dwell beneath the surface of the world only, and are
language, and the language of their closest human never seen in daylight. Darendur are a mysterious
kin (usually the Middle Tongue). species, and no usually seen as player characters,
Names: Silver Dwarves adopt many names, and will but mentioned her for sake of completeness. Too
often choose first names from amongst the local little is known of these deviant Lost Dwarves in the
cultures in which they dwell, but they always prefer Underworld to say much more.
to have a middle or last name connected to their old Darendur use the standard dwarven template, but
clan names. have the following modifiers:
Male: Aurangabad, Gamerland, Deimos, Ashamar, Darendur have Darkvision of 120 feet, being
Hegroth, Gemanahar, Vovoron. atuned to the lightless depths of their
Female: Dulim, Meris, Enneri, Vohiris, Quirin, Lari, subterranean homes.
Missada, Venderlyn. All darendur are light-sensitive, much like
Adventurers: Silver Dwarves, as a result of their ashtarth. They experience blindness for one
diaspora throughout the Middle Kingdoms, travel round if exposed to a sudden daylight-like
often, and adventure even more. Some Silver effect (such as a spell) and are at -2 on
Dwarves see themselves are traveling scholars and further penalties to act until the light is
antiquarians, discovering the lost subterranean past extinguished.
of their people. Others seek to find master artificers Darendur have a strange immunity to
who can teach them new tricks and techniques. magic, and receive spell resistance 10. This
Suethendur have some special modifiers to add to spell resistance goes up 1 level for every
the core description and traits of dwarves. In three levels of class advancement of the
addition to the details in the Players Handbook, darendur.
they get the following: Darendur prefer to be rogues, fighters,
Artificer: All Suethendur receive a +2 illusionists, rangers, and assassins.
Intelligence bonus to create items, especially All darendur have a curious innate ability to
exotic or masterwork items. Wizard silver tell what sort of magic an item is, as per the
dwarves may also concot potions and more identify spell. They may glean the
advanced magic items with this ability. knowledge of an item as if using the identify
All Suethendur, because of their proximity to spell once per day at a caster level equal to
other races and frequent cultural exposure, one half their total levels as a spell-like
receive a +1 Charisma bonus when negotiating. ability.
They still have modified Charisma as all dwarves Finally, the spell resistance of darendur is
do, they simply happen to be better at also overwhelming to magical items. Items
compensating for their moody natures in the in their possession have a chance of failure
presence of non dwarves. as if being targeted by dispel magic at a
Suethendur favor the Wizard class, though many caster level equal to the darendurs level.
can be found as warriors, knights, rangers and This applies to all effects, good or bad, of
rogues. Oddly, they dislike illusionists, preferring the item. A darendur who tried to imbibe a
real magic. healing potion, for example, would have to
Because they have been away from their see if his spell resistance cancelled it, then
cavernous homes for so long, Suethendur have check to see if his bad karma with magic
been slowly losing their innate talents for items dispelled it. Assuming the potion
feeling the nature of underground construction, survived all of that, then it will work. There
and have lost the use of the Stonecraft talent. is one exception: illusory magic always
works around Darendur, as they are
Darendur, Dark Dwarves innately familiar with phantasms.
Like the Ashtarth, some dwarves in the War of the Items which are held in possession and are
Gods were swayed to serve Chaos, and were marked continuous effect will be subject to dispel

Joseph Conaway (order #5438615)


magic effects anytime their ability comes in most remote sylvan glens. Gnomes are prone to
to play, once per week. Boots of Speed, for being territorial, fearful or suspicious of other non
example, would be subject to a dispel any gnome folk, and are much more closely connected to
time their extra movement came in to play the fae realm and the sylvan spirits than mortals at
during a week period. Likewise, armor large. That said, gnomes are also more likely to find
would experience a check any time it was themselves imbued with an adventuresome spirit,
brought in to combat. especially in the underworld catacombs, where the
incessant disease called curiosity can strike a gnome
at any time, prompting the poor fellow down
The Fae-Kin decades of discovery. It is said that in some remote
lands, communities of gnomes who all understand
Amongst the faerie kin to have fallen from the
graces of the Weirding are the jovial and perpetually and share such wanderlust gather and dwell in
drunk Syleni, the only breed of halfling fond native harmony, studying the principles of the universe and
to Lingusia, and the gnome kin, a stalwart and the enormity of all knowledge.
reclusive lot seen so rarely that many humans doubt Gnomes of Lingusia follow the template for
they really exist. Other fae kin who might make gnomes in the Players Handbook.
permissible characters are satyrs, nymphs, dryads,
and fauns. True faerie kin, who have not fallen from Faeriefolk
the grace of the weirding, are also possible Faeries, sprites, pixies and brownies, there are
characters. many different strange and unusual fae kin who walk
the line between the Weirding and the Mortal
Syleni, Halflings realms. Under certain strange circumstances, such
Halfling kin are reclusive and hard to find in the eccentric and unique beings could become
Middle Kingdoms, though somewhat more common adventurers, if only for a short while.
in the northern regions of Vagendar's Woods and Faeries as adventurers are difficult to play in
Caelernin. Called Syleni, the halflings are prone to anything other than a good role playing campaign,
keeping well away from the affairs and cities of men, but the thought of a bloody little sprite is not
dwelling in their small communities deep within the unheard of, just very unusual.
woodlands and other regions where little of Faerie characters receive the following benefits:
humanity has encroached. On rare occasions, a -3 Str, -1 Con (minimum 1 in each), and +2
halfling has been known to take up a cause or quest Dexterity, +2 Charisma. Faeries have a maximum
and go adventuring, but such kin are few and far Strength score of 12 (anything higher is reduced
between. Most adventurous halflings join the to 12).
defense constabulary, sometimes seeking out All Faeries are of the Fae subtype, and are tiny
dwarven communities to receive combat training to creatures (1 foot tall)
learn to protect their shires from encroaching Faeries have wings and can fly at a base speed
goblins, kobolds, and orcs, then return from their of 60.
training and settle down with the hope of never Faeries receive a +1 bonus to hit with tiny bows
having to fight. for free. The faerie may choose long bow or
Syleni use all stats and details as described for short bow. Faerie bows do one half damage
halflings in the Players Handbook. than normal bows (so a faerie shortbow does
1d3 damage).
Faeries may cast prestidigitation, light, mage
Gnomes hand, and daze each 3 times per day as spell-like
If worldly travelers thought meeting a halfling was
abilities.
a rarity, gnomes are even greater. Halflings like a
Faeries are able to detect other fae for 100 at
homely lifestyle in their little communities, but
will.
gnomes like to dig deep in the earth, or disguise
their communities in the trees and landscape of the

Joseph Conaway (order #5438615)


All faeries favor wizard, illusionist, and rogue as Religion: Orcs worship many gods and beings. All
their classes of choice, though some druids and orcs revere Baragnagor as the creator god, for
clerics can be found as well. Baragnagor, the idiot beast god was said to have
Due to their size, faeries have some special tried to mimic Naril, Selene, and the other creator
limitations that must be moderated during the gods by forming his own kin, but all he could do was
course of play. CKs should use good judgement. create formless lumps of inert clay. Instead, he took
the animals and beings of the world and mashed
them together, creating the many chaoskin. Orcs
claim to have the heads or aggressive crocodiles, the
bodies of powerful apes, and the cunning minds of
wolves. This animal totemism is carried to an
Chaos Kin: extreme by the Blyskanyu tribes.
The Gray Orcs are an exception to the rule of
The Anyu Races worship, as several centuries ago there was a
conversion of the Glythanyu tribes to the benevolent
The beast men, the goblinoids, the Orcs, and Ogres agrarian god Seth. Likewise, the Thyzakkoni are said
are the chaos-kin of Lingusia, and are vast in number to have forsaken other gods for Set, the deceiver,
but weak in spirit. Most chaos-kin attribute their who granted them mastery of dark magic in
conception to one or more of the Demon Gods or exchange for eternal worship.
the Lords of Chaos. Orcs claim to have been created Language: All orcs know their native tongue, and
by Baragnagor, goblins say they were corrupt fae some know others (see below). Orcs have fairly easy
touched by the powers of Slithotep, and lesser access to other chaos-kin tongues, sometimes called
species such as the Bugbears believe they were the Vandal tongues, as well as other racial languages
spawned from the blood of fallen deities in the War of the Underworld.
of the Gods. There are many cultural groups and Names: Orcs like names that exemplify their skill
subspecies among the Orcs, which shall be and prowess in battle, and terrify their enemies and
addressed individually. rivals. The native form of their tongue sounds
Personality and Appearance: Orcs are universally guttural, beastly, and is hard for humans to
bestial, with pronounced alligator like snouts, pig like pronounce. They will often go for a translated name
flaring nostrils, jagged teeth, beady black eyes, and when among humans to ensure they know what the
smooth, leathery skin. The many different name means. The native and translated forms are
colorations of the orcish sub races reflect the tint or both suggested below. Female orcs, rarely
hue of skin, and while most orcs have some stubbly encountered outside of their highly patriarchal and
hair growth, only Fell Manorg have full fur coats. misogynistic tribes, speak a different feminine
Most orcs average around 5 and a half feet to 6 feet dialect and prefer to name themselves after their
in height, but Black Orcs stand at around 7 feet, and own heritage, and things in nature. Finally, all orcs
Deo'dell stand around 5 feet. find their tribal name to be important, and attach it
Relations: Orcs are generally reviled in most lands, at the end of their title.
but are considered acceptable neighbors and citizens Tribal Names: Bloody Hands, Poison Claws, Chaos
by the Southern Hyrkanian city states. The Ashtarth Spirits, Demon Wolves, Harrowers.
see orcs and goblinoids as fodder, while the orcs Translated Names: Killer of Halflings, Eater of the
pride themselves on their mercenary talents. Dead, Wolf Runner, Elf Slayer, Smashingskulls,
Octzellans see orcs as a threat in the provinces of Spinning Spear, Rending Guts.
Halale and as slave fodder in Valance. Fell Manorg Gutteral Translation: Okai, Agrabud, Gazkath,
orcs in the north are considered the mortal enemies Vyghoar, Raghach, Megroath, Gobban.
of the Zarnian kingdoms, and Deodell orcs alone of Female Names: Syba, Trythabin, Shemi, Vryllats,
all the sub races are considered neutral or allies of Meerkas, Chem.
the Plainsmen of Central Lingusia. Adventurers: There are some orcish professions,
which allow orcs to interact with men and not find

Joseph Conaway (order #5438615)


themselves at constant sword point. Orcish rare Secret Order of Seth, a clan of religious warriors
Mercenary companies are an unpleasant, but who strive to protect their culture and free their
accepted norm in the Octzellan provinces. people from Valancian slavery. Such warriors are
Halshaggin's Raiders and the Dogs of War, among usually paladins. Most Half Orcs come from Gray
others, actively recruit for orcs, seeking their raw Orc stock.
prowess, willingness to work for dirt cheap, and lack Gray Orcs may become paladins as servants of
of morality. Orcs are considered acceptable citizens Seth, but once a part of that class, must adhere
in the Southern Hyrkanian city states, which also to its requirements, even if they choose to leave
recruit from the chaos-kin for cheap shock troops. it, or lose all paladin abilities.
Orcs move freely amongst the societies of the Gray orcs only have darkvision for 60, and are
Underworld, as well, and can always find a safe not affected by sunlight.
haven in their controlled territories, which include
Miras Forest, the Silver Mountains, some tracks Blyskanyu, Blue Orcs
along the northern Iron Mountains, and large
The barbarian tribes of the blue orcs are strongest
expanses in the Amechian Jungles.
in the region of Miras Woods, and they were the
When playing an orcish character, you may choose
chief support of chaotic forces in the past. Blue Orcs
from one of the following sub races. All orcs have
are the most tribal, and violent of all the orcish
the following traits in common, unless a subraces
tribes, though a few noted individuals in history have
description says otherwise:
outgrown their violent heritage. Blue Orcs are
+1 Strength, +1 Constitution, -1 Wisdom, -1
mostly barbarians when becoming classed
Charisma, -1 Intelligence.
characters, although they have many shamanic
All orcs have Darkvision for 120. clerics dedicated to various demon gods. There is a
Orcs suffer a 1 penalty on all rolls in surge of worship amongst the tribes of the Cult of
daylight; this does not apply under cloud the Kraken, the ancient prehistoric order of primal
cover, or to glythanyu and deodell orcs. gods that are said to still slumber beneath the earth.
Orcs have innate skill in any orcish racial Blue Orcs believe strongly in totemic magic, and
weapons. may choose to become clerics called shamans.
Orcs favor the barbarian, fighter, rogue, The preferred class is barbarian.
assassin, cleric and wizard classes. You Blue orcs receive a +2 circumstance modifier to
rarely see illusionist orcsthey hate any survival or knowkedge check in Intelligence
phantasms. related to or in their native lands of Mitras
All orcs are available as player characters if Forest.
so desired, and any half orc character can
determine what sort orcish parent he or she
had. Thyzakkoni, Red Orcs
The Red orcs are a distant off-shoot of orcs that
Glythanyu, Gray Orcs are dedicate to Set, the god of evil, and they are the
The surface dwelling gray orcs are the most most magically gifted of their kind. The Red Orcs
acculturated with humanity, and are the likeliest have the smallest overall population. These orcs are
source of half orc cross breeds. They are remarkably spread among many tribes, and seek power in the
agreeable for their species. Gray Orcs are control of their lesser kin, rather than the
predominant as Mamaluke shock troops bred by the consolidation of their tribes in to concentrated
Valancians and used in the 100 wars, and many power groups. Some believe their magical talents
tribes of them dwell in the Cimmeran and Macabeth have a side effect of making it difficult for Red Orcs
Mountains. Gray Orcs are not regarded as evil by to produce offspring, but others more rightly suspect
most folk who interact with them, as the race as a that the dilution of the blood with their lesser kin is
whole once underwent a profound religious the real result of so few Red Orcs.
conversion to the Cult of Seth, the benevolent Red Orcs are treated somewhat differently than
Agrarian Pastoral god. Amongst the Gray Orcs is a normal orcs, and have normal average

Joseph Conaway (order #5438615)


intelligence (no modifier). They lose their for signs of their shed fur as a warning. Fell manorg
Strength bonus as well, however. are in all respects like normal orcs otherwise.
They get a +2 Intelligence benefit to negotiation Fell Manorg receive a +2 racial bonus to all rolls
and intimidation checks when attempting to related to tracking, hunting, and survival in the
cow or subdue other orcs. northern wilderness and winter conditions.
Finally, Red Orcs favor wizards and illusionists as They get a +2 circumstance bonus to hiding and
classes. Half Orcs with Thyzakkoni blood tend to moving silently checks in the snow and snowy
become wizards as well. conditions due to their camouflage.
However, the Fell Manorg are an isolated and
xenophobic lot, and receive a -2 modifier to all
GulHlath, Black Orcs Charisma based checks when dealing with other
Amongst the many species of orcs are occasionally demi-humans.
born anomalous greater orcs, the GulHlath, called Fell Manorg may never start with another demi-
black orcs for their blackish skin. These are chaos human language other than orcish.
infused beasts, great in strength, and they are All Fell Manorg start off illiterate (which
coveted for their military prowess that seems st
precludes them from starting at 1 level as a
inherent. wizard), unless their starting Intelligence is at
Black orcs are born of other orcish stock, and when least 13 and the CK allows it (due to a good
this happens, they are almost always seen as a gift story explanation).
from Baragnagor. Only a few orcish chieftains will kill Fell Manorg may choose to be Rangers and take
such babies outright, usually in fear, and only if they humans as their favored enemy. Such rangers
can get away with it. Usually, the child is are known as a special order of warriors among
immediately taken from the parents and put in to a the white orcs called the ThroSkaldar, and they
Warriors Fraternity, such as the Bloody Hands or the revere Wolfon, lord of the hunt.
Screaming Skulls, and they become powerful
warriors in short order.
Black Orcs start as like orcs, but always start Amenanyu, Green Orcs
with a +2 modifier to Strength and Constitution. The goblinoid green orcs of the Amechian regions
They tned to choose barbarian or fighter as their are savage primitives, dwelling both above an
favore class. beneath the surface, and warring unceasingly upon
Black Orcs get a +3 bonus to Charisma when man. They are degenerate throwbacks, but
dealing with other orcs in battle or as a considered by some the closest to the progenitor
commander. god Baragnagor. Amenanyu are almost always
They get a +2 Charisma bonus to intimidation barbarians when choosing a class.
against all creatures. Green Orcs are natural experts at jungle
Black Orcs get a +2 natural armor bonus to camouflage and survival, and receive a +2
armor class due to their unusually tough, modifier to all survival and detection rolls in a
leathery black skin. jungle environment.
Green Orcs are also very disagreeable with
other demi-humans, and receive a -2 modifier
Fell Manorgs, White Orcs on all Charisma based checks with all normal
The northern orcs are a plague amongst the demihumans and humans.
Northern Kingdoms, and are much like the Blyskanyu
save in their more primitive living patterns. Fell
Manorgs are best described as being somewhat yeti Deodell, Plains Orcs
like, hairy white furred beast men with beady black There is a surface dwelling culture of diminutive,
eyes and white-gray leathery skin underneath. They goblinoid orcs in the Great Plains called Deodell by
molt in the Summer and travelers in the north look the locals. They are an anomaly, as some are
peaceful and friendly, others warlike and violent.

Joseph Conaway (order #5438615)


Sometimes mistaken for goblins, Deodell are still region (which is often goblin, ashtarth or orcish
orcish in nature, with prolonged snouts and as much as any human tongue).
Neanderthal forms, but with a dusky gray purple hue Primitive and Brutish: Due to their reputation, in
to their bristly skin. Of all the orcish kin, Deodell are civilized realms ogres receive a permanent 1
perhaps the least aggressive species, relying mostly Charisma penalty to all social interaction checks
on defensive means to survive and keep the tribe and a permanent 5 circumstance penalty to
alive. They rarely group in large numbers or become disguise checks, unless they are trying to
antagonistic over territory, preferring nomadic masquerade as a different sort of large creature
mobility to the risk of warfare over simple flat land. (or are spell-affected by change self or
Deodell are weaker than most other orcs, and somesuch).
receive a -1 Strength modifier and -1 Ogres favor the barbarian, fighter and druid
Constitution modifier, but get a +1 Dexterity and classes.
+1 Wisdom modifier to the base orc stats. All ogres live to an average of 60 years.
Deodell receive a +2 bonus to survival checks Ogres are exceptionally strong, and a CK might
made when in their home territory of the Great not let them in to a starting group unless that
Plains of North-Central Lingusia. nd rd
group consists of 2 -3 level characters already.
Deodell favor barbarian or rogue as their
primary class.
They experience no penalty to actions in
daylight, as they are surface dwellers, but have
Goblins and Hobgoblins
The goblinoid kin are related to orcs, and some say
twilight vision instead.
are degenerate cousins, or eastern immigrants of the
Finally, Deodell may start with the orcish
same fell breeds, but removed by many generations
tongue as well as human tradespeak, for they
in the past. Either way, they are largely unable to
are most likely of all orcish races to
cross-breed with their more numerous orc kin
communicate and trade with men on an equal
(which means that to the orcs, goblins dont even
basis.
make good breeder stock), and often vie for territory
with one another. Most goblins and hobgoblins are
Ogres found in the underworld realms in the Middle
The great cousins of the orcs are fertile and breed Kingdoms, due to their aversion to light, while some
a lot, which is good, because they are constantly nocturnal surface tribes roam in the eastern lands.
getting in to conflict with humans and orcs alike.
Many ogres aspire to lead tribes of their lesser kin,
and some stick to their own. Ogres are tough to get
Unusual Races of Lingusia
Amongst the many sentient beings of Lingusia are
along with. Half ogres are not unheard of, and in
a handful of unusual species, which can be chosen
Karaktu, it is said that they are specially bred for the
for PCs from the start, or with certain conditions in
gladiatorial pits of Argosea.
the campaign. These include:
Ogres have the following traits for beginning
characters:
Ogres have +4 Strength, +2 Constitution, -1
Intelligence, -1 Charisma, -1 Dexterity.
Chosen of the Gods
Ogres are large creatures, averaging 9-11 feet in Some races are, or were, humans who were
height. chosen by the gods, or cursed, to venerate and
Tough Hide: With their naturally tough hides, continue their worship. Such Chosen Races include
ogres receive a +4 natural armor bonus. Vyrindians, Sherigras, Mishrag,
Illiteracy: Ogres have no written language, and
cannot begin play literate; they must spend time The Vyrindians, Amazons
and effort in the game to learn a written A reclusive race of women warriors dedicated to
language. Ogres start play knowing how to Vishannu, the war god, are found deep in the bowels
speak Ogreish and the common dialect of the

Joseph Conaway (order #5438615)


of the Amechian jungles. There are no men, and they Professional Name: Daughter of Blood, Soul Killer,
capture men from outside of their kingdom for Blood Taker, Eternal Might, Dancing Blade, Sister of
breeding. The Vyrindian women are immortals, and Pain, etc.
all are destined to die in battle. They are viable as Personal Name: Margda, Danishka, Hedralia,
PCs because in a given year any women who come of Kabelin, Vyanna, Damishka, Vyralis.
age will be allowed to quest in the greater world to Adventurers: All adventurers encountered are
learn and collect all knowledge of the arts of war. amazons set out on their quest of discovery.
Appearance and Personality: Vyrindians are prone Sometime in the course of their questing, they may
to a sense of smug superiority, especially as they are be called upon to seek out an appropriate mate to
trained early on to feel special as the chosen of a carry on the line, or bring back for the divine
god. Likewise, their early development of martial ceremony in which a worthy warrior is chosen to
skills lends a cockiness, which their questing time is become the divine vessel of Vishannu. There is no
designed to eliminate, as they discover the greater time limit on the quest; the Amazon decides when
world. she has garnered all she can from the kingdoms of
Physically, the Vyrindians are a diverse lot, as they man.
always bring in foreign men to breed with, and these Vyrindian Amazons have the following modifiers to
men must be chosen for their martial prowess to the Human racial traits:
insure good breeding stock. These breeders are All Amazons are ageless. They mature at about
admired and coddled, and sometimes even released age 25 and do not get older. Although immortal,
after a year. Those Amazon women who breed men they are prone to disease, injury, poison, and all
send their male progeny to the slave pens to be other forms of death.
raised, while girls are immediately taken to the Amazons tend to choose to be fighters, clerics of
Martial Temple. In the end, this smelting pot of Vishannu, rangers, knights, or monks.
familial origins means Vyrindians come from all Amazon women have a -1 modifier to all
stocks of humanity. Charisma checks when dealing with men, as
Relations: Vyrindians look down upon male they are unused to men who are independent or
dominated societies, and react favorably to realms in positions of power.
where women hold more power. Still, most Amazon women who are clerics must worship
Vyrindians are secretive about their origins when Vishannu.
traveling abroad, and none will ever tell where the Due to their reclusive kingdom in the deeps of
hidden kingdom of their home can be found. the jungle, Amazons get a +1 bonus to any
Vyrindians find most demi-humans to be a curiosity, survival and tracking checks.
and chaos-kin foes barely worthy of a swift death.
Religion: All Vyrindians by nature are dedicated to
Vishannu, the eternal god of war and the unsung son
Sherigras, The Damned
of Naril. Vyrindians are presently only peripherally The Sherigras are skeletal beings, humanoids that
aware of Vishannu's role in the resurgence of the look like men with nothing but skin draped over their
Great Eternal War, but approve of it. bones. They are the most charnel of the followers of
Language: Vyrindians learn their native language, chaos, and amongst their numbers are many
and one other dialect before preparing their quest. descendants of old chaos worshippers, who were
Names: Vyrindian women choose names that marked by the Reckoning with their horrid
emphasize their battle prowess, or names, which disfiguring change as the chaos energy was stripped
sound sufficiently foreboding. They have a personal from them. Sherigras are the human equivalent of
name, as well, shared only with their friends and kin. Ashtarth and Darendur.
This name is usually taken from famous warrior Sherigras are found throughout the Middle
women throughout time, and not always from the Kingdoms, and in the eastern lands of Draskis, where
Vyrindian heritage. Chaos worship was most prevalent in the past. The
most frightening and eldest Sherigras were once
chaos cultists who willingly submitted themselves to

Joseph Conaway (order #5438615)


the horrific change as a sign of their devotion to Names: Sherigras go by the names men give them,
whatever demonic god they served. but tend to have a secret name, as well. This secret
Appearance and Personality: As described, Sherigras name is used to identify themselves to other sects,
appear to be nothing more than skin and bones, especially when moving in secret or disguise among
almost skeletal, and easily mistaken for an undead or men. Most names are taken from the Idean Books of
a man suffering from the worst starvation. The chaos Prophecy, a collection of mostly lost tomes that
that riddles their bodies slows contain 13,000 years of dark prophecies,
Sherigras Taint Table: (D100)
their metabolism, and they can written by the first worshippers of
1-10: subtract 1d4 from
easily pass for dead when Slithotep.
Constitution permanently;
asleep. In spite of their low 11-20: Permanent Blindness; Male: Vylofar, Krakus, Trymault, Vyforan,
muscle mass, Sherigras have 21-30: Permanent Loss of One Keligos, Zamphyr.
an inhuman strength brought Arm (-1d3 Dex); Female: Zamira, Trittia, Kamila, Shayleen,
about by the taint of chaos in 31-40: A Visible Black Halo of Zyphrial.
their flesh. Chaos, automatically Detected Adventurers: Sherigras who seek to
Relations: Sherigras have by All (disguisable only by remove the taint of chaos from their family
come to form their own illusions); line are natural adventurers, struggling to
secretive communities. Many 41-50: A Third Eye appears in survive in a world that sees them as
seek to learn magic that will forehead; it grants visions. marked with evil, while trying to cast off a
grant them a means of 51-60: A demonic face appears curse of the generations. Sherigras who are
disguise, and some will in torso, which must be fed and evil have all sorts of motivation to go
masquerade as normal men, to speaks a lot; questing and seek greater power in the
return to normal society and 61-70: Animals will names of the Courts of Chaos. Sherigras
seek power through more instinctively attack on site, make excellent assassins, necromancers,
without exception;
conventional means while dark clerics, Shadow Mages, Skinwalkers,
71-80: Blistery Black Boils
avoiding discovery. Because of and other such hideous professions.
cover body permanently (-2
their legacy, and their taint, Cha, -1 Con); Sherigras receive a -1 modifier to
humankind reviles and seeks 81-90: Body begins bleeding, Constitution, and a -2 modifier to
to destroy the Sherigras at all but never stops; always leaves a Charisma (minimum of 1), but receive
turns. trail of blood droplets; a +1 modifier to Strength and
Religion: Sherigras are 91-00: Grows the head and Dexterity.
dedicated to their dread hooves of a goat or other beast, All Sherigras suffer a -5 racial penalty
servants, and see the mark of looses old parts (-2 Cha, to Charisma rolls where they are
the reckoning as a taint which Language skills impaired). known to be a Sherigras and this works
forever bonds them to the against them (but, if the sherigras is
path of chaos, for they have been forsaken by the trying to intimidate someone, this penalty does
gods of order. Dalroth was chief among their deities, not usually apply).
but he has been supplanted by the risen demiurge All Sherigras receive a +1 modifier to disguise
Xauraun Vestillios. Other factions of Sherigras rolls, due to their lifelong practice of concealing
pursue worship of Slithotep, Haro, Kathak, and their true nature as a means of survival.
Wishupar, while some maintain covens in the Taint of Chaos: Sherigras receive some unique
worship of Demon Gods such as Orcus. benefits due to their taint. Three times a day
Language: Sherigras have no native tongue, but plus a number of times equal to their Wisdom
learn Middle Tongue and then learn the Signs of modifier, Sherigras may perform any
Chaos, a secret language developed from the runic combination of the following Supernatural
script of the Idean Codices, which were used by the Effects: Detect Magic, Prestidigitation, Inflict
Divinate for ceremonial purposes (mostly the Books Minor Wounds, Resistance, endure elements,
of Prophecy). The Divinate was, and perhaps still is, ghost sound, or Ray of Frost. All function as the
the central Church of Chaos, centered in Hyrendan. cantrips they are derived from, as if cast by a
level 1 caster. Inflict minor wounds allows the

Joseph Conaway (order #5438615)


sherigras to cause one point of damage to any gets a 2nd level spell slot and gains the 2nd level
target he touches on an attack roll. spell Ray of Enfeeblement (again, by CK fiat). He
Chaos Affinity: Sherigras are attuned to chaotic is equivalent to a 3rd level spell caster at this
energies, and may feel them as a supernatural time.
affinity three times per day, as per Detect Sherigras who receive a gift of chaos must take
Chaos. Likewise, order is a painful experience to on a new, twisted taint. This taint can be drawn
them, and they may Detect Law with the same randomly from the Sherigras Taint Table.
slots, if they so desire. Sherigras can be any class except paladin, and
Because of their connection to chaos, Sherigras favor wizards, illusionists, clerics and evil
who try to walk a path of goodness are often knights.
tested by the Courts of Chaos. Sherigras who are Mishrag, the Bull men
of good alignment and who perform noteworthy Minotaurs are a rare species in Lingusia, but they
good deeds run a chance of being observed by are known to exist in the regions of Hyrkania. While
the powers of evil, who will send a fiendish most of the minotaur tribes remain subterranean,
minion to punish or destroy the do-gooder. The the benevolent Mishrag are among the few who
chance of this is a base of 5%, and may increase venture forth to live amongst the surface dwellers.
by 10% if the CK considered the deed especially Most minotaurs remain in secluded enclaves
good, and another 10% if innocent or good lives beneath the earth, however, and often serve as
were saved. A final 10% may be added if the slaves or mercenaries for more powerful neighbors.
deed did actual harm to the places or minions of Appearance and Personality: Lingusian Minotaurs
chaos. Any fiendish entity sent to seek out the are most bull like, with horns, faces, hooves, hair and
Sherigras will be of the infernal variety, of a tail drawn from bulls. Minotaurs are considered a
challenge rating equal to or one level greater Chosen Species, for it is said that at some time in the
than the current level of the Sherigras. ancient past, the first minotaur was born of a human
Likewise, evil Sherigras who follow the dictates woman whom Wolfon took a liking to. Indeed, all
of the Courts of Chaos may be noticed and minotaurs are male, and must seek out human
rewarded. The base chance of a reward is 5% for women to perpetuate their species. Underworld
an especially evil deed, and increases by 5% for enclaves are known to periodically raid remote
each of the following criteria: Innocents or good human and elvish communities to find fresh stock
people were killed, a bastion of chaos was for their breeding pens.
enhanced, a place of good and order was Relations: Many people, especially in Hyrkania
destroyed, and the deed was so vile it is ruled where the long-lived servants of their faith have
especially noteworthy by the CK. The reward will proselytized for centuries, regard Mishrag as a
come in the form of a spell like ability of an evil curiosity but in more remote lands, people fear and
or chaotic nature. The domain is awarded, and loathe the subterranean minotaur clans. Dwarves
the Sherigras receives one free spell slot at that hate them with a passion, and some dwarven
time which may be allotted to the special spell. rangers specialize in minotaur slaying.
His effective level in that magic is 1st level at Religion: The Mishrag are the most well known of
that time, regardless of the actual level the gift the tribes, dedicated to the peaceful worship of
is received, and advances from there on. He will Amasyr, Ogron, and Seth. There are other
receive a second spell slot every second level subterranean tribes as well, seen rarely on the
thereafter which can only be used for the spell, surface. Such tribes do not follow the worship of the
and gains access to the next granted spell level Mishrag gods, and in fact revere Wolfon, the
of the domain when he gets the next slot. predatory god of the wild, and occasionally
Example: A 7th level sherigras sorcerer gets his Baragnagor, the dark creator god of the chaoskin.
first gift, the spell Cause Fear (decided by the Languages: Minotaurs speak their own language,
CK). He is effectively a 1st level caster, has and one other language, usually Middle Tongue (to
access to the 1st level spell with a 1st level spell speak with their harem of human wives), elvish
slot. When he becomes a 9th level sorcerer, he (ditto), or a neighboring underworld tongue.

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Ashtarth is a common language, as well, since
minotaurs are often found as mercenaries for the
dark elves.
Names: Minotaurs prefer simple names, and rarely
attribute any meaning to them. They will refer to
Scalykind
The Scalykind are the lizard folk and serpent folk of
themselves and mention their tribe name, as well, Lingusia. There are many such races, and not all have
but more as an honorific. a common mythic descent, but the most well known
Tribe Names: Mishrag, Gotho, Belor, Himlar, Greos, include the Terkithyi, a jungle race of alligator men,
Chabdam, Borakh. the Haikyndyr, lizard men of the Galvonar deserts,
Examples: Zigmond, Valos, Tobar, Shaban, Grosht. and the infamous Setites, the Serpent men who owe
Ureck, Lovarg. their lives to Set the Deceiver.
Adventurers: Mishrag are ready-made to be
adventurers, wandering priests of the land. Other Terkithyi Crocodile Men
minotaurs might be driven to adventure due to exile, The Terkithyi are brutish scalykind, simple in
or perhaps a good minotaur seeks to escape his intellect and crude in form and nature. Terkithyi are
tribes malicious ways, and wants to win a human fearsome warriors and deadly enemies of most
women through good deeds instead of capture and neighbors. Most Terkithyi hail from the Amechian
slavery. lands, and are known as great foes of the Belladasian
Mishrag minotaurs favor being clerics and city states. Some Terkithyi have been found as far
monks but they must revere Amasyr, Ogron, and abroad as the Marshes of Mist, Zymhar, and Cretea,
Seth. Mishrag are neither smarter nor more and it is said that they are numerous in the
intelligent than other minotaurs, just Karaktuan lands and beyond.
enlightened. Other minotaurs have Fighter as Appearance and personality: Terkithyi are brutish,
their preferred class, for they are professional primitive, and crude beings, resembling alligator
warriors, and descend from civilization, even if headed and long tailed humanoids of powerful
they seem uncivilized. Minotaurs are angry, frame and girth. Males stand as high as seven or
brooding souls, and they like to speak with almost eight feet, but females are rarely taller than
violence. six feet. No Terkithyi has ever demonstrated a
Minotaurs have a +2 Str and +1 Con modifier, predilection to civilization, or a desire to embrace it.
but a -1 modifier to Intelligence and -2 modifier Relations: Terkithyi are the enemies of all of their
to Charisma. neighbors. The city states and tribes of the Amechian
Minotaurs are large creatures (averaging 9-11 lands war against them, the sorcerous city states of
feet tall). Karaktu enslave them for Mamaluke warriors, and
Minotaurs have a base move of 30 feet. no species anywhere can be said to have safe or
even permanent alliances with them, if ever.
Minotaurs have Dark vision for 60 feet.
Religion: Terkithyi are dedicated to the worship of
Maze Sense: Minotaurs are uncanny in their
Baragnagor, the foul progenitor of abominations.
ability to understand and wind their way
They call him, Adzaak and personify him as a great
through mazes and complicated directional
crocodilian being with some humanoid
puzzles. They never seem to fail any check to
characteristics. They do not identify Baragnagor with
Intelligence to determine the path of a maze,
the orcish imagery.
and may (at the CK's discretion) automatically
Languages: Besides speaking their indigenous tribal
succeed in passing through any maze they have
tongues, Terkithyi are known to learn Ophidian,
experienced before.
Draconic, Goblinoid, or even Abyssal. The tribal spell
Minotaurs receive a goring attack for 1d4
casters usually know the alternate languages, to aid
damage plus their strength modifier, as well as a
in trade with what few allies they have.
trampling attack for 1d6 damage plus their
Names: Most Terkithyi names are hard for humans
strength modifier. They are naturally proficient
to pronounce, but approximations include:
in their special attacks.
Male names: Zoss, Trizhan, Vurlizzhor, Grizzathax,
Abzymhyr.

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Female Names: Exzett, Zimmhsah, Vefriex, Much closer to the classic notions of lizard men,
Missanzadah, Zissen. Haikyndyr are similar to humanoid versions of classic
Adventurers: Terkithyi often adventure, for reasons deserts lizards, gila monsters, and other reptilian kin.
related to tribal or personal interest, but it is Appearance and personality: Haikyndyr are slim,
exceedingly rare to find a Terkithyi who can lithe beings, standing between five and six feet in
adventure in civilized lands and get along with height (females being shorter) and covered in
others. Some such curiosities might include civilized intricate but protective scales for protection. They
terkithyi who were enslaved as mamaluke warriors often have colorations and patterns that reflect their
in Argosea and freed for some reason, captive desert environment and grant them camouflage
Terkithyi who were raised as children by a non benefits. Most Haikyndyr are stoic, quiet beings that
Terkithyi group, loners who were exiled from their are meticulous about their daily business and
community for crimes or due to a peculiarity of protective of their kin. They are not prone to evil
birth, and so on. ways, though there is a strong tendency among their
Terkithyi receive a +2 Strength modifier, +1 kind to follow the path of Set.
Constitution modifier, and a -1 Intelligence, Relations: Haikyndyr tribes do not like to interact
Wisdom, and Charisma modifier. much with civilized folk, but subterranean variants of
Terkithyi have Barbarian as their favored class. the Haikyndyr tend to be more social and politically
Amongst their kind, they tend to have wizards active in the Underworld communities. In Galvonar,
or clerics of Adzaak (Baragnagor) as spell Haikyndyr are a threat, but some nomadic tribes
casters. trade with human cities and other nomads in peace.
Multi Attack. All Terkithyi begin with the Multi The isolated pockets of Haikyndyr throughout the
Attack ability, which may be used with their two Middle Kingdoms spend a lot of time trying to
claw attacks, and bite attacks (a terkithyi can bit remain unseen.
and claw all at once in a round against a single Religion: The Haikyndyr prefer to worship a handful
foe). Their bite does 1d4 plus their Strength of demiurges which they see as more relevant to
modifier in damage as the full attack. They do their way of life, such as Kinnispar the Deserts Son
1d3 plus strength modifier for their claw and Savroliin, the Ancestral Watcher, but the Setites
secondary attacks. are strong in recruiting Haikyndyr, and in the distant
Ferocity. Terkithyi are so reptilian in nature that past, Set was a much more powerful god among
they do not drop from severe injury in combat them. As such, many young Haikyndyr are seduced
until death overcomes them. in to the Cult of Set.
Terkithyi receive a +2 Natural Armor bonus. Languages: Besides speaking their indigenous tribal
Cold Blooded: Terkithyi are reptiles by nature, tongues, Haikyndyr are known to learn Ophidian,
and grow sluggish and unresponsive in cold Draconic, Goblinoid, Setite, The Southron Tongue of
climates. When exposed to winter conditions men, and occasionally Celestial or Infernal.
atypical of their native environment (usually by Names: The ophidian nature of their names can be
more than 30 degrees), Terkithyi receive a -2 difficult to pronounce among human kind:
circumstance modifier to all combat rolls, skills Male names: Hailyndar, Kyddariis, Karukithyak,
checks, and saving throws. Such Terkithyi may Vynkaddir,Zypharis.
attempt a Constitution save to shrug off the Female Names: Shymvysshar, Myzzamir, Ryaddanis,
effects of the cold for a number of minutes Klyth'heris, Thyllyk.
equal to his or her Constitution score once per Adventurers: Haikyndyr are worldly, and understand
day. the need to pay close attention to their more
numerous humanoid neighbors, even if they like to
remain anonymous or invisible to prying eyes. As
Haikyndyr Lizard Men such, many Haikyndyr specialize in trade, commerce,
The more common lizard like scalykind are found diplomacy, and other skill to interact with the
most prominently in the region of Galvonar, greater community on discreet terms. Such kin are
throughout the deeps of the Underworld, and in the
eastern Ny'Koddin Wastes and northern Plains lands.

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likeliest to become adventurers who also seek to in human realms usually disguise themselves with
benefit their people. magic.
Haikyndyr receive a +2 Dexterity modifier, but a Religion: Setites might like to worship other gods, to
-1 Constitution and Strength modifier, due to hedge their bets, but Set gives them little choice.
their somewhat slimmer size. Any member of the species found deviating from the
Haikyndyr have Fighter and Rogue as favored Lord of Evil's interests risks discovery and exposure.
classes, though occasional wizards and clerics If exposed, he is exiled, killed, and often stripped of
can be found. magical ability. Setite priests who defy the will of Set
Claws. All Haikyndyr have wicked claws, which are not allowed the benefit of escape by their god,
do 1d3 plus their strength modifier for damage. who turns them in to even crueler minions who will
Favored Environment. Haikyndyr may choose a have no choice but to do his will, such as Vampires
region in which they are especially familiar, due or Fiends.
to their tribal home and upbringing. When in Languages: Setites learn their own tongue, plus
this environment, they receive a +2 Wisdom Ophidian, Infernal, Draconic, the human and elvish
modifier to survival, tracking, hide, move tongues, Goblinoid, Hyshkorrid, dwarven, and even
silently, and other abilities in that environment. Ashtarth. Know your enemies, they say.
They may also increase their base move of 30 Names: Setites are by far the most articulate of the
feet to 35 in that environment. scalykind, but their names are still sometimes
Camouflage Scales. Haikyndyr have good tongue twisters.
camouflage on their scales. This ability works Male Names: Krillisk, Zyral, Kryllios, Vyrysk,
when in their Favored Environment. When it is Myrykaven, Vyrik.
unobstructed (less than half of their body is Female Names: Sullia, Vyrys, Mynravhariel, Shyvaris.
covered in armor or cloth, for example) they Divine Race. Setites may always choose Cleric of
receive a +4 racial modifier to all Hide checks. Set as a first class if wisdom permits. Less wise
When covered by more than 50%, they lose this or smart setites become fighters, rogues and
modifier. assassins. Good setites are rare, and are always
stripped of their divine magic by the will of Set
for going against the creed of his kind.
Setite Serpent Men Setites receive a +1 Intelligence and Charisma
Serpentine, more snake-like than lizard like, these
modifier, but a -2 Constitution modifier.
cunning scalykind are the gifted sons and daughters
Devious Nature. Setites are masters of disguise
of Set. Indeed, the Serpent Men are related to
and deception due to their racial heritage. As
snakes and ophidian kin, and are not true lizard folk
such, they receive a +2 racial modifier to all
like the Haikyndyr and Terkithyi. Setites are much
Hide, Move Silently, Disguise, and charisma
more dangerous than either of their kin!
checks involving deception and lying.
Appearance and Personality: Devious, cunning,
Poison Bite. They may use their bite attack to
manipulative minions of their god, Setites are out to
inflict 1d2 damage plus inject a poison attack
promote themselves first and their species and deity
(Save vs. Con, or take 1d8 Con damage) three
next. They are slender, multicolored and scaled
times per day.
beings, who prefer to dress in ornate and expensive
garb. Setites recognize their family affiliations by setites can live to be 200 or more years old.
their unique scale patterns as well as scent, and are
stratified in to strongly reinforced hierarchies of
control in their empire beneath the sands of the
Hyrkanian Deserts.
Relations: Setites are always behind the scenes,
manipulating lesser beings to their will, as they are
universally reviled for being the divine sons and
daughters of the lord of evil. Setites who must travel

Joseph Conaway (order #5438615)


Middle Eastern: Zued, Persedonia, Cymeer, All
Mankind Eastern Kingdoms, Galvonar, the rest of Persedonia
African/Black: Amechian Kingdoms, Karaktuan
Human characters follow the Players Handbook
rules precisely. You will need to decide where your regions (Argosea, Shillarth, etc.), Far Eastern Takkain
human character comes from, social class, and other regions.
details based on nationality, some of which will be East Indian: Al'jhira, Karakani.
addressed below. Some pointers on human racial East Asian/Oriental/Mongol: TaiKong, Kozakan,
stock follow: Lako, and all of mid central Takkai.
Appearance/Region Native American/Mongoloid: Mataclan, and the
Caucasian/Nordic: Northern Kingdoms, some of distant unexplored south.
Northern Hyrkania Phillipino/Oriental: There are many island chains in
Caucasian/Spanish: Octzel the Blood Sea and the Endless Ocean with large
Caucasian/Mediterranean: Hyrkanian regions, native population.
Persedonia (partial), Jhaknian regions, Cretea.

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Languages
Lingusia is home to a diverse range of dialects and speak to and understand a user of the northern
languages, many harkening from ancient roots. tongue with 30-50% accuracy as well. The Merchant
Some species have languages shared universally by Houses of the Middle Kingdoms and the Eastern
one another, and other species are given to as much Kingdoms have conspired to make this so.
linguistic diversity as humanity. In fact, The root of Each of these languages have both spoken and
Lingusia comes from the idea "Of Many languages." written versions, and may be chosen by player
Below is a chart of languages all characters can characters according to race and culture. The
learn. Characters always have their naive tongue as a common tongue of Lingusia is the Middle Tongue,
base language, and some multilingual characters closely followed by tradespeak, a language of
learn more than one, depending upon circumstance. common reference cobbled together by traders and
There is at least one invented language as well, a merchants across the globe. Any character listed as
sort of Esperanto called Tradespeak, which was knowing common is assumed to know one or both
created around the time of the founding of the Great of these languages.
Old Road, and while it has evolved dramatically over Some of these languages are special. No character
time, it remains the favored language of traders and may begin play knowing Prehunate, which must be
merchants around the world. Anyone who speaks learned from a practiced student of the languages,
one of the common human tongues of Lingusia can and is never considered a class skill. Likewise, no
communicate at least 30-50% of the time with a character can pick a language for which no possible
person who speaks tradespeak but no other exposure could have occurred prior to the beginning
common language. Likewise, a man who speaks of his or her adventuring career.
tradespeak but not, say, the Northern tongue can
Language Chart
The Most Well Known Karaktuan highspeak Old Tongue (Arcane Script)
Languages of Man: Karaktuan commonspeak Ancient Middle Tongue (Holy
Middle Tongue (common) Mataclani Haxitol Script)
Tradespeak Mataclani Talay Prehunate Script
Old Galonian Tai Southern Ancient Elvish Script
Southern Tongue (Galvonari) Tai Northern Kadantanian
Eastern Tongue (Zuedi) Lako-no-hongo Celestial
Cretean Aljhiri Abyssal and Infernal
Amechian Karakani Monstrous Languages:
Northern Tongue (Nordamani) Khozakani Minotaur
Autrengardian Nubirii Goblin Tongue
Steppelanders tongue (no Neberanii (Gray Kingdom) Orcish (vandal)
written language) Fae Languages: Hidden Tongue (red orc)
Zymharian Faerspeak (elvish) Setiteese (serpent men)
Avilinian Darkspeak (ashtarth) Hashykirii (lizard man)
Nakamuran Syllenic (sylvan) Draconic (Marlack, dragons)
See the Background Charts for Gnomish Hyshkorrid
Additional Languages Dwarvish (Endurian) Thargonid Trollish
Foreign Languages of other Faerie Tongue Mihidir Trollish
Lands: Old and Lost Languages:

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Human Regional Background Charts
Humans of Lingusia can come from a wide range of locations. The following chart allows you to roll for your
characters origin and homeland, as a way of mixing it up a bit and getting some unusual results.

Special Perks of all Regions:


Favored Classes/Race: All classes are common in the Middle
Kingdoms. Certain regions have specific class expectations, such as Chart 1: General Region
barbarian, due to cultural requirements. The class in question will be 01-60 Middle Kingdoms
parenthetically addressed after the region name if there is a favored 61-70 Amechian Jungles
class for that area. Likewise, if a region has a favored race, then it is 71-80 Eastron Kingdoms
likelier that any human coming from that land will have an affinity for 81-90 Southron Kingdoms
that regions dominant race and may start play bilingual in the Middle 91-95 Northlands
Tongue and the racial tongue of the area. 96-00 Exotic Lands
Regional Knowledge Perk: All characters automatically get a +1
Intelligence modifier to any information or lore check they attempt when traveling in their native land, and all
characters treat this skill as a permanent class skill.

Chart 2: Middle Kingdoms


Common Languages: Middle Tongue, Tradespeak, Nakamuran, Southron, Faerspeak, Endurian
Roll Region/Favored Class Favored Class or Race?
01-20 Northern Hyrkania Paladin, Cleric
21-25 Inner Seas Region rogue
26-30 Southern Hyrkania assassin
31-40 Sendral knight
41-60 Octzel knight
61-70 Jhakn ranger
72 Nakamura Isles monk
73-75 Ocentash paladin, orc
76-80 Cimmeran Mtns. barbarian
81-85 Yllmar rogue
86 Colonial North ranger
87 Takonorian
88-89 Estonia rogue
90-92 Niras Forest druid
93-96 Iron Mountains iron dwarf
97 Sylvias silver elf
98-99 Hyrkanian Deserts ashtarth
00 Ocentashian Horseriders barbarian

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Chart 3: Amechian Jungles
Languages: Amechain (Belladasian), Tradspeak, Ancient Kadantanian, Terkithyi, orcish, Vyrindian, elvish, chigros,
hubinde, hotepsalan, hadrosi (a mix of Kadantanian and Eastron).
Roll Region/Favored Class Favored Class or Race?
01-40 Belladas fighter
41-60 Hadros wizard
61-80 Hubinde Lands barbarian
81-90 Chigros Lands barbarian
91-95 Vyrindia fighter, amazon
96-00 Hotepsala cleric

Chart 4: Eastron Kingdoms


Languages: Eastron, tradespeak, orcish, Hotepsalan, Lakwani
Roll Region/Favored Class Favored Class or Race?
01-15 NyKoddin Tribes barbarian
16-40 Zued Caliphate illusionist
41-60 Cymeer knight
61-70 Draskis wizard
71-75 KahuneLakwa barbarian
76-95 Cretea fighter
96-00 Starthias fighter, orc

Chart 5: Southron Kingdoms


Languages: Southron, Old Galonian, Haikyndyr, Haradi
Roll Region/Favored Class Favored Class or Race?
01-30 Galvonar rogue
31-40 Harad Deserts barbarian
41-90 Persedonia fighter, knight
91-00 Galonia wizard, cleric

Chart 6: Northron Kingdoms


Languages: Northron tongue, nakIvk, steppelander, faerspeak, endurian, draconic, wolfen
Roll Region/Favored Class Favored Class or Race?
01-05 Plainsland Kingdoms fighter
06-12 Free City of Karan wizard
13-30 Zymhar ranger
31-50 Zarn barbarian
51-65 Hettanar barbarian
66-80 Nordaman ranger
81-90 Autrengard ranger
91-95 Caelernin barbarian, druid
96-97 Steppelands barbarian
98 NakIvk wizard, barbarian
99-00 Avilin wizard

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Chart 7: Exotic Locales
Roll Region/Favored Class Favored Class or Race?
01-45 Karaktu (Languages: Argosean, southron tongue, yenetai, islander, elvish, draconic)
01-20 Shillarth fighter
21-50 Argosea rogue
51-70 Talanabros barbarian
71-75 Yenetai yenetai species, fighter
76-00 Island Kingdoms monk
46-55 Mataclan (Languages: Talay, Haxitol, Middle Tongue, Natukani, tradespeak, conoche)
01-50 Colonial fighter, rogue
51-70 Talay cleric
71-75 Haxitol fighter
76-80 Hochimec fighter
81-90 Natukani ranger
91-00 Conoche barbarian
56-00 Takkai (Languages: Al'hiri, Gochikono, Lakonese, Tai'Kongese, Nalinoti, Kozakani)
01-30 AlJhira fighter
31-40 Gochikono ranger
41-60 Lako knight
61-90 TaiKong monk, fighter
91-93 Nalinot monk, cleric
94-00 Kozakan barbarian

Joseph Conaway (order #5438615)


Special Classes of Lingusia
Castles & Crusades does not use the classic D20 idea of prestige classes, and that works for me; I think too many
cool character ideas get lost in the prestige class frenzy. So instead, each of the following unique character types
will be presented as unique classes, which may be started from the very beginning ifa player wishes. If you are
using the Castle Zagyg multiclassing rules, then characters that meet any special requirements in the text may
cross class over in to one of these classes. Otherwise, new characters may assume that they already meet given
requirements.

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.

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th
Fae Summoning: At 5 level, the constellator gains
Moonsight the ability to summon fae folk with any summoning
Constellators of Selene receive Lowlight Vision if magic she may cast, of level equal to the hit dice
they do not have it already. If they do, then effective permitted by the spell, instead of the normal
range is doubled. Normal clerics of Selene can also repertoire of beings summoning spells allow for.
gain this ability (see Selene in the Pantheons
th
Chapter). Moonfire: At 7 level, the constellator may call upon
moonfire to empower her spells under any night
Guidance of the Moon time condition when the moon is out. Moonfire is a
Constellators are often granted mystical visions and spontaneous casting option, which allows the
guidance, beseeching her for aid against the forces constellator to enhance a spell with one of the
of darkness. The follower is granted a special power following effects (choose one):
once per evening under the light of the moon (this Double duration of spell
will not work under a new moon). The power may be Maximum damage of spell
either augury, faerie fire, or daylight. Double range of spell
Increase save difficulty of spell by caster
Ethereal Walking: At 1st level, as a side effect of level
their awakening, Constellators gain the power to The moonfire must be declared as the spell is being
become Ethereal at will a number of times per day cast, and the effect will take place immediately.
equal to their Wisdom modifier. This ability works Moonfire may be used once per night at 7th level,
like the spell Ethereal Jaunt in all ways, and the th
twice per night at 9 level, three times per night at
effective level is equal to the divine spellcasting level th th
11 level, four times at 13 , and so on. Each
of the Constellator (a Cleric 9/Constellator 3 would different metamagic use may be stacked with the
be able to use it as a 12th level divine spellcaster). others if multiple uses are possible, so a 11th level
constellator could choose to, say, cast a flame strike
Ethereal Mastery: At 7th level the Constellator has that is simultaneously doubled in range, does
mastered her connection to the ethereal plane and maximum damage, and has an increased save
may bring others in to it with her, as per the spell difficulty with all three Moonfire uses at once (which
Etherealness. This ability may be used once per day, would use her three uses up for the evening).
and functions like the spell in all ways at a level Moonfire will not work on nights of the new moon,
equal to the number of divine spellcaster levels the or on lunar eclipses. Conversely, it may work in the
Constellator has. daytime when the moon and sun are both present
(only a few times per year), or during a solar eclipse,
Weirding Way: Her journey to the Weirding Lands in which the moon passes between the sun and
has profoundly affected the follower of Selene, and Lingusia. In any case, the CK must decide in advance
th
beginning at 4 level she may plane shift in to the on what nights the Moonfire's conditions might
Faerie Lands once per week. The Weirding Realms, change.
as they are commonly called, are an unusual
dimension in which temporal anomalies and high Might of Selene: Constellators of 8th level are
concentrations of magic are common. Divine magic imbued with a mighty force, and become physical
cast by followers of Selene always works normally in vessels for the wrath of Selene. When confronting
the Weirding Lands, but no other divine magic beings of chaos and evil or servants of Dalroth,
functions efficiently (see write up on the Weirding constellators may convert a spell slot, much as a
Way elsewhere for more). Note that is the normal cleric can turn one in to a healing spell, in to
constellator already has the ability to move in to the raw Lunar Essence, which may then be released
Weirding Realms for some reason, then this ability against foes as a ranged area attack that radiates in a
increases the number of times she can do so. 360 degree arc from the constellator in a sphere for
a range of 10 feet per level of the constellator.
Targets may make a Dexterity Save to avoid the

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attack with a penalty equal to one half the level of
the constellator to take half damage. The amount of Celestial Ascension: At 12th level, constellators are
damage done is equal to the energy level of the spell so profoundly in tune with the essence of the moon
slot that is released (thus, a 3rd level spell would do and the spirit of the Weirding that they may pass in
3d6 damage, or one-half if the save is made, while a to the ethereal and ascend in to the celestial realms
9th level spell would do 9d6 damage). This radiation where they can hold court with Selene in her palaces
will affect all beings which are either infernal, of the Moon. This ability is a mastery of plane
abyssal, chaotic, spawn of chaos, worshippers of walking, and allows the constellator to plane walk at
Dalroth (god of chaos), or have an alignment of will.
Chaotic Evil. If a lawful evil character or being that is
not on this list experiences the attack, it gets a Clerical Spells: Constellators are divine practitioners
saving throw, receiving half damage if it fails and no of Selenes will, and receive clerical magic at a
damage if it succeeds. slightly slower rate than normal clerics. They may
The Might of Selene drains a tiny amount of receive bonus spells for good wisdom.
essence from the constellator when used, and as
such, she must make a Constitution check with a Ex-Constellators:
penalty equal to the level of the spell slot released. If Constellators are specially chosen for their amazing
she fails, she suffers 1d4 temporary Constitution sacrifice and dedication to Selene. Under the highly
point loss. If she rolls a 1 on her save, she suffers the unusual and unlikely condition that a constellator
temporary loss and one permanent point of renounces Selene, changes alignment, or commits a
Constitution drain. great evil, then one of the following happens:
If the constellator renounces Selene and forfeits
the order or changes alignment (but not an evil
alignment), then she loses all of the class abilities,
spell magic, and any special feats related to Selene
and any class dedicated to her worship. She may
regain her abilities by returning to the worship of
Selene in her prior classes, but will never again
regain her constellator abilities, under any condition
save perhaps for another act of martyrdom (and
then there should be a slim, perhaps only 1% chance
of being noticed once more).
If the constellator commits an evil act and/or
changes alignment and becomes evil, then she not
only suffers the above restrictions, but if she was
resurrected by Selene to become a constellator, then
she is stripped once more of her life and dies
instantly. If She was near death, then she is returned
to near death, dropping immediately to -7 HPs.
If the character renounces Selene and take sup
immediate worship of an evil god, then there is a
25% chance that all of her Constellator levels are
immediately converted in to normal Cleric levels for
the evil deity. Otherwise, see the last paragraph.

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Constellator Advancement Table Prime: Wisdom
Base Hit Experience Clerical Spell Advancement
st nd rd th th th th th th
Level Attack Die Advancement Special 0 1 2 3 4 5 6 7 8 9
1 +0 D6 0 Moonsight, Eth. Walking 2 1
2 +1 D6 2,251 Guidance of the Moon 3 1
3 +1 D6 5,001 4 2
4 +2 D6 9,001 Weirding Way 4 2 1
5 +2 D6 18,001 Fae Summoning 4 3 2
6 +3 D6 35,001 4 3 2 1
7 +3 D6 70,001 Moonfire 1 5 3 3 2
8 +4 D6 140,001 Might of Selene 5 4 3 2 1
9 +4 D6 300,001 Eth. Mastery, Moonfire 2 5 4 3 3 2
10 +5 D6 425,001 5 4 4 3 2 1
11 +5 +2 650,001 Moonfire 3 5 4 4 3 3 2
12 +6 +2 900,001 Celestial Ascension 6 5 4 4 3 2 1
13 +6 +2 +250,000 per level same as for cleric of one level lower

Flame Knife Class Progression: Spells Prime: Charisma


st nd rd th
Level Att. Hit Die Exp. Progression 1 2 3 4 5th Special Abilities
1 +0 D6 0 0 Unerring Pursuit, Disguise, Death Attack
2 +1 D6 1,751 0 Sign Lang./Runes
3 +2 D6 3,501 1 Grifter
4 +3 D6 7,001 1 0
5 +3 D6 14,001 1 0
6 +4 D6 25,001 1 1 0 Master of Disguise
7 +5 D6 50,001 1 1 1
8 +6 D6 90,001 1 1 1 0 Flaming Knives
9 +6 D6 150,001 1 1 1 0
10 +7 D6 200,001 1 1 1 1 1
11 +7 +2 +150,000 per level

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Flame Knife Assassin
Among the sundry cults and guilds of assassins number are mages, professional assassins, and some
spread throughout the world, the Flame Knives have even rank among nobility. All believe unerringly in
remained the most secretive and formidable. the cause of their illuminated assault on the world,
Steeped in an ancient tradition of lawless honor, and the secret propagation of fear and chaos as the
entropic sorcery, and an unyielding dedication to the true means of control in society. All of them selfishly
dreadful mercenary god Haro, the Flame Knives have believe that they, and they alone, will ultimately be
existed for at least as long as the Empire of Hyrkania granted favor from Haro and elevated to the rank of
has been known by such a name. The origins of the spiritual soldier or even avatar at his side. This is a
cult are steeped in mystery and only the eldest, most cult of evil, and should be exterminated by all who
vile members of the cult are privy to the unwritten oppose such malevolence.
tales of their sordid past. To be a Flame Knife is to Some of the most famous Flame Knives include
embrace evil, and to take sides only with yourself. Cassius Augustus, the undead warrior summoned
Even ones own allies are considered fodder for the back from the days of yore to serve Haro as an
ultimate goal of seeking the divine favor and assassin among assassins, and Lord Celiobantes
ascension promised by Haro. Astiriate, considered one of the elite Elders, and high
Those who have investigated this cult know some lord of the guilds of Northern Hyrkania. A few
facts, and most successful entry level members of suspect he is one of the Ten Who Rule.
the Flame Knives also know such facts. It is known The Flame Knives have an ancient symbol, which
that the Flame Knives have hidden guilds within four varies only slightly from one region to the next. It is
major cities of the Middle Kingdoms (Octzel, always of a shield, upon which is depicted a
Eastonia, Hyrkania, and Hyrendan). It is known that starscape showing the chief constellations of the
the Flame Knives are affiliated, at least peripherally, Huntsman and the Wolf in highlights. Crossing the
with similar Eastern cults from as far away as Aljhira, shield are a flaming bow and dagger with jagged
based on the similarities of their prayers, rituals, and edges. If the symbol is to be seen as a warning or
mantras to such other groups. The Flame Knives threat, then the weapons are placed in front of the
revere Haro with a fanaticism that precludes shield. If it is used as a secret sign or reflects safety,
meaning in their own existence, but among the then they are placed behind the shield. All Flame
fodder a select few seem to be granted visions, in Knives learn a kind of Thieve's Cant, which is
which it is made clear that their true purpose is comprised of sign language, and the use of clever
mercenary, self-serving, and that they are to be the runes disguised to be hard to detect but which
true guiding minions of Haro's will. What, however, would be readily obvious to like kin.
Haro wishes is often confusing. For example, while The Path of the Flame Knife:
he was long believed by the forces of order to be a Flame Knives come from all wakes of life. Disciples
chaotic deity prior to the Reckoning, it was in fact of the cultic guilds are necessarily drawn from all
Haro who betrayed his own brothers of chaos and strata of life, but only practiced, skilled professionals
caused the collapse of the eons long conflict with a cunning and will to use it are granted entry
between the primordial forces. He did so, however, into the inner sanctum. A Flame Knife can be
because of the obvious power gap that was created granted such status from a patron of the guild, but it
in the wake of the Reckoning, and his cult grew ever is also possible for a Flame Knife to prove himself so
stronger as a result. Today, many greater Devonin resolutely that he is granted divine inspiration from
(demonic beings) and demiurges are now Haro, and asserts himself over time and often
subservient to him, and so therefore are at the beck against the will of competitors. Once in the Inner
and call of his mortal cult. Circle, rivals who seek his status, or wish to take
Flame Knives are all about the conquest and control of the schemes and plans of another will
subjugation of the world through fear, murder, and eventually challenge the Flame Knife. The infighting
capitalism. Many Flame Knives are mercenaries, is constant, and only he who surrounds himself with
merchants, and con men of a wide variety. A smaller the best lackeys and defenses is likely to make it to

Joseph Conaway (order #5438615)


the top. No one knows who the ten members of the game terms, they make an ability check (based on
Elders are, called the Ten Who Rule, and the leader Con plus level of class), which involves the tracking
of the Flame Knives remains a whispered mystery to or discovery of their prey once they have made eye
this day. contact. The effect remains for 24 hours after the
If you are using multiclassing rules, it is sighting, and they do not need to keep the prey in
extraordinarily common for a character to have sight once this contact has been made. After 24
levels in Assassin and Flame Knife, as they are hours, they must make a straight Constituton check
necessarily complimentary. to retain the sanguine grasp on this tether to the
prey or lose it. No amount of distance between the
Hit Dice: D6 target and targeted will have an effect.
Prime Attribute: Charisma
Class Abilities: Grifter (Cha): At 3rd level Flame Knives become
skilled in the art of psychological entrapment,
Weapon and Armor Proficiency: Flame Knives are grifters of the highest degree. A Flame Knife can
proficient in all weapons, and may wear any leather attempt to use the art of the grifter against any
armor (including studded or curbolli) without target, and a successful ability check, modified by a
penalty. They can wear heavier armor, but it will penalty of 1 per level or hit die of the target, brings
impair their stealth and assassination abilities. the target under the flame knifes spell. The target
will fall in to the web of lies and deceit, which the
Death Attack: No assassin would be worth much if Flame Knife weaves. The game effect of this is
they didnt have this ability. Flame Knives may proportionate to a Charm Person spell, in which the
perform a death attack as per the Assassin class in limitations are such that the subject is inclined to
the Players Handbook (see details there). If the believe the Flame Knife against common sense. A
Flame Knife is also multiclassed as an assassin, then Wisdom roll may be made a number of times per
he gains the following special benefit: he may hold month equal to the Wisdom bonus of the affected
so six rounds instead of three before launching his person, or at any time in which blatant, contrary
death attack at a target. evidence is presented to them. This is not a magical
effect, although some would say the magic of Haro
Sign Language/Assassins Runes: By 2nd level Flame inspires the Flame Knife to such amazingly sublime
Knives learn the secret language of their cult, a sign levels of deception.
language which can be understood even in the dark
if necessary, through touching and tapping to convey Disguise (Cha): The Flame Knife receives the disguise
st
specific messages. If you can be seen, the range of ability of the Assassin at 1 level. See the Players
information is as great as normal sign language. The Handbook for specific details.
assassin runes are placed in careful, hard to notice
spots, and it takes another assassin or Flame Knife Master of Disguise (Cha): At 6th level, the Flame
an Intelligence check to spot them, but a non-cultist Knife becomes so efficient and talented at disguise
could at a 6 penalty. The runes are a simple but that he can perform the skill with an automatic +4
effective language, and can convey warnings, bonus, and may affect any sort of impromptu
instructions, or false information. A careful study of disguise, even through simple body language and
these runes can reveal their hidden intent with mannerisms (i.e. the Flame Knife is pursued by
enough time and effort, but Flame Knives guards, rounds a corner, and sees two more guards
understand them automatically. stationed. He makes his disguise roll, to walk up as if
he belongs and joins the ranks of the two, saying he
Unerring Pursuit (Int): At 1st level Flame Knives is a relief. The pursuers appear, but see only three
learn to study the aura and sorcerous resonance of guards in the process of a shift change; here it is a
their prey, a gift of sixth sight granted by Haro. They hypnotic persuasion, which is in effect). Such an
are able to track and follow their prey with unerring effect is still not magical in nature.
proficiency when they have sighted their target. In

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Flaming Knives: At 8th level the practiced Flame spell with a 0 for memorization may only be
Knife mage may cast the Flaming Knives effect a memorized at that level if the caster has a
number of times per day equal to his Charisma sufficiently high Charisma bonus to grant the spell
modifier (minimum 1). This will allow him to bonus. 5th level spells are granted if the Charisma of
spontaneously engulf his chosen weapon in eldritch the Flame Knife is especially high (18), so few Flame
magic flame, an effect which will last until dispelled Knives can cast such potent magic. If they can, this is
or twenty four hours, whichever comes first. The usually a sign of strong favor with Haro, and they are
magical flame adds flame damage to the attacks immediately indoctrinated in to the Circle of the
(+1d6 damage), and is treated as a magical effect for Elders, and may then become familiar with the Ten
all other purposes. Who Rule.
Flame Knife Spell List:
Divine Magic: Flame Knives are cultists of Haro, and 1st Level: Cause Fear, Protection from Good,
gain limited access to a certain number of Divine Comprehend Languages, Invisibility, Sleep
Spells, which are presented below. They must have a 2nd Level: Continual Flame, Detect Traps, Hold
Charisma of 10+the spell level to be able to cast the Person, Darkness, Silence
magic, and determine their spell bonus levels from 3rd Level: Invisibility Sphere, Haste, Dispel Magic
their Charisma modifier. This reflects the fact that 4th Level: Dimension Door, Fire Shield, Tongues,
enforcement of will and personality is more Wall of Fire
important in the cult of the Flame Knives to receive 5th Level: Cause Critical Wounds, Flame Strike
divine favor than any wisdom or understanding. Any

Knight of the Ebon Ankh


The Inquisitors of Naril are a small, secretive branch The Knights of the Ebon Ankh are often drawn
of the church, dedicated to insuring that heresy and from members of the church, but also drawn from
chaos never find a foothold in the inner workings of reformed servants who once did evil before being
Naril's order. The Inquisitors have, at various times redeemed. Occasionally, a member of this order
in history, had more power, but the order has been might never have belonged to the order, but instead
on the wane in recent years. With the coming of the have received a vision from Naril, which compelled
Red Dragon comet, and the rise of chaos in the city him to follow this path. All members of the order are
of Trog, however, it has become evident that the dedicated to their cause, but find it a difficult road,
forces of chaos are mounting once more, and as the fall from grace is even easier than usual.
failures within the church to respond promptly are Subterfuge is a regular weapon of the order, a
forcing the Inquisitors to look closely at ramping up deception considered necessary but almost outside
their efforts. of the realm of Naril. Nonetheless, it is understood
While most of the Inquisitors are drawn from the that to combat Narils foes, some difficult duties
ranks of the ecclesiastics and the initiates, a handful must be met, and those who serve the Knights of the
of the order are specially trained knights, who have Ebon Ankh understand better then most.
chosen to pursue a different, harder path, one of Because the Knights often perform difficult moral
judge, jury, and executioner. These are the Knights duties, the restrictions on race are not as strict.
of the Ebon Ankh, Inquisitors without par, willing to Elves, dwarves, and other species sometimes join on
root out corruption both in the church and special occasions, usually by invite.
Hyrkanian society, to destroy chaos willingly and Members of the order must be invited or
without remorse. They are far and away the most experience a vision from Naril, usually exposing a
frightening members of Narils flock. corruption of chaos in the ranks which they uncover.

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Hit Die: D8
Prime: Charisma Greater Vision of Truth: The Knight continues his
Class Abilities: pursuit of knowledge, learning how to cast the True
Seeing spell once per day.
Weapon and Armor Proficiency: Inquisitors gain
proficiency in all weapons and armor. Greater Word of Power: Once per day, the Inquisitor
may call upon Charm Person in pursuit of his cause.
Spell Advancement: At every other level, the Knight
st
of the Ebon Ankh gains access to clerical magic, Master of Truth (Wis): At 1 level, the Knight gains
though somewhat weaker than a regular cleric of the the power to use this ability. He may make an ability
same level. The Knight of the Ebon Ankh gains bonus check to deiscern whether an individual with whom
spells based on Charisma. He casts all spells as a he is speaking or listening to is telling the truth. The
th
cleric would. They may not gain spells higher than 5 opponent in this discourse may use his level or hit
level. dice as a negative modifier to the target number for
the check. The Knight of the Ebon Ankh adds his
Turning Ability: At 1st level theKnight of the Ebon class level to it, of course.
Ankh may turn undead as a cleric can.
Word of Ultimate Power: Once per week the
th
Vision of Truth: At 7 level, the Knight is taught the Inquisitor may use Holy Word.
Vision of Truth ability. Once per day, the Knight may
enact the Commune Spell. Confessor: At 12th level, the Knight becomes a true
confessor, and is imbued with the ability to change
Word of Power: At 2nd level, the Knight gains the alignment in beings which fail a Wisdom save, with
word of power ability. Once per day, he may enact a the Charisma bonus plus class level of the Knight as a
Command spell at his class level. He may do this penalty modifier. This ability may be used once per
th th
twice per day at 6 level, three times at 10 level, week, and shifts one of the two elements of the
th th
foru times at 14 level, and five times 18 level. target one step (Chaotic evil either becomes neutral
evil or chaotic neutral, for example). It can be
applied over time to the same target for successive
changes. If the target resists and ever rolls a natural
1 on its save, the target must then make a
Constitution check or die instantly rather than be
converted one step.
Creatures, especially outsider demons and other
beings which have alignment issues tied in to their
very being, may experience a profound physical
change as well, at the CKs discretion.

Ex-Inquisitor Knights: An inquisitor who falls in to


darkness in the course of his or her duties may lose
all of his or her granted abilities and spells, but not
the normal abilities (weapon skills, master of truth
ability). He may recover spellcasting abilities by
assuming the worship of a different deity, in which
case he recovers his spellcasting abilities and all
inquisitor levels covert to cleric levels for practical
purposes of that deity.

Joseph Conaway (order #5438615)


Knight of the Ebon Ankh Advancement Table Prime: Charisma
Base Hit Experience Spell Advancement
Level Attack Die Advancement Special 0 1st 2nd 3rd 4th 5th
1 +0 D8 0 Master of Truth, 3 1
Turning Ability
2 +1 D8 2,251 Word of Power 3 1
3 +1 D8 4,501 4 2
4 +2 D8 9,001 Grt. Vision of Truth 4 2
5 +2 D8 18,001 Grt. Word of Power 4 2 1
6 +3 D8 36,001 4 2 1
7 +3 D8 72,001 Vision of Truth 4 3 2
8 +4 D8 150,001 Word of Ult. Power 4 3 2
9 +4 D8 300,001 4 3 2 1
10 +5 D8 600,001 4 3 2 1
11 +5 +3 725,001 5 3 3 2
12 +6 +3 900,001 Confessor 5 3 3 2
13 +6 +3 1,075,001 5 4 3 2 1
14 +7 +3 1,250,001 5 4 3 2 1
15 +7 +3 1,425,001 5 4 3 3 2
13 +8 +3 1,600,001 5 4 3 3 2
14 +8 +3 +175,000 per level 5 4 4 3 2 1
spell advancement every other level as per cleric

KomHuandyr Level Advancement: Prime: Strength


Base Hit Experience Spell Abilities (Druid Spells)
st nd rd
Level Attack Die Advancement Special Abilities 0 1 2 3 4th
1 +1 D10 0 Goblinkin Slayer, 1
2,251 Master Rider 1
2 +2 D10 4,501 Preternatural Sense 1 1
3 +3 D10 9,001 Rugged Survivalist 2 1
4 +4 D10 18,001 2 1 1
5 +5 D10 40,001 Commune With Nature 2 2 1
6 +6 D10 75,001 3 2 1 1
7 +7 D10 150,001 3 2 2 1
8 +8 D10 250,001 3 3 2 1 1
9 +9 D10 500,001 Extraordinary Stamina 4 3 2 2 1
10 +10 D10 725,001 4 3 3 2 1
11 +11 +4 950,001 4 4 3 2 2
12 +12 +4 1,075,001 5 4 3 3 2
13 +13 +4 +225,000 per level 5 4 4 3 2

Joseph Conaway (order #5438615)


The Kom'Huandyr
The ancient order of the Ranger-Knights of Naril or herself in an exalted and heroic deed that is
are steeped in folklore and mystery. Founded by the considered both holy and generous in the eyes of
ancient Hyrkanian House Huandyr, the Servants of Niras. Some member swill choose an apprentice, to
Huandyr were once the liege knights of this serve as their squire and learn of the order, too, if
entrepreneurial family. The Huandyr clan united the the one in question is young and of pure, good,
barbaric Narilian people, and brought a unity to the heart. The KomHuandyr continue to work closely
forestlands previously unheard of. With them came with the Druids of Niras, and serve the king of
the advanced culture, language, and customs of the Nirasien at least nominally, although the order
Hyrkanian Empire. The old world druidism of the considers itself to answer, ultimately, only to Niras.
local people intermixed with the Hyrkanian There are believed to be no more than two hundred
colonizers, creating, eventually, the unique mix of KomHuandyr in the woods. During the Reckoning,
paganism and modern culture in the region today. the order was at its strongest, but the majority of
The KomHuandyr originated when the first the order was slain in a terrible battle against the
alliance between the greatest of the pagan tribes forces of chaos, and the numbers never fully
and the House of Huandyr was consecrated, and the recovered from that time. Still, it usually takes only
first of the pagan knights were allowed to serve the one member of the order to solve most problems for
Hyrkanian lords. With this infusion of regional which one would wish a KomHuandyr to intervene...
warriors into the elite fold of the mounted warriors, The KomHuandyr are allies of the lords of Niras,
a new breed of pagan knight arose, armed and and of the Druids of the woods. They are well-
armored as a true Hyrkanian knight, but dedicated to received by any druid enclave, be it in the forests of
the animism of Naril, and seeking the counsel of the Niras or in as distant a land as Caelern'in. They are
druids of Niras rather than the priests of Naril. respected and usually recognized in most Hyrkanian
In the 1400s aw, there was a terrible period of war territories, but are considered honorable rivals of
in which the region was invaded by the Thargonid the warrior cults of Amech. The KomHuandyr are
trolls, seeping from cavernous depths in to the unknown in the Eastern Kingdoms, and considered
ancient, forgotten strong holds of the lost empire suspect enemies among the Octzellan and Western
within the Thargonid Mountains (the trolls were so Territories of the Middle Kingdoms. KomHuandyr
named after the mountains). The previous dwellers have long been allied with the sylveinurian elves,
of the mountains, many fae raced and goblinoids, and many KomHuandyr are elvish or half elvish. An
were driven out in a great surge as they sought to occasional sylenic (halfling) KomHuandyr is not
escape death or slavery. This exodus led to terrible unknown. It might be possible to meet a half-orc
conflict as the goblin kings sought to carve out new ranger, but the strictures against the goblinkin as
lands in the Niras Forests, and the dozens of small enemies prevent such a ranger from ever joining the
baronies were forced to seek unity amongst one ranks of the knighthood.
another to quell the horde. The many bickering lords
were eventually brought together by the might of The Path of the KomHuandyr:
the most famous of the old order of knights of The prestige class represents the elite of the
Huandyr, a man named Tevel Elas Draelon. Draelon KomHuandyr. There are many errant knights of the
and his rangers led the lords of the forest into a order who are petitioners, questing members of the
concerted effort against the goblinoids, and crushed order who seek to gain anointment in the eyes of
the goblin kings. Thereafter, the knights were Niras. While most of these member start as Rangers,
formally called the KomHuandyr, and were charged any one who fulfills the requirements of the prestige
with the perpetual service of the protection of the class may be so anointed.
Lands of Niras, the forests of the realm and beyond. Rangers of KomHuandyr must have chosen Niras
Today, the KomHuandyr rangers are an elite, near- as patron deity. The one who petitions entry must
secretive order, which, while low in number, are still seek the endorsement of an existing senior member.
highly respected. One joins the order by proving his

Joseph Conaway (order #5438615)


Rangers of KomHuandyr must be human or have the ability of the same name by normal
demihuman, ND may never be goblinoid or Rangers (see Players Handbook fo details).
monstrous, without special circumstance and the
blessing of the CK. Preternatural Sense (Wis): At 2nd level, the
Note that Rangers of KomHuandyr, being a variant Kom'Huandyr's intuitive sense of the natural begins
of the classic ranger, are often found as multiclassed to grow, and he becomes significantly more in tune
rangers/rangers of KomHuandyr. with the natural world around him. He may use this
ability to detect hidden objects, people, or thos who
Designers Note: The Rangers of KomHuandyr are a seek to hide in the wilderness. He may make a check
great way to reintroduce the idea of a spell-casting to detect an ambush before it happens.
ranger without negating the value of the more
combat-oriented core ranger. Rugged Survivalist: At 3rd level the KomHuandyr
may absorb prolonged exposure to the elements, as
Hit Dice: D10 well, such as severe winter or a heat wave. In such
Prime Attribute: Strength cases of prolonged exposure, the effect reduces the
Class Abilities: damage of such exposure by one half, and on a
successful Constitution check, negates the damage
Weapon and Armor Proficiency: KomHuandyr are for one hour. Furthermore, a KomHuandyr need
proficient in al weapons and the following armor: only make a Wisdom roll each day to forage for
padded, leather, ring, hide, studded, laminar, mail enough sustenance to survive daily, unless the CK
shirt, any shield. rules that the land in which he is traveling is too
harsh for sustenance.
Goblinkin Slayer: KomHuandyr have fought the
goblinoids of the forests for centuries. All Commune with Nature: At 5th level, the
KomHuandyr are blessed with the knowledge and Kom'Huandyr's spiritual side becomes sufficient that
almost prescient familiarity with their ancient foe, he can see and speak with forest elementals, such as
and so can never be caught flat-footed under any Dryads, Nymphs, Treants and other beneficent
circumstance by goblinkin. This includes goblins, servants of Niras. This is a sort of empathic, universal
hobgoblins, kobolds, svirfneblin, gibberlings, orcs, language, and does not replace any spoken
grimlocks, and other relatives (like greater orcs or language. It cannot be taught as a language.
enhanced goblins). He receives an automatic
cumulative +1 attack and damage modifier in Extraordinary Stamina: KomHuandyr become
th
combat and at 3rd, 6th, 9 , and every third level resistant to natural effects at 9th level, and may call
thereafter against these foes, and it may stack with upon Endure Elements three times per day.
other ranger benefits like Combat Marauder.
Spell Proficiency: KomHuandyr learn divine magic
Master Rider: At 1st level, the KomHuandyr has taught to them through their pious dedication to
honed his riding skills to the point where he receives Niras. They have limited spell casting ability and can
th
no penalty in combat for firing or fighting from his only learn spells of up to 4 level, but can attain
mount, and receives a +2 bonus to attack against significant mastery over these magics as they
foes who are not mounted. advance. KomHuandyr learn magic from the druid
charts for spell purposes and cast spells like druids
Survival (Wis): Rangers of KomHunsdyr, like their do. They use Wisdom to determine bonus spells.
normal bretheren, are experienced survivalists, and

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Octzellan Musketeer
The kingdom of Octzel is a divided, war-torn land, Musketeers of a fraternal or mercenary order
in which the forces of Valance, Octzel in the North, usually have to prove themselves in combat, after
and the eastern independents of Halale have been at which they are asked to join. Such tests are wide-
war for more than two centuries. In this time, the ranging and depend on the group in question. There
elite musketeers have become famous for their are plenty of errant musketeers out there, serving
prowess in battle on whatever side they choose to the king or regent as appropriate, getting in to
join. trouble and engendering strife in fellow man.
Musketeers are not just a military unit these days,
but a quasi-fraternal order of hardcore specialists in A Note about Dwarves and Gun Powder:
the most deadly form of ranged weapon of the To belong to a fraternity or mercenary group, you
Middle Kingdoms. The firearms, matchlock and must pass through an initiation, usually a contest to
wheel-lock, of the Middle Kingdoms are carefully show off your skill with the musket.
kept secrets of the Suethendur dwarves, and have While this is not a requirement, it is nonetheless
been sold over the last few centuries to the highest recommended that the musketeer be proficient in
bidder. As a result, mostly knighted men and royalty the dwarvish language, for it is a well-known fact
carry such weapons (Dans, Eslas, and so forth), and that only the dwarves and certain alchemists are
few commoners are ever seen which such privy to the secrets of making the explosive powder
armam which powers
ent. Gunsmith Repair Chart the muskets
of the Middle
Check Roll Result
Becaus Kingdoms.
under by 5- The weapon is hopelessly damaged, or the barrel warped.
e of the Such smoke
+1-9 A normal failure. 1d10 rounds are needed to service the weapon
difficult powder is
+10-14 The weapon can be readied, cleaned, and unjammed in 1d6 rounds
y in considered a
+15-19 The weapon is unjammed in 1d4 rounds
finding magical
+20-24 The weapon is unjammed in 1d3 rounds, while re-loading
gun substance,
25+ The weapon is easily unjammed, no interruption in fire and reload
powder and is so
times.
, the affected by
role of the musketeer is fairly elite in combat. In all effects that negate or modify magic. This is a
of the Octzellan Kings armies, there are probably peculiarity of the World of Lingusia, and may not
not more than fifteen hundred elite musketeers, and hold true in other prime material planes.
most are part of the Kings personal garrison. The In game terms, to manufacture gun powder you
cost of purchasing the gun powder from wizards and must have the alchemy ability (silver dwarves have
dwarves alike is prohibitive, and so far has insured it, or you can acquire such through the secondary
that only a handful of noblemen fight with such skill rules from Castle Zagyg) or the Esoteric
weapons on land. Knowledge secondary skill. The character must also
Musketeers learn to care for their weapons, have been exposed to the secret of making
maintain them with the utmost precision, and keep gunpowder by a mentor. The character makes a
them out of harm's way even before their own difficult Intelligence check at 6 penalty, along with
selves. The shooter is replaceable; the gun is not. 2d6x100 gps in expenses and 2d6 days time to
Many, as said earlier, have inherited the weapon and produce enough powder for 1d6x50 shots. Typical
place, and pass it down from generation to prices for a horn of powder that will let you reload
generation. Most musketeers are also competent your weapon approximately 50 times are around 50-
swordsmen, for once you have fired your last bullet 100 GP per powder horn. Bullets are far cheaper. A
and the mob charges you, it's time to shoulder that keg, necessary for cannons on ships or rolling
thing and cut your way free. artillery, can cost 1000 GP or more and usually
grants about 20 cannon shots.

Joseph Conaway (order #5438615)


rounds. This is why most Musketeers wield a sword,
Hit Dice: D10 and carry a brace of pistols (2 or more).
Prime Attribute: Dexterity
Class Features: Fast-Draw (Dex): Musketeers are very quick, and can
always draw and fire a pistol with no penalty. If a
Weapons and Armor: Musketeers are proficient in musketeer is facing off against another, they may
all weapons, being consummate fighters, and all each make Fast Draw checks (Dex) based to see who
armor. Furthermore, a musketeer is considered draws and wins first.
proficient in all firearms, both pistols and muskets,
of both the flintlock and matchlock nature. If he is Snapshot: At 2nd level, the Musketeer has honed his
assumed to have not previously handled a certain gun fighting experience enough that he can perform
type of firearm (such as an harquebus or a spontaneous attack without time to aim precisely.
blunderbuss), he may be required to suffer a penalty The snapshot allows the musketeer to fire under two
for the first 1d8 rounds of use at 2 to attack until certain specific circumstances:
the proficiency sets in and familiarity with the If the Musketeer is surprised in combat, he may
weapon can then be assumed. declare a snapshot if he has a loaded weapon and a
target that is not concealed or impossible to detect
Gunsmith (Dex): At 1st level, the Musketeer learns under normal conditions on a surprise round. He
the important art of weapon maintenance. He can must roll for initiative at that time to determine the
field-strip, bore out, clean the powder burn, and sequence of actions.
otherwise keep the barrel and firing mechanism A musketeer who has multiple weapons loaded (a
healthy and ready for immediate use. In game terms, brace of pistols) may use snapshot to get a single
a muzzle-loading firearm will experience a bonus attack, in addition to his normal attack. He is
malfunction on any critical failure (roll of 1 on an effectively fast-drawing a weapon for each normal
attack). Gunsmith can be used after battle to repair attack plus his bonus attack. All of the attacks are at
or clean out a jammed firearm. It can be used before -2 to strike for the round.
battle, as well; if cleaned within 24 hours of use,
should the gun jam the CK may let the musketeer Advanced Fast-Load: At 6th level, Fast-Load
make a second Gunsmith check (only once for the becomes Advanced Fast-Load, and the musketeer is
weapon) to see if it simply misfired or actually so efficient in his technique that he may load a
jammed. If he makes the skill, then the weapon is musket in only 6 rounds, or a pistol in only 3 rounds!
still functional and may be refired next round. This Such musketeers have achieved a Zen mastery of the
only works once per combat per firearm. process, and only the inefficiency of their own
When repairing a weapon, make your ability check weapons slow them down.
and determine how far over the target number you
made it. Take this number and look on the gunsmith Deadly Shot: The musketeers proficiency with the
repair chart to determine the condition of your musket or pistol has become legendary, and he can
weapon after affecting repairs. aim with startling precision under stress and worse.
The musketeer requires 1 complete combat round to
Fast-Load: The musketeer is especially proficient and aim in order to use this ability with no other actions.
speedy in reloading his musket or pistol. In the world The musketeer must perform a Constitution check if
of Lingusia, Muskets take 45-60 seconds to properly being attacked directly with a 4 penalty, or no
ready for fire. A nonproficient user will take 60 penalty if not immediately threatened during the
seconds (10 combat rounds!) to ready his musket, round he is aiming. If he succeeds, then on the next
and 42 seconds (7 combat rounds) to ready a pistol. round he may make an attack as normal, but will
With Fast-Load, the Musketeer may re-load his automatically score double damage if the attack hits.
weapon 2 rounds sooner than normal; So, he can
ready his musket in 8 rounds, or his pistol in 5 Advanced Gunsmith (Int): At 10th level, the
musketeer is sufficiently talented at his art that he

Joseph Conaway (order #5438615)


may replicate his own firearms and even attempt to depths of gunsmith knowledge have been plumbed,
craft his own gunpowder. In a campaign with and the dwarves have let the Musketeer in on a little
mundane, non-magical gunpowder you may assume secret in exchange for his years as a good customer.
that this is a talent in the hands of alchemists and Black powder is magical in Lingusia, and must be
wise men, and that the musketeer learns the secrets crafted as a potion would, but the gunsmith now can
at this time. If the campaign, as is the case with gather the necessary ingredients for the dwarves or
Lingusia, has restrictions, then it is assumed the a sympathetic alchemist to make the stuff.

Musketeer Advancement Chart Prime: Dexterity


Base Hit Experience
Level Att Bonus Die Advancement Special Abilities
1 +1 D10 2,001 Gunsmith, Fast-Load, Fast-Draw
2 +2 D10 4,001 Snap-Shot
3 +3 D10 8,501
4 +4 D10 17,001
5 +5 D10 34,001
6 +6 D10 68,001 Advanced Fast Load
7 +7 D10 136,001
8 +8 D10 272,001 Deadly Aim
9 +9 D10 500,001
10 +10 D10 750,001 Advanced Gunsmith
11 +11 +4 +250,000 per level
Firearm Stats in Lingusia:
Name Damage* Base Load Time (rounds) Range Value
Harquebus 1d8 (6, 8) 12 60 300 gp
Blunderbuss 1d12 (8, 10, 12) 10 20 350 gp
Wheellocks:
Pistol 1d6 (6) 10 20 250 gp
Musket 1d8 (6, 8) 10 30 500 gp
Flintlocks and Matchlocks:
Pistol 1d8 (6, 8) 10 30 300 gp
Musket 1d10 (6, 8,10) 10 40 600 gp
*All firearm damage rolls over if you roll a certain number, indicated in parenthesis after the damage die. If a
blunderbuss fires and does 10 pts of damage on the first roll, it may add and roll over; so long as you keep rolling
one of the add and roll over numbers, the firearm keeps doing damage!

Joseph Conaway (order #5438615)


Selenic Knight
A small but devoted order to Selene are the upon a number of times per day equal to 3 + the
militant servants of the moon goddess, the Selenic knights Charisma modifier. The Moonblade is an
Knights. Amongst their ranks are a handful of devout eldritch magical weapon that will manifest as for A
elvish warrior-maidens and a handful of other kin number of minutes equal to the level of the Selenic
who have felt the touching siren call of the moon knight. The moonblade will take on the form of a
goddess. Selenic Knights are purveyors of justice, favored weapon of the knight (which may be any
defenders of women, healers, diviners, and a small weapon, or a weapon the knight is focused or
but noteworthy sect dedicated to the cause of order. specialized in) or a sickle if no form is chosen. The
A character seeking to join this elite group must blade will function as a blade of the type chosen for
first prove her faith to Selene through dedicated all purposes except that it is made of an
worship, and must have made clear and determined indestructible essence, will automatically reform in
efforts to support her portfolio of interest. She must the knights hand if thrown or disarmed the
then seek out an existing member of the order to following round as a free action, and receives a
become her patron, and seek to prove herself magical bonus of +1, which increases every four
th th th th
worthy to that member. If the member, satisfied, levels (+2 at 5 , +3 at 9 , +4 at 13 , +5 at 17 ) to a
vouches for her, then she will be presented to the maximum of +5.
ruling queen of Sylvias or the land in which she is
located (the Queen of Cretea or Liege Empress of Channel Essence: At 2nd level, the Selenic knight
Avilin, for example) and be knighted in a holy learns to channel the essence of the moon through
ceremony under the light of the full moon. The her moonblade. Once she summons the moonblade,
members of the order will anoint the new Selenic she may cast spells through the weapon, using it as
knight in enchanted holy water and take her to a the sole material and somatic component for the
chosen place, secluded and mystical, where she may casting of the spell. The spells in question are listed
commune with Selene for 4 days. During this time, with special slots (see advancement chart) and are
she must make a Wisdom check, and if she does, separate from the normal spell progression of the
then she receives a divine vision from Selene and Selenic knight. The spells must be prepared in
may come down from the point of seclusion. If she advance but are only released when the blade is
fails the vision quest, then she must go on a quest to manifest. If the Selenic knight can not rematerialize
perform a new deed considered worthy, and when the moonblade for the day, but has not utilized the
done, she must again submit herself to the vision spell slots for blade spells, then she cannot release
quest. If she fails a second time, she is expelled from the magic until she recuperates the next day.
the order. All Moonblade Essence spells are already
Selenic Knights must be dedicated or converted to considered bonus spells and do not receive any
Selene for prior to joining the order, and must be bonus based on an attribute to the number of
women. Men who follow Selene can only ever be available slots.
Paladins. Note: Any spell in this list with a range of touch as a
touch attack now activates with a regular weapon
Hit Die: D8 attack, as well. The weapon itself must touch the
Prime: Charisma target, and if used as a touch attack to release the
Class Abilities: spell, the weapon is considered to be handled lightly,
and therefore will do no damage (but a regular
Weapon and Armor Proficiency: Selenic Knights are attack will do regular damage plus release the spell).
familiar with all weapons and all forms of armor and Finally, regardless of the spell durations listed for
shields. each entry, the actual duration is the length of time
the moonblade can be summoned by the Selenic
Moonblade: At 1st level the Selenic knight receives knight. Thus, if a 5th level Selenic knight can
the power of the moonblade, which may be called summon her moonblade for five minutes, at the end

Joseph Conaway (order #5438615)


of that time, all spells cast through it still in at night during the light of the moon, or under a full
operation will dissipate as well. moon. Likewise, they receive a penalty under nights
of a new moon. The modifiers are as follows:
Moonblade Spell List: Gibbous Waxing or Waning: No modifiers.
Level 0: Light, Flare, Disrupt Undead (causes 1d6 Full Moon: +1 bonus to all ability and attack rolls.
damage extra to an undead target for one strike), New Moon: -1 bonus to all ability and attack rolls.
Detect Magic, Guidance (self only, +1 ability or hit If the condition of the moon is needed and hasnt
bonus this round),Virtue (self only). been established yet, the CK can determine the
Level 1: Shocking Grasp, Color Spray, True Strike chance that a given day is close by rolling 1d20 +
(grants +20 to hit for next strike only). 1d10. The combined roll is how many days before
Level 2: Daylight, Hypnotic Pattern, Bulls Strength the next full moon, and if a 30 is generated, then the
(self only, grants +4 to Strength for six rounds), Cats next night will be a new moon.
Grace (self only gants +4 to Dex for 6 rounds), Dark
vision (self only). Ex-Selenic Knights:
Level 3: Negative Energy Protection (self only), Haste If a knight of the moon goddess should ever stray
(self only). from the path and change alignment to something
Level 4: Dismissal, Rainbow Pattern. other than lawful good, she will have effectively
forced herself from the order. Such a Selenic knight
Divine magic: From 1st level on, Selenic Knights may may no longer advance in levels in the prestige class
cast a limited number of divine spells per day as a until her alignment returns to lawful good. While of
cleric would. They receive bonus spells based on a different alignment, she may not utilize any of the
Charisma. These spells are not useable in the divine spells or her moonblade granted by the class,
manner of the Moonblade spell effects, and require but remains moon-aspected.
the normal clerical preparation process and Selenic Knights may advance in another class
readying to use. They may be discharged normally. without being penalized, provided the alignment
th
Selenic Knights are limited to 5 level clerical spells. strictures of the Selenic knight class are not violated,
and the knight continues to behave in accordance
Steed: At 1st level, the Selenic Knight will receive a with the dictates of her goddess. Thus, a Selenic
personal mount which acts as if it has an empathic knight may muticlass in to another class and then
bond with her if she doesnt have one already. At 8th back in to the Selenic knight prestige class as long as
level, she may receive a Greater Steed, which may there is no compromise in values.
be a magical beast of up to 9 hit dice (unicorn, A Selenic knight who crossed in to the order from
hippogriff, etc.) and of good or lawful good the paladin class may continue to advance as a
alignment. paladin, as well as a Selenic knight. This is the only
exception to the rule regarding a paladin's inability
Moon-Aspected: Selenic knights are servants of the to return to their class once they multiclass out.
moon goddess, and as such receive special benefits

Joseph Conaway (order #5438615)


Selenic Knight Advancement Table Prime: Charisma
Base Hit Experience Spell Advancement
Level Attack Die Advancement Special 1st 2nd 3rd 4th 5th
1 +1 D8 0 Moonblade, 0 -- -- -- --
Steed, Moon Aspect
2 +2 D8 2,701 Channel Essence 1 -- -- -- --
3 +3 D8 5,001 1 0 -- -- --
4 +3 D8 12,001 1 1 -- -- --
5 +4 D8 24,001 1 1 0 -- --
6 +5 D8 48,001 2 1 1 -- --
7 +6 D8 950,001 2 1 1 0 --
8 +6 D8 180,001 Greater Steed 2 2 1 1 --
9 +7 D8 360,001 2 2 1 1 0
10 +8 D8 700,001 3 2 2 1 1
11 +9 +3 1,000,001
12 +9 +3 1,300,001
13 +10 +3 +300,000 per level
Selenic Knight Moonblade Essence Channeling Advancement
Level 0 lvl 1st 2nd 3rd 4th
1 -- -- -- -- --
2 1 -- -- -- --
3 2 1 -- -- --
4 2 1 -- -- --
5 2 1 1 -- --
6 2 1 1 -- --
7 3 1 1 1 --
8 3 2 1 1 --
9 3 2 1 1 1
10 3 2 2 1 1
11 3 2 2 1 1
12 3 2 2 2 1
13 3 3 2 2 1
14 max max 2 2 2
Sample Selenic Knight:
Alystria Vytaveris
Silver Elf, female, servant of Selene. Selenic Knight Level 5. Lawful Good.
House: Nethestor (Ice)
STR 15; DEX 16 (prime); CON 12; INT 14; WIS 16; CHA 18 (Prime); HP 70; Base Attack +8
Feats: Moonblade, Steed (horse), Moon Aspect, Channel Essence, elf traits
Moonblade Spells Prepared(2/1/1): Flare, Guidance; Color Spray ; Bulls Strength X1.
Divine Spells Prepared(2/2/1): Sanctuary, Cure light wounds; Aid, Augury; Cure Serious Wounds.
Moonblade Properties: Moonblade Sickle +2 (7 times/day; duration 5 minutes each; damage 1d6+3; Attack +11)
Armor: Scale mail +1, magical; AC 17 (+4 armor, +1 magic, +2 Dex)
Alystria is a youthful knight in the service of Selene. She was once a fighter battling the ashtarth on the war front
in the western forests, and early on took up the cause of Selene in the defense of her lands. Calynys, an elder
knight of the order who saw the zeal and dedication in the young girls eye, eventually approached her. Alystria has
fought valiantly ever since, and has chosen her goddesses' symbolic weapon as her moonblade.

Joseph Conaway (order #5438615)


Solarian Knight
The Order of the Solarian Knight is a powerful fist character must be human or half elf (if a sponsor is
for both the Church of Naril and the Emerald Throne available).
of Hyrkania. A Solarian Knight serves Naril first, as a
guardian of purity, goodness, order, and
righteousness. He follows a close second in his Hit Die: D10
service to the Throne of Hyrkania, the Empress, and Prime: Charisma
the ideal of law of the land. Class Abilities:
The Order is about two thousand strong, but only a
few make it to the senior ranks. Most Solarian Weapon and Armor Proficiency: Solarian Knights are
Knights are traditional paladins or militant clerics, familiar with all weapons and all forms of armor and
struggling to persevere to the extreme ideal of shields.
Narils dictates. A precious few become senior
members of the order, and go through a ritual of Holy Shield of Naril: Once per day per level, the
initiation to become true Solarians. character may summon a holy shield, made of
The Solarians have military enclaves, monasteries luminous flaming energy. The Shield grants a magical
of war and temples of worship, throughout Northern armor bonus equal to half the level of the character
Hyrkania. In the Eastron realms of Zued, they are in Solarian Knight rounded up (up to +10) and lasts
called Sun Riders and have but one monastery, in for 5 plus his Charisma Modifier in rounds. The
the city of Zued Hyskovis. The center of the order is Shield grants Protection from Heat/Fire 15
in Hyrkanien, which is where initiation ceremonies (absorbing 15 pts of damage per round).
for young knights are performed to send them on
their errant quests, or senior knights commit to their Fist of Naril: The Solarian Knight can call upon the
ultimate vows and join the top ranks. A member of might of Naril to smite his enemies. This is an
this prestige class is considered a senior member. enhancement to the Smite Evil ability of Paladins.
Solarian Knights quest everywhere, looking to carry The Solarian Knight may also add his prestige class
out the will of Naril as needed, both in Hyrkania and levels to smiting evil as a paladin for determining
in foreign lands. They see Naril's law as the true law damage, and calculating times per day it may be
of all, and often have at least a marginal disrespect used. If the character does not have the smite evil
for those kingdoms and realms that do not even ability, he acquires it at this time (it operates exactly
worship Naril. as the paladin ability henceforth).
Because of this dedication, the only nonhumans
who can join the order are possibly half-elves, and Vow of the Order: A Solarian Knight is dedicated the
then only if a senior member sponsors them. cause of Naril, and must follow a strict set of rules. If
Solarian Knights venerate the fact the Naril created the rules are broken three times in a row, or within a
humankind, and seek to maintain racial purity years period, then the Solarian Knight may be
among their ranks in accordance with Narils will. stripped of his status and becomes and Ex-Solarian
Joining the Order: To initially join the order, a Knight. These rules include:
warrior or priest must have had an epiphany, usually Chastity and Celibacy; he shall not marry, nor take a
in battle, in which Naril appears in a vision before woman to bed.
him. He must then seek the order of the Solarians Dedication to the cause; He shall not let a foe of evil
and request entry. Paladins and Clerics are rife or chaos go unpunished, so long as it is within his
within the order, but the true Solarians described power to administer justice.
below are rarely seen, exceptional paladins of Vow of Poverty; The Solarian Knight shall never own
amazing skill in combat and magic. more than he can carry; he must will his estates to
Solarian Knights must be lawful good. They are a his closest kin, and he keeps only what is necessary
spell-casting variant of paladin, essentially. A for his cause, and the maintenance of his arms and
armor. He does not seek excessive glory through

Joseph Conaway (order #5438615)


wealth, nor does he spend out of hand; no money on preparation necessary). For example, he could
a fancy suit of armor, when an orphanage or temple relinquish a 5th level slot to cast a single spell of any
could benefit from that money. Gifts are respected, lower level. All of these spells require a holy amulet
if they meet the needs of his duties, but are donated of Naril for casting purposes as a focus, and cannot
if they do not. be performed without the amulet as a channel.

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

Truesight: At 3rd level, the Solarian Knight gains the


ability to use the Truesight spell once per week.

Holy Weapon of Naril: Once per day, the Solarian


Knight may imbue his weapon with the true essence
of Naril. It is limned with flame, becomes a magic
weapon, gains +1d6 flame damage, and an
additional +2d6 holy damage against evil and chaotic
beings on a roll of a natural 20. This effect lasts for a
number of rounds equal to the class level plus
charisma modifier. It can be applied to any weapon
in the Paladins hands, and stacks with existing
effects.

Banishment: At 9th level, the Solarian Knight who


attempts to turn any demon successfully
automatically banishes it from the mortal plane and
back to the Abyss.
Holy Flames: Naril grants his most dedicated the
nd Ex-Solarian Knights: Should a Solarian Knight fail to
Holy Flames at 2 level, with additional
uphold the tenets of the order, violate his
advancements at each level thereafter. Holy Flames
alignments scruples, offend Naril, or otherwise fall
ability grants the Solarian Knight the ability to cast
from grace, then he is stripped of his abilities and
one bonus spell per day from the following list. At
effects, locked out of all special abilities and paladin
second level he acquires the 1st level spell slot, and
abilities in the manner of a fallen paladin.
an additional spell slot at each level thereafter until
Redemption may be possible, but is a hard road to
he gets all of the abilities listed. He may use a spell
follow. He will also likely be excommunicated from
slot of a higher level spell to cast a lower level spell if
the church of Naril as well. See the PHB for details on
he wishes, by relinquishing the power to cast the
ex-paladins for additional data.
higher level spell and using it on a lower level spell
instead (this may be done spontaneously, no

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Solarian Knight Advancement Table Prime: Charisma
Base Hit Experience
Level Attack Die Advancement Special Abilities
1 +0 D10 0 Holy Shield, Fist of Naril, Vow of Dedication, Turning
2 +1 D10 2,701 Holy Flames 1st level
3 +2 D10 5,501 Truesight, Holy Flames 2nd level
4 +3 D10 12,001 Holy Flames 3rd level
5 +4 D10 24,001 Holy Flames 4th level
6 +5 D10 48,001 Holy Weapon of Naril, Holy Flames 5th level
7 +6 D10 95,001 Holy Flames 6th level
8 +7 D10 180,001 Holy Flames 7th level
9 +8 D10 360,001 Banishment, Holy Flame 8th level
10 +9 D10 700,001 Holy Flames 9th level
th
11 +10 +4 1,000,001 Holy Flames 10 level
th
12 +11 +4 1,300,001 Holy Flames 11 level
13 +12 +4 +300,000 per level

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A Short History of the Divine
Throughout Lingusia, avatars, gods, demigods, Demiurges and demigods found that they could
demiurges, and other terms are used. Likewise, manipulate their fellow mortals, however, and often
some gods are dead, some are divinely ascended, did. They also found out that, while immortal, they
and some are immortal corporeal beings. The whole could be killed. Such gods who died were forbidden
process in Lingusia of becoming a deity is very from passage to the afterworld, unless they were
confusing, frankly. already born of divine blood native to the planes of
To help matters, here is a quick overview of the death. They could only be resurrected through the
history of the divine. Only through the tale of the sacrifice of their followers.
gods and their trials can one understand the As the eons passed, the true pantheon of gods
complex architecture of the divine beings. became more circumspect of their relations with
All gods share something in common. They are mortals and the creation of demiurges. They also
infused with divine essence, are immortal, and can became more concerned with other matters, such as
impart spell abilities to their followers. They are all the threat of the Lords of Chaos, who were slowly
given exceptional abilities that defy mortal being born in to their ranks through the corrupting
understanding. touch of MalaKor. In time, they grew unfocused on
According to ancient Idean texts, the world was their mortal affairs, and were too entrenched in the
created by three primal beings, which themselves celestial realms to notice what transpired in the
were comprised of the stuff of creation. There was mortal realms.
MalaKor, first, the essence of Chaos, from whom During this period, the mortal plane underwent
errant dreams created the primal goddess of many changes, and demiurges that were jealous of
creation, GaThika, and the essence of death, their parents worked with eager mortals to create
TKothos. Each of these beings represented the three the first truly magnificent empires. Out of this period
central planes of creation. arose the time of the Prehunates, the great race of
The first gods were divinely created, and were born humanoids who discovered the secret of the Magical
with a dual nature, both corporeal and divine. These Helix, and the means to achieving immortality and
gods were the offspring of GaThika, MalaKor, and god-like power through the harnessing of chaos and
TKothos, and each was part of a pantheon meant to magic. When at last the gods turned their attention
oversee their respective aspects of creation. The back to their offspring, they discovered the terrible
three sub-pantheons, in turn, were collectively threat growing, and put all their might in to the
known as the first gods. destruction of this rebellion. The very world of
The gods of the first pantheon created the many Lingusia buckled and warped, with great
mortal beings, which inhabit the world. They also earthquakes and floods shattering the epic
had a habit of commingling with these beings, as all architecture of the ancient Prehunate cities, and
gods had mortal forms, and dwelt in mortal castles. cosmic fire bathing their lands in fiery destruction.
Such gods could ascend to the heavens as they The battle was swift and seemingly one sided. A few
chose, but were locked to their mortal forms. During of the demiurges and Prehunates from this time
this time, many beings of mixed divine blood were survived, although none in the present know them
created. Such beings came to be known as demigods to be descendents from this time, for almost all
or demiurges. They had divine blood, immortality, knowledge of that legendary age is lost. Only a
and some of the power of divinity, but were not handful of gods were said to have fallen then, and
connected to the celestial realms, and so could not none now can say who they were.
truly understand the intimate connectedness their The next great uprising came in the ten millennia
fathers and mothers shared with this heavenly after the fall of the Prehunate Empire. mankind and
realm. This often led to jealousy and spite. the other beings, freed from the dominance of the

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Prehunates, had to learn to crawl their way to the generation would that be realized. Other regions,
basics of civilization, and so the many protocultures such as the Valley of the Gods in Galvonar, served as
of Lingusia today began in this forgotten time. divine burial sites, as well.
During this period, however, the taint of chaos had With the end of the gods as a physical presence, so
lingered and spread, and many hidden cults to the too ended the creation of demiurges and other
devonin began, and over time, the might of such divinely inspired beings. The gods, in the celestial
beings grew and spread. The gods, nursing their kingdoms, could no longer intervene in mortal affairs
children with care, could not see the threat of chaos, directly, and so they eventually created a new
for they were themselves suffering from its taint, as mechanism by which they could interact: avatars.
gods such as Slithotep, Dalroth, and Baragnagor Avatars in Lingusia are specially chosen mortals
were embraced by it. At last, when the forces of who embody the will or interest of a specific god in
chaos were strong enough, an unwitting disciple certain special ways. Such a being is chosen
named Xauraun Vestillios, who had been given the sometimes for his or her steadfast ideals, or
Orb of Chaos, used the device to open the Rift of the occasionally because he or she happens to be on the
Abyss, a dimensional gateway to the demon realms. right path as the god decrees it. Such beings receive
The Lords of Chaos mounted their attack, an effort a special touch of the divine, usually in the form of
to destroy the mortal domain of the gods and seize an artifact of the god, in the shape of the sacred
the world for themselves. This was the time of the weapon or device that the god was known for in its
War of the Gods, the turning point from which the mortal form. Over time, the god offers certain
old empire of Hyrkania marks its calendar today. In a visions of divinations to aid the avatar and guide him
year and a day, it is said, hundreds of thousands of to his ultimate goals. Some avatars are chosen for
chaos beasts swelled up from infernal pits which only a short time, others find the duty imposed on
opened in to the Abyss and out in to the mortal them for life.
realm, to sack and pillage the great empires of old, The two and a half millennia after the War of the
including Old Galonia, the Fertile Empire of Hyrkania, Gods led to a sort of Divine Cold War between Order
and the old kingdoms of Amech. They sieged the city and Chaos, in which period eruptions of conflict
of the gods, Corti'Zahn, and at last overwhelmed it, would emerge. Two chief avatars, immortal
battling through the floating city streets, seraphs champions of the cause of each side, would usually
versus demons, until at last, the forces of Order and appear to presage such eruptions. Xauraun Vestillios
Chaos had exhausted one another. In the end, a became the vessel of Chaos, and Warenis Barghest
young student of Order, by name of Warenis, became the vessel of Order. The last truly
traveled with a band of fellow warriors in to the monumental conflict was the War of Strife in the
heart of CortiZahn and used his powers as the first 2080s, but the end of the conflict seemed to come
of the avatars to activate the Orb of Life and force when the Reckoning happened in 2115.
the Portal of the Abyss to shut. The Reckoning was an event foretold in ancient
Most of the gods on both sides of this conflict lost Idean prophecies for over six thousand years, a time
their mortal lives. The true gods of the first when all three sacred Orbs of Creation would be
pantheon had both corporeal and divine essences, brought together and create a union between the
and while the loss of their corporeal forms was a three cosmic forces. Forces of Set, a god of Order,
great blow, they continued to exist in their celestial sought to use the Orb of Chaos to dominate the orb
kingdoms. Still, it took centuries for some of the of Law, in an effort to make himself supreme
gods to fully recover from their wounds. In the overlord of all gods on both sides. In his efforts, he
corporeal realm, the survivors of man took the sought to eliminate Aurumurvax, keeper of the Orb
mortal remains of their gods (those which could be of Oblivion. This conflict was sent in to disarray,
found, or which were moveable!) and interred them however, for Haro, god of assassins and deception,
in sacred tombs within the Earth Mother Mountains. betrayed his fellow lords of Chaos and sided with
Eventually, the taint of chaos filled those mountains, those of Order, and insured the Reckoning came to
and they came to be known as the Mountains of pass. Haro, it turned out, had discovered that the
Madness (The Slithotendans), but not for a power of the primal god MalaKor was waning, and

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that the power of Chaos was on the decline. By immediately became the most powerful being of
betraying his order, he insured a place for himself in Chaos ever imagined, a direct son of MalaKor. He
the celestial kingdoms. now dominates the lords of Chaos, as he seeks them
The Reckoning might have been the end of the out and lifts them up, beginning the war anew. The
conflict of the gods, but for the fact that the primal threat today, if that with the forces of Chaos
lord of order, MalaKor, had been ready for such emerging again, are there any Lords of Order left to
betrayal and loss. At the dawn of creation, MalaKor stop them? During the Reckoning, the Lords of Order
had spat forth a rain of chaotic comets in to the ascended with the spirit of GaThika in to the greater
starry realms of creation, each a seed of his essence heavens beyond, and while their presence as gods
to spawn new fountains of chaos. Such a comet, pervades the world, their attention has been
dubbed the Red Dragon, appeared three centuries distracted, once again, by the celestial affairs of the
later in the skies of Lingusia. beyond, as they seek ever higher states of being.
Curiously, the immortal champions of chaos and Curiously, the gods likeliest to oppose the new
order had continued to exist, neither free of their Order of Chaos directly are a furtive group which
curses of rebirth or their embodiment of the ancient have sometimes been called the Shadow Gods. In
conflict. When Xauraun Vestillios' mortal form the wake of the Reckoning, certain minor gods and
became aware once more of his ages old heritage, demiurges were left behind, not yet ready to ascend
he recovered his memories, his armor of power, and to higher celestial realms, or unwilling to leave the
set about to discovering what had happened to his comfort of the lower celestial kingdoms or even
kings and masters, the Lords of Chaos. He discovered their mortal forms. These gods, among which are
that the mad god, Slithotep, was hidden in the Phonatas, Elesin, Herme, Vishannu, Zingar and
mortal plane, dwelling as a distortion of reality, and Akuuris, may well be the only defense against the
nursing a young boy who was now the reincarnated rising force of Chaos that stands to overwhelm the
form of Dalroth, the Chief Lord of Chaos. Xauraun world.
saw a true scheme to achieve ultimate power, and Some of these gods, in visions to their most
managed to steal the energy of the youth Dalroth, dedicated, have been striving to reawaken the
channeling it to himself and then projecting it to the corporeal interests of the older gods, to once again
Red Dragon comet, which cracked apart and sent a return their awareness to the lands of the mortal
rain of chaotic meteors down upon the world. plane. Only time will tell if the succeed.
Siphoning the raw energy of Chaos, Xauraun almost

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A Lexicon of Divine and Planar Terms:
Abyss: The kingdom of chaos, the essence of true gods and achieve celestial forms to complement
MalaKor, and the kingdom of the devonin. This is their corporeal forms.
the ever-changing, all consuming realm from which Devonin: The title of the many demonic beings that
demonic beings come. The abyss is inherently hostile were spawned of chaos to serve as the shock troops
to all other entities. It is infinite, evil, and rife with of the Lords of Chaos. Some Devonin have mastered
the essence of Chaos. the diabolism of chaos so efficiently that they have
Afterworld: The realms of the dead, in which the made themselves demiurges. These demon lords are
pantheon of death resides, and all mortal souls of the generals and leaders of the infinite hordes of the
the Corporeal Realms eventually travel. Living Abyss.
beings, in theory, can travel here, and it is said that Dual Aspect: The term to describe a god, which
the Sunk of Tarsus is a planar gate to the Afterworld. exists both in the corporeal realm and the celestial
Astral Plane: The spiritual medium of creation, a realm.
realm of abstraction in which it is said the sprit must Elohim: The angelic soldiers of the celestial
pass through to reach other spiritual realms. kingdoms, said to be a species that was native to the
Avatar: A mortal chosen by a god to represent his celestial realms when the gods were created, and
special interests. A special template represents who immediately pledged their devotion to the
avatars. Avatars usually are the keepers of the many gods. Some claim that the first devonin were,
special artifact that serves as the corporeal tether of in fact, Elohim who pledged their loyalty to the
the gods consciousness. earliest Lords of Chaos at this time, as well, an then
Celestial Realms/Kingdoms: The planes of existence fell deeply in to corruption.
in the beyond, a metaworld of creation from which Ethenur: The Dreamlands, the firmament of all soul
the corporeal realms can be observed and acted and imagination from which all beings receive and
upon. The Celestial Realms are said to be send dreams. The plane of Akuuris, and a realm
multilayered, like an onion, and that each new layer beyond easy understanding. See the entry on
creates a new understanding of reality and being. Akuuris for more information.
Gods are obsessed with achieving the understanding Ethereal Plane: The misty nether realms of space
of these layers. Gods which have passed the first between points of creation. It is said to be the
layer are said to be out of touch with the corporeal Nothingness through which one must move to get
realm, no longer directly aware of what transpires from one planar realm to another.
there; no being can understand the activities of a Etherspace: The firmament or reality, the vast
region removed by one or more layers when in the emptiness that spans the dimension of the corporeal
Celestial Realms. realms between worlds of creation. Said to be
Corporeal Realms: Also called the mortal plane, the infinite in expanse, and to contain the unknown and
prime material plane, reality, and so on. The unknowable secrets of creation.
corporeal realms are the seat of all creation, and God: Any being with divine power that can be
said to be the heart of the celestial realms, the imparted to its followers. Also, any true god with a
tether by which the spirit can exist. Creation in corporeal and divine aspect.
Lingusia is divided in to three parts: the living realms, Immortal Champions: Xauraun Vestillios is the
the afterworld, and the abyss. Champion of Chaos, and Warenis Barghest is the
Dead God: The corporeal form of a fallen god. If this Champion of Order. Each man was chosen long ago
form is of a god that has already ascended to the to carry the spirit of his cause with him as he is
celestial realms (and it dual aspected), then it can resurrected through the ages. Each is a powerful
only animate as malevolent shadow of itself. If the wizard, and holds an artifact, which contains the
dead god is a demiurge, then it can be resurrected knowledge, memories, and power of all his previous
through the sacrifice of souls to feed it vampirically. incarnations. Xaruaun's essence is contained in his
Demiurge: The offspring of a true god, with mortal suit of Meteoric Plate Mail, and Warenis's power is
blood. Tied to the land, demiurges aspire to become channeled in to his Staff of Order.

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Inferno: The celestial kingdom of Set and the other Reckoning, The: A time prophesied long ago which
lawful evil gods, who are dedicated to order, but happened in 2115, in which the Orbs of Creation
pursue evil with utmost glee. The fiends of this realm were unified, and the Lords of Order triumphed
are known as Devils, and are comprised of corrupted against Chaos.
Elohim and defectors from the Abyssal hordes. Red Dragon Comet: A comet from the age of
Living realms: The world of Lingusia, the center of creation, a seed spit forth by Mala'Kor riddled with
creation, and the essence of GaThika. See Corporeal the essence of Chaos to insure his prosperity
Realms. throughout time. It was ruptured by dark magics and
Orbs of Creation: The Orb of Chaos, Orb of Life, and sent a rain of chaos-laden meteors down upon the
Orb of Oblivion were three objects used by the world in 2474.
primal creator gods to channel their power in to the Seraphim: The host of divine beings who have
creation of the corporeal realms. These three served as the messengers, soldiers, and heralds of
artifacts held the source of power for each gods the gods. There are about 288 recorded in the Idean
minions. During the Reckoning, they were fused Codices, 14 of which are considered to be almost
together, merging the essence of each source, demigods in their own right.
ending the great war. The Plot of Vishannu: This scheme created by
Otherworld: A mystic, transitional demiplane in the Vishannu in conjunction with Xauraun Vestillios is
Ethereal Plane, the conduit through which all traffic designed to remake the universe in the war gods
from the mortal plane to the dreamlands of Ethenur image. See the deitys entry for more on the grand
must travel. Also the home of the spirits and gods of conspiracy that is the secret impetus behind current
the Amechian pantheon. celestial politics.
Pantheon: The classic definition of a religious belief War of the Gods: The dawn of the Hyrkanian
with numerous gods. In Lingusia, it also means a calendar marks this conflict, in which the Lords of
specific family of gods, who are all related in some Chaos fought in the mortal plane to destroy the
manner to one another. Together, the multiple Lords of Order, and most of the mortal forms of the
pantheons comprise a grand meta-pantheon. gods on both sides were slain.
Prehunates: Pre-human sorcerers gifted of the blood Weirding, The: The Womb of creation, said to be a
of demiurges and ancient wisdom that sought to demiplane in its own right from which the goddess
usurp the gods and control all of creation. The gods Selene created her fae offspring. The Weirding is a
cast them down, and their ancient kingdoms unique planar realm unto itself, and is believed to be
destroyed. a celestial kingdom by some.

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Pantheons of Lingusia
The pantheons of Lingusia are many and Middle Kingdoms. Only a few of their deities appear
complicated. A short summary of the major spheres to be alter egos or different incarnations of more
of religious influence can be found below, followed popular civilized gods. The Amechian pantheon is
by a detailed presentation of the principle pantheon not involved in the notions of chaos and order, and
of the Middle Kingdoms. This includes all deities is mixed, focusing on animism, the elements, and the
venerated in Hyrkania and Octzel, as well as some understanding of nature and its spirits.
gods who have been imported from elsewhere.
The history or religion in Lingusia is inextricably The Pantheon of the North
tied in to the creation and formation of the world Principle Gods: Wolfon, Phonatas, Hargameth,
(see the timeline for more). The world is decidedly a Kathak
creation of the divine, but the exact nature of those Only certain gods of the Middle Kingdoms are
beings called gods is up for interpretation, and many found up north, but it is a known fact that this
unique faiths have sprung from this gap in ancient pantheon of gods was, in fact, adopted in to
knowledge. the worship of the greater pantheon of the Middle
In the Middle Kingdoms, the most revered of all Kingdoms long ago. The northlanders worship mostly
sacred texts are the ancient Idean codices. Each the more dangerous and ancient gods, symbolic of
codex in this serious of 21 volumes contains an primal fears, dangers, and emotions.
accordion-like book which unfolds in to panoramic
murals depicting both picture and text. The original The Al'jirian Pantheon
books are in the custody of the Church of Naril, but Principle Gods: Kaliyuga, Vishannu, Kin guru, Mishear
many copies have been made. More about these In the eastern realms of Takkai, the Al'jhirians
codices shall be described below. worship completely different gods from those of the
The principle pantheons of Lingusia include: west, and believe in reincarnation and the circle of
life. The worship of individual gods is less important
The Gods of the Middle Kingdoms in Al'jira than in the spiritual perfection of the
Principle Gods: Naril, Selene, Dalroth, Death, Nistur, worshipper, and subsequently, fewer wars and
Niras, Akuuris, Ashturak, Enki, Amasyr, Set. disputes over specific demands of individual gods
Worshipped throughout the Lingusian continent, arise. The Al'jirans have a healthy fear of all gods!
this is the pantheon to which most known religions
bow. The gods of this pantheon are regarded as the The Eastron Pantheon
most recent sons and daughters of the earth Principle Gods: Naq'ril, Bashtron, Amewhy,
goddess and lord of death. They are divided by their Belphegor, Bastet
allegiance to order against the minions of chaos. In many respects, the Eastron kingdoms of Zued,
Several unifying cults, churches, and orders among Cymeer, Draskis, the Ny'kkodin Nomads, and the
which the Solarians are most prolific in Hyrkania rally Creteans are derived from the pantheons of the
the minions of order, and the followers of Enki are Middle Kingdoms, but a heavy influence from other
dominant in Octzel. The followers of the chaos lords beliefs affects their ways, as well. Amechian deities
are in great disarray, but have long held on tradition creep in to the mix, as do Al'jirian and other oriental
of unified worship in the order called the Divinate. gods. The Eastron religion becomes a potpourri of
faiths, and violence among worshippers is common.
The Amechian Pantheon
Principle Gods: Amech, Lalawanaghin, Cha'sho The Tai'kong Pantheon
The people of Amech are descended from much Principle Gods: The Monkey, The Crane, The Emperor
older civilizations, and worship a pantheon of spirits of Heaven, The Great Immortals
and gods that are not found in the religions of the

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The mystical spirits of Taikong are revered as
hierarchies of immortals who were once men, and
the Taoist domain of this eastern realm of Takkai is
centered on notions of perfection and immortality to
ultimately achieve godhood. Many variant religions Lesser Pantheons and Racial Pantheons
are found in the periphery of the Jade Empire, from The many species of Lingusia do tend to have their
Kozakan to Nalinot. own variations on these principle pantheons, and
some have entirely unique gods worshipped by no
one else. Some pantheons are not regarded as
belonging among the true gods (some esoteric cults
The Mataclani Beliefs worship the Krakens, and at least one surviving
Principle Gods: Tlaloc, Camazotz, Itzamna, Kulkulkan, Prehunate named Eskandar had a prolific cult), but
Ah Puch, Atzil divine power still flows in to the followers.
Many pantheons have evolved in Mataclan, and Other minor pantheons exist, but these are the
they worship thousands of gods and spirits. Their strongest of those in Lingusia. What now follows is a
system of belief is also entwined in a circle of life, summary of the principle gods venerated throughout
and a conflict between order and chaos, though the Middle Kingdoms, along with a detailed account
easterners have a difficult time distinguishing the of the gods revered in Hyrkania, Octzel, and abroad:
Mataclani gods of order from those of chaos, since
all require sacrifice of their followers.

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A Summary of Lingusian Deities, Demi-urges, and Shadow Gods
Domains vs. Portfolios: The domains are a common D20 item for conventional clerics. I have decided to leave
them in place for the Castles & Crusades edition of KoL to represent the portfolios of the deities in question.

Deity/Align. Status Influence/Portfolios Special Orders


Middle Kingdoms Pantheon of GaThika
Amasyr lesser god fatherhood, earth, farming, oxen, community Temple of Enki & Amasyr
Lawful Good EARTH, GOOD, HEALING, PLANT
Ashturak greater god forgers, weapons and armor, metalworking, dwarves Many shrines and temples
Neutral Good PROTECTION, WAR, STRENGTH
Ailyenarion lost demigod pyromancy, fire, strong tempers an elvish cult
Chaotic Good FIRE, TRAVEL, PROTECTION
Cerybane demigod fae lands, the courts of the faerie queen, fae magic a seelie goddess only
Chaotic Neutral MAGIC, PLANT, TRICKERY, AIR, WATER
Enki greater god water, sailors, fertility, motherhood, kings, Octzel Temple of Enki
Lawful Good WATER, GOOD, HEALING, LAW, LUCK, PROTECTION
Hella lesser god healing, protection, Samaritans, sacrifice, caring the Curatoriums
Lawful Good HEALING, GOOD, PROTECTION
Huuarl lost god time, infinity, the cosmos, planar travel, sequences The Chronomancers
True Netural TRAVEL, KNOWLEDGE, MAGIC
Mitra lesser god luck, bad luck, Blyskanyu, fate, fortune, fools, curses A single temple
Chaotic Good LUCK, CHAOS
Niras lesser god forests, woodland beings, druids, seasons, good will The Druids of Treeholm
True Neutral Priests of Niras are all Druids
Trimelin lesser god deep waters, aquatic undersea dwellers, drownings beneath the waves only
Chaotic Neutral WATER, TRAVEL, LUCK
Naril greater god fire, mankind, goodness, chivalry, honor, duty, law Temple of Naril, Hyrmyskos
Lawful Good FIRE, GOOD, PROTECTION, WAR, HEALING, SUN
Nistur lesser god practice of magic, learning, the truth, mysteries Order of the White Robes
Lawful Neutral MAGIC, KNOWLEDGE
Zingar minor god hunters, rangers, justice, survival, instinct Rangers of KomHuandyr
Neutral Good TRAVEL, ANIMAL, PROTECTION, HEALING
Ogron lesser god winds, weather, change, crops, seasons, glythanyu a temple in Ocentash
Lawful Neutral AIR, PLANT, EARTH, STRENGTH
Phonatas minor god love, seduction, lovers, sex, jealousy, obsession, bards none
Chaotic Good HEALING, EARTH, GOOD, PROTECTION
Poltrietie minor god the Young Moon, birth, the new age, prophecy none save among elves
Neutral Good KNOWLEDGE, PLANT, MAGIC, PROTECTION
Selene lesser god The Venerable Moon, birth, women, elves, night Temples is Sylvias
Lawful Good KNOWLEDGE, GOOD, HEALING, PROTECTION
Seth minor god civics, city-building, irrigation, seasons, laws A temple in Ocentash
Lawful Neutral LAW, GOOD, HEALING
Set greater god evil, lies, ascension of power, corruption of innocent many, esp. Hazer'phennis
Lawful Evil EVIL, DESTRUCTION, LAW, TRICKERY

Middle Kingdoms Pantheon of TKothos


Akuuris minor god dreams, fortune telling, visions, third sight, insects only in Karaktu
Chaotic Neutral KNOWLEDGE, MAGIC, CHAOS, DREAMS
Baragnagor lesser god All Anyu tribes, deformity, monsters, might, battle shamans of the Anyu
Neutral Evil CHAOS, WAR, DESTRUCTION, STRENGTH
Hargameth greater god warfare, blood and thunder, glory, combat, killing the Nordaman Cults
Chaotic Good WAR, STRENGTH, GOOD, HEALING
Kavishkar greater god Justice, the hand of judgment, the executioner many orders of justice

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Lawful Good GOOD, LAW, PROTECTION, DEATH
Karsyllym greater god justice, mercy, final fate, reincarnation, destruction always with Kavishkar
Lawful Good GOOD, LAW, HEALING, DEATH
Nameless One greater god death, passing on, destroyer of undead, harbinger many cults and
orders
True Neutral DEATH, HEALING, KNOWLEDGE
Aurumurvox lost god oblivion, guardian of the crumbling and forgotten no cults he is forgotten
Lawful Neutral KNOWLEDGE, PROTECTION
Deity/Align. Status Influence/Portfolios Special Orders
Elesin minor god ancients, old age, the veneration of elders, wisdom no cults
Lawful Good HEALING, KNOWLEDGE
Karn lost demigod ancestors, reverence for the dead, ancient secrets a esoteric order in Galonia
Lawful Good DEATH, KNOWLEDGE, LAW
Kathak minor god scorpion-men and insects, chimeras, monsters, hate none known
Chaotic Evil DESTRUCTION, CHAOS, DEATH, WAR
Vishannu minor god art of war and conflict, martial arts, skill, amazons among the amazons
Lawful Evil WAR, LAW, CHAOS, FIRE
Galon lost demigod rebirth, kings of old, the empire of Galonia, building none
Lawful Neutral HEALING, LAW, EARTH
Damortus lost god nemesis of the apocalypse, keeper of the tower only in Ethenur
Neutral Good LAW, CHAOS, PROTECTION
Ravanos minor god destruction, hurricanes, sand storms, snowstorms none
Chaotic Neutral AIR, EARTH, CHAOS, DESTRUCTION
Nephythis minor god keeper of tombs and wealth, protector of buried dead small cult in Galonia
Lawful Neutral PROTECTION, MAGIC

The Demiurge Shadow Gods of the Middle Kingdoms


Orcus minor demiurge keeper of undead, lord of darkness, gladiators, pits none
Chaotic Evil DEATH, CHAOS, DESTRUCTION, EVIL
Avarath minor demigod shadows, illusions, trickery and assassination a budding, motivated cult
Chaotic Evil TRICKERY, CHAOS, EVIL
Slithotep lost greater god madness, insanity, chaos, obsession, and nothing Order of the Shade
Chaotic Neutral (evil) CHAOS, TRICKERY, DEATH, DESTRUCTION, EVIL
Dalroth Dead greater god lord of chaos, bringer of apocalypse, entropy Sherigras Bonemen
Chaotic Evil CHAOS, STRENGTH, DEATH, DESTRUCTION, EVIL, WAR, LUCK
Haro greater demiurge assassins, profit from death, treachery, murder Fire Knives
Neutral Evil TRICKERY, FIRE, DEATH,
Hermes minor demiurge thieves, tricksters, charlatans, messengers, dead none
Chaotic Good LUCK, TRICKERY
Temina minor demiurge bards, lorecraft, tale-telling, singing, and mummers none
Chaotic Good Bards worship her, but there is no priesthood
Thasrik greater demiurge slavery, control, domination, subjugation, castes none
Chaotic Evil TRICKERY, EVIL
Wishupar demiurge the brother to Herme and Haro, thieves, deception none
Chaotic Neutral TRICKERY, EVIL, LUCK
Belphegor lost demiurge power, lust, pain, torture, angst, fear, envy, hate perhaps, but its secret
Chaotic Evil DESTRUCTION, CHAOS, EVIL

Joseph Conaway (order #5438615)


The Pantheon of the Middle Kingdoms
The Gods of the Middle Kingdoms many priests are exclusively dedicated to a
The Gods of the Middle Kingdoms are a prolific single god or goddess, but in fact just as many
pantheon that is at least in part a fusion of priests worship a collection of gods. A wizened
northern and eastern beliefs with the local sage-priest who teaches agriculture to farmers,
worship of a core group of deities. Without a for example, might count among his portfolio
doubt, the core gods of the Middle Kingdoms Nistur, Seth, and Amasyr. Unless a specific god
are Naril, Selene, Mitra, Amasyr, Ogron, Seth, forbids it, pantheistic priests are acceptable.
Set, Dalroth, Slithotep, Death, Hermes, Haro,
Huuarl, Niras, and Nistur. To this list have been
added many other gods over time. The single
largest other group of gods to contribute to the
Akuuris
The Keeper of Dreams
pantheon are the gods of the North. Profile: Lord of Dreams, creator of insects,
fortune telling, third sight, bringer of visions,
The Gods of the North King of Ethenur.
The gods of the north are often shared with the Faction: Lord of Order (life)
pantheon of the Middle Kingdoms, but the chief Rank: Elder God
difference between the two pantheons is that, Realms of Worship: Akuuris' cults spread
while the Middle Kingdoms are all inclusive of secretly throughout the world of Lingusia like a
the gods of other lands, the Northron Kingdoms thin but tenacious spider web. His most active
seek to exclude and forbid the worship of their and visible cultists are in Karaktu, but Akuuris is
southern cousins. The insular and suspicious a god in every land, worshipped in those sultry,
nature of the Northron Kingdoms makes smoke-filled dens of mystery. The priests of
acceptance of the southern gods a difficult one, Akuuris contend that all men pay homage to
at best. They have their specific deities that Akuuris when they fall in to dream-filled
cover all the bases nicely, and see fit not to slumber.
deviate. Genders Allowed: All may choose to follow the
The chief northern gods include Ashturak, paths of Akuuris.
Hargameth, Phonatas, Wishupar, Zingar, Death Races Allowed: The cultists of Akuuris are
and Herme. drawn from all walks of life. Only those, which
cannot dream, do not understand Akuuris ways.
Foreign Gods and Mystery Cults The Inkidii insect men of Karaktu are the largest
Because the world of Lingusia is a very real, body of his cult.
magical place, and the gods are real, in a sense Alignment: Any alignment is permitted, though
all pantheons are truly real, and best seen as neutral characters especially favor Akuuris.
families of deities, rather than completely Granted Ability: Clerics of Akuuris (called
separate religions. As such, many gods chiefly Oinieromancers) grain the special ability
worshipped in foreign lands have found their Dreamlore (Wisdom based), which works like a
way to the Middle Kingdoms. Some of these Bardic Legend Lore check. The Dreamlore ability
gods are openly accepted (Vishannu) while may be used to learn secrets related to dream
others are worshipped in secret or in spite of magic, divine the hidden meaning of dreams,
oppression by the locals (Ravanos, Akuuris, and may be used as an ability check to sink in to
Belphegor, etc.). a deep slumber which leads the dreamer in to
Ethenur, the planar dreamlands, when using the
Devoted to a Single Deity or Many? Blue Lotus in a pipe to aid the transition.
The nature of Lingusias cosmology is such that

Joseph Conaway (order #5438615)


Favored Weapons: The cults of Akuuris favor cultists have spent their lives slumbering away
smaller, concealable weaponry. Akuuris himself in dreaming quests to find his place of rest.
is only known in legend to have used a staff or Visitors to Ethenur who arrive through dream
scimitar as defense in his wanderings. are treated as if they are real, but once per
Description: Akuuris is the slumbering lord of round they may attempt a Charisma check to
night, a god who wandered for more millennia actually force a physical change or alteration on
than man has existed, and at last settled down themselves or their environment. The effects
in the Dreamlands of Ethenur, a hazy demiplane permissible work as if illusory spells were cast,
of mystery, which exists nowhere and but the effects are real and permanent until
everywhere at once. His first great dreams were another will save is attempted. If acting against
said to spawn the races of the insects, and the another being, the Will save is considered
Inkidii, who see him as their creator god. He was contested; both beings make such saves, and
the first god to dream, it is said, and when he the higher roll succeeds. It is possible to die in
discovered the dreamlands, he sought to share Ethenur, and the physical body becomes an
is discovery with all beings, and so it is that most empty shell, comatose and slowly dying, unless
sentients can walk through dream in slumber. a disembodied soul in Ethenur should seek to
It is said that you can travel physically to the possess the empty corporeal form.
dreaming plane through the Ethereal realms, There are many denizens of Ethenur, dream-
but the cultists of Akuuris learned long ago how entities that have spun out of the collective
to move their in dreams by harvesting and reality of a trillion mortal dreamers, as well as
smoking the leaf of the blue lotus. A plant that is some beings that were created by the gods of
rare, found only in the East of Zued, AlJhira, and the dreamlands from whole cloth. These entities
Karaktu, the blue lotus serves as the medium by are dangerous, maddening, and often very
which the soul of the dreamer can transcend protective of their realm.
reality and arrive in a simulated physical form in Some of the other gods of the dreamlands
Ethenur. include Damortus, keeper of the Armageddon
Akuuris was never a direct participant in the Tower, as well as the diabolic demon lord of the
trials and tribulations of his fellow gods, always City of Nith.
lurking and studying from the periphery. As Appearance: Akuuris in cultic murals looks like
such, his cultists do much the same in the one of the Inkidii, a tall, lean insectoid being
corporeal world. Akuuris, ever dreaming, has with grasshopper-like features and razor-sharp
been known to send out prophetic or lower arms. In dreams, Akuuris has appeared in
mysterious visions in dreams to mankind, and the guise of most species, genders, and roles.
those who act on such dreams are often driven Temples and Orders: The cult of Akuuris is very
to life long quixotic quests. Sometimes, the poorly organized. Its main body consists of the
visions prove meaningless, and other times, wandering mystical dreamers, elder clerics of his
they are filled with solid and very real hidden order who travel the land, looking for students
meanings. and those in need. On occasion, a cult of a few
The Dreamlands: Ethenur is a constantly dozen or more will spring up around one of
changing realm, of which only a small portion these clerics who settles down in a region, and
remains consistent. This region, centered flourish for a time before its flock either
around a small cluster of stable structures such wanders away or falls in to the trap of perpetual
as the Armageddon Tower, the City of Nith, and slumber.
The Dreaming Mountains, are believed to be the Specialized Feats: There are a few specialized
homelands of multiple dreaming cosmic entities, feats of followers of Akuuris:
whos sleeping dreams keep the land stable.
Akuuris is believed by his followers to preside in Special Secondary Skills for Clerics of Akuuris:
the Dreaming Mountains, and many of his Dreamwalker (Wis or Int)

Joseph Conaway (order #5438615)


If using the Cstle Zagyg secondary skill rules, If the specifics of the Lucid Dreaming event are
the Dreamwalker skill grants two special abilities to ambiguous for the CK, or not specific enough
to its user, below. to warrant a detailed dreaming event, then the
Dream Visions (Wis) CK may rule that the character simply receives
The follower of Akuuris hones his mind to the benefit of a +4 modifier on his next
interpret his dreams and their hidden meaning, Intelligence check of choice, based on his Lucid
to discover hidden warnings or prophecies of his Dreaming insight.
day to come.
Prerequisites: Must worship Akuuris, Wis 14+
A dreamer with this ability who receives a full
nights rest can attempt a skill check. When he
Amasyr
Keeper of the Earth
awakens, he can attempt to interpret his Profile: fatherhood, earth, farming, oxen,
dreaming experience. At the CKs discretion, if community
the dream in question had a hidden meaning Faction: Lord of Order (life)
which is relevant to the dreamers waking Type: lesser god
experiences, then he gains a single +2 modifier Realms of Worship: Octzel and abroad in the
to any ability roll, save, or attack roll in the next Middle Kingdoms.
day, up to the point at which he next goes to Genders Allowed: only men are allowed to
sleep. The dreamer may decide at what time the worship Amasyr as priests and monks.
modifier will apply. In effect, he has an "ah-ah!" Races Allowed: any race may worship Amasyr.
moment when the time arrives, in which he sees Alignment: any lawful or good alignment, but
how the dream was a warning of what was to no chaotic alignments.
come. Favored Weapons: sickle, scythe, club, staff. All
priests of Amasyr know how to defend
Lucid Dreaming (Wis or Int) themselves with a staff, the sacred weapon of
The follower of Akuuris has learned how to Amasyr.
move about and affect his dream, experiencing Description: While Enki is the goddess of the
a certain freedom of choice in his slumbering water, sky, clouds and weather, the elements
discoveries. that bring life to the land, Amasyr is the lord of
Prerequisites: Must worship Akuuris, Wis 15+ the earth, mountains, plants and those who
The dreamer may, while in the process of farm and till for the bounty of the soil. Amasyr is
dreaming in his sleep (usually after at least four described by his small but dedicated monastic
hours of actual sleep), make an ability check followers are the very essence of the earth, the
(the CK should roll this, hiding the result). If he caverns in her depths, the grottos by the sea,
succeeds (if the CK chooses, he may and nurturing soil of the plants. In a curious
automatically succeed for story purposes), he turn-about, the essence of the goddess is the
gains lucid independence in his dream. The CK domain of Amasyr, her care-taker.
may arbitrate this experience as part of the Amasyr is a surprisingly docile god, a
storyline, or may simply describe what has venerable deity whos worship began long ago
transpired in the dream. The dreamer may among the most ancient of pastoral farming
declare one specific question, related to an communities and has continued strong in to the
event of the prior day, which he may then present. He is the patron of those masculine
receive an augury-like answer for. The answer elements in such duties as parenting,
may be of the yes, no, maybe or short-sentence fatherhood, and the integrity of the family and
variety at the CKs discretion. The knowledge community. He is a curious anathema in a
should be relevant to a question, event, or pantheon of violent male gods struggling in
confusing issue of the prior day, which the opposition to one another.
character was unable to determine or resolve. Amasyr is also a bit of an enigma to religious
scholars. His first written reference in the Idean

Joseph Conaway (order #5438615)


codices does not appear until the description of Description: Ashturak is the ancient lord of the
his marriage to Enki, prior to which is he never Cosmic Forge, the massive instrument which in
once mentioned. Amasyrs presence in ancient, the Codex of Creation is said to have been used
stone-age communities has been established by by Gathika herself to create the world. Ashturak
the antiquarians of Midas, and the Palomar is himself said to have struck the first blow on
University, for his religious symbol has been his great anvil, and the sparks which shot forth
found in ancient ruins dating to the time before from the Cosmic Forge became the first of the
written texts, however. This in itself is a dwarves.
conundrum, for most priesthoods (especially Ashturak is worshipped as a creator god
Enkis and Narils) contend that the mortal world among the dwarves, as a patron of craftsmen in
began with the first written word in the Idean most human lands, and an enigmatic mountain
Codex of Creation, penned by the lord among the northerners. His greatest temple
representative god or goddess of whichever is in Hyrkanien, the Imperial capitol, where the
priest is making the argument on this claim at venerable Suethendur high-priest Aurangabad
any given time. presides over the ceremonies of creation. His
The priests of Amasyr dwell in remote priesthood consists mostly of silver and iron
monastic temples, and follow a life of quiet dwarves, though an occasional human or other
dedication to their god. Each priests is expected crafty soul will feel the calling of this creator
to go out in to their communities after they deity and join the ranks. They are a militant
spend a time learning the doctrine of their knighthood in their own right, and within
order, and provide a moral and just compass to Hyrkania the Order of the Forge is a knighthood
their communities. They tend to stay far away comprised entirely of suethendur dwarves, the
from larger cities, and provide instead for most elite of which ride stout pegasi as mounts.
smaller towns and villages. The forger god is not only revered for his
Appearance: Amasyr is said to appear in visions knowledge of metal working among the Middle
as a muscular, older man, with a thick beard and Kingdoms, but it is said that he was first brought
dressed in the clothes of a common farmer or to man by the dwarves in the deep north, where
laborer. He is known for his walking staff, which he has long been considered the god of all
is his sacred weapon. things important.
Appearance: Ashturak always appears as a
venerable and powerful dwarf before a great
Ashturak forge. His immense hammer is capable of
shattering anything it strikes, and his temper is
Keeper of the World Forge cooled only by his lust to create new and more
Profile: dwarves, forgers, weapons and armor, powerful weaponry. It is said that his tomb is
metalworking. somewhere in the heart of the eastern
Faction: Lord of Order (life) Ashturaks Mountains, named after this god in
Type: elder god his honor. Within the region of his tomb, a
Realms of Worship: The Maddendur of the Iron cavenous expanse that is said to border his
Mountains, Suethendur everywhere, the north. celestial kingdom is said to exist, and it is from
Genders Allowed: All, though few women are here that many of the great magical weapons of
known to join. the world were created.
Races Allowed: any, though only the dwarves
have an organized priesthood dedicated to
Ashturak.
Alignment: any is allowed, though Ashturak is
Dalroth
considered a lawful neutral deity. The Fallen Lord of Chaos
Favored Weapons: As the master forger, any Profile: lord of chaos, bringer of entropy, master
weapon is suitable, but Ashturaks sacred of entropy, The Fallen Lord
weapon is the hammer. Faction: Lord of Chaos - Prince

Joseph Conaway (order #5438615)


Type: elder god doom, including the Red Robes, a corrupted
Realms of Worship: Southern Hyrkania, Dahik, branch of the Circle of Twelve, magicians all who
Trog, and wherever the old lord of chaos is seek greater magical power through the study
revered. of Dalroths will, and the Church of the Divinate,
Genders Allowed: all a counterpart of Narils Solarian Church which
Races Allowed: anyone can worship Dalroth, took root among the Southern Hyrkanians as
but the ashtarth, sherigras, some darendur, and official state religion for centuries. Though the
most Devonin are eternally dedicated to this vile worship of the church went underground after
deity. the Reckoning, it has begun to resurface in
Alignment: Dalroth is chaotic evil, and his recent decades.
followers are almost all chaotic evil or chaotic The Divinate is sometimes called The Order of
neutral. No good or sane being is known to Circles by its members, for there are ten circles
follow him, though lawful evil nations have of illumination and advancement. The first nine
chosen to follow Dalroth, but the society as a are held by various elightened priests, and the
whole falls in to such corruption and chaos that tenth is held by the solitary high priest of the
it eventually becomes chaotic evil. Divinate, who is always cloaked in secrecy, and
Favored Weapons: mace, club, great sword and whose name and identity are never truly known.
axe. Dalroths sacred weapon is the great axe. It is said that those who reach the ninth and
Description: Dalroth is described as one of the tenth levels alone are privy to the true secrets of
fist generation of ancient gods, sometimes the Lords of Chaos, and that they are given a
described as the brother of Naril. He was born in permanent place of power in the afterlife of the
to the world a corrupt being, and from birth Abyss.
knew his destiny was to serve the furtherment Dalroths followers suffered greatly during the
of MalaKor, lord Chaos itself. Reckoning, and many evil and corrupt followers
In the Codex of Creation, Dalroth is described were marked as sherigras after this time. The
as the overseer of Armaggedon, the god who secret covens of the sherigras remain dedicated
shall hearld the end of everything. He is said to to Dalroth as a result, and dwell where it is safe,
have forged the Abyss by order of MalaKor, and or in secrecy, to continue their dreadful worship
to have bled freely of his own blood, each drop of this god.
landing upon the boiling earth of the newly Dalroth himself suffered as well in the time of
created Abyss, spawning the infinte armies of the Reckoning, but his divine soul was captured
the devonin, his people. by the mad god Slithotep, his most loyal ally,
Dalroth is a pervasive influence throughout and placed within the body of a mortal child to
the world. His legacy in the history of Lingusia is gestate. This child has aged very slowly, and
great, and he was the lead general of the forces now appears to be about ten human years old
of Chaos in the War of the Gods. He is a after centuries of slow development. Slithotep
betrayer, destroyer, and the symbol of has intentionally stunted the childs growth, in
corruption and power at any cost among the an effort to plumb the depths of Dalroths
Middle Kingdoms. His followers almost always unconscious secrets and remake the deity as his
begin as evil men and women who seek ways to own son. The child is called Pale.
further themselves, and quickly succumb to the When Xauraun rose to divinity in Trog, he
siren call of evil and destruction which Dalroth drove Slithotep from the city, and took Pale in to
advocates. His priests are sometimes called his own custody. Now, while Dalroths most
Entropomancers. loyal minions seek to reawaken the submerged
Dalroths strongest followers include the Black consciousness of the god, he is being tutored as
Circle of Dahik, a coven of priests and wizards Xaurauns prodigy.
dedicated to chaos which are the secret power Appearance: In his true divine form, Dalroth is a
behind the Ashtarth empire. In Southern many-shaped being of dark energy, a black and
Hyrkania, two different sects followed his call of winged figure wreathed in flames, appearing to

Joseph Conaway (order #5438615)


be easily two hundred feet tall. In the present, with small gifts of immortality, magical power,
his soul is trapped in the form of the child Pale, and even a taste of godhood. In time, certain
who is a simple boy with uncommonly grey and devonin came to be called the Demon Gods.
sickly skin. Though his soul is submerged in There are many, perhaps a countless number
forgetful slumber, the potency of Dalroth as of powerful demon lords, but the ones who are
most ancient lord of Chaos is still present, and worshipped in cults across Lingusia, or who seek
his followers have once again culled magical to expand their power in to the mortal plane,
favor through their worship of Dalroth. include the following Demon Gods. Each one is
considered powerful enough to maintain a body
of followers, though only a few of them have
Devonin more than a couple thousand servants across
Lingusia.
The Soldiers of Chaos
Profile: Various; each devonin lord chooses one All Demon Lords acquired their immortality by
element of chaos to embody, though this having their souls (yes, even demons have souls;
changes through time. all living entities have souls, even if they are
Faction: Lords of Chaos horribly corrupt) placed in special gems. These
Type: spirits and demiurges Soul Gems were usually kept in the custody of
Realm of Worship: Most devonin lords are whatever mortal servant of the Courts of Chaos
worshipped in the mortal plane by diabolists was deemed worthy, and a sufficiently foolish
and power-hungry cultists who are willing to and powerful thaumaturge could call upon the
trade their eternal souls for power. The Black Demon Lord to do his bidding. The loss of a soul
Circle of Dahik, the Order of the Red Robes in gem through its destruction leads to the
Hyrendan, and the Beast Men of Amech are all dissipation of the soul, and the inevitable
active worshippers of the Devonin. downward spiral of power by the demon lord.
Genders and Races Allowed: Any, though Popular demon lords include:
certain devonin may have specific restrictions. Orcus: The Lord of Necromancers, patron of the
Alignment: All devonin are Chaotic Neutral or Gladiatorial Pits and an avid schemer in the
Evil, as it is beyond their nature to act affairs of mortals. Orcus is one of three brothers
otherwise. Followers are always evil, neutral, or who all conspire against one another for control
chaotic in some combination. of the mortal realm.
Favored Weapons: Varied. Orcristal: The second of three brothers, Orcristal
Description: The Devonin is a specific name for was imprisoned deep within the earth until
the Abyssal minions of chaos. The word itself is awakened some four centuries ago. He now
the Old Tongue vernacular for demons, and the builds his power base anew, with budding cults
terrible demigods of the Abyss are truly expanding throughout Hyrkania, Zarn and the
demonic. Northern Wilderness.
The Nine Layers of the Abyss is a third realm, Lilitu: Lilitu the seductress, mistress of whores
crafted from the blood of Chaos itself, MalaKor, and queen of deceivers. She is the spirit of
from which the vast and infinite armies of chaos sexual deviltry and betrayal.
would spring forth. This hideous realm also Traganomos: One of the ancient Seven Soul-
served as the seat of power for the Courts of Bound Lords of Eskandar, Traganomos was freed
Chaos, the terrible beings which were the from his servitude and survived the Reckoning.
nihilistic gods of destruction. It is said his cults are rife in Galvonar, plotting to
When the Abyss was first formed, it was a overthrow the Caliphate.
seething mass of conflict. Ironically, over the Pazzuzzu: The lord of pestilence and plague,
millennia a sort of hierarchy grew out of the Pazzuzzu is very strong in the present era, and
madness, as superior soldiers came to rest in has walked now for several years in the mortal
positions of power. The Courts of Chaos also plane as the servant of the King of Hyrendan.
saw fit to reward their most fervent followers

Joseph Conaway (order #5438615)


The Spider Queen: The mistress of spiders and of Octzel her sacred holiday is the time of the
patron of several houses in Dahik, she remains spring equinox. Enki is especially important in
as conniving and strong as ever among the Octzel, where she is the civic goddess of the
Ashtarth elves, who worship her implicitly. land, patron of the kingdom and protector of its
Kostchie: The Albino Giant that is Kostchie people. She is said to be married in the celestial
appears among mortals on occasion, and his kingdoms to Amasyr, and that their children
largest following is among giants of both the include the gods Seth, Ogron, and Trimelin.
snowy peaks and lava filled depths. In the Idean Codices, Enki appears in the
Demogorgon: The many-headed archduke of Myth-Tale volumes as a younger goddess, who
the Abyss does not consort with many mortals, was born after the creation of the world. She is
but does seek periodically to gain more power identified as the daughter of Naril and Selene,
through the harvesting of souls. and is said to be the sister to Temina, Slithotep,
Yeenoghu: This demon lord appears to be the Death and Dalroth.
favored god of gnolls. The Church of Enki encompasses a series of
priesthoods dedicated to Enki and her children,
though Amasyrs monasteries are considered
Enki separate from Enkis ecclesiastics. Most all of
Enkis priests are women, but a few dedicated
Keeper of Oceans
Profile: water, sailors, fertility, motherhood, men are encouraged to join. The priests are
royalty, protector of Octzel important members of the community, and can
Faction: Lord of Order (life) be found in many roles, including teachers,
Type: elder goddess advisors, midwives, missionaries, scribes and
Realms of Worship: Octzel and throughout the recorders. The priests who lead the most
Middle Kingdoms, as well as sailors abroad adventurous lives are the missionaries, and a
Genders Allowed: All, though women are disproportionate number of these hardy souls
dominant and the priesthood is a matriocracy. are men.
Races Allowed: all are allowed to join, though A subset of the priesthood are the order of the
humans and half humans are most common. Temple Guardians, special priests who are
Alignment: Enki is lawful good, and her trained in martial combat and serve as crusaders
followers are invariably of lawful alignment. and protectors of the church and the goddess.
Lawful evil priests are possible, but manifest as The Temple Guardians are rarely found outside
self-serving individuals who are misguided and of their training grounds and the temples, but
usually suffer the consequences for their false when a militant soul is needed for a special task,
faith. it is from these ranks that the warrior priest is
Favored Weapons: the trident, spear and net taken.
are symbolic. The sacred weapon of Enki is the Appearance: Enki is pictured often, both In
trident. murals, paintings, and statues throughout
Description: Enki is recognized throughout the Octzel. She is seen as a serene goddess of pure
Middle Kingdoms as a goddess of good fortune, beauty, holding her sacred trident in one hand
a patron of sailors, royalty, weather and crops. and the Codex of Law in the other.
She is the bringer of spring, and in the kingdom

Joseph Conaway (order #5438615)


those whose fortune was too great and sudden
Hella as she is to be responsible for the miraculous
cures and and healing powers of her best
Keeper of the Balance
Profile: healing, protection, samaratins, priests. If a plague starts, Hella is said to be
sacrifice, caring evening the balance. If a plague is stopped, Hella
Faction: Lord of Order (life) is being merciful.
Type: lesser goddess Hellas curatoriums are most commonly found
Realms of Worship: The Middle Kingdoms and in larger cities, where disease and illness
Createa propogate faster. Her priests also wander the
Genders Allowed: all land as teachers and healers, seeking to offer
Races Allowed: any wisdom, philosophy and advice along with
Alignment: any lawful, good, and neutral healing.
Favored Weapons: Hella favors no weapon save Appearance: Hella is portrayed in images and
the staff. through statues as a blind goddess who carries
Description: Hella is an odd goddess, whose her sacred staff of healing. A serpent entwines
focus is divided between healing the sick and the staff and her left hand, while she grasps the
wounded, but tempering that with the Ankh of Life firmly in her right hand.
inevitability of death. She is as likely to be seen
as the cause of a malady or illness, set upon

Joseph Conaway (order #5438615)


Faction: Lord of Order (Death)
Hargameth Type: elder god
Realms of Worship: Throughout the Middle
Keeper of War
Profile: The lord of blood and thunder, reaver of Kingdoms and Cretea, and some areas of the
the battlefield, spirit of combat Northern Kingdoms
Faction: Lord of Order (Death) Genders Allowed: all
Type: elder god Races Allowed: any, especially half elves, sylvan
Realms of Worship: Throughout the world elves and syleni
Genders Allowed: all Alignment: Hermes is chaotic good, but any
Races Allowed: any alignment may worship him
Alignment: any Favored Weapons: The mace and staff
Favored Weapons: all weapons are favored by Description: Hermes is another ancient god who
Hargameth. appears in the pantheon of the Middle
Description: Hargameth is a northern god who Kingdoms late in the game. He is one of the gods
spread long ago, his aspects being common to of the afterlife, though he is free to move
all men. Hargameth is the proverbial lord of between all realms. Hermes serves as a
blood and thunder, the great warrior of the messenger to the gods, and is presented as a
battlefields, the last of the gods to go down sort of master of gossip in the myth tales, for he
fighting in the War of the Gods, sealing the rift sees and hears all. Hermes is also a guide to the
of the Abyss with his own blood before he lands of the dead and beyond, and it is his job to
collapsed. help wayward souls find their way to the
Hargameth is a cult which warriors throughout afterlife.
the world, especially barbarians and more Hermes also became a patron of thieves,
visceral fighters who rely on rages, tricksters and other suspicious individuals. His
berserkergang, and bloody frenzies to work tales speak of his own errant nature, as well as
themselves in to an appropriate mind-set for his persistent compassion for mortals, who
combat. He is the antithesis of Vishannu, a god would fall victim to the hand of Death. He is said
who harkens from the east, and represents the to have taught men how to be crafty, that they
strategic element of war, the art of combat, and might have a fair shot at avoiding death, and so
the finesse or elegant dueling and intrigue. he became the patron of thieves and tricksters.
Appearance: Hargameth is usually depicted as a Venerated in the Northron Kingdoms as well
furious barbarian warrior in full plate, wielding for his role as messenger of the gods, Herme is
his immense bastard sword and tower shield, often called the harbinger of ill omen by the
stitched from the skins of the thousand devonin northmen.
generals he has slain. In the afterlife, it is said Appearance: Hermes appears as a young,
that the Celestial Kingdom of Hargameth is the athletic man with winged shoes and helm. He is
final resting ground of truly powerful warriors readily identified by extra dimensional travelers
who fall valiantly in battle. There, they are from certain other realms as a god who moves
ascended to the ranks of the Einheriar, spirits of through more than one prime material plane,
battle who fight the good fight against the which is true, for Hermes is the messenger of all
Abyssal devonin and all other enemies of the gods, and knows the pathways of all realms, in
mortal plane. to the infinite realm of the Countless Primes.

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)

Joseph Conaway (order #5438615)


Rank: Elder God
Realms of Worship: The Middle Kingdoms,
Sylvias.
Karn
Keeper of the Afterworld
Genders Allowed: All. Profile: record keeper of the dead.
Races Allowed: humans and elves dominate the Faction: Lord of Order (death)
Chronomancers, but any may join. Rank: Elder God
Alignment: law, neutrality. Realms of Worship: The Middle Kingdoms,
Favored Weapons: the staff, dagger, gauntlet Northron lands, and Galonia revere Karn.
(Huuarls artifact weapon is his sacred gauntlet), Genders Allowed: All.
and crossbow are all favored weapons of the Races Allowed: Karn is principally a human god,
god. but there are no exclusions to his worship. The
Description: The Timelord and keeper of occasional dwarf has taken up the mantle of this
Infinity, Huuarl and his priests are entrenched in priesthood.
a never-ending war against the destructive Alignment: lawful neutral, good.
chaos cults such as the Nihilists and the Cult of Favored Weapons: Karn is not a god of conflict,
the Kraken. Huuarl is said to be a brother to but his followers have learned to defend
Damortus, and that they committed to the themselves with the staff and unarmed means.
defense of eternity in their youth, a promise Some have also learned to use the sling.
made to the Earth Mother GaThika herself. Description: The record keeper of the dead,
Huuarls cult is comprised of clerics and mages Karn is one of the gods of the Afterlife. His
called chronomancers. The chronomancers have following is scattered and his presence as a god
a small but dedicated membership, which is is little known outside of those priests who
concentrated in Hyrkania, Sylvias, and Galonia. follow one deity of death or another. His
In Octzel, a Temple of the Golden Traveler can worship occurs only in those lands where a need
be found outside of the Capitol, Octzel, which is to provide records of the dead have become
dedicated to Huuarl, as well. Their members are necessary. As such, his worship can be found in
associates of the elvish Protectorate, and they Hyrkania, where great mausoleums of cremated
have been known to fight fiercely against the remains can be found, as well as in Galonia,
cults they oppose. where his worship continued even after all other
The order of Huuarl is said to take its mandate gods of the Old Galonian pantheon passed on. In
from a codex that is not part of the Idean the city state of Karan, the ancient tradition of
collection held by the Temple of Naril, a book, the magiocracy requires that the priests of Karn
allegedly written centuries before the first preside over and record all royal burials. Last
codex was ever penned. The book outlines the but not least, the only death god given
sacred and celestial mechanics of the universe, recognition beside the Nameless One in
the secret of time, and the mechanisms and Autrengard is Karn, who is said to bar the
spells by which travel through time is possible. northern warriors from the afterworld if they
The order guards these books well. cannot recite the names of their forefathers to
Priests of Huuarl are guarded, secretive, and him, in honor of all their great deeds.
rarely even divulge their faith to others. They Karn is sometimes confused with Esyphas in
are usually both mages and clerics, and often the Middle Kingdoms, but Esyphas is a demigod
become mystic theurges. that holds the Book of the Dead for Kavishkar,
Appearance: Huuarl is pictured as a lean, and recites the crimes of those to be judged.
golden-skinned man of indeterminate years, Karn, however, performs a different duty for the
sometimes robed, and always watchful. He souls of those who worship him, and is more of
carries the two artifacts of his faith, the a secret master to be approached on matters of
Hourglass of Infinity, and the Gauntlet of the afterlife. He is also considered the true
Passage. scholar of knowledge and lore in the afterlife.

Joseph Conaway (order #5438615)


Appearance: Karn is a striking figure, an spirit defenders of the eternal darkness called
oligarchic man with kingly and wizardly aspects. the Invantyr.
However, his face is a sunken image of
deathliness, and his eyes hollow voids.
Kavishkar
Karsyllym Keeper of Judgement
Profile: justice, the Hand of Judgement, the lord
Keeper of Justice of the halls of death, patron of judges
Profile: justice, mercy, final fate, reincarnation, Faction: Lord of Order (death)
destruction, executions Type: elder god
Faction: Lord of Order (death) Realms of Worship: Hyrkania and throughout
Type: elder god the Middle Kingdoms
Realms of Worship: Hyrkania and throughout Genders Allowed: all
the Middle Kingdoms. Races Allowed: any
Genders Allowed: all Alignment: Kavishkars followers are expected
Races Allowed: all to be lawful neutral, impartial, though they saw
Alignment: lawful good and lawful neutral. good or evil at times. Kavishkar himself is true
Favored Weapons: the whip and dagger are neutral.
sacred weapons of the goddess, but her Favored Weapons: swords, but all weapons are
followers see the scimitar and great scimitar as considered part of Kavishkars long reach. His
trademark weapons. sacred weapon is a longsword crafted of pure
Description: Mistress of the Land of the Dead, darkness.
Karsyllym is wife to Kavishkar and keeper of the Description: Serving as the lord of judgement in
Book of Names. Karsyllyms duties come after the Lands of the Dead, Kavishkars duty is to
her husband judges the innocence or guilt of a determine the guilt or innocence of any soul
soul, and it is her duty to record the sentence who must come before him in the afterlife. He
and decree the fate of the being in question. holds court in the most ancient, eternal
Some are sent to purgatories for whatever necropolis of the Stygian Darkness, with his
period is necessary to purge the soul of its queen Karsyllym at his side.
crimes. Others are sent to the celestial Any soul who appears before Kavishkar for
kingdoms as servants, and an occasional soul is judgement will be scrutinized carefully. Esyphas,
granted an opportunity for reincarnation. The the Record Keeper, is a dreadful servant of
fates of the dead are many, and Karsyllym Kavishkar who holds the Book of the Dead with
knows all of them. him, in which the tales of all misdeeds of those
Karsyllym has a small but dedicated order of who come to the court are held. While Esyphas
men and women, priests who act as the read these deeds, Kavishkar scrutinizes the
executioners for dire crimes in Hyrkania. Her hapless soul, and at its end, he may interrogate
priesthood is feared by all, for their duty is to the being for further illumination, after which he
insure that those sentenced for their crimes are utters his sentence of innocence or guilt. His
brought to justice. Often, this simply means wife then takes over, recording the fate of the
carrying out an execution or insuring the soul to whatever purgatory awaits. It is then
offender is taken to the proper prison, but they that the Nameless One takes the soul to its
are expected to puruse those who seek to evade appointed rendezvous with eternity.
justice, as well, and are coldly efficient bounty In Hyrkania, the Order of Kasdalan is a
hunters. dedicated priesthood of civic servants and
Appearance: Karsyllym appears as a tall and warriors who hunt down the accused and
gaunt woman, sometimes wearing ebon armor, preside over lawful trials to decide the fate of
other times a dress of blackest silk. She is living men. They revere Kaviskhar for his wisdom
flanked by a squadron of ancient guardians,

Joseph Conaway (order #5438615)


on such matters and are especially fond of visions of the goddess after enormous luck
divinatory magic. (good or bad) befalls the person.
Appearance: Kaviskhar is a tall, sallow-eyed king Appearance: Mitra appears as a stern but
of darkness, with an immense beard and gaunt, beautiful woman with long, curly black hair in a
pale features. At times, he seems to take on the light blue shift, playing songs upon an eerie harp
aspect of a true skeleton or mummy, at others (her sacred harp) and singing songs of fortune,
to be merely an ancient, wisened old man. He both great and terrible.
wears ebon armor made from the laquered
bones of those who have defied his judgement.
The Nameless One, Death
Keeper of the Gates of the Afterworld
Profile: death, passing on, destroyer of undead,
harbinger of doom
Faction: Lord of Order (death)
Type: elder god
Realms of Worship: everywhere
Genders Allowed: all
Races Allowed: any
Alignment: Death is true neutral, and his priests
must also be neutral and either good, evil, or
true.
Favored Weapons: the great sword, kukri,
sickle, scythe, falchion and great scimitar. His

Mitra sacred weapon is the immense two-handed


sword Rishelka, the Ruby Death, which steals
Keeper of Fate and Misfortune the souls of the living and utterly destroys
Profile: luck, ill fortune, blyskanyu, fate, fortune, undead. It is held by Deaths great avatar,
fools, curses, the Avernan nomads Gilrad.
Faction: Lord of Order (life) Description: The word for death in the Old
Type: elder god Tongue is Koth, and the word for That Which
Realms of Worship: Primarily in Octzel and Must Not Be Named is Esiros. When joined
among the Avernan nomads, as well as seafarers together in the proper manner, these words
abroad. form the Old Tongue title of Death, He Who
Genders Allowed: all must Not Be Named: Kothos. TKothos, in fact,
Races Allowed: any means Lord of the Nameless One, Death.
Alignment: Mitra is true neutral, but her Death is a being which pervades all cultures
followers are diverse. and religions in Lingusia, and his Middle
Favored Weapons: the dagger, short sword, and Kingdoms incarnation is by far the most
short bow forbidding. Throughout the Middle Kingdoms,
Description: Mitra is regarded as the goddess of his priests are the shunned and mysterious
chance and misfortune, as well as luck and Walkers of Final Night. These Walkers are part
wisdom among sailors, and she is seen as an time morticians, grave diggers, and hunters of
anathema favored by the underclass and the undead. Indeed, the undead are an
criminals of Octzel. She is purportedly the sister anathema to The Nameless One, as they are the
or half-sister of the goddess Enki. Mitra has no dead which will not lie in peace. He is guardian
established priesthood, though a strange temple of the gates and boundaries of the afterlife, and
maintained by an order of outcast monks can be caretaker of the netherealms where the souls
found near the Chaos Mountains in the forest pass through in their transition. He opposes the
named for her, Mitras Forest. Her few priests devonin of chaos who would foul that barrier to
are chosen by chance, hapless souls who receive steal souls, as well as any mortal who seeks to

Joseph Conaway (order #5438615)


reclaim one of the dead by reanimating it as an gift from he god, left as he ascended to the
undead being. It is the solemn Duty of Death higher celestial realms.
and his priesthood to find these undead and put The second holy relic is the Star of Naril, a
them to rest. unique weapon, akin to a set of spiked knuckles
Appearance: Death is a massive, giant-like with six-inch spikes, made of pure adamantite.
skeletal being wearing ebony armor and The Star of Naril is granted only to the chosen
wielding the sacred great sword Rishelka, the avatar of Naril, and kept in a sacred temple on
Ruby Death. top of a magical mountain in the Marshes of
Mist.
Description: Naril is considered the first of the
Naril first of his pantheon, king among the mortal
gods, and fated to lead his kin through the
Keeper of The Sun and Man
Profile: God of the Sun, fire, men and struggles of war against a plague of deicide
masculinity, chivalry, honor, duty, creator of spawned by the minions of chaos. Narils
humanity, law, light, and goodness, leader in legends are ancient, and speak of his creation
the war for Order. from light woven like silk by GaThika, the earth
Faction: Lord of Order (life) mother, and his placement in the golden palace
Rank: Eldest God (head of pantheon) of the sky, limned in eternal flame, the Sun.
Realms of Worship: Naril is the patron god of all Narils tales speak of how he was smitten by
men, and receives worship in many lands. He is Selene, the goddess of night, and they were
strongest in Hyrkania, especially the north. In married. They sired several gods, but when
the Eastron kingdoms he is known as Naqril and Selene was duped by an unknown being in to
is venerated among the Dahrokistani nomads birthing first Dalroth and then Slithotep, Naril
and the Zuedian caliphate. In Amech he is called was driven to reform or destroy his chaos-
Lakano. The NakIvk of the north call him Eritza. corrupted sons. The rift between loving mother
Genders Allowed: There are no restrictions, and angry father drover them apart, symbolized
although masculinity is an element of Narils by the passage of the sun and moon.
portfolio, and so a larger percentage of his Naril was said to have created man in his own
followers are men. However, as Naril is the image, created to serve his will on the mortal
father of all mankind, women are considered an plane. Tales speak of how men of old, before
essential part of the order. the mortal forms of the gods were slain, would
Races Allowed: Most of Narils followers are go to CortiZahn, city of the gods, to commune
human, of which he is patron, but followers of with Naril, but that the priests of Naril were all
Naril can be found among all species. blind from gazing upon his radiance.
Alignment: Naril is the embodiment of law, and Narils followers have maintained a persistent
also of goodness. True servants of Naril must be dedication to order, and as a result, his temples
Lawful good, but any follower would likely be at and priesthoods are more numerous and
least lawful. organized in the lands of Hyrkania than any
Favored Weapons: The Sword is the favored other gods.
symbol of Naril among his churches in the Appearance: Naril appears as an armored
Middle Kingdoms. warrior, giant, with golden skin bathed in light
Sacred Artifacts: Naril is known for two holy so right that to look upon him is instantly
artifacts. The first is The Ankh of Life, a great blinding. Beings of chaos are driven from his
ankh of magical gold found in the Temple of presence in pain and fire, and his army of
Hyrmyskos, and embodied with the spirit of angelic seraphim and spirit einheriar create his
Naril. This was a relic, which was in fact the heavenly armies.
physical form of the Orb of Order, used during Temples and Orders of Naril: Narils
the reckoning to initiate the ascension of Order worshippers have formed many specific orders.
against Chaos in that era. The current relic is a The most numerous of his followers are in

Joseph Conaway (order #5438615)


Hyrkania, but the Eastron church (his name is In the Eastron lands, Naqril is worshipped by
Naqril in the Eastron tongue) mirrors the an order of mounted warriors as well, drawn
Hyrkanian church on a smaller scale. In brief, the from among the nomads and Zuedian nobility.
organization of Narils followers is as follows: They are called the Sun Riders, and are
An elite priesthood called the Sacrimori rules considered an independent peace-keeping force
the Church of Naril, which is centered presently in the land. The Sun Riders recognize the right of
in Hyrmyskos. The grand priest called the the Caliph of Zued to rule, as well as the
Sacrimori Dominus. The current Sacrimori Chieftain Sheiks of the Ny'kkodin tribes, and
Dominus is Markeros Cassydarun. Beneath the seek to enforce the law wherever they may be.
Sacrimori are the High priests of the Directorate, A separate order, the Fire Keepers, are the
the lesser priests of the Ecclesiastics, then the priests who maintain the Fire Temples
missionaries, teachers, and healers of the throughout the Eastron kingdoms, burning the
Initiates. Some of these priests are militant, perpetual fires of Naqril. The fire aspect is most
especially the sect of the temple guardians, and dominant here, and all clerics of Naqril must
most missionaries are taught defense, as it is choose Fire as one of their Domains at first level.
seen as an integral part of Narils teachings.
The church advocates and is supported by Classes: The Solarian Knight and Knight of the
several militant orders, composed of priests Ebon Ankh are two prestige classes dedicated to
who take up arms for the cause, and normal Naril. The Knights of the Ebon Ankh are the
men of especially pious faith who pass the tests Inquisitors of the Church of Naril, and the
of entry. The most famous such order is the Solarians are the order of Paladins dedicated to
Order of the Solarian Knights, a dedicated the sun god as well as the Empire of Hyrkania.
company of paladins who are the fist of Naril in The vst majority of Narils followers are
most military mattes. They are sworn to Naril comprised of regular paladins and clerics,
fist, and the Emerald Throne second. They have however.
served for countless centuries the ruling
emperor or empress of Hyrkania, so long as
Naril has been the principle god of the Empire (a
matter settled centuries ago in the final War of
Faith). The present general of the Solarian
Knights is Lord Kaltor Belladon, a powerful and
dedicated soldier.
The Order of the Inquisition is a controversial
militant order, a smaller company dedicated to
rooting out the purge of evil from within the
empire and the church. The Order was founded
during the War of the Gods, but eventually died
out after the last War of Faith, and was
resurrected during the War of Strife, when
corruption was rampant in cities such as Kymir
and abroad. The military arm of the Inquisitors
is called the Order of the Ebon Ankh, and this
small but dedicated force of soldiers of Naril are
paladins who pursue the darker deeds necessary
to insure the purity of the church. The
Inquisitors hold council in the Tower of the
Inquisition in Krythia, where they have been for
many centuries.

Joseph Conaway (order #5438615)


forms of magic, be it divine, arcane, or even
Niras psionic. His chief servants are wizards and
clerics belonging to the Order of the White
Keeper of the Sylvan Realms
Profile: keeper of the woodlands, druids, the Robes.
seasons, change Appearance: Nistur is portrayed as an elderly
Faction: Lord of Order (life) and wizened man who carries his sacred relic,
Type: elder god the Staff of Knowledge with him. His eyes are
Realms of Worship: Niras Forest, Sylvias, Eflin, bright points of light, and his body is a vessel
Caelernin and other woodlands which can barely contain an infinite bounty of
Genders Allowed: all mana.
Races Allowed: any
Alignment: chaotic, good, evil and neutral
Favored Weapons: as per druids Ogron
Description: Niras is the ancient guardian of the Keeper of the winds
woods, a potent deity among the cultic lands of Faction: Lord of Order (Life)
the druids, including the Niras Forest, Caelernin, Type: lesser god
the Faerie Woods and even Vagendars Woods. Profile: winds, weather, change, crops, seasons
Niras is a benevolent but stern deity, and his Realms of Worship: Ocentash, Octzel
druids are vociferous defenders of the Genders Allowed: all
woodland realms. He communicates to his Races Allowed: any
followers through dreams and animal Alignment: Any lawful, good or neutral
encounters, and divination of hidden meanings Favored Weapons: clubs and axes
is an important part of his rituals. Description: Seth is the oldest son of Mitra and
Appearance: Niras is depicted as an ancient and Amasyr, and brother to Seth. Where his brother
wizened druid hierophant, and occasionally as a provides for the farmers and the land, the
treant. He is said to appear before his followers communities of men and their laws, Ogron is the
as a treant on special occasions and rituals. embodiment of fickle weather, the seasonal
change, and soaring heights. His nature as the
opposing force to Seth (Seth being stability,
Nistur Ogron being change) is an intentional part of the
duality of Octzellan beliefs.
Keeper of Magic
Profile: mages, learning, the quest for truth, Ogron is a god favored among the Cimmeran
mysteries barbarians, as well as among various ogre and
Faction: Lord of Order (life) giant-kin tribes, who believe Ogron to be their
Type: elder god patron god. The aspect of sky, the mountains,
Realms of Worship: certain temples of the and stormy conflict is appealing to the giant
White Robes in Hyrkania, Sendral and Octzel races, and Ogron is revered for his dominance of
Genders Allowed: all such.
Races Allowed: any Appearance: Ogron is pictured as a huge
Alignment: any humanoid, of no particular giant-kin origin,
Favored Weapons: the staff, dagger, and spear dwelling high in the mountain peaks. Octzellan
Description: Nistur is the ancient lord of magic fables claim that he dwells in the highest peaks
as an art. He is said to have been the first of the Cimmeran mountains, and this is half-
wizard, and one day will be the last. He is the right, for the most venerable and ancient of
essence which sustains the eldritch loom of shrines to Ogron can be found there, instead.
sorcery, the device which strains order from the
chaos of the beyond, creating the mana which
sorcerers and wizards use to cast magic. His
followers are usually theurges, and cast all

Joseph Conaway (order #5438615)


few. Now her cult is expansive and has taken on
many other characteristics not seen before,
including notions of dedication to duty and
passion in living. The spread of her cult is due
largely to Nordaman influence.
Phonatas as a goddess is believed to have
been a lesser deity, a demiurge who might have
been a progeny of mortal and divine blood.
When the Reckoning ended the war between
Order and Chaos, and the boundaries of the
divine realms were removed, Phonatas may
have become a full goddess at that time. She is
definitely a younger, newer goddess, and is
believed to walk in mortal form.

Appearance: Phonatas is usually depicted as a


nude woman rising from a lake, her hair
blending in to the water. Those dedicated
servants who have summoned her for aid must
do so by casting their divination before a pool of
water, from which the goddess will rise.

The Seraphim
Profile: Celestial servants of the gods

Phonatas Faction: Spirits of Order


Type: spirits
Keeper of Mysteries Realms of Worship: The seraphim are
Profile: love, seduction, lovers, sex, jealousy, venerated in the Middle Kingdoms
obsession, bards Genders Allowed: all
Faction: Lord of Order (life) Races Allowed: any
Type: lesser goddess Alignment: any lawful good or lawful neutral;
Realms of Worship: throughout Northern lawful evil seraphim are devils
Hyrkania, Nordaman, and Hettanar. Favored Weapons: numerous
Genders Allowed: any, especially women Description: The seraphim are actually a large
Races Allowed: any host of divine minions who serve the celestial
Alignment: Any good kingdoms of the gods. These beings are the
Favored Weapons: A three-pronged whip, each counterparts to the demonic devonin, and are
prong of which is said to have a different not usually worshipped by any individuals,
chemical producing hallucinatory and magical though they may be called upon for specific
results when flogged on the skin. spells and instances. There are many seraphim,
Description: The Order of the Dawn is a young some of which are listed as follows. Like
cult of soldiers who follow Phonatas we great devonin, seraphim can materialize on the mortal
fervor, and blend the older notions of passion plane when called upon; prior to the reckoning,
and rage in to the passionate dictates of the they could only manifest to try to balance an act
cult. It has become accepted within the last few of chaos against an act of order. In the present
decades as a civic cult, and is no longer era, such rules have been cast aside, and brave
persecuted. In the old days, Phonatas cult was seraphim take on mortal forms to try and avert
secretive and rarely worshipped by more than a the dire efforts of the minions of chaos.

Joseph Conaway (order #5438615)


Some of the Seraphim: This list is by no means have never even set foot on the mortal plane
complete: before their appointment. There are nine
Eholim: The angelic servants of the sun, keepers hundred and ninety nine seraphim listed in the
of the eternal flame. Idean Codices and more recent texts that are
Einheriar: The eternal warriors of light, the army living, and another four hundred and twenty
of the apocalypse. seven that are recorded as fallen or slain; since a
Piscrael: Lord of the Seraphim, general of the fallen seraphim is replaced almost immediately,
Einheriar. then it is possible that both notions on the
Archamnios: The spirit of battle. origin of the seraphim might be right.
Gamnaes: Slayer of enemies.
Dremnesal: The spirit of perseverance.
Critaere: The spirit of creation.
Minhara: Protector of the heart and soul.
Set
Keeper of Lies and Deceit
Magenta: The servant of Time. Profile: evil, lies, ascension of power, corruption of
Dryleah: The servant of the woodlands. innocent
Incenar: The spirit of flames and loss. Faction: Lord of Order
Masros: The hunter of evil. Type: Elder God
Thanadan: The protector of the gates of Death. Realms of Worship: Hazerphennis and hidden
Erizahn: The androgynous patron of love. cults throughout the world
Chamnios: The destroyer of demons. Genders Allowed: all
Diaban: The patron of knowledge and lore. Races Allowed: Any, but Sets patron race are
Alasmian: The patron of trade and commerce. the Setite serpent men.
Delistray: The all-seeing observer, record Alignment: lawful evil
keeper. Favored Weapons: The dagger, short sword,
Cordone: The patron of sorcerers and wizards. poisons, bow and crossbow
Aspriel: Patron of the land, keeper of the Description: Set is the eternal prevaricator of
mountains. evil and corruption, the god who has taken it
Glaumfiel: The patron of the waters and water upon himself to embrace the tenets of ultimate
voyages. order at any price. He is not a lord of chaos,
Hemanial: Patron of suffering and caretaker of evne though he is sometimes mistaken for such.
the ill. His obsessive dedication to deceit is as much an
Eristar: The patron of dreams and the astral. ordered process as truth, and Sets very
Esilenta: The patron of storms and rain. existence as a deity depends upon an ordered
Sekarathin: The mistress of Set, patron of lies universe in which his godly powers can work
and Queen of the Nine Hells. against. The tenets of chaos are in opposition to
Elcorala: The embodiment of blind justice. any truth about which the Keeper of Lies might
The Mysteries of the Seraphim: The seraphim spin false tales.
are practically a miniature pantheon in their The followers of Set are many, and the largest
own right, each spirit slaved to the service of enclave is in the rigid empire of the Setite
one or more greater gods. Those most ancient serpent men, HazerPhennis. Here, the rule of
of scholars who have studied the mysteries of evil is ultimate, and power goes to the most
the Prehunate Empire have found evidence to treacherous and conniving. Throughout the
suggest that in those ancient prehuman days, world, the setites and other servants of Set seek
the most loyal prehunates of the day were to further his cause, which might, one day, be to
rewarded for their dedication to the gods with a unite the world under his banner of evil and
small portion of divinity, and were given the worship.
roles of the Seraphim. Others speculate the Sets infernal kingdom of evil is known as the
seraphim are taken from divine races which Nine Hells, sometimes also called Stygia. Here,
exist beyond the mortal plane, and that some

Joseph Conaway (order #5438615)


Sets fallen seraphim, the devils of lore, serve simple man. Stories of Seth appearing to
him and his dire ends. common folk as an old man with a wagon that
has broken a wheel, or with a sick mule are
Appearance: Set is known to take the form of a common. The tales say that if you help him, he
variety of desert-dwelling beasts, especially that grants you luck or advice, but those who scorn
of the snake and the jackal. His mark rests upon the one in need find that their crops will fail and
the races of his own creation, such as the misfortune looms.
Jackalmen of the deep deserts in Galvonar, and
the Setites of the Hyrkanian Deserts.
Slithotep
Seth Lord of Insanity
Profile: The Lord of Madness, patron of the
Keeper of the Lands insane, illogic, paradox, the Keeper of Nothing
Profile: civic community, laws, communities, crops, and Dabbler of All. Patron of schemers, crimes
seasons, farmers. of passion, illogical thought and unreason.
Faction: Lord of Order (life) Faction: Lord of Chaos
Type: lesser god Type: elder god
Realms of Worship: Ocentash, Octzel Realms of Worship: Slithotep is a member of
Genders Allowed: all the Middle Kingdoms Pantheon, but only
Races Allowed: human, glythanyu orc are most members of the Divinate, some Ashtarth, red
common, but any may worship Seth orcs, and other mad beings worship him. He
Alignment: Any lawful, good or neutral once had a strong cult in the city of Kymir, but it
Favored Weapons: Polearms has allegedly been vanquished. It was from this
Description: Seth is the son of Mitra and cult which the Strallikus line came.
Amasyr, a benevolent god of the weather, crops, Genders Allowed: all
communities, law, and seasonal change. Seths Races Allowed: any
priests are not an adventurous lot, usually Alignment: Chaotic Neutral
instead overseering the harvesting of crops, Favored Weapons: The scepter, mace, and
ceremonies of the solstice, and protection of morning star.
farms and farmlands. Seth is reknowned for Description: Slithotep is the mad offspring of
being a very old deity, even if he is also seen as the elder gods Naril and Selene, brother to
the son of a major civic goddess, and his place Death, and the betrayer of all things living. His
as patron of farmlands dates back to ancient madness and the reasons for it are manifold,
times. chief among which is his inherent instability as a
Centuries ago, the grey orcs of Ocentash were being composed of chaotic energies.
devastated in a war with the old kings of Slithotep has long plagued the world, and his
Ocentash and the surviors, mostly women and mortal form, like so many other gods, was
children, were forced to recant their chaotic destroyed in the War of the Gods. His body was
lives and swear an oath of fealty to Seth. The lain to rest in the Slithotendan Mountains,
leader of these ancient glythanyu was Mogrul, where his corrupting essence consumed the
and he took his oath seriously. Ever since, the very land and aided in turning the once
grey orcs of Ocentash have been fierce zealots beautiful region in to a place of madness and
of the god, and left their subterranean realms to decay. In fact, Slithotep did not truly die, for his
dwell on the surface long ago. Paladins and body, composed of the essence of Chaos,
monks of Seth are usually from the monastic existed outside the fabric of reality, and he
order of Seth found in the Macabeth Mountains, gradually reformed a material form. His body
and are usually grey orcs. takes on many shapes, but in recent centuries
Appearance: Seth is seen as a venerable farmer, Slithotep has taken on the form of whole
sometimes even as a grey orc, who dresses as a structures and buildings, including the weeping

Joseph Conaway (order #5438615)


citadel of the Hyrkanian Deserts and the Tower Faction: Lord of Order (life)
of Madness in Trog. Rank: Elder Goddess
During the Reckoning, when the Lord of Chaos, Realms of Worship: Selene is most strongly
Dalroth, was nearly destroyed, it was Slithotep revered amongst the Suethendur elves in
who spirited away the resurrected infant which Sylvias, but she has enclaves of worship in the
held the spirit of the dark god. He raised this Great Plains, Cretea, Avilin, and throughout the
child, called Pale, to one day reawaken as Middle Kingdoms.
Dalroth. Trog became a favorite haunt of the Genders Allowed: Only women may join the
two, until Xauraun Vestillios stole the chaotic cults of Selene, though the paladins of Selene do
essence of the Red Dragon Comet and ascended include men in their ranks (mostly amongst the
to the rank of demiurge. Now, Pale is a captive Creteans and Avilinians).
member of Xaurauns audience, and Slithotep Races Allowed: Most of her worshippers are
lurks once more in the shadows, struggling to elvish or human, but rare exceptions amongst
find a new way to sow chaos and destruction other fair kindred are known.
throughout the world in his own, mad way. Alignment: Selene is A lawful good deity. Her
The cults dedicated to Slithotep almost followers may be lawful, but are always good.
invariably worship in secret, except perhaps for Favored Weapons: The sickle is regarded as a
the cities of Trog, Blackwell, and in the symbolic weapon of the waxing and waning
subterranean kingdom of Dahik. Among the moon, harvests, and the home. Warriors and
human lands of the Middle Kingdoms, secretive Knights of Selene are not limited in their arms,
cults can be found pursuing diabolical interests however.
in Octzel, Kymir, Malas, and Yllmar. Description: Selene was one of the first of the
Because of the purile and horrific practices modern pantheon of gods to be granted life by
associated with Slithoteps worship, the cultists GaThika. Created as the wife of Naril, the Sun
who follow the god are of a particularly deviant God, they were tasked with birthing the many
nature. All true dedicates to Slithotep must younger gods. In the myths, Selene was said to
choose a form of madness, usually of a have been fooled by an avatar of chaos, which
psychotic, delusional or sociopathic nature. Even masqueraded as Naril, and as a result, she gave
if they didnt have a mental problem before birth to Dalroth, the progenitor of the Courts of
joining the cult, the rituals involved in Chaos. In turn, when she later gave birth to
indoctrination guarantee that the cultist is Slithotep, Dalroth too it upon himself to corrupt
mentally scarred afterward. his younger brother and drive him to insanity.
Appearance: Slithotep can take any form, living Naril, obsessed with his quests, failed to
or inanimate, and any size, shape, or substance intervene until it was too late. When he realized
within reason. There are some who have met the abominations these sons had become, he
Slithotep, even entered his very belly in the sought to destroy them, but Selene would not
form of a great hall or keep, and never even allow it and fled with her infants in to the night.
known it. Anyone doing so, however, must make Thus doe Selene occupy the night sky, always
a Wisdom check at -5 each hour to avoid a pursued by Naril in the day. It is said that on
creeping, permanent debilitating madness from days when you can see the moon and sun in the
setting in. daytime sky, that the two have made amends
for a short time, and festivals are held.
Though Selene would not have Naril injure her
Selene children, she nonetheless grew to despise
Dalroth for his evil, and she became determined
Keeper of the Moon and Elves
Profile: Goddess of the moon, women, children, to amend his deviant ways. Likewise, she sought
patron of grief, creator of the elves, patron of to heal Slithotep of his madness, though this
the Suethendur, healer of madness, protector of proved fruitless. Because of these aspects,
night-time travelers, The Celestial Overseer Selene has always placed the duty upon her

Joseph Conaway (order #5438615)


followers to cure the mentally ill, and to bring character, or at minimum level of effect,
the corrupt, evil, and criminal to justice. whichever is better.
Selene is also known to be the creator of elves.
In the time of creation, it is said that men were The Touch of Sanity [cleric level 16]
crafted in the image of her husband, and she The follower of Selene can cure madness in all
crafted the fae folk in her own likeness. The fae of its forms with but a touch. This power stems
creatures of the world were nestled within her from Salines unending desire to restore
womb, the seelie lands often called the Slithotep, her favored son, to normal after the
Weirding, and when time came for her to give taint of chaos rendered him mad. This ability will
birth to her creations, she loved them so dearly automatically repair any madness, insanity, or
that she could only part with the elvish kin other mind-affecting malady, which a character
before changing her mind. It is this tale that is is beset by. If the malady is magical in nature,
said to explain why the elves and lesser fae kin then the feat creates an effect equivalent to a
are closer to men in their ways than the seelie dispel magic spell cast at the level of the caster
kind which still dwell somewhere between the to target the affecting magic. If it is a natural
nether regions of the faerie lands of the effect, then the result is automatic. This effect
Weirding and the prime material plane. can restore lost attribute points to the afflicted
Appearance: Selene appears as a beautiful character is they were lost as a result of the
elvish woman with flowing, silken hair that runs malady (mental attributes only), but the healing
to her feet, and glows with the radiance of the cleric must make a Wisdom check with a 1
moon. She dresses in a light white dress sewn of penalty per attribute point to be restored to the
star dust, and is said to dwell in a palace on the target number, Success heals the damage. This
moon, which many celestial scholars claim is the ability may only be used once per character per
gate land to the Faerie Kingdoms. affliction. This ability may be performed a
Prestige Classes: Constellators and Selenic number of times per week equal to the priests
Knights are two specialized prestige classes, Wisdom modifier.
which venerate Selene.

Special Cleric Abilties Granted by Selene:


Clerics of Selene gain the following abilities at
Wishupar
Profile: Thievery, mercenaries, greed, spies
the indicated levels: Faction: Lord of Chaos
Type: lesser god
Moonsight [cleric level 1] Realms of Worship: Hyrkania, Hettenar, Zued
Followers of Selene are at their spiritual peak Genders Allowed: all
under the light of the moon, and have Races Allowed: any
exceptionally keen vision in moon light as a Alignment: Any non-lawful
result. The follower of Selene receives Lowlight Favored Weapons:
Vision if they do not have it already. If they do,
Description: : Wishupars temples are still
then effective range is doubled.
secret, and known only to the acolytes of the
Guidance of the Moon [cleric level 5] cult. It is not a popular cult, but has gained a
Servants of Selene are often granted mystical quiet edge in amongst Hyrkanians, as it has
visions and guidance, beseeching her for aid become endorsed as a cult for the purposes of
against the forces of darkness. The follower is the Hyrkanian Throne. Its most prominent
granted a special power once per evening under servants and warriors have dedicated
the light of the moon (this will not work under a themselves to the service of the Mandragora
new moon). The power may be either augury, House, and the restoration of the Empire.
faerie fire, or daylight. The spell effect will Wishupar was once seen as a dreadful
operate at the actual divine caster level of the northern god of thieves and cut throats, but in
fact Wishupar was never so hideous....the cult

Joseph Conaway (order #5438615)


has always wanted to be seen as such, and for his fellow men. He was the great politician
propogates the rumors to insure it is feared. In and usurper of ancient Hyrkania who brought
fact, the cultists fof Wishupar are civic servants, about the religious wars of persecution, though
worshipping a deity who espouses secrecy and some say his first living incarnation was as the
deception to support the ruling class. They are betrayer wizard who opened the Abyssal Rift
mercenaries, and Wishupar is a patron of during the War of the Gods, allowing the
mercenaries. Worshippers may be thieves and devonin hordes to lay waste to the Fertile
rogues, yes, but more in fashion with a kind of Kingdoms and fabled CortiZahn. He was
secret service, one which must work rewarded for this task with the unique duty of
conspiratorially to serve the throne. persevering, for countless generations, through
It is suggested by many that the servants of an unending cycle of reincarnation, to insure
Wishupar have hidden, secret agendas, and that that the Soul of Chaos never died. He is
their dedication to a ruler is not so much for the considered by some, including the wizard
interests of that ruler as their own. Some claim Warenis, to be a true avatar of MalaKor.
that this conspiracy goes back many millennia, Xaurauns latest manifestation was as the sage
and that the real purpose of the cult is to gain and mage of the White Robes named Syrios of
domination over all lands and people through Malas. As Syrios, he was driven to recover the
time, and to damage the worship of other cults, lost pieces of his ancient sacred armor, in which
especially the kin of Wishupars as described in the engrams of his memory and magical power
the Idean Codices (such as Hermes and Haro). have been eternally locked. When Syrios
Given that the Agents of Wishupar are prone to recovered the armor, he was exposed to these
going out of their way to kill priests and servants ancient memories and eldritch power, and
of those gods, there seems to be some truth to recovered his true nature.
this. Xauraun allied himself with the forces of the
Appearance: On those rare occasions Wishupar diabolic city of Trog, seeing the boy Pale for the
appears or is depicted, he manifests as a raven, true incarnation of Dalroth, regenerating after
sometimes as a wereraven. He does take human the crippling blow delivered during the
forms, as as a former demiurge ascended to Reckoning. Aware of ther fabled Red Dragon
godhood after the Reckoning, Wishupar has a Comet in the sky, and divinely inspired as to its
living form as well as a divine aspect. true purpose, Xauraun usurped the role of Pale
in a sacred ceremony to call down the chaotic
might of the comet in a revival of the might of
Xauraun Chaos, and absorbed the power of the celestial
harbinger in to his own being. Empowered with
Guardian of Chaos
Profile: the immortal son of Chaos, the usurper, the might of a hundred Lords of Chaos, Xauraun
guardian of the eternal cycle. enslaved the boy Pale, and cast Slithotep, who
Faction: Lord of Chaos was disguised as the Tower of Corruption, out of
Type: demiurge the city and in to the wilds of the desert.
Realms of Worship: Trog, the Underworld. Xauraun is now regarded as a true living deity,
Genders Allowed: all though few realize this at present. He has
Races Allowed: any developed a rapidly expanding flock of eager
Alignment: Xauraun is Chaotic Evil. His followers servants in Trog, and has been closely involved
are all evil. in the development of his priesthood. Xauraun
Favored Weapons: Xauraun favors all weapons, knows he is now one of a new generation of
especially the great scimitar. His sacred relic is gods, deities who walk the earth as true
the Armor of Xauraun. demiurges of the land, and who are far more
Description: Xauraun Vestillios began his life as powerful in their youth than the celestial gods
a man who served the Lords of Chaos with of the older generations.
implacable dedication, and with a keen malice

Joseph Conaway (order #5438615)


Appearance: Xauraun has the appearance of a suring the solstices. Zingars cult is a quiet
balding, gray-haired man with a strong physique menagerie of professional hunters, rangers
and regal bearing. His eyes vascillate between (especially the rangers of KomHuandyr) and
glowing ember sand blackened, hollow sockets. dedicated priests. The priests of Zingar are
He wears his ancient ensorcelled armor, chosen only from among those who actually
engraved with the six hundred and sixty six witness the divine aspect of Zingar, the Wild
runes of Chaos, and seething in the energy of a Hunt.
magical helix. The armor is lined in silver and Appearance: Zingar manifests as an immense
forged of adamantite and some otherworldy, being, horned and centauroid, flanked by a
demonic substance from the Abyss. The armor horde of baying wolves. He has appeared as a
can not be removed from Xaurauns form save quiet elvish ranger on occasion, but under the
by death, though he can shift its appearance at moon light he is always the wild hunt form.
will to different forms for the sake of comfort
and appearance. In these forms, the armor
retains all of its properties. The armor itself has
the effect of enhancing the user with magical
knowledge, granting the wearer with 25 levels
of the wizard class and innate knowledge of all
spells in existence (the armor acts as a
mnemonic spell book). Unfortunately, the armor
also imposes the will of Xaurauns eternal spirit
upon the wearer. If the wearer is the true
reincarnation of Xauraun, then he recovers all
memories of his long life. If it is someone else,
then that person is dominated (no saving throw)
to seek out the nearest piece of armor or the
reincarnated Xauraun, to insure that armor and
body are properly reunited.

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

Joseph Conaway (order #5438615)


The Amechian Pantheon
Amech is a harsh land of trackless jungles, priesthood of Amech. Women are not
fierce wilderlands, aboriginal tribes and hidden considered able to channel the spirit of Amech,
jungle kingdoms. The greatest natural beasts of and therefore are unable to practice granted
the continent, elephants, thrive in the region, magic.
while more fearsome predators such as the Races Allowed: only humans may follow
Terkithyi and CodamTkezzu are fierce Amech, though half elves might as well.
opponents. Gentel beastmen, wild elves, Alignment: any non evil..
ancient undead Kadantanian sorcerers and Favored Weapons: Amech favors the great
prehuman ruins riddle the land. The gods of the spear, javelin, and short swords (dual fighting
Amechian region are a harsh lot, and expect style).
strict sacrifice and dedication. Description: Amech is one of the elder gods of
The Amechian cosmology postulates a Spirit the Middle Kingdoms pantheon, and unique for
World, which appears to be a demiplane having spawned an entire sub-pantheon
connected to the dreamlands of Ethenur and dedicated entirely to his worship. Amech very
the Celestial Kingdom. The Spirit World holds specifically watches over the kingdoms named
many powerful, ancient beings, and is the after him, including Belladas, the Chigros,
domain of the Amechian gods. This land is Covarte and even the many people of the evil
sometimes called the Otherworld, and all empire Hadros. Some say that long ago, after
members of the Amechian pantheon seem to the Prehunate empire in the region was
have homes there. destroyed, that Amech took the blame
The gods of the Amechian pantheon are personally and decided to serve as the lands
different from the traditional Middle Kingdoms protector, insuring that its people not succumb
pantheon in that they all seem to exist as to the same dire fate as their remote forebears.
corporal beings who move freely between their Amech learned the secrets of the Otherworld
Otherworld and the mortal plane. Some first and foremost, and through it he taught the
cosmologists speculate that, at the time of the spirits, all elemental beings, demigod children
War of the Gods, the demiurges of Amech sprung from his love of mortal women, and
sought refuge in the Otherworld to avoid primal animal beings from the dawn of creation
destruction, though their chief lord, Amech, how to traverse this realm. As a result, the
fought and fell in the War. Amechian gods took on their own unique
The principle people who worship these gods character, and began to move apart from the
include Belladas, Hotepsala, Corvante, the dictates of the other gods in the Middle
Chigros, and the Hubinde. Kingdoms pantheon.
In Belladas and elsewhere, a fierce cult of
warrior-priests and paladins are dedicated to
Amech serving Amech, preserving the land from
corruption and defending its people from
Keeper of The Land
Profile: Patron of Belladas, protector of the invaders. Only men are allowed to join, as
Amechian kingdoms, warrior of life and order. women are unable to receive the magical gifts
Faction: Lord of Order (life) of Amechs spirit.
Rank: Elder God Appearance: Amech appears as a seven-foot tall
Realms of Worship: In Amech, especially among warrior of supreme physical fitness, armed with
the Belladasians. two admantite short swords and a long spear
Genders Allowed: men alone take up the which can penetrate any armor or defense to

Joseph Conaway (order #5438615)


slay instantly. Like most of the elder gods, his Description: The tales of Choktun speak of a
corporeal form was slain in the War of the Gods, great shaman of old, a practitioner of spirit
and his body lies in a hidden tomb in Ashturaks magic who learned the secrets of the afterlife
Mountains. He acts through his chosen Avatar, and beyond. In his vision quests through the
who is granted his artifact weapons and a spirit world, he sought the domains of each of
mission to carry out the gods will. The ritual of the great old spirits, and visited them. Each
succession is very complicated and important time, he offered a piece of knowledge from the
for the followers of Amech, as there must mortal plane in exchange for the answer to a
always be an avatar representing the god, but question. The spirits, envious of mortal
only a follower who Amech personally chooses creatures, willingly acceded to such an offer. He
through the course of trials will actually get the would let them experience a portion of
task. mortality through his own life, and in exchange,
he asked questions such as, What is the secret
of immortality? and Where is the path to
Belphegor divine ascension? When his journey was done,
he had all of the pieces to the great puzzle, and
See the Eastron Pantheon ascended to the heavens, an immortal and a
Bekphegor is worshipped by many in the god.
Hadrosian kingdom within the region of Amech, Choktun is seen as a patron of shamans and
and his veneration among the people of the mages in Amech. Old Idean codices link him to
jungle go back to the days of the Kadantanian Nistur, a brother to the god of magic, though his
empire. His strongest worship is in the kingdom Amechian tales clearly mark him an ascended
of Draskis in the east, however, and so more mortal. His followers are reclusive, rarely
details about Belphegor can be found in the congregating save to share knowledge. A small
Eastron Pantheon section. monastery dedicated to Choktun is located in
Carapas, chief city of the Corvante Kingdoms in
the northlands of Amech where the jungles
Cerybane stretch in to the Great Plains. A second, smaller
See the Elvish Pantheon monastery can be found in the Belladasian lake
Cerybane is principally an elvish deity, but city of Talac.
through the Siviante elves, she has found a place Appearance: An ancient shaman, wizened
in the lands of Amech. Most of her followers beyond his years, who lives at the top of the
there are the siviante elves, but some shamanic highest peak in the Forgers Mountains.
orders of women worship her, as well.

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

Joseph Conaway (order #5438615)


some Oineriomancers in the Amechian may be some sort of primal god, a child of
kingdoms for the hallucinogenic dreams they Wolfon or Baragnagor, perhaps, as is suggested
receive from this entity. The tales say Dakkanich by the Idean Codices.
is so immense that his tail rests in the fabled Hanahook is known to manifest physically for
Spirit World of Amechian lore and his head rests his most powerful followers, sending corporeal
dreaming in the endless plains of Ethenur. manifestation which can prove devastating
Dakkanich has long been regarded as the against whole armies. He is not a god of
symbolic keeper of knowledge, as well as the civilization, and will never manifest for men who
protector of ancestors. In Amechian lore, the embrace language, arts, and the trappings of the
spirit which leaves the body becomes trapped in city.
dream time, where it can find the body of Appearance: A man with the head of a bull
Dakkanich and cross over in to the spirit world, elephant, dressed only in a loin cloth. His
and from there to the afterlife. Dakkanich is a depiction in Chigros and Hubinde murals is
bridge down which all ancestral spirits wander. simple, that of a stylized stick-figure in wall
Most Belladasian nobles have some paintings and war paint. The Belladasians,
ornamentation of the sleeping serpent in their fascinated by his imagery even if they lack the
households or on their person as a sign of good shaman cults, make stone idols of the god, as it
luck. In Belladas, a small society of priests serves is considered good luck for a household.
as diviners, dream mages, and ceremonial
masters of seasonal holidays in the land. Most
such priests are also nobles and scholars.
Appearance: A serpentine beast, sometimes like
Lako
Lord of Lust and Hubris
an oroborous, and at other times like a straight Profile: spawn of Set, lord of corrupted kings,
horned serpent floating on water. patron of lust and hubris.
Faction: Lord of Chaos

Hanahook Rank: demiurge


Realms of Worship: Lako is worshipped
Keeper of Might exclusively in Amech, and it seems his power as
Profile: Strength, war, the hunt, elephants. a demigod is limited to that land, due to his
Faction: Lord of Order (life) dismembered state.
Rank: lesser god Genders Allowed: All.
Realms of Worship: Hanahook is worshipped Races Allowed: All, but especially humans and
among the Amechian kingdoms. Terithyi. The Codam TKezzu would love to
Genders Allowed: Most all of Hanahooks worship Lako, but each time a cult has arisen in
faithful are men, but occasional strong warrior their serpent-haunted lands, it is annihilated by
women worship him, as well. the ruling god-king. Some green dragons see
Races Allowed: Humans, mostly, but some Lako as a being to respect or even worship, and
beast men as well. believe that if they can find and ingest a portion
Alignment: neutrality. of his flesh, they will gain godlike powers.
Favored Weapons: Hanahook favors those who Alignment: Lako is a lord of law and evil, like his
use brute force, hand to hand combat such as father. His is the essence of true evil through the
wrestling and brawling. Clubs, spears, axes, and harshest enforcement of laws and restrictions.
javelins are also permitted. The evil king, the bloody chieftain, the vicious
Description: warlord, all hear the shispers of Lako in their
The immense elephant god of war is a symbol dreams.
of strength among all Amechians, and a potent Favored Weapons: The servants of Lako favor
deity for shamans and hunters among the the whip, the morning star, nets, and poisonous
Chigros and Hubinde. Hanahook may well be a daggers.
great spirit being from the Otherworld, or he Description: In the vast lands of Amech, Lako is

Joseph Conaway (order #5438615)


synonymous with evil, deviltry, betrayal, and Appearance: Lako is depicted is a serpent or a
corruption. Lako is said to have first gained dragon, and his symbol is the most ancient one
worship about the time that the men of Belladas of Set from three thousand years ago. In reality,
learned to ways of elitism and rulership, Lako is a series of enormous, disembodied part
abandoning their egalitarian tribal life. Some shift form to that of deformed draconian
myth tales say that Lako appeared, a whispering entities. He can project a human illusion at will,
serpent or dragon, to speak of such ways of of a tall, handsom Kadantanian man with dark
class and rulership in the ears of greedy men, so hair, slanted eyes, and a striking physique. He
as to destroy the peaceful life of the has an enormous appetite, literally, for young
Belladasians forever more. Most rulers in virginal women.
Belladas will cut the heads off of any storytellers
who recount such myths.
Lakos symbol is an ancient variation of the
symbol for Set, a god of similar prominence in
Lalawanaghin
Profile: The Trickster King, Lord Fool, Monkeys
the Middle Kingdoms. Some scholars of religion Faction: He chooses no faction
have proposed the Lako is merely an incarnation Type: demiurge
of Set, who sought to extend his worship in to Realms of Worship: Throughout Amech
the Amechian lands. They are wrong, for Set Genders Allowed: all
himself is competitive with Lako in the jungle Races Allowed: all
kingdoms. Alignment: any non lawful
In fact, Lako is the son of a Kadantanian Favored Weapons: The quarterstaff and spear
sorceress named Dar Eshbina, who sought to Description: Lalawanaghin is the trickster god of
gain power by seducing Set when he still the Amechian pantheon,a devlish monkey god
walked, in mortal form upon the earth in who is the fool and charlatan of the heavens,
ancient times. She secretely gave birth to the revealing the imperections of his peers through
draconic serpent Lako, and raised him to be her his own ineptitude. His flock is few, but chosen
prodigy of evil. When the time came to unleash carefully by the god through visions sent to
him upon the land, and for her to gain the shamans during their youth. The cult of the
throne, Dar Eshbina was betrayed by him, for monkey god performs his mysterious requests,
Lako wanted the power she craved as well, and following cryptic visions and mysterious missives
he devoured his own mother. while leading lives as fools, grifters, daredevils,
For a time, Lako was ruler of ancient charlatans and sometimes even truth speakers.
Kadantania. When time came for the War of the Many of his followers are not really priests at all,
Gods, the Lords of Chaos called upon him, but but dedicated monks and rogues.
he was defiant, and Dalroth came before him, Appearance: Lalawanaghin looks like a human-
and realized Lakos heritage with Set, who, like monkey, dressed in beautiful gilded hide
though evil, was a cunning lord of Order. He armor and wielding a long bo staff. He very
slew Lako in bloody battle, and dismembered much prefers the mortal plane, and is said to
his corpse, spreading it across the dark jungles. move amongst the kingdoms of Amech, sewing
Over the centuries, dark boccor shamans trouble wherever he goes.
would dream strange nightmares, and find the
disembodied spirit of the demigod calling to
them, luring them to the burial grounds of his
decapitated pieces. Gradually, Lako gained a
Lanako
new following, and bit by bit, his followers have See Naril in the Middle Kingdoms
sought out his dismembered form and restored Lanako is another name for the prolific sun
Lako to a semblance of his self, it is said, in the god Naril, creator of man and lord of light.
darkest valleys of the Great Peak region in the Lanakos chief difference in the Amechian
Forgers Mountains. pantheon is that he is not the lord of the gods in

Joseph Conaway (order #5438615)


this pantheon, but instead the trusted right check at a 12 penalty to avoid dying and
hand man of Amech himself. Lanako is also instead gain 2 negative levels).
pictured as a fierce warrior of local tribes, and
favors the spear and javelin over the sword for a
weapon. In all other respects, including the
feverish dedication of his local priests (called the
NanokTin
Profile: The Hundred Hummingbirds, bringer of
Warriors of the Sun), Lanakos worship is the rain, caretaker of the home
same. Faction: Lords of Order
Type: demiurges

MawBwok Realms of Worship: Amechain lands


Genders Allowed: all,mostly women
Profile: Devourer of Souls, the destroyer Races Allowed: any, mostly humans and
Faction: Lord of Chaos Baltorklani
Type: lesser god Alignment: any lawful or neutral
Realms of Worship: Amechain kingdoms Favored Weapons: spears
Genders Allowed: all Description: The Hundred Hummingbirds, the
Races Allowed: any Middle tongue translation of the Belladasian
Alignment: Any chaotic name NanokTin, refers literally to the fact that
Favored Weapons: chains, spiked gauntlets, NanokTin is seen as a composite god, a mosaic
maces of literally hundreds of lesser household spirits
Description: MawBwok is the Eater of Souls, who, when the are drawn together through
the destroyer or men and the corruptor of ritual dance, bring good weather and rain to
spirits. He is the chaotic god of the apocalypse in needy crops and villages. NanokTin may very
the Amechian Pantheon, a lord of chaos who well be unique in Lingusia, a god composed of
cares not if the war is ended, for he lives only to hundreds of separate lesser beings that can
see the destruction of the universe. merge together to create a single being.
MawBwok is said to exist in the realm called NanokTin is very much a fae creature, and the
Otherworld, a mysterious netherrealm between Hundred Hummingbirds are closely connected
the dreamlands of Ethenur and the mortal to the Weirding Realm, though they are also
plane, a demiplane of the Ethereal where equally tied to the mysterious Otherworld.
MawBwoks terrible designs have created a The priestesses of NanokTin are famous for
replication of the hellish nightmare he would their costumes and dancing, as the rituals to
like to make the mortal realm. His followers, summon the magic of NanokTin require such
though few, are very powerful, rewarded with devotion and performance to create their
terribly detructive energy and the desire to use magic. Belladas is the center of this practice, but
it. His worship is the secret cult behind the the NanokTin are widely recognized by humble
sorcerers of Hadros, and his will channels villagers and priests everywhere in Amech,
through his subjects to drive that empire to including the Chigros and even the Talonabro.
conquer and lay waste to all that stand before it. Appearance: The diverse appearances of these
MawBwok has created his own special spirit mostly invisible spirits is too numerous to
servants, called the MaLoas. The MaqLoas are mention. They are best described as an
fragments of his own chaotic form, devlish amalgam of every creature in the Amechian
spirits sent to corrupt and drive mortal men to forests, with winged fae aspects mixed in. The
do evil and destructive works in the name of the merged form of NanokTin is said to be that of
dark god. an immense column of fae light that dazzles and
Appearance: MawBwok is depicted in an swirls among the worshippers observing it.
abstract geometric pattern in temples. His true
form is so terrifying to behold that it causes
most men to fall dead on the spot (Wisdom

Joseph Conaway (order #5438615)


water. SheSek escaped in to this realm, and in
SheSek the process became the caretaker of this eternal
passage. As such, he appears only at rivers and
Profile: The Jewel of the Eternal River, Lord of
the Waters, and the Giver and Taker of Life waters with fast currents.
Faction: Lord of Order (death and life) SheSek is revered in Covarte as a sort of
Type: demiurge blessing and curse by the river people. It seems
Realms of Worship: Amech, especially Covarte that the god is especially fond of appearing in
Genders Allowed: all this region. Tales of enemies of the Covarte
Races Allowed: all being destroyed by the river god while trying to
Alignment: any ford the protective moats to the cities of the
Favored Weapons: the whip, spear and madu Covarte people are enough to keep foes wary.
Description: SheSek is said by some shamans of Appearance: SheSeks natural form seems to be
Belladas to have been a MaLoa of MawBwok a potentially unending serpentine dragon with
who once escaped and became the patron of glittering scales of a rainbow hue, impressive
the eternal river. The Eternal River is the horns and a ferocious attitude. Even his
unending river of life and death that flows followers dread being too close to the water
through all realms and connects all bodies of when he manifests.

Joseph Conaway (order #5438615)


The Elvish Pantheon
The Elves of Lingusia are spread throughout who walked always in mortal form, said to have
the continent, but due to their near immortality, once been an Avatar of Naril, who sought to
they retain a stronger sense of culture and learn the edicts of the sun god, and follow in his
maintain a longevity in common beliefs and ways. He was still a demiurge, however, a force
faith that no other race sees. As such, they have of the land, the physical embodiment of fire. He
a unique pantheon, a collection of deities that had not yet achieved his divine form.
stem from the Weirding, or were adopted from Alas, the ancient Galonian pantheon fell in to
other religions. Selene, for example, is the ruin, as too many of its gods were said to have
principle deity of the elvish religion, but she is been slain in the great War, when the heavens
also a principle deity in the Middle Kingdoms as were ripped asunder, and the Lords of Chaos
well, as her prominence as a fertility goddess fought against Order. Twelve gods among the
makes her so important to all. Others, such as Galonians fell in mortal form, and when
Elisin and Ailyenarion, were once human gods, Ailyenarion fell, it is said his body ignited in a
but adopted and now almost exclusively great burning flame, like a sun fallen upon the
worshipped by elves. earth, and he immolated ten thousand devonin
The elvish lands of Lingusia include Silvias, warriors sieging his citadel in the Valley of the
Suethenur, the Faerie Woods of Octzel, the Gods in Galvonar.
Siviante tribelands, and Niras. The Ashtarth Ailyenarions citadel was blasted into slag by
elves can be found in Dahik, and in some hidden his passing, but a fragment of his essence and
eastern lands of Amech. spirit still rests in the flames of every camp fire,
candle, and dancing ember in the world. The
elves of house Ilmatar claim they can still
Ailyenarion commune with him through his fiery being, and
that his true spirit passed on to the divine realm
The Fire Bringer of Naril upon his death.
Profile: Bringer of fire, patron of pyromancy, Appearance: Ailyenarion was a great warrior of
lord of the flames of man human and elvish traits, wreathed in limnal
Faction: Lord of Order (life) flame
Rank: demiurge
Realms of Worship: Old Galonian, Elvish, Middle
Kingdoms.
Genders Allowed: All.
Cerybane
Races Allowed: Only the elves of house Ilmatar Queen of Fae Beauty
remember this god. Profile: fae beings, beauty in nature, protection of the
elves, true love.
Alignment: lawful good.
Faction: Lord of Order (life)
Favored Weapons: all scimitars, kukri dagger,
Rank: lesser goddess
and kopesh.
Realms of Worship: throughout Amech and
Description: The oldest tales found say that
among all elvish realms.
Ailyenarion was the first man to steal fire from
Realms of Worship: Among the elves of Amech,
he heavens, and bring it to fellow men. In later
some Kythians.
times Ailyenarion was known to be a powerful
Genders Allowed: All.
demiurge of fire in the realms of Old Galonia.
Races Allowed: elves exclusively.
His power was great, and his worship spread to
Alignment: chaotic good.
the suetheinurian elves, among which the
Favored Weapons: the dart, dagger, short
members of house Ilmatar took to his worship,
sword, bow, blow pipe, and mace.
learning their ways of pyromancy. He was a god
Description: Not a weak or forgotten goddess,

Joseph Conaway (order #5438615)


Cerybane is highly esoteric nonetheless. suspect that both views are right.
Cerybane is the demiurge of the fae realms, the There is no cult of Elisin, though it is said that
keeper of the Weirding. In Lingusia, her there was a strong priesthood before the War of
followers number mostly among fae folk, the Gods, but they were all killed in her defense
Kythians, and faerie kin. She is cared for and when the demons overran CortiZahn and slew
worshipped by the Siviante elves of Amech. her mortal form. Her tomb is unknown, and no
In legend, Cerybane was said to be the temple stands in her honor save the ruins of the
daughter of the first King and Queen of the one in CortiZahn.
faerie, and was touched with the divine gift by Once in a while, a woman of many years who
Amech, who became enraptured with her has lost all she care for or loves, but who
beauty. She eventually left the fae realms to join perseveres in the face of great opposition, is
Amech in his jungle citadel, where they ruled for given a vision by Elisin, and receives a calling to
eons before the War of the Gods. They fell take up the faith and worship of this goddess.
together in battle, and now exist in the celestial These few women, wandering the land and
heavens, presiding over their demiplanes. aiding the needy and teaching the ignorant, are
Appearance: Cerybane is petite, of the smaller the select priestesses of Elisin.
elvish kin, and indescribably beautiful. Her elvish Appearance: An elderly, harsh old woman of
priests do not even try depict her form, instead wizened age and appearance, sometimes kindly.
using runes and abstract depictions of flowers to
symbolize her in art.
Poltrietie
Elisin Keeper of Sacred Life
Profile: The New Moon, The World Tree
Keeper of Wisdom and Elders Faction: Lord of Order (life)
Profile: veneration of the elderly, wisdom, Type: demiurge
learning Realms of Worship: Sylvias, among druids
Faction: Lord of Order (life) Genders Allowed: all
Rank: lesser goddess Races Allowed: all
Realms of Worship: mostly among elves, and by Alignment: as druids
humans in the region of Niras. Favored Weapons: as druids
Genders Allowed: women. Description: Poltrietie is the new world tree.
Races Allowed: elvish and human, some syleni The old world tree fell to Ashtarth corruption
and gnome. during the attempted invasion of Sylvias, and
Alignment: Elisin is neutral good, her followers though it yet lives, the tree is corrupted and ill.
are all good or neutral, but never evil. Poltrietie was created in the sky as a living
Favored Weapons: none. world, born from the seed of the old world tree
Description: Elisin is the goddess of ancient in a moment of prophecy, heralding the time of
wisdom, old age, and long life. Elisin is usually the Reckoning. Druids and nature worshippers
depicted in sacred murals as an ancient woman across the land revere Poltrieitie, a small and
of half-elvish and human descent, wise beyond distant green moon in the night sky.
imagining and surrounded by adoring children. Appearance: Poltrietie is a small green orb that
Elisin is seen in some tales as a harsh old appears in the night sky, the second moon after
woman who observes or imparts tough life Selene. It has a fast orbit, moving around
lessons on the young in a Grimms Tales sort Lingusia twice for every rotation of Selene.
of fashion. Among elvish poets and bards, she is Visitors with magical means (such as
spoken of as an infinitely kind and wise woman Etherengines or magical teleportation) who visit
who dwells in the depths of the Weirding, and is Poltrietie find it to be a luch garden world, a
the keeper of the Spring of Knowledge, from single great life-sustaining world tree that
which the essence of learning is drawn. Most grows, creating an entirely new planet. It is

Joseph Conaway (order #5438615)


cared for by the mysterious Naelythian elves. Realms of Worship: The Middle Kingdoms and
the North
Genders Allowed: all
Selene Races Allowed: all
Alignment: any
See Middle Kingdoms Pantheon Favored Weapons: as per bards
Though Selene is a chief goddess of the elves, Description: Temina is a fae being, a daughter of
she is also regarded as one of the most Selene who sought to make her mother happy
important goddesses of the Middle Kingdoms by creating music and enriching the world with
pantheon, as well. Her main entry can be found art. Her followers are small in number, but are
there, but he dominant priesthoods are elvish. almost all bards. A few priests favor Temina as
well, though they usually follow the training of

Temina bards, too.


Appearance: Temina appears to be a radiantly
Profile: The mistress of Bards and Minstrells, attractive young half-elven woman who can play
Keeper of music and beauty any instrument and sing any song with utter
Faction: Lord of Order (life) perfection.
Type: demiurge

The Eastron Pantheon


The Eastron Kingdoms are culturally related to the Description: This demiurge was a half-god who
Middle Kingdoms, but have seen much influence sought to protect the land of Cymeer from evil.
from eastern culture out of Takkai, and Karaktu to Amehwy (Ah-MEH-way) was a great being, a
the south. The cultural precedent of Zued, luminous son of the gods who claimed his father was
Namintha, Bodlon, Cretea and Cymeer is trade, and Naqril, wooed by the beauty of his mother, who
the intermixture of societies and religions have looked like the goddess of the Moon (Selene, or
created some unique beliefs. It has also led to some Simma in Zued).
very specific regional gods, adopted specifically Amehwy set forth a Lex Talionis, a tablet of law in
because they have no counterparts anywhere else, Cymeer which dictated a regimen of rules for all
and take on a zealous regional pride in their worship leaders to follow, and he ruled in a mortal form until
of these beings such as Jannos and Bashtron. he began a long quest for the celestial kingdoms to
Some of these gods are directly related to gods in discover his lineage. He return a century later,
the Middle Kingdoms pantheon. They are noted with changed, claiming he was the one true god, and no
their Eastron Kingdoms names, as well. others stood before him. He left again, and did not
return until the great war against Draskis, when he
fought the demon god Belphegor, and was slain.
Amehwy When the reckoning swept the world, the Cymeeri
people were saved, but the could not be saved by
Keeper of the Tablets of Law the loss of their living god, who was entombed in a
Profile: protecter of Cymeer, lawbringer grand pyramid outside of Bodlon, with a great
Faction: Lord of Order (life) temple erected in front. His priesthood is small, and
Rank: demiurge only a few receive miracles from Amewhys divine
Realms of Worship: spirit, which they claim has now truly ascended to
Genders Allowed: All. the heavens.
Races Allowed: humans exclusively. Appearance: Amehwy manifested on the fields of
Alignment: lawful good. battle in the form of a knight clad in pure mithril
Favored Weapons: sword and lances.

Joseph Conaway (order #5438615)


armor, with a celestial steed, flanked by gold Faction: Lord of Order (death)
dragons. Type: lesser god
Realms of Worship: Once in Galonia, now in Zued
and Naminthia
Bashtron Genders Allowed: women only
Races Allowed: humans and elves
Keeper of Civilization Alignment: any
Profile: guardianship, civic duty, culture, veneration Favored Weapons: claws, daggers, whips
of the dead. Description: Little is known about the goddess
Faction: Lord of Order (life) Bastet, who was once one of the prime deities in the
Rank: demiurge lost Old Galonian pantheon. Like her sister,
Realms of Worship: Exclusively in Zued. Nephythis, she seems to have survived the death of
Genders Allowed: All. gods and kings by moving to other planar realms, but
Races Allowed: All, but mostly men. occasionally her name or a rare worshipper will
Alignment: lawful good, neutral. surface, and for a short time the cult of Bastis will
Favored Weapons: The scimitar, bow, lance, javelin, reappear.
and dagger. Bastis is a goddess of cats, as well as the mistress
Description: In the great eastern city of Zued, a cult of luxuries, nobility and wealth. She was once the
venerating the founding king of the city, Bashtron, favored patron of the elite of Old Galonia. Her
has thrived as the civic religion of all kings since. temples can be found, usually submerged in the
Bashtron was revered in life as the first man to bring sand, in the many ruins of the land.
true civilization to the east, and as the stabilizing Curiously, Bastet has experience a profound revival
force which united the ancient tribes of Zued in to a in the unlikely kingdoms of Zued and Naminthia.
powerful kingdom. His priesthood claims he was Here, her worship as a household goddess of the rich
elevated to demiurge status by the gods, and as and elite of te land has become very popular, and a
such, he has kept vigilant watch over the people of small priesthood of the cat goddess expound upon
Zued and its environs ever since. her virtues in the household. Ownership of cats has
The priesthood is small but dedicated. Usually, become more common, to try and gain favor with
last-born sons of lesser nobles and wealthy the goddess.
merchants are given to the temple at an early age. Appearance: Bastis appeared to be a beautiful
They are raised in the temple and taught the secrets woman with the head of a cat. Some suggest she
of the order. The priests of Basthron maintain the may have created all of the feline species of Lingusia.
Necropolis and catacombs of the city, as well as the
Library and the Hall of Rulers, where more than two
hundred great statues have been erected to
venerate the great line of kings going back to Belphegor
Bashtron. The Corruptor
Appearance: Bashtrons idols depict him as a great, Profile: Belphegor embodies power, lust, fear,
bearded warrior riding a sphinx, his legendary mount torture, and agony, angst, envy, and hatred. He
and companion called Eygilias. The beast was said to offers his followers the means to master such
have been a terror to the coast lands where Zued feelings and impose them on others.
was founded, and one of the many tasks Bashtron Faction: Lord of Chaos
had to complete was the taming of this wild beast. Rank: demiurge, demon lord
Realms of Worship: The lands of Amech and the
east have cults of Belphegor. The Divinate of
Bastet Southern Hyrkania once saw him as a potent
demiurge and included his name in many rites of
Mistress of Night
Profile: Mistress of cats, prowlers, wealth and sacrifice.
luxury. Genders Allowed: All.
Races Allowed: Belphegor welcomes all beings to

Joseph Conaway (order #5438615)


the flock. of raw chaos energy upon the land. One such meteor
Alignment: chaotic evil. plunged in to the heart of the Necropolis Draskis,
Favored Weapons: Weapons which do egregious and penetrated the heart of Belphegor. Like a
damage, such as the axe, maul, mace, trident, and so cardiac patient under the paddles, his necrotic being
forth, but any weapon is appropriate for this god. shook with painful awareness, and he was once
Description: This fallen demiurge of Chaos is said to again brought to vampiric life. Now, infused with
have died more deaths than most. Having been an new power, Belphegor schemes to draw forth new
ancient devonin lord ensorcelled in to the service of followers and carve out a new empire of darkness in
the Prehunate Empire ten thousand years ago, the land.
Belphegor was slain on the fields of battle when the Appearance: A terrible black toad, the size of a
gods cast down the heretical pre-human civilization dragon. Upon his back are the countless souls of his
of old. Thousands of years later, the dark most faithful, flailing their limbs about, trapped in
necromancers of the Kadantanian Empire sought to his form like abominable warts. He can release these
resurrect the demon god, and he was brought to life trapped beings, who defend him as various demons
through much sacrifice, rising from the festering and undead.
remains of his subterranean tomb to live anew. For
centuries, the Kadantanians were a force to be
reckoned with, but at last they were destroyed in
war, and Belphegors vampiric undeath could not be
Jannos
Lord of the Sacred Oasis
sustained. He fell once again in to deathly slumber, Profile: winds, the sacred oasis, fire, life.
only to be awakened again by agents of Draskis, in Faction: Lord of Chaos
which descendents of the Kadantanian Rank: lesser god
necromancers had found new power. He became Realms of Worship: Jannos is a god of the Eastron
the god of the Draskis, and in a period of war and pantheon, among the nomads of the vast deserts.
strife, the kingdom of Draskis almost destroyed the Genders Allowed: All, but the sacred dervish
eastern kingdom of Cymeer. Belphegor was priestesses are favored.
summoned on the fields of battle, in which the Races Allowed: any who brave the NyKoddin
Cymeeri god Amehwy and his seraphim minions Wastes.
were also summoned, and the dark god slew the Alignment: neutral, chaotic.
Cymeeri demiurge. It was a terrible blow, and Favored Weapons: The scimitar, bow, and dagger.
Draskis swept over their foes like a great tidal wave, Description: The Kykoddin Wastes are a land of
but during the Reckoning, the powers of Chaos were desert genies, spirits, djinn, and other elemental
smitten by the triumph of Order, and Belphegors beings feared by the rough nomads of the region.
life force was once again drained, and the terrible Jannos is their queen, a sorcerous demigod and
beast fell. His followers, sundered and marked with mistress of spirits, as well as the entity which
the taint of the sherigras, built the Draskis protects the nomads from such beings.
Necropolis about his festering corpse, hoping to find Jannos is seen as the counterbalance to the
a way to channel new energies in to his body. dreadful lord of the sand, Ravanos, and the merciless
Eventually, the Cymeeri people rose up against their lord of the sun, Naqril. Jannos is the spirit of air and
oppressors, and conquered the Draskis people. The fire, the guardian of the precious resources of the
Necropolis Draskis fell silent, no more desperate land, and the spirit which takes pity on man.
offerings brought to it. It seemed that Belphegor A dedicated cult to Jannos can be found among the
would rest forever more. Nykoddin nomads. These shamans are potent
Most recently, the Red Dragon Comet appeared in summoners and diviners.
the sky, heralding an eons old return of the great Appearance: A whirlwind of desert sand and wind,
balance. The comet was stricken from the sky by the with a vaguely humanoid appearance, which can
might of the new Dark Lord of Chaos, as Xauraun change in to a monstrous dragon of sand when
Vestillios stole the power of his forebears, and the enraged.
rain of debris from the comet brought an explosion

Joseph Conaway (order #5438615)


Naqril Vishannu
The Cosmic General of War
See the Middle Kingdoms Pantheon Profile: The supreme lord of combat, master of the
Naqril is the Eastron Kingdoms name for Naril, the art of war and patron of strategists and commanders
god of the sun and man. His worship in this land is Faction: Lord of Order and Chaos
similar, and more can be read of this god in Narils Type: lesser god
entry in the section on the Middle Kingdoms Realms of Worship: Zued, Vyrindia, Naminthia,
Pantheon. Persedonia ,and in small pockets throughout the
Middle Kingdoms.

Ravanos Genders Allowed: any, and amazons


Races Allowed: humans
The Reaver Alignment: lawful or neutral, good or evil
Profile: The Death Dealer, Reaver of the Desert Favored Weapons: all weapons, but especially two
Sands, Old God of Kadantania, Patron of Hotepsala handed swords, falchions, and great scimitars.
Faction: Lord of Chaos Description: Vishannu began as the god of tactics
Type: demiurge and warfare in distant Aljhira of Takkai many
Realms of Worship: Hotepsala, The NyKoddin thousands of years ago, but migrated to Lingusia,
Wastes, and perhaps in Hadros where his temples appeared in early war-torn Zued
Genders Allowed: mostly men, some women and eventually were adopted by a truly fanatical cult
Races Allowed: humans, dark elves, shapeshifters, of women who founded the kingdom of Vyrindia
orcs and terkithyi deep within the heart of Amech.
Alignment: any chaotic or evil Vishannus expansion as a god has been slow in the
Favored Weapons: The scimitar, falchion, bow west, but his importance elevated dramatically after
Description: Ravanos, the devil of the desert, reaver the Reckoning. With the war between Order and
of the winds, is a terrible demiurge who dominates Chaos won, Vishannu found himself keeper of an
the lands of the NyKoddin wastes and Hotepsala. army of Einheriar, occupying his fortress on the disk
Within the desert lands he is feared and his haggard of the sun in the shadow of Narils great palaces. The
cult serves to appease and control him. Within the great war was over, and hardly a shot had been
lands of the Hotepsalans, a controlling priesthood fired, a sword swung. The very impetus of chaos,
sacrifices to him regularly in exchange for power and MalaKor itself, had been driven from creation by the
the control of their people. might of the founding goddess GaThika.
Ravanos is believed to have been a principle god of Over the next several centuries, as Vishannu
the old Kadantanians, and evidence for such can be realized his role in the grand scheme was now
found in their ancient ruins. Ravanos may have been relegated to seeking the worship and favor of
driven out by the god Amech, and forced to exist on mortals, the god began to hatch a scheme to return
the fringes of his native territory, with no choice but the universe to a new state. Trapped on the disk of
to bond to the eastern pantheon. Many suspect that the sun was the soul and disembodied form of
Ravanos would dearly love to return to being Xauraun Vestillios, trapped in permanent exile so
worshipped in Amech, and that the Hadrosian that he would never return to the mortal realm
expansion is part of just such an effort. again. Xauraun engaged Vishannu in much discourse,
Appearance: Ravanos appears as a demonic dust and at last convinced him that if he were freed,
storm with the guise of a hideous entity swirling Xauraun could single-handedly restore the war and
within. Ravanos seems to be as much a elemental therefore Vishannus reason for being.
being as a demiurge, and many travelers in the Xaurauns spirit was at last freed by Vishannu, and
NyKoddin Wastes can speak of actually seeing him the eternal son of chaos did, indeed, reincarnate and
appear. grow to start his reign of terror again, this time
stealing the chaotic energy of the rogue comet the
Red Dragon. He ascended to demiurgehood, and

Joseph Conaway (order #5438615)


immediately set about restoring the Courts of Chaos. forever more. If Vishannu succeeds, then he must
Vishannu, in turn, has used his minions and also seek out and destroy or subjugate all lesser gods
resources to disable the passage of knowledge from and demiurges in the land. His vision of forging the
the mortal plane to the higher celestial courts where material plane in to an army that can conquer the
the elder gods retired, preventing them from metaverse is designed to provide limitless plot hooks
discovering what is happening below. Vishannus for campaigns and adventures, as servants and
scheme is to make himself the head of a new order, intermediaries of the god act to fulfill his schemes.
one which transcends the old dictates of chaos and Likewise, minions of Xauraun will work in opposition,
order, and begin a truly apocalyptic war in the as they try to restore the lost might of the Courts of
mortal realm, at which he will be the head. When he Chaos.
is done, Vishannu plans to remake the universe in his Appearance: Vishannu wears blood-red armor
own image of eternal conflict, and then use the forged from the heart of the sun. He is tall (9 feet)
mortal plane as a staging ground for the rest of the but moves with alarmingly protean speed. He is
many universes beyond. As a result of his betrayal, startlingly rugged and handsome and very well
Vishannu may be the single most important god in spoken. He has the army of the Enheriar at his
the pantheons right now, as well as the greatest command, as well as a handful of devonin who have
betrayer of all. defected to his cause. He is courting Wishupar,
The grand scheme of Vishannu could take Ravanos, and certain other gods to be his allies on
generations to complete, or perhaps only a few this matter, though time will tell if they choose to
years, if he feels haste is in order. Part of the scheme side with him or the old way.
involves cutting the elder gods off from the world

Joseph Conaway (order #5438615)


The Beast Gods
Many gods are exclusively worshipped by certain to regard other chimeric creatures as divine. Orcish
humanoids and monstrous beings. Some of these tribes who find a nest of chimerae, for example, will
gods are recognized as part of the Middle Kingdoms try to tame them and raise the infants to be war
Pantheon or others, but rarely are human and beasts.
demihuman followers of these gods encountered. Appearance: Baragnagor is depicted as a great,
The Beast Gods themselves do not form a specific deformed giant with the head of a crocodile and tail
pantheon, but they do reflect the commonality of of a dragon. His form changes over time, and his skin
belief between different species and their creator is at once furry, scaly, and feathered. He is a terrible,
gods. chmeric creature.

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.

Joseph Conaway (order #5438615)


Those who seek his power supplicate and obey,
turning to dark and ominous means of gaining their
gods favor. Others, less inclined to the spirit of evil
Kezzu
Profile: patron of the Codam TKezzu
and touched by the spirit of GaThika, seek only to Faction: Lord of Chaos
offer sacrifice or worship in exchange for warding Type: demiurge
bad luck or being left alone. The khitteck, expecially, Realms of Worship: The Codam Empire
have no overt interest in the pursuit of evil as a Genders Allowed: All.
species, and tend only to see Kathack as the god who Races Allowed: Only the Codam TKezzu are allowed
blesses their hunt. to worship Kezzu.
Appearance: Kathack appears as many different Alignment: Any evil.
monstrous beings, usually being depicted as Favored Weapons: The whip, pole arms, spur
belonging to the species which is worshipping him in fighting.
a given area. Kathacks true form is ever-changing, a Description: Kezzu was the first Codam to break free
great mass of parts and pieces belonging to all of his of the shackles of the Kadantanian Empire, and in
spawn. the myths of the lizard-like Codam, he is said to have
led them to their sacred valley where they rule their
slave kingdom. Kezzu was deified in life, and is said
to have transcended as a demigod in death. His
temple and tomb are in the center of the great
temple of Tizkon.
Appearance: Kezzu was a regal, multi-colored
Codam of clear noble birth. He is depicted in most
ceremonies as larger than life, and the Codam
priests use illusions to create imagery of his glory
that moves and acts as if real. Kezzu has spoken
often with his priests, it is said, appearing as a liche-
like being reflected in divining pools to the flock.

Seth See the Middle Kingdoms


Pantheon
Seth is a god of farmers, but has also become the
principle god of the Glythanyu, the grey orcs, who
have renounced the ways of the beast god
Baragnagor.

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

Joseph Conaway (order #5438615)


Description: The mystery of Trimelin is difficult to would pursue her throughout the night, howling as
unravel. God of the watery deeps longbefore Enki he did, and as his beasts now do in the present. As
came in to fashion, Trimelin is a god recognized by always, Selenes son Zingar and husband Naril would
the intelligent aquatic races as a patron and perhaps drive him away.
even creator. The god has temples in some remote Beastmen of many sorts, especially the Vyrkasha,
locations on the surface, and seems to have been a and therianthropes of all types favor the worship of
priesthood for thousands of years, but little or no Wolfon. Such worship is druidic in nature.
written material about this god has ever been
recorded. Some scholars worry that Trimelin bears a
certain similarity to the mysterious ancient gods, the
Kraken, but the similarities are tenuous at best.
Appearance: Trimelin is depicted as an immense
squid-like being dwelling in an ancient city beneath
the sea. Some aquatic beings claim to have actually
visited this location, and say the god is a very real
being, and that he exists only in the material realm.
It is possible that he never even participated in the
War of the Gods, and thus was never slain in the
corporeal world.

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

Joseph Conaway (order #5438615)


Dead or Forgotten Gods
There are many deities that have fallen in to
oblivion, died, or simply been lost to the winds of
time and change in the world of Lingusia. A few
Aurumurvox, Lord
gods are young and have few followers. Still
others are so ancient almost none remember
of Oblivion
them. Most of these gods still have a handful of Profile: Guardian of lost lore, keeper of the Orb,
worshippers; others are remembered only in Master of Oblivion, Keeper of Secrets
forgotten tongues scrawled on tomb walls. All of Faction: Lord of Order (death)
these gods still hold power, even if they are dead, Rank: elder god
but none of these deities have the strength of the Realms of Worship: No one worships
popular gods. Aurumurvox, precisely, but those who take
Each deitys legacy shall be described below. A interest in him usually harken from the Middle
character who follows the tenets of one of these Kingdoms.
gods is in for a tough road; clerics of these gods Genders Allowed: Men and very few women
will always receive divine benefits, for even dead take interest in the lord of oblivion.
and forgotten gods leave a permanent signature Races Allowed: There are no racial restrictions.
of divine energy in their passing, but divinations Alignment: true neutral.
and communications with such gods can be Favored Weapons: Aurumurvox has never
cryptic or nonexistent. needed any weapon other than the secret he
keeps, and so his esoteric followers shun
weapons over magic, as well.
Description: Aurumurvox was one of a few gods
Ailyenarion See the Elvish to survive the War of the Gods, retaining his
corporeal form and dwelling, as an immortal, for
Pantheon The lord of fire has a lengthy eternity in his floating bastion in CortiZahn. He
history with House Ilmatar of the elves, but he is was human by appearance, with an
most definitely a forgotten god. See the entry on indeterminate age and a hardened look, but eyes
him in the Elvish Pantheon for more. of such black emptiness that those who looked
upon him could lose their minds and souls for all
time. He wore black robes and leathers,

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.

Joseph Conaway (order #5438615)


Little else is known of this obscure god. For patron of those who were tasked with the
countless thousands of years he has held his hopeless or impossible.
peace in the Bastion of Eternity in CortiZahn, and Unfortunately, Beredenos was one of the gods
on only two occasions has be been disturbed. who fell in the War of the Gods, but not before
Once, in the War of Strife, the forces of chaos his fable tower of alechemy erupted in a magical
sought to steal the Orb of Oblivion and use its rift caused by his final, greatest experiment,
power, but the power overwhelmed them, and sucking countless attackers and unnamed
they were destroyed. The second time, during devonin lords in to the cosmic void, along with
the Reckoning, the prophecy of unity was the very essence of this god. Whatever amazing,
fulfilled, and all three orbs were brought cosmic secrets Beredenos had uncovered, he
together, and merged in to an undefined whole. took it with him when he left, and no trace of this
Much treachery was afoot, however, for it was gods divine power exists in the present.
the Minions of Set which intended to use the Orb It is possible that there may be one or two
of Chaos to achieve ultimate power by merging it priests dedicated to this god, though they are
with the Orb of Life, and Set himself set about to likely to be both wizards and clerics, seeking the
gravely wounding Aurumurvox as he appeared path of the mystic theurge and drawing clerical
with the Orb of Oblivion, but Haro, the betrayer, power from their own inner faith that Beredenos
interceded and insured that the prophecy was did not, in fact, destroy himself in the War of the
fulfilled and all three orbs were merged. Gods, but that he escaped through a cosmic rift
Aurumurvox was freed of his task at last, healed in to the true seat of creation, a land from which
of his grave wound by the life giving power of no one, not even a god could or should want to
GaThika. Today, his bastion remains a site of return from. He is, of course, still revered as
much residual power, and certain powerful patron of gnomes among the short folk, who do
beings and wizards have come and gone, seeking firmly believe that he is still out there, exploring
to commune with this mysterious god for hidden the cosmos and the planes.
secrets of the ages, or to find a gateway to the Appearance: Beredenos was often depicted as a
realms of oblivion. gnome of middle years, avidly pursuing some
Appearance: A human of indeterminate age, mystery or experiment.
cloaked in black garments.

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

Joseph Conaway (order #5438615)


recorded in tomes written by wizards and number of followers access to the Destruction
adventurers who have traveled to the tower in ans Chaos domains.
person, for no common man has ever heard of Genders Allowed: All.
this god) say that his duty is to preside over this Races Allowed: mostly monstrous races and evil
tower until the day the final depiction is men.
rendered, at which time the great Armageddon Alignment: Eskandar is Chaotic Evil.
Clock which pours a fountain of blood in to the Favored Weapons: scythes, sickles, swords, and
Bowl of the Gods at the base of the tower will cleavers.
strike midnight and the universe will end. Description: He might be dead, and it is hard to
So far, this has not happened. Damortus keeps imagine that he is not. Eskandar was a powerful,
strange entities in his service, both the Mirror malignant entity, a sorcerer who defied death
men and the Scissor men to protect the tower, and sought immorality. In his day, he discovered
and some believe that Damortus uses his minions that the being called Camazotz and the demons
to regularly sabotage the depictions of the tower, of Xibalba held the ancient Orb, which took the
forcing it to perpetually construct itself and never form of a great codex of evil, in the realm of
end. Cults such as the Nihilists are said to pose a Mataclan. He tried to steal it, but failed.
threat to Damotus and his agents, seeking to Eskandar was an ancient Prehunate sorcerer
destroy them to allow the tower to complete who escape the purge of the gods by transporting
itself. his soul in to an ancient amulet, and dividing the
Damortus himself dwells in the upper reaches amulet in to seven demons which were bound to
of this seemingly infinite structure, where the his being. He scattered the demons across the
Tree of Life, the Tree of Death, and the Tree of mortal realms, and charged them with his
the Void rest (the sacred trees are said to have protection. These beings, the Seven Earthbound
born the fruit which became the Orbs of Lords of Hell, spent thousands of years trapped in
Creation). Damortus appears as a robed invisible the mortal plane by their master.
figure, and he is usually eager to speak with Over time, mages seeking power would learn of
visitors, especially if they had the temerity and one or more amulets, and seek to bind the
will to make it to his private enclave in the tower. demons which possessed them. The first and only
All living beings, it is said, can find the depiction successful attempt was carried out during the
of their own death somewhere in the tower, and time of the Reckoning, when Eskandars amulet
to see that death is madness inducing. was at last assembled and the cultists of Set led
Damortus has no known cultists, though some by Catea Gonn Aleric attempted to steal the Orb
believe the enigmatic scissor men and mirror of Chaos for their dark god, but instead
men are his priesthood. unwittingly set about the process of the
Appearance: An invisible figure cloaked in a black Reckoning.
robed lined with golden runes from the divine Eskandar might have been destroyed at that
tome of creation. He wears gloves, and moves time,
about with a strange disregard for time and but no one can really say. To this day, it is
space, as he can stop and start time at will. suspected by the Protectorate and some Solarian
Knights that cults of Eskandar still believ him
alive.Still, in the present, Eskandars existence is a
Eskandar forgotten footnote in the annals of Lingusia. No
verified cults follow this being, and no entity has
Profile: Dream slayer, harbinger of doom,
murder. met Eskandar in the Dreamlands and lived to tell
Faction: Lord of Chaos the tale.
Rank: demiurge Appearance: Eskandars spirit was a wanderer of
Realms of Worship: None; Eskandar is a lost Ethenur and the Otherworld plane of spirits,
entity, and not a true god, but a Prehunate appearing as a great skeletal figure in a tattered
immortal. He can grant a limited (very limited) cloak which hovered, with terrible scythe-like

Joseph Conaway (order #5438615)


claws and a bullls skull for a head. It could slay came to believe that the worship of Galon ended
mortal beings in dreams and reality, manifesting around 820 aw, when Old Galon, at its height,
simultaneously in both worlds in the minds of conquered a land called Karak, which he believes
dreamers which held a portion of Eskandars was to be found in the region of Hitattica in the
amulet. west. Shortly after the conquest of Karak, Old
Galon went in to decline, and the worship of
Galon ended between 900-1000. He speculates
Galon that the region of Karak did not assimilate well,
and that a cultural and religious revolution pitted
Keeper of Dead Empires
Profile: Patron of the kings of Old Galonia, Old Galonia against its king-priests. Moreover, he
founder of the kingdom. suspects that Galon, as a god, may have
Faction: Lord of Order (death) disappeared or been destroyed in the celestial
Rank: demiurge realms, for he finds texts which imply that the
Realms of Worship: The Old Galonian religion. priests were abandoned by him, and no longer
Genders Allowed: All were allowed. received divinations or miracles.
Races Allowed: Galon was a god of men. The Order of the Blue Robes has additional
Alignment: Galon was lawful good. information about that period, for when Xauraun
Favored Weapons: The dagger, the shortsword, Vestillios manifested in 1960 aw, he took power
the kopesh sword, and the bow. in New Galonia and used the labor forces to
Description: Galon is forgotten by all but a excavate the ruins of a great city in the Dead Sea
handful of Galonian alchemists and scholars. region westward, in Hitattica. The Blue Robes
Once regarded in Old Galonia as the patron god speculate that Xauraun may have been a power
of the world and the kingdom, Galon is believed in that time, and that there was a war of Order
to have been the first king of that land, and and Chaos, in which Karak fell, but Old Galon lost,
favored of the gods. When he died, it is said he as well, when Xauraun slew of banished Galon.
achieved immortality and became a demigod of No one can say for sure, though.
the land. All kings in Old Galon thereafter were
worshippers of his once great cult, and he was
the lord of kings. Cults of the Kraken
When Old Galonia fell, the kings cults collapsed The First Titans of Creation
and a revolution among the people left most of Profile: Ancient Titans that slumber beneath the
the old temples and libraries burned. The earth and dream of awakening to conquer and
worship of Galon and a number of other ancient remake the world in their own inhuman image.
deities was eventually forgotten entirely. Only Realms of Worship: The Kraken are worshipped
within the last four centuries, as curious scholars by small but volatile and dedicated cults, as well
and antiquarians arose to study the ancient ruins as by abominations and mutations such as the
of Galonia, did knowledge of this forgotten god hyshkorrid, gorgons, and skin walkers.
come to light. Alchemists became especially Faction: Unique; the first pantheon(?)
interested in Galon, as it was revealed in some Type: Titans
texts that Galon was purveyor of the secrets of Genders Allowed: all
immortality and the keys to resurrection in the Races Allowed: any
afterlife. The rare scraps of text found in ancient Alignment: If alignments apply to the Kraken,
tombs suggested that the process was less divine they are decidedly Chaotic Neutral. Their
and far more mechanistic, replicable by modern followers are usually chaotic and evil, and no one
methods of understanding. As such, knowledge thinks the Kraken have any good intentions.
of this god remains, even if his worship is gone. Favored Weapons: The Kraken advocate no
Around 2455, a scholar of Nistur named single weapon, and their followers are handy
Deninar Yur sought to learn more of Galon and with whatever they can grab up.
the other lost gods of the Galonian region. He

Joseph Conaway (order #5438615)


Description: The exact origin of these ancient Realms of Worship: Galonia, Galvonar
beings is uncertain, but it is suspected by some Faction: Lord of Order (death)
religious scholars that there are between eight Type: elder goddess
and twelve great and ancient beings, each one Genders Allowed: all
belonging to the ancient Pantheon of the Kraken. Races Allowed: all
These ancient titans were possibly the first proto- Alignment: Any non chaotic
gods to be created by the three principle divine Favored Weapons: none (her followers take the
beings, but failed as keepers of the universe and dagger and scimitar, usually)
were sentenced to perpetual sleep by GaThika Description: Nephythis was a goddess of the
within the depths of the earth. Small cults ancient Old Galonian pantheon, a protector of
manifest on occasion, dedicated to these ancient tombs in the mortal world, who saw to the
beings. Their followers claim an ability to sense protection of the dead from tomb robbers and
the dreams and wishes of these creatures, and necromancers. She is now barely remembered,
that they seek to awaken and retake their place venerated only by a handful of Galonian families
in the cosmic order as the masters of creation. of wealth who keep her spirit alive. Naphythis has
The most recent such cult claims that the seen a minor resurgence in Jhakn, where it has
particular Kraken they worshipis called Oborosh. become fashionable to build a shrine to her at
Recent efforts of a revived cult of the Kraken, the entrance to a family crypt.
led by the seven sisters of Thaedros, all infernal Nephythis was also associated with wealth and
winged gorgons, have found a Codex of Prophecy prestige, and her image was popular as a patron
and divined from it that a magical helix of goddess among the merchants of Old Galonia,
sufficient power would be able to awaken a and even today she is still given prayers and
Kraken. To this effect, they tried to steal the offerings at special shrines by Galvonarian
armor of Xauraun, and attempted to capture the merchants.
resurrected form of Cassius Agustus, an Octzellan Nephythis has very few true priests or followers
mercenary who fit the description in prophecy of in the present, perhaps only a handful who have
the one who could bear the armor away from felt the calling of the goddess.
Xauraun. The attempt failed, though the cultists Appearance: Nephythis was depicted as a comely
now plot how to slay Xauraun and retake the young Galonian woman in regal azure robes with
armor to awaken the Kraken beneath Old gold jewelry. Once, she dwelt in a grand palace of
Chegga. pure gold in the celestial kingdom, but now it is
Appearance: The only Kraken witnessed by said she walks the dreamlands aimlessly, looking
surface dwellers appeared to have a giants body, for her lost brethren from the pantheon of Old
a head that was a mass of tentacles, and Galonia, and trying to restore her own power.
reddened skin. It sleeps within a deep pool in the
deep caverns beneath the ruins of Old Chegga in
Mitras Forest. Each of the other Krakens are said
to have equally immense and horrifying forms,
Thasrik
Lord of Slavery; The Dominator
and to slumber in ancient, remote regions of the Profile: slavery, control, domination, subjugation,
world. One is said to dwell in the heartlands of castes
Amech, another in the deep north of NakIvk, and Realms of Worship: Hadros and Hotepsala
a third in the bottom of the Baldaric Sea. Others Faction: Lord of Chaos
have yet to be found. Type: demiurge
Genders Allowed: all

Nephythis Races Allowed: any


Alignment: Any non-good
Keeper of Tombs and Wealth Favored Weapons: The whip, spear, and kukri
Profile: Protector of the entombed dead, patron Description: Thasrik is an ancient Lord of Chaos,
of merchants in Old Galonia one of the most vile ands corrupt, but

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surprisingly unmotivated in comparison to his desire among the superior classes for a stronger
cohorts. Thasrik gains power through the and harsher system of slavery and abuse.
subjugation of others, and wherever societies go Many gladiatorial arenas throughout the
bad and begin the wanton enslavement of one Middle Kingdoms are also prime locations for the
another, the presence of Thasriks secretive order Order of the Dominator to make an appearance,
cant be far away. as the castigation and execution of slaves in the
Thasriks order, sometimes called the Servants arena is considered an especially desirable effect
of the Dominator, are strongest in Hadros, where for this deity.
they are endorsed by the Emperor himself, and Appearance: Thasriks symbol is the Old Tongue
have a visible footing in the slave-driven lands of runes for pain and humiliation, but his physical
Hotepsala, a land which depends on the form, which is rarely ever pictured, is that of an
productivity of slaves for its great monument immense, bloated demon dressed in a black cloak
building. His cults appear more secretively and hood, wielding a whip and spear.
throughout Lingusia and Takkai as well, inserting
themselves in to otherwise normal lands and
spending years chiseling away at the foundations
of established social systems to try and foment a

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Bestiary of the Fiendish and Unfriendly
The following are a few beasts which have sprung forth from my continuing fantasy campaign, the Keepers of
Lingusia. I have maintained all flavor text and content as is, and you are welcome to extrapolate these beasts from
such in to your own campaigns. Most of these beasts started their lives as bizarre creations in my old AD&D and
T&T games, many, many years ago. A few appeared in solo adventures I wrote, and still others are more recent
creations. This version provides C&C adaptations to each one. Enjoy!

King Agammon, who was one of the worst of the


Agammite Trolls great and bloody troll kings of old. Said to have
(Followers of Agammon) demon blood within their veins, these dreadful
# ENC: 5-12 cultists bred with humans who were sacrificed to the
HD: 7 (Dd8) unknown gods of darkness the trolls worship, and
MOVE: 30 ft then resurrected as ghouls. Kept in vast mating pits,
AC: 18 the cultists were required to drag the living dead to
ATTACKS: 2 claws (1d6), bite (2d8), weapon their knees and mate with them. The cult was
SPECIAL: Darkvision 60 ft, Rend, Abolished later on when the Troll Queen Invidia
Paralysis gained control, but the magically created children
SAVES: P birthed of trolls impregnating undead wombs
INT: low to average spawned terrible outcasts, called the bael. The bael
ALIGNMENT: chaotic evil were driven away, seen as lepers on troll society, no
TYPE: undead (humanoid) longer pure and unable to breed like normal trolls in
TREASURE: 8 the Mixing Pits. Hiding in whatever corners of the
XP: 540+7 land they could without being discovered, some few
Paralysis: The agammites have the paralyzing touch survivors came to the ruins of Clastus and were
of the undead. A foe that takes any damage from a offered refuge by the Cults of Nihilists that dwelled
claw or bite attack must make a Constitution Save or there. To promote their racial stock, they would raid
be paralyzed for 1d6+1 rounds. orc and hobgoblin lairs in the north, and came to
Regeneration 1: The trollish blood of the agammites discover the ancient dolmen of a forgotten Sorcerer
grant them exceptional recovery from damage, but King, which they exploited as well. The interbreeding
slightly diluted due to their mixed blood. . They do with goblinoids made them even more repulsive.
not recover damage from fire, acid or holy damage. Now, the ancient Followers of Agammon are a
Habitat: In the filthiest sewers, dankest tombs and plague on all living things, as they continue their
dungeons, and anywhere corruption from chaos runs dark practices and unquestioningly serve the
wild. Nameless One and the Nihilists.
Organization: Small cult-like groups of 5-12 that
cluster together to scheme and commit evil acts.
Treasure: Most agammites have at least one useful
magic item, be it a potion, ring or piece of armor.
Description: The Followers of Agammon are a truly
repulsive cult of necrophiles and chaos worshippers
who began their practices in Hoggoth but were
eventually cast out for their heinous acts. Originally,
these dissident troll lords followed the ancient Troll

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return to cover of darkness. Ashtarth who spend a
long period of time on the surface in daylight may
qualify for the Daywalker talent, below.
Habitat: The ashtarth are lords of the Under Realm,
the dark and cast expanse of cavernous domains
beneath the earth of Lingusia. Their capitol is the
subterranean city of Dahik, in the center of the
Hyrkanian Desert.
Organization: The ashtarth are an organized feudal
matriarchy, with the women dominating politics and
the men dominating war. Most wizards of the
ashtarth are women who belong to the Black Circle,
and they rule with an iron fist.
Treasure: Ashtarth crave treasure, but only the more
Ashtarth (Dark Elves) powerful members of the species will have it.
# ENC: 2-12, 50-100
HD: 1 (D8)
MOVE: 30 ft Barrow Wights of Lingusia
AC: 15 See M&T Wight entry for statistics.
ATTACKS: weapon (scimitar, whip, spear, Habitats: The Slithotendan Mountains, the Ruins of
trident and daggers are common) Hoggoth, The barrow-mounds of Hettanar and Zarn,
SPECIAL: elven traits, Drow traits and the temple-pyramids of Old Galon are popular
SAVES: M,P places to find these rare and dangerous guardians.
INT: average Organization: none; 2-4 usually found in task of
ALIGNMENT: chaotic evil guarding an old necromancers tomb, or 1 solitary
TYPE: humanoid barrow wight in its own tomb, usually accompanied
TREASURE: 2 by other lesser undead.
XP: 11+1 Treasure: Vengeful lords and kings from ancient
More About ashtarth can be found in the times tend to have lots of fabulous treasure lying
Characters of Lingusia chapter. around. Typical lords of old held 2d6x1000 GP in
Ashtarth nare a variant of Drow, unique to the valuables, such as golden chariots, bronze sculptures
world of Lingusia. They have the characteristics of of soldiers and horses (these were sometimes
Drow, with the following additional details: enchanted to animate as guardians, too!) and
Spell Abilities: All ashtarth have innate spell-like ornamental jewelry and goods, often worn by the
abilities, even their warriors. While the typical barrow wight itself.
abilities of ashtarth can be found under the Drow Elf Description: In the ancient history of Hyrkania, many
description in the Monsters & Treasures book, not of the old kings of the pre empire days would bury
all ashtarth share the same abilities. A CK may let a their dead in huge mounds, with rock tombs
player substitute a spell like ability of equivalent beneath. Within these catacombs would go the line
level in place of one of the existing abilities. of their family, and for generations the dead would
Darkvision: Ashtarth can see in total darkness with be buried like so. These ancient mound lands were,
no penalties. They use a form of infravision, so alas, ripe for the time of the War of the Gods, and
methods of disguising heat can still fool them. when the power of the Chaos Lords spread through
Ashtarth are sensitive to light, and are blinded for the land, many necromancer kings who rose in the
one combat round by any sudden daylight- time of conflict saw to it that their tombs were
equivalent effects (spell or unexpected exposure). guarded, often by the reanimated remains of these
They lose all personal combat adds for the first earlier kings. Such disrespect was common then, for
round of exposure, and regain only half their adds the early followers of chaos. Eventually, after the
while in the offending light thereafter until they War of the Gods, this practice ended when

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cremation replaced inhumation as a burial practice.
The barrow wights, then, are marked by the ancient Black Shamblers
nature of their curse, as well as their single-minded (Denizens of Canopis)
dedication to the protection of their tombs. # ENC.: 4-8, 30-50
Sometimes appearing as mystical spirits, and at HD: 8 (D10)
other times appearing as animated, reinvigorated MOVE: 20 ft
corpses with magical abilities, they are all known to AC: 19
have the power to steal one's very soul as a common ATTACKS: two fists (1d8)
ability. The barrow wights are particular to Hyrkania, SPECIAL: engulf, regeneration 3
and beyond the Empire, are rarely seen elsewhere
until you get north, to Autrengard, where it is
, resistance (weapons
possible to find much more recent examples of this do half damage)
same practice among the jarldoms. The lords and SAVES: P
kings themselves are said to have arisen, willfully, INT: low
from the grave to jealously guard the treasure ALIGNMENT: neutral evil
hordes they buried themselves with. These barrow TYPE: aberration
wights are often in command of a number of TREASURE: 3, 6
animated skeletons, produced from the entourage of XP: 700+8
slain soldiers, wives and other kin who were put to Engulf: Black shamblers can make an engulfing
death along with their king or lord. The barrow suffocation attack, which targets one person. If the
wights did, indeed believe that you could take it all shambler strikes a target with both fists, that foe
with you! must make a Strength Save to break free or become
immobilized immediately, as well as take 1d6 points
of Constitution damage each round due to
suffocation and fatigue. A character who reaches 0
Con suffocates and dies. The engulfed adventurer
can attempt another Strength save each round to
escape.
Regeneration: The black shambler recovers 2 hit
points of damage per round. Fire and cold-based
attacks are not regenerated. If a Shambler is reduced
to negative hit points and then chopped in to very
tiny pieces and scattered everywhere, it will not
regenerate..for a looooong time. But it will one
dayheh heh.
Kinetic Resistance: All damage from standard
weaponry that hits the black shambler for damage is
reduced by one half (round up). Thus, if the black
shambler takes 25 points of damage in one round, it
only receives 13 hits.
Habitat: In coastal cities where the Guild of the
Spheres makes its presence known, or in the distant
regions of Etherspace.
Organization: In their native land the black
shamblers cluster in tribal groups of 30 or more, but
in the service of the Guild of the Spheres they are
organized in to mafia-esque hit squads of 4 to 8.
Treasure: Black shamblers prize simple objects, but
they are indiscriminate with regards to value, and

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their keepers often take anything of worth from
them.
Description: These beings are huge, averaging seven
to nine feet in height, and are like great ebony
warriors, covered in ichorous black tar that never
stops running. They have barely visible humanoid
features, and are silent, emotionless, and highly
obedient. The Guild of the Spheres (a guild of slavers
and smugglers) in Capitol Octzel are known to
employ them as thugs, and on rare occasions, in
places such as Naminthia, they have also been
spotted. The Black Shamblers are in fact ancient
travelers through the Etherspace, heralding from a
distant world called Canopis, that composes part of
the stellar constellation of Set. They are native to an
ancient world which exists in a murky, eternal The Black Bane potion
twilight, and certain mages have learned to cull a Exceedingly rare, cultivated from an alien plant of
special plant to produce a substance called the Black unknown origin, the Black Bane is a thick, ichorous
Bane which makes them submissive to the wills of substance that tastes a bit like caramel syrup. Its
the poisoner. As such, they are captured for use as effects are immediate and binding, as the user must
thugs and shock troops. make a Con Save at -4 or become enthralled by the
The Black Shamblers are vicious opponents, with a substance and the one who fed it to him. The effect
startling resistance to most kinetic weaponry, is much like a Charm Person spell, except that the
amazing regeneration, and the ability to hold and sufferer of the bane can only break free by making a
engulf an opponent in their tar-like bodies, Wis Save at -4, which can only be performed once
suffocating them. In spite of what they seem to be per week, or when the substance is offered. The
made of, they do not burn at all, and only cold in Black Bane must be taken each week to insure it
known to slow or stop them. If enough physical remains strong. If a week goes without the
damage is applied and they are spread out substance, the victim must make a Con Save or take
sufficiently, they might not be able to draw 1d8 damage. This happens every week until the
themselves back together for weeks or even months. victim dies or he makes three successful Con checks,
If parts of their body are permanently separated, at which time he is free of the binding hold on his
then this can physically impair or even kill them. mind and he develops a murderous desire for
revenge against the one who drugged him.
Those under thrall of the Black Bane move like
zombies, with one half normal speed, but they feel
no pain and become inhumanly strong, adding 4 to
their Str score. In combat, they can fight until they
reach -10 Hit Points without passing out, before
suddenly dying.
The controller, the one who fed the substance (it is
always the case that the one who gave the
substance to the victim becomes he controller) has
near-total control over the subject, though the
subject can resist any command on a Int Save at -2 if
he so desires. Success leads to total immobility of
the victim until a different command is given.

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they are the product of the dreaming dead gods
Daggerdamerung which swirl in the maddening vortices of Limbo, and
(Hounds of Limbo) others think they are created by some equally
# ENC.: 6-12, 12-24 sinister, less cosmic force with specific goals in mind
HD: 4 (d8) when they are created. Some wizards can master the
MOVE: 40 ft beasts, which are twisted quadrupeds with great
AC: 16 snaggle-toothed maws and a pretense toward
ATTACKS: bite (1d6), 2 claws (1d4) extreme violence. They are absent of skin, and
SPECIAL:petrifying howl, planar travel appear to be magically twisted bundles of muscle
SAVES: P and bone held together as if by magic. They can
INT: low perform a petrifying howl that freezes even the most
ALIGNMENT: chaotic neutral fearless being.
TYPE: outsider
TREASURE: none
XP: 110+4
Petrifying Howl: Once every 2d4 rounds, the
daggerdamerung will let loose a terrible wail which
requires everyone nearby to make a save vs.
petrification. Those who fail suffering a petrifying
fear which causes them to either (roll 1d6:) flee (1-
3), stand still in terror (4-5) or go stark raving mad
(6). The effect lasts 1d6 minutes, except for the
madness, which lasts for 1d6 hours and requires an
Intelligence Save to recover from. Each failure adds
1d6 hours to the effect. The madness is a CK choice,
but should render the hapless PC useless!
Planar Travel: Daggerdamerung may return to Limbo
after being summoned, but not for at least one hour
from the time they are summoned. They can only be
summoned by the Dogs of Limbo spell, below.
Anyone who is bitten on the round the dog gates out
has a 40% chance of being dragged back to Limbo
with the beast
Habitat: Beings from limbo, they appear only when
summoned. The Hotepsalan wizard-lords favor these
beasts and have mastered the art of summoning
them.
Organization: Daggerdamerung almost always travel
in packs of 6 or more, and the huge ones are usually
accompanied by 5-6 smaller ones.
Treasure: Daggerdamerung desire no treasure, but a
skilled wizard or specialist in alchemy knows of the
value of the beasts body parts, from which 1d6x100
GP worth of useful materials can be exhumed.
Description: Somewhere in the astral domains
between the sundry planar realms of the True
World, the Daggerdamerung roam in great and
unrelenting packs, bursting free from the plane of
Limbo to seek out the material world. Some claim

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(lords, generals), genius (high
lords)
ALIGNMENT: chaotic evil
TYPE: outsider
TREASURE: 1 (slaves), 3 (warriors), 5 (greater
warriors), 7 (barons), 9 (lords), 11
(generals), 13+ (high lords)
XP: 60+2 (slaves), 280+4 (warrior),
810+6 (greater warrior), 2025+8
(barons), 4200+10 (lord), 6775+12
(general), 11,450+14 (high lord)
Infernal Damage: The devonin are infernal beings,
and their barehanded attacks can cause searing pain.
Anyone hit by their claw attacks must make a Con
Save or suffer a 1 modifier to all attacks and saves
due to the pain for 1d10 rounds. This is not
cumulative.
Darkvision 60 feet: All devonin can see in total
darkness, and often prefer it.
Immunities: All devonin are immune to two of the
following effects: cold, fire, electrical or acid
damage. High Lords might be immune to all four!
Spell Resistance: The devonin are particularly
resistant to magic, though it is suspected that they
Devonin (The Demons of Lingusia) actually absorb it. A Devonins SR is equal to 3 plus
the number of HD they have.
# ENC.: 1-4, 10-100
Resistance (attacks): Devonin have magically tough
HD: (D8): 2 (slave), 4 (warrior), 6
skin and take half damage from all nonmagical
(greater warrior), 8 (baron), 10
weapons.
(lord), 12 (general), 14+ (high lord)
Planar Gating: All Devonin may gate themselves to
and from the Abyss at will unless bound by magic or
MOVE: 30 ft or 60 ft flying
soul gem to a wizard on the mortal plane.
AC: 13 (slave), 16 (warrior), 18
Magic Use: All devonin except slaves have wizard
(greater warrior), 20 (baron), 21
abilities of a level equivalent to their hit dice. They
(lord), 23 (general), 25 (high lord)
know a number of spells equal to twice their wizard
ATTACKS: 2-8 claws (1d4), 1-4 bites (1d6), by
level.
weapon; barons and greater
Special Movement: Each devonin gains one special
always have magic weapons.
movement form: flight (wings), burrowing (bores
SPECIAL: infernal damage; immune to two
through the earth like a worm at normal speed),
of: fire, acid, electrical, or cold
teleportation (as the spell, at will), or incorporeality
(pick 2); spell resistance (3+HD);
(movement through the ethereal like a ghost).
darkvision 60 feet; resistance
Summoning: Devonin must be summoned to the
(attacks); planar gating; magic
mortal plane by magic, they normally cannot go
use; and one of the following:
there on their own.
flight, burrowing, teleport, or
Invisibility effects: Powerful devonin (of baron level
incorporeality; invisibility effects
or greater) can detect invisibility and turn invisible at
(baron and greater).
will.
SAVES: P, M
Habitat: the infernal realm of the Abyss. This realm
INT: low (slaves, warriors), average
is a nine-layered, concave pit, the sort of place Dante
(greater warriors, barons), high

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liked to visit. Each layer is progressively more Abyssal Realms. These warriors are usually culled
horrifying and maddening, and the necropolis and from the emanations of the Lords of Chaos, or drawn
fortresses of the demonic hordes litter the blasted from the countless captured souls of the Abyssal
lands of the Abyss. There are a few gateways to the Kingdoms.
Abyss found in Lingusia, and many spells which The Second layer of the hierarchy is the
activate portals to and from this plane of Chaos. aristocracy, an ensemble of the Generals and
Organization: The organization of the devonin is Commanders of these armies. More than just
quasi-feudal and ever-changing. The only safe rule is military lords, these are the various lesser nobles,
Might Makes Right. Usually, only one such being is accountants, record keepers, and even merchants of
encountered, but on occasion a misguided cabal of the Abyssal Kingdoms. All are the truly potent slave
wizards can summon dozens, or even (as with the owners who have managed to elevate themselves
War of Strife) thousands. above the swarthy masses. The strongest among
Treasure: Lesser devonin rarely have treasure. these are the lordlings, who hold control of one or
Greater devonin always have treasure, usually more of the legions of their particular Demon Lord.
hoarded and well protected in some planar region of The third layer of the hierarchy is the upper layer
the Abyss, or similarly hostile plane. Barons and of the Lords of the Abyss. These are the highest
greater always have magical items, in the form of order of the ranks, the Demon Lords of which
jewelry, garments, or weapons and armor to aid legends are spoken. They are competing to gain
them. Such items are also often cursed such that greater favor and elevate themselves into the
non-devonin will be horridly corrupted by such domain of the Lords of Chaos. They are also the
items. definitive rulers of the Abyssal Kingdoms.
Description: The Devonin are the demonic entities The Lords of Chaos themselves are the enigmatic
which either sided with or were forged to follow the unofficial fifth layer of the hierarchy that is
Lords of Chaos. These demonic beings have been characterized by the demon lords of legend, who
classified in a bizarre array of creeping, crawling have become almost omniscient and joined the
beings, and all are to be found in tales of legend. ranks of the gods who serve Chaos. Some of these
Devonin are specifically those beings which are gods are ones who began as Demon Lords, like
known to reside within the Abyssal Layers, both the Ravanos or Belphegor, but others were born as gods,
nine inner layers and the outer fluctuating layers. and these include Slithotep, Dalroth, Baragnagor,
The Devonin are structured into a strict regimented and Cha'Sho.
hierarchy which guarantees that the strong will
dominate the weak, and that the ownership of
beings will be the most fundamental level of power
in barter. Devonin are sub-defined into one of
three power levels, with two unofficial power levels
capping off either end. Unofficially, at the bottom of
the heap are the nameless souls which have been
brought forth into the Abyss and divvied out among
the Hellish Kingdoms. These souls, usually known as
serflings, Shadows, Phantoms, or tortured ghosts are
the breeding stock of the new Devonin. These souls
are either followers of Chaos who willingly entered
into the Abyssal Realms through their worship, or
who were captured in a raid on the Land of the Dead
or a Celestial Kingdom.
The first official layer are the Armies of Darkness,
of which the bulk of the Devonin are composed.
These are the lowest order of troops used to resolve
conflict between the Celestial Kingdoms and the

Joseph Conaway (order #5438615)


There are two common varieties of giant lizard: the
Giant lizards sauropods are bipedal, tyrannosaur-like creatures,
(Sauropods and Therapods) and are most common to Amech and Karaktu. They
# ENC.: 2-12, 20-50 are almost universally carnivorous and make
HD: 3 (D10) excellent war beasts. The therapods are often much
MOVE: 60 ft larger but are four-legged beasts, slower and better
AC: 15 at hauling large loads. The therapods are usually
ATTACKS: bite (1d6) and claws (1d4) or more docile and herbivorous.
trample (1d10)
SPECIAL:Swallow
SAVES: P
Hagarant Lords
INT: animal # ENC.: 1-10
ALIGNMENT: neutral HD: 8 (D12)
TYPE: animal MOVE: 30 ft
TREASURE: 1 AC: 18
XP: 45+3 ATTACKS: claws (1d6+energy drain) or by
Swallow. A giant lizard that makes a bite attack also weapon
attempts to swallow a target. The hapless foe must SPECIAL: wizardy, energy draining,
make a Stength Save or be consumed, taking 1d4 darkvision, detect invisible,
damage immediately and each round thereafter incorporeality
until he cuts his way out (acid resistance affects half SAVES: P, M
of this damage); he must do one half of the INT: superior
creatures HPs in hits to escape, but each round after ALIGNMENT: any evil
the first he is trapped inside he must make a Con TYPE: undead
Save to remain conscious and not pass out from TREASURE: 9
inhaling digestive fumes. If this happens, then game XP: 1,175+8
over! Wizardry: All Hagarant Lords are wizards of a level
Habitat: Throughout the deserts of Lingusia, equal to their hit dice, with three times their level in
especially in the NyKoddin Wastes and Galvonar. spells. This would make the default Hagarant (above)
th
Organization: Feral giant lizards move in packs an 8 level mage. More powerful Hagarant Lords
across desert plains, usually in groups of twenty to exist, supposedly
fifty. Energy Draining: Hagarant Lords drain energy with a
Treasure: Stalwart adventurers who slice open the touch, draining one level with each successful strike
gullet of a giant lizard might find a handful of semi- (only one level is drained per combat round, even if
precious stones in its craw and other odds and ends the same Hagarant strikes with both claws, but two
that didnt digest well. Hagarant Lords hitting the same target will drain two
Description: The Giant Lizards of Lingusia are many levels).
and varied. Some are small in stature compared to Darkvision 120 feet: Hagarant have amazing
others, being no more than great Komodo dragons, darkvision.
and others are immense, reaching thirty to fifty feet Detect Invisible: Hagarant Lords can detect invisible
in length, such as the Riding Beasts of the Karaktuan beings and objects automatically.
lands. All are potentially deadly carnivores unless Incorporeality: The Hagarant Lords are able to
trained as riding beasts. These beasts were said to become spectral at will, an action which takes one
have been created for the use of the Lizard Men who full round. They may return to the mortal plane,
owe their heritage to Set. Others claim that they becoming corporeal, as well. While incorporeal, only
were long ago bred magically for the Lizard Men for magical attacks will harm them.
special purposes, including herding and riding. They The Hagarant Lords are an ancient evil which some
have been around so long now, however, that the say has its roots beneath the capitol of Octzel. The
question of their origins may never be known. Hagarant Lords were a coven of nobles and powerful
mages who swore fealty to the mad god Slithotep in

Joseph Conaway (order #5438615)


exchange for immortality. The unexpected result of Veregnar Gonn Dalpuris was a powerful duke
their immortality was a slow descent in to madness seven centuries ago who had an unfortunate habit of
and undeath. The desire of Slithotep was that the taking on mistresses behind his wifes back. He was
Hagarant Lords raze the human city they once called seduced by a woman named Melantha, who was in
home and convert all of its citizens to his cult or slay fact a member of the Black Society in Octzel, a
them. The Hagarant Lords attempted their rebellion, vampires and half-demon who lured him in to the
but were foiled by the actions of the Royal Guard study of the dark arts of chaos and the worship of
and a special order for goodness called the Slithotep, the mad god. Veregnar was swayed by this
Protectorate. Seven centuries later, it is said that the cult and joined the movement, becoming a potent
surviving Hagarant Lords have been reawakened by wizard. In time, their plot was foiled and he was one
minions of the vampiric cult, the Black Society, to of the few survivors, who stole away and hid in a
finish their task. tomb-like secret enclave in the city sewers, where he
went undiscovered in an undead slumber until the
present, when hapless sewerworkers stumbled on
his tomb and awoke the mad being. Veregnar now
seeks out the still surviving, much more ancient
Melantha to aid him in fulfilling his destiny, to
convert the city of Octzel to the will of Slithotep..or
destroy it!

Hyshkorrid (Mind Flayer Variant)


# ENC.: 1-6
HD: 8 (D8)
MOVE: 30 ft
AC: 15
ATTACKS: maw bite (1d4+special) or by
weapon
SPECIAL:mental powers, mental blast
SAVES: P, M
Sample Hagarant: INT: superior
Veregnar Gonn Dalpuris ALIGNMENT: lawful or neutral evil
HP: 51; statistics as per standard Hagarant. TYPE: aberration
Equipment: A Ring of Shooting Stars, three elixirs of TREASURE: 8
life extension (1d100 years each); talisman of chaos XP: 875+8
(summons 2d4 devonin warriors once per week for Lobotomizing Maw: A hyshkorrid who deals any
one hour). damage with his maw can attempt on that combat

Joseph Conaway (order #5438615)


round to make a precision lobotomy on its target. Sample Hyshkorrid:
The target must make a Con Save at -2 to avoid the Xarvos the Dreaded (leader caste)
blow, taking the usual damage if they succeed. HP 39; all stats standard for Hyshkorrid
Failure means that the targets head is in a vice-grip Treasure: A Ring of Trueseeing; a dagger +2 of
of the hyshkorrids tentacled mouth and he takes sacrificing; A Mask of Disguise (when worn makes
1d6 Int damage as well. This damage is permanent! the wearer look like a humanoid of same general
Mental Powers: All Hyshkorrid can cast the following size and weight), and a pouch of 800 gold pieces.
th
spells at will as if they were 10 level wizards: charm Xarvos is living in the sewers beneath the city of
person, sleep, detect thoughts, levitate, Malas, where he has enslaved several local
nondetection, suggestion, tongues, charm monster, Thargonid trolls to do his bidding. He is managing a
confusion, feeblemind, telekinesis, telepathic bond. crime syndicate which distributes the dread Blue
Mental Blast: A surge or psionic energy cripples the Lotus to the desperate folk of war-torn Malas, as he
minds of all around the hyshkorrid in a 50 foot hopes enough magically-induced hallucinogenic
radius! The hyshkorrid may use this three times per dreaming will create a portal to the Dreamlands of
day. Victims in range must make an Int Save or fall Ethenur, allowing him to pull monstrous entities
unconscious for 1d6 rounds. through to do his bidding.
Habitat: The Hyshkorrid dwell in subterranean
realms of the Under Realms, especially beneath the
Slithotendan Mountains where their largest city,
Zepharran, lies.
Organization: Hyshkorrid often work alone, but they
value the use of group activities as well. In their
homelands beneath the mountains they can be
found in cities of several hundred.
Treasure: Yes, and lots of it. But Hyshkorrid value
their treasure and set deadly traps to protect it.
The terrifying squid-men of the Under Realms
beneath Lingusia bear a passing resemblance to
some hideous undersea creature after it has been
merged with a hapless human. Squat and toad-like,
walking on webbed feet and with long, slim claws,
the squid-headed Hyshkorrid also bear a more than
passing resemblance to the iconography depicting
the ancient Krakens, the titanic prehuman gods from
long ago that supposedly slumber beneath the earth.
Whether there is a relationship between those
ancient titans and the Hyshkorrid remains unknown.
The secret empire of these evil beings can be found
beneath the Slithotendan Mountains, where they
have enslaved countless beings, especially kobolds,
goblins and Darendur dwarves to do their bidding.
The Hyshkorrid favor lobotomization, rendering their
victims susceptible to suggestion. They love the taste
of humanoid flesh and raise slaves as food crops as
well.
The Hyshkorrid are described in some ancient
documents as visitors from beyond the sky, denizens
of Etherspace, though which distant star they might
have called home is unknown.

Joseph Conaway (order #5438615)


to time, he saw fit to impregnate human women
Kattachi (Scorpion Men) with his own kin, and the birth result spawned
# ENC.: 4-8, 24-48 (among other monstrosities) the Kattachi.
HD: 6 (D8) (warriors), 12 (queen) Each Kattachi is a male or female who is fully
MOVE: 30 ft capable of combat from a young age. They are
AC: 17 trained early on and reach adulthood by the age of
ATTACKS: punch (1d3), trample (1d4), or tail 10-12. Only one Kattachi may rise to the status of
sting (1d6+poison), weapon Queen in a given network, and if the Queen is killed,
(scimitar or long bow); Queen has another Kattachi woman will metamorphose to take
special trample (4d6, see below) her place within a few weeks.
SPECIAL: venomous strike, heat and cold Kattachi have been cursed by their god with the
resistance, darkvision 60 need to breed with humans in order to continue
SAVES: P their species, so most raids with the surface world
INT: average are to secure breeding stock. They may also seize
ALIGNMENT: neutral good or evil elves and other demi-humans, but the hybrid
TYPE: monstrous humanoid children of such unions are always degenerate or
TREASURE: 2, 6, (queens lair: 8) deformed in some manner. Still, there have been
XP: 310+6; queen: 2,525+12 wan times when such was a necessity.
Venomous strike: Victims of a tail strike must make Weapons and Armor: Kattachi prefer pole weapons,
a Con Save at -2 or suffer 1d8 Str damage. Kattachi scimitars, and shields. They usually wear
can use this strike once per day for every 3 hit dice lamellar/curbolli armor. All Kattachi have natural
they have. A captain, for example, could use it twice. chitinous armor, and a character with a talent for
Queens Trample: The queen of the Kattachi is a armor smithing and tanning could craft the chitin in
massive powerhouse of destruction when angered. to a non-metallic plate mail which weighs half as
She gets a special trample attack in which she rolls much as normal plate.
over any target in her way who fails a Dex Save to
get out of the way, doing 4d6 points of damage to
each target that round.
Heat & cold resistant: Kattachi take half damage
from heat and cold damage due to their protective
carapace.
Darkvision 60 ft: Kattachi are naturally attuned to
the blackness of the Underworld.
Habitats: Arid, subterranean realms. They have a
strong presence in the Hyrkanian Deserts, near the
ashtarth lands of Dahik, and often war with the dark
elves. Both sides like to take slaves as they can.
Organization: Loose clans under the rulership of a
single queen; patrols average 2-6
Treasure: The soldiers wield pole arms and scimitars,
and favor shields. They tend to wear lamellar upper-
body armor for their human portion, but rely on
their chitinous hide for protection. They have deep
subterranean mines which extract precious metals
and gems from the earth, and they love such
baubles.
Description: Kattachi scorpion men are a degenerate
race created eons ago for the sadistic whim of
Kathack, the repulsive demon god. Kathack is the
immortal lord of insects, and in a spiteful conflict lost

Joseph Conaway (order #5438615)


greater evil (such as Blackholms Terror Guard or
Knights of Chaos(Death Knights) Trogs company).
# ENC.: 1, 2-4 Treasure: The Knights of Chaos crave treasure, as
HD: 10 (d12) part of their credo of greed. Aside from having a
MOVE: 30 ft (60 ft on undead horse) horde stashed away, they usually have elaborate
AC: 19 blackened plate armor, often enchanted with their
ATTACKS: by weapon (usually at least a favorite weapon (permanently enchanted to triple
longsword +1) or claws (1d6) dice damage, usually).
SPECIAL: wounding, terrifying presence, Description: The Knights of Chaos (also called death
deathly conversion, fireball, immunity to knights) are a rare and horrifying form of undead,
fire spawned from the incarnation of a truly evil Black
SAVES: P, M Rider. Usually, the knight was dedicated to a chaotic
INT: superior order, such as the Black Riders of Slithotep, or the
ALIGNMENT: chaotic evil Order of Set. It is also known that a knight dedicated
TYPE: undead to a just or good order who succumbs to supreme
TREASURE: 9 corruption might be swayed into the domain of evil.
XP: 3,000+12 Such knights are forbidden to walk the path of the
Wounding: The Knight of Chaos is a vicious foe Final Night (a euphemism for the journey the dead
infused with infernal energy, and his wounds make to the afterlife), leading them into the Land of
continue to bleed for unnaturally long periods. Every the Dead, for their souls have been claimed by
wound a victim takes from a Knight of Chaos Chaos, but in defiance of their true masters in the
continues to deal 1 extra point of damage until the Abyss, the pure strength of their post mortem
target receives magical healing. A wounded foe can incarnations are capable of fending off the
also attempt an Int Save at 1 per wound received to petitioners of the Abyss. Trapped, then forever in
staunch the flow and stop the bleeding, though this the twilight of death, these troubled spirits seek to
will take him out of combat, requiring a minute to reclaim their bodies and continue their dark arts and
perform. pursuits.
Terrifying Presence: The first time anyone confronts The longer such beings continue to exist as
a Knight of Chaos in its true form, they must make a undead beings, and the more evil they are, the
Save vs. Fear or flee in terror. They keep running stronger the knights become. Only a few are known
until they make a save successfully. to have manifested in the last few centuries,
Fireball: Once per day the Knight of Chaos becomes including the dissident spirit of Darkseid, a legendary
a conduit for the flames of the Abyss, and ignites a Knight of the Black Riders who served as a general in
th
fireball as per a 10 level wizard (10d6 damage). the armies of Xauraun during the 2000's. Another
Immunity to Fire: Knights of Chaos take no damage dark knight to manifest was a highly malevolent and
from flame and heat. extremely evil entity known only as the Nameless
Habitat: Knights of Chaos work in secrecy, though an One, ruling the chaos ruins of Clastus in Hyrkania.
entire company of these undead can be found in he
defense of the infernal city Trog, and many still walk
openly on the streets of Blackholm as part of the
dark queens Terror Guard.
Organization: The Knights of Chaos follow an erratic
and ever-changing pattern of evil chivalry in which
they must torture the innocent, perform evil deeds,
further chaos, and barely (at best) tolerate one
another for the greater evil. As such, they usually
operate alone, since two death knights in the same
area inevitably try to assassinate one another.
Exceptions include those who are in thrall to a

Joseph Conaway (order #5438615)


subterranean plots. Often, delvers in the under
Mihidir Trolls realms will cross paths with gangs of orcs, goblins
Mihidir have the statistics of normal trolls (see and other beings fighting it out, but not really sure
M&T) but their Intelligence is: Superior why, as they have all been manipulated in to battle
Special Abilities: All mihidir have a talent for trap- due to some scheme perpetrated by competing
making and bargaining. When engaged in either mihidir.
activity they receive a +2 bonus to the relevant
activity.
Habitat: The Under Realms are their playpen. The
mihidir faction beneath the human city of Lancaster
are an exception, as they have a grudge against
what they see as human occupiers in troll-owned
mountains.
Organization: Loose mafia-like guilds, of one chief
don who dominates a few dozen flunkies.
Treasure: Oh you bet they love treasure, and they
love to make it positively impossible for anyone,
sometimes even themselves, to get. Still, a lucky
delver could probably pull about 2d6X50 GP off a
mihidir corpse, if he pulls out the gold teeth, too.
Description: Devious creatures, the Mihidir are some
of the rarest troll-kin in Lingusia. They are more
human than their counterparts (see the Thargonid
and Agammites), having in fact cross-bred with dark
elves and men long ago. As a species they now
remain pure, by social pact refusing to taint their
bloodstream any further.
Unlike their other kin, the Mihidir have a fairly
normal humanoid appearance, and except for their
relative hairlessness can readily be mistaken for
handsome ogres. Mihidir stand about 6 to 7 feet in
height, a few reaching 8 feet. They have elvish ears
of a sort, and the black opal eyes of the elves. Most
are dark of skin, but some are albino. They still have
the powerful rending claws, and some retain the The mihidir hate Hyshkorrid, who they see as direct
odd, glistening skin riddled with popping veins and competitors. They dislike ashtarth, as the ashtarth
tubular growths of the pureblood Thargonid, but it is have magics that they like to use to gain control of
muted, more human in the Mihidir. the mihidir and use as thralls. Some mihidir are not
Mihidir as a species dwell in the Under Realms, inherently evil, but merely unscrupulous. Such trolls
usually seeking to exploit their fellow humanoids in can be made in to nebulous (part time) allies of
any way possible. They have developed a deviant prospective delvers looking for some assistance in
mercantile society, and are dominant forces in such the caverns of the Under Realm, though any
underworld realms as the Cavern-City of Bargan, and adventurer with an ounce of brains should know
in the warrens beneath the human city of Lancaster never to turn his back on a mihidir.
in Octzel. They are excellent architects, thieves, trap-
makers and schemers. The mihidir like to be the one
behind the action, pushing the buttons. It seems to
be a deviant trait they all share.
Mihidir forge guilds in the Under Realms, and
through these guilds they fight turf wars over their

Joseph Conaway (order #5438615)


earlier). This includes: Darkvision 60 feet, spell
resistance 9, Immunity to fire and acid, infernal
damage, planar gating, special movement (flight),
resistance to physical, non-magical attacks (takes
half damage), and level 6 wizard casting ability.
Shape shift: succubi can appear as beautiful women
(or men, as incubi) or revert to their more terrifying
demonic form with wings, claws, tails and hooves at
will.
Habitat: Succubi are Abyssal denizens, but they are
often summoned to the mortal plane, and are the
most reluctant to return, finding ways to stay and
wreak havoc.
Organization: The succubus is a solitary beast, who
prefers to align herself with those she can ensorcel,
though she will take a fancy to powerful wizards and
other beings able to resist her magical charms.
Treasure: Succubi love treasure, wealth, and all the
things that go with greed, lust and envy. They usually
have a horde somewhere and sundry valuables on
their person totaling 2d6x100 GP in value.
Description: Succubi are versatile social climbers
within the devonin hierarchy, and are found at all
levels. The male counterpart is the Incubi, and they
Succubi are the humanoid, bat winged harbingers of lust and
envy, as well as other plagues of the heart.
(Devonin) Both succubi and incubi appear as startlingly
# ENC.: 1 (solitary), 1-4 attractive men and women who can materialize
HD: 6 (D8) wings. In fact, the wings are always there, they just
MOVE: 30 ft, 60 ft flying remain hidden from sight any spell which can
AC: 16 penetrate illusions will reveal their true images as
ATTACKS: two claws (1d4) and bite (1d8 plus bat-winged, clawed, hooved and tailed
special) or by weapon (whip) monstrosities.
SPECIAL: soul drain, charm, devonin Succubi are eternal schemers, and several famous
qualities, shapeshift ones have wandered the lands of Lingusia,
SAVES: P, M manipulating their villainous cohorts in to great acts
INT: superior of evil. They thrive on destruction, and a succubus
ALIGNMENT: chaotic evil who goes for a week or more without committing an
TYPE: outsider act of pain or deceit will start to lose 1 Str a day until
TREASURE: 8 she is too weak to do anything but collapse in to a
XP: 990+6 torpor. Such a state is reversed when she senses an
Soul drain: Succubi who make a physical attack, bite, act of cruelty or deceit within one mile of her
or kiss a target may drain 1d6 Int from the victim presence. It is rare for this to happen, but a succubus
immediately. Charmed victims do not even realize stuck on a deserted island is known to suffer greatly.
this is happening unless they make a Wisdom Save
to snap free of the spell.
Charm: Succubi may cast the charm monster and
charm person effects at will.
Devonin Qualities: Succubi have all of the special
qualities of the greater warrior devonin (see entry

Joseph Conaway (order #5438615)


wild, who spent centuries in primitive, barbaric
communities until they began to form a new
civilization, based on their roots of warfare. Early
man, of the Fertile Kingdoms, fought the Thargonids
and drove them to extinction, but thousands of
years later the secrets of their existence were
rekindled by the Champion of Chaos, Xauraum
Vestillios. He brought them forth as a great army out
of the Under Realms and though he was eventually
defeated, they were able to found the city of
Hoggoth in the mountain range that would
eventually be named after them.
Eventually, in a great crusade, the elvish-empress
Phyxillus Usyllyses, daughter of the human king of
Hyrkania, led a great war to expunge the trolls from
their mountain kingdom. Led by the troll-queen
Invidia, greatest of their kind, the crusade was
fought to a standstill in the very streets and tunnels
of Hoggoth, where the troll queen, rather than
accept defeat, cast a powerful spell that froze both
armies in chronomantic crystals, locked forever in
Nvidia the Troll Queen the throes of combat.
Thargonid Trolls Centuries later, the woman named Mellisana,
avatar of Phonatas, the goddess of love, lead a troop
Thargonid trolls share the standard statistics of the
of adventurers to the haunted city and found the
common troll in M&T.
means to free Phyxillys and defeat the troll queen,
Habitat: The thargonid trolls once ruled a terrible
that the Empress could stand against new, more
empire in the Thargonid Mountains, but thanks to
terrible foes to the Empire. In turn, the thargonids
Empress Phyxillus Usyllyses they are scattered
were scattered to the four winds, though many have
throughout the lands of Hyrkania and beyond.
gone to join the armies of chaos amassing at the evil
Organization: Small groups, working in secret to
city of Trog.
restore the glory of their lost empire.
Treasure: Usually 3d6x20 GP in valuables on the
leader, and about half that spread among his Tryskas
followers.
Description: The Thargonid Trolls are hulking brutes, (Devonin)
massive beasts that look like they are made of # ENC.: 1
spongy material held together by sap and ichors, HD: 12 (D10)
with roots and tubular growth sprouting across their MOVE: 10 ft
bodies. They vary in overall form and shape, but all AC: 15
are equally hideous to behold. Imagine for a ATTACKS: 4+1d6 tentacles (1d8), bite (3d6)
moment if H.R. Giger had illustrated The Hobbit, SPECIAL: grapple, immunity to fire and
and you know where Im going here. cold, resistance (weapons),
Thargonids take their name from a legendary darkvision 120 feet, planar travel
creator, a Prehunate wizard named Thargon who SAVES: P
supposedly created their species thousands of years INT: low
ago. It is said that trolls were devised to be his ALIGNMENT: chaotic evil
thralls, a vast army for him to play war games with. TYPE: outsider
When the Prehunate Empire was annihilated, the TREASURE: 5
thargonids were left as little more than beasts in the XP: 2,500

Joseph Conaway (order #5438615)


Grapple: If the Tryskas lands a tentacle attack gap or another and take pursuit, moving with an
successfully, it may try to grapple a foe with a limb incredible swiftness on its many loping tentacles.
(it has 4+1d6 limbs). The foe must make a Dex Save The Tryskas are unwaveringly loyal to their Demon
to slip free or a Str Save at 2 to break away. If either Lord. They belong to the first layer of the hierarchy
or both are failed, on the next combat round it drags (serflings), and none have ever advanced to the
the foe over to its maw to deal full biting damage second layer.
(3d6). The foe may continue to try and escape each
round, if he lives after the first mauling. Velboshia-Lok Nodivia (Guardians of
Immunity: Like many devonin, the Tryskas is
completely immune to fire and cold damage. the Old Kings)
Resistance (weapons): Tryskas are very tough and # ENC.: 2-4
take half damage from all nonmagical weapons. HD: 8 (D12)
Darkvision 120 feet: Tryskas operate well in total MOVE: 30 ft
darkness and have unnaturally wide range of vision AC: 20
in lightless regions. ATTACKS: claws (1d8); greatsword (2d6) or
Planar Travel: Like all devonin, tryskas can gate to eyes by effect
the Abyss at will. They use this spell in the Abyss like SPECIAL: Eye attacks, all around vision,
a teleport, in fact. darkvision
Habitat: The abyssal realms are the sole habitat of SAVES: P, M
this beast. It has never (so far as anyone knows) INT: average
been seen outside of the Abyss. ALIGNMENT: any evil, neutral or chaotic
Organization: These are solitary creatures, doomed TYPE: undead
to a mundane task as living bridges in the Abyssal TREASURE: 7
Kingdoms, a dead-end workers job. They love eating XP: 1,175+8
those who try and pass over them. Eye Beams: Each of the beings eye beams radiate
Treasure: None, usually, except what gets stuck in deadly magical attacks. On any given combat round
their gullet. the Velboshia can make an attack and use one of its
Description: The Tryskas are gate and bridge eye beams randomly. If it does not attack, it uses
guardians of the Abyss, many limbed demons with 1d4 of its eye beams all at once. The attacks are (roll
st
equal skill with all limbs. Usually star-fish shaped, 1d4): 1: 1 eye casts Transmute Flesh and Stone; 2:
nd rd
they are amorphous at the core with wide, toothy 2 eye casts Feeblemind; 3: 3 eye casts Fireball at
th th
maws. Each appendage is a rope-like tentacle with a 7 level (7D6 damage); 4: 4 eye casts Disintegrate.
three-fingered grasping claw at the end that tries to Undead: Immune to mind-affecting magic, and no
snag foes to drag to the maw at the center for vital spots!).
devouring. Tryskas have the unique ability to stretch All around vision: eye-stalks provide full field of
their huge bodies out in to rigid lengths, allowing the vision in all directions. Likewise, they have darkvision
devonin of the Abyss to pass over the numerous for 60 feet.
clefts and lava-filled canyons of the planar realm. Habitats: The Slithotendan Mountains, the Ruins of
When in these rigid states, a casual observer needs Hoggoth, and Old Galon are popular places to find
to make a Level 1 SR vs. Int or Lk to notice that the these rare and dangerous guardians.
Tryskas is, in fact a living being and not a strange Organization: none; 2-4 usually found in task of
bridge made out of some form of chalky grey rock. guarding tomb
A Tryskas can always sense when non-devonin are Treasure: As tomb guardians, they are usually armed
crossing its expanse, and will always begin an with enchanted or ancient weapons of fine
assault with all but to of its immense limbs (those craftsmanship. Some are armored in plate mail, or
two limbs keeping it suspended, of course). Its maw carry shields, but their heads cannot bear a helm
is usually on its underside when so suspended. On of any sort.
rare occasions a Tryskas will let loose one side of a Description: Ancient guardians of the Tombs of the
Gods, these desiccated corpses were once the proud
Temple Guards of the Divine Palaces in the mythic

Joseph Conaway (order #5438615)


city CortiZahn. When the War of the Gods
destroyed the early Fertile Empires of Hyrkania and Vessilante
laid low the mortal forms of the divine lords, the # ENC.: 2-24
temple guardians who died in the conflict against the HD: 7 (D12)
demons were mummified and submitted to a MOVE: 30 ft
terrible necromantic process to revive them as AC: 15
eternal tomb protectors. Something horrible ATTACKS: claws (1d6) or by weapon
corrupted the spells of reanimation, however, SPECIAL: magic, possession, telepathy,
seeping in from the Chaos Energy which permeated darkvision 60 ft, levitation
the land in the wake of the war, and grew like a SAVES: P, M
fungus in the bodies of these undead guardians. The INT: superior
bodies became covered in a moss-like green ALIGNMENT: neutral evil
substance, which tinged their skeletal forms, ate the TYPE: undead (outsider)
mummified flesh, and devoured the skull-caps of the TREASURE: 8
bodies, from which then extruded four tendril-like XP: 810+7
appendages, each with a hideous blinking, sickly eye Possession: the target of this ability suffers the
attached at the end. immediate effects of domination by the vessilante. If
Many of these corrupted tomb guardians remained the target fails a Save vs. Int, he becomes the
eternal guardians, but some were freed for reasons unwilling puppet of the creature and may attempt
most suspicious, and certain Necromancers found another save to break free every turn. The
them useful for guarding other things, as well. possession allows the vessilante total physical (but
However, the geas of duty upon the Velboshia-Lok not mental) control over the subject.
Nodivia is so strong that, the moment the Telepathy: may detect thoughts as per the spell at
necromantic control slips over them, they will will.
immediately seek to return to a tomb and continue Levivate: The vessilante has the ability to levitate at
guarding (a different tomb, if they must!) will.
Darkvision 60 ft: Vessilante can see in total darkness
(as most nasty things from the depths can).
Habitat: Vessilante are often found in the service of
chaos mages and necromancers, but insane
vessilante roam the land, and have sometimes
struggled to carve a niche for themselves in the
world if they escape the bonds of their creator.
Organization: Usually solitary beings, vessilante
rarely seek out the company of others of their kind.
Treasure: Vessilante are privy to dark secrets and
magics, and often acquire powerful artifacts from
hidden domains throughout the world with which to
serve themselves and their master, if any. They
almost always have an enchanted weapon (usually
with triple-dice damage enchantments).
Description: The Vessilante are a rare sort of entity
which is created magically through the bonding of a
corrupted Devonin or Seraph in the form of a mortal
human. These great monstrosities are usually culled
from freshly dead corpses, often pieced together if
there was damage to the original body. The process
of habitation heals the damage and changes the
nature of the body such that it must shun the light or
suffer excruciating pain. They therefore usually wrap

Joseph Conaway (order #5438615)


themselves in heavy garments when walking rangers, rogues and clerics. Rangers get the +2 scent
beneath the sun. The Vessilante never sleep, and modifier as a bonus to tracking. They are medium
they hold a special bond to their creator. Usually, the creatures and get to choose from the following
fallen spirit is drawn from one of the little-known languages: common, gnome, goblinoid, orcish,
domains of their lands, purgatories for the failed gnollish, elvish.
spirits of their otherworld domains who would find Habitat: The vast untracked Northern Wilderness
this sort of entrapment in the material world Organization: Tribal packs of 40 to 100 members
preferable to the tortures inflicted upon them by Treasure: The vyrkasha are simple folk and favor
their kin, but that is not always the case, and if a free primitive weapons and barter. They like gold and
spirit is trapped, it can go insane and the creator jewels for ornamentation but are poor metal smiths.
may lose control. Vessilante sometimes retain The Vyrkasha Wolfen inhabit the Northern
some of their old sorcery, but are always gifted with Wilderness, a nearly impenetrable region of
a limited power of telepathy and possession, as well unkempt woodland that no civilization has tamed in
as magnanimous fighting talents and levitation. Their ten thousand years. To the south, along the coast
loyalty to their creator make them excellent are various Hyrkanian and Octzellan colonies,
guardians, and their immortality makes them working to harvest natural resources and operate
everlasting. mines, while to the north are the jarldoms of
Autrengard, a community of barbarian kingdoms.
Nestled in between are thousands of miles of
Vyrkasha Wolfen woodland and mountains where the Vyrkasha rule.
# ENC.: 2-4, 8-64 The land is awash with the primal forces of nature,
HD: 2 (D8) and in the midst of this many races, including the
MOVE: 40 ft Dock-Alfar, Gnolls, and Vyrkashans stand out. The
AC: 13 Vyrkashans are dealt with on suspicious terms by
ATTACKS: bite (1d4) or by weapon humans, and are seen as natural spirits of the forests
SPECIAL: twilight vision, enhanced hearing by those Autrengard, to be respected and fairly
and smell, shapeshifting dealt with. Vyrkashans are a menacing people to all
SAVES: P foreigners.
INT: average Vyrkashans are what some might consider natural
ALIGNMENT: usually neutral lycanthropes, but they are in fact shape shifters,
TYPE: shapechanger (humanoid) from a tribe of men and wolves that ten thousand
TREASURE: 1 years ago harnessed primitive magics to bring the
XP: 27+2 two together, into a primal mixture of beast and
Twilight Vision: Wolfen see exceptionally well under man. Their natural form is that of a humanoid wolf,
starlight and darkness with some minor light source but some can even alter their forms to the extent of
(moon, torch, etc.). passing for a normal human; most are too shaggy to
Scent: Vyrkasha receive the scent ability (see M&T). be mistaken for anything but barbarians. They can
This may stack with tracking modifiers for Wolfen also shape shift at will (taking about twenty seconds
rangers. to do so) into pure wolves. This magical heritage is
Shapeshifting: Vyrkasha can spend one combat shared by the whole species.
round transforming in to a humanoid wolfen or a full Vyrkashans have night vision, in which they can see
blood wolf. As a wolf they gain all of the creatures fine under moonlight. They have keen hearing,
special attacks and abilities, but retain hit points, hit allowing them to detect noises and locations with
bonuses, and other qualities of the base creature. uncanny accuracy. They have a keen smell as well,
Wolfen Player Characters: Wolfen may be chosen as and are used to harsh northern climates. All
player characters. They receive the base hit dice of Vyrkashan know their own language and the
their chosen class, but gain the twilight vision, scent, language of wolves.
and shapeshifting abilities described above. In Wolfen are most often found as warriors and
addition, they receive +1 to Str and Dex, and 1 to rogues, with no wizards among their kind (though a
Int and Cha. Typical classes include barbarians,

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few specialist healers as shamans to the beast-god etc.) and the second name being what it actually
Wolfon can be found, and an occasional ranger means (Goatkiller, Orchunter, etc.). Wolfen name
dedicated to the huntsmans god Zingar). themselves after deeds, and the names of children
Vyrkasha have guttural, feral-sounding names. are discarded when they become adults by proof of
Players who pick a vyrkashan character should the action which names them. Examples include:
choose two names, the first being the true name as Slayer of Fargnolls, Blood Drinker, Pig Killer, and
it sounds to non-vyrkashan (Fhegrol, Nero, Luchas, Master of Carving.

Joseph Conaway (order #5438615)


House Rules with Castles & Crusades
I have a few house rules I like to use for 3. Initiative
Castles & Crusades, and one or two house I like it when everyone rolls once for
rules that are specific to the Keepers of initiative, adds their Dexterity modifier, if
lingusia setting. Use them if you like! any, and then keep the same Init. for the
combat. I used to like the roll every round
The House Rules: method.but I find that as the years go by I
get lazier, and the one roll to rule them all,
1. Critical Hits modified by Dex works for me.
I like critical hits. Since the theme of C&C
is more gaming, fewer rules, I stick to the 4. Ressurections are Very Difficult
easy formula of: if you roll a natural 20, In Lingusia, returning from the dead is not
then you have made a critical hit. You are easy. Few local clerics have the ability, and
allowed to roll a second time. If you roll fewer still would use it out of hand or
another 20, you have made an instant kill. without good cause. Evil clerics are much
NPCs and monsters may also do this. likelier to use it.but corruption of the risen
If you make a critical hit, you multiply your can happen, and anytime an evil cleric
dice and adds by two, so a 1d8 longsword raises someone there is a cumulative 3%
swung by a fighter with +3 strength would chance that person will rise as a powerful
get 2d8+6 damage. If a spell requires an undead, instead!
attack roll to hit.and gets a 20.it may
also crit! 5. Multiclassing is Good.
I like multiclassing, and so it is assumed ot
2. Critical Fumbles be available in the campaign. Many NPCs
If you have one, you must have the other. could not function without it, at the very
A natural 1 means a possible disaster for least. In any case, if you havent picked up
the roller. Roll a Dexterity check, and if the Castle Zagyg yet, go buy that book; it has
character fails, he has fumbled horribly. This excellent multiclassing and secondary skill
is usually a CK call of the moment, you rules within!
can also check this handy chart:
1D20 Result 6. Famous Dungeons
1-4 fall down, lose a round I have placed many classic modules in
5-8 lost weapon! Lingusia, so if youre interested in where to
9-12 jammed weapon into ground set a few of these locations, here are the
13-15 mud in your eye! Blinded official spots they exist in:
16-17 weapon broke! The Tomb of Horrors: Deep in the
18 hit random target Slithotendan Mountains
19 hit ally! White Plume Mountains: somewhere in the
20 hit self! Hettanar mountain range, south of Zarn

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territory. Not too far from the Barrier Thus, a 5th level wizard with Int 18 (a
Peaks, actually! bonus 1st, 2nd and 3rd level spell worth 6
Tomb of the Lizard King: Near Eornin, spell pts) who could memorize 5 zero level
north of Hyrkania along the coast. (2.5 sp), 4 1st level (4 sp), 2 2nd level (4 sp),
Secret of Bone Hill: In central Hyrkania, and 1 3rd level spell (3 sp) would get 19.5
near the Bullow Lands. spell points to cast spells with.
Keep on the Borderlands: just west of
Mitras Forest. Spell Point Cost to Cast:
Caves of Chaos: In the Chaos Mountains of Likewise, spells themselves cost a number
Mitras Forest, south of their larger cousins, of spell points equal to the level cost of the
the Caverns of Chaos. spell. Thus, a 1st level spell costs 1 spell
That little keep in the Otus Basic Set: A ruin point, and a 9th level spell would cost 9 spell
southwest of Hyrkanien. points. The big limiting factor in casting
Isle of Dread: One of many islands south, in spells is that your class level dictates the
the island-region of Karaktu. upper limit of what sort of magic you can
Isle of Darksmoke: somewhere in the cast; if you havent gotten spell points for
Baldric Sea. 5th level spells yet because you wouldnt get
Dungeon of the Bear: in the mountains just them, then you cant cast fifth level spells,
northwest of Estonia along the Inner Sea. plain and simple. There is an exception (see
Castle Zagyg: Near the eastern shores of below).
Lingusia, south of Starthias and north of
Cymeer. Recovering Spell Points:
I am presently working on locations for Under this system, wizards and clerics
the other C&C modules out there; most will alike are casting on the fly. They dont
probably be clustered around Zagyg, I need to prepare spells in advance, though
suspect! they do need to spend time in the morning
praying or prepping their mental
7. Spell Points mnemonics. Likewise, they need to spend
I used Spell Points for years, from the time time resting to recover spell points. A
I started running 2nd edition AD&D right up resting spell caster recovers 1 spell point for
to the arrival of sorcerers in 3.0. With C&C, every ten minutes of total rest. A spell
Id like to make my spell point formula caster who is walking or hiking about
available again. Its easy, and very flexible: recovers 1 spell point every hour. And a
spell caster running all over the place,
Number of Spell Points Earned per Level: fighting, riding a horse, and so forth
This is an easy formula. Each spell slot is recovers one spell point every six hours.
worth a number of spell points equal to the
spell level it would be used to cast. A 1st Multiclassed Spell Casters:
level spell is worth 1 spell point. A 5th level Its up to the CK; you can either keep
spell is worth 5 spell points. Zero level spells spell points and piety points separate
are worth a half point under this method. for priest/wizard mutliclassed characters, or

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let them heap both point totals together. I Mystery Theatre to it all. Even with
suggest keeping the points separate. allowing for the idea of a guy who does
nothing but pump out magic missile
Casting Spells of Higher Level and Off the after magic missile.its ultimately his
Cuff: loss if he never uses bigger and neater
This option allows a caster to fire off a spells. In any case, try this system.you
spell he does not know or which is higher just might like it!
level than he is permitted to access. If you
allow this, then the character may do so Spell Point Advancement Charts:
with the following stipulations: These charts will let you figure out how
Casting a spell which the caster does many spell points and your caster limit by
not know or which is of higher level level for the Cleric/Druid and
than the caster requires expending Wizard/Illusionist charts:
spell points equal to the level of the Wizard / Cleric/ Max
Level Illusionist Druid Level
spell multiplied by itself. So a fourth st
1 4 2.5 1
level spell, for example, would cost 2 5 4
16 spell points. 3 7 6 2
nd

Casting a higher level spell requires 4 9 9


rd
an Intelligence check (or check on 5 13.5 12 3
6 18.5 17.5
the relevant stat governing magic, th
7 22.5 22.5 4
like Wisdom for clerics). There is a 8 29.5 29.5
penalty to the target number equal 9 37.5 36.5 5
th

to the difference in levels of caster 10 47 45.5


th
ability and spell level (so in the 11 56 56 6
12 67 67
previous example, that would be a th
13 80 80 7
1 penalty). Failure means the spell 14 94 93
goes poof and the spell points are 15 110 109 8
th

lost. 16 125.5 125


th
17 144.5 144 9
18 163.5 163
The main advantage of this system is
19 175.5 175
to provide spontaneous casting options 20 194.5 187
to your players. I developed this system
in response to the spells we all like but Bonus Spell Points by Attribute Modifier
never memorize because we dont think Relevant Stat Bonus Spell points
well need them, and then go doh! 13-15 +1 at 1st level casting
When we find out we do syndrome. 16-17 +2 at 2nd level casting
This allowed players to use spells more 18 +3 at 3rd level casting
creatively in interesting situations, and
kept the pace of the game faster, with
more pulp action and less PBS

Joseph Conaway (order #5438615)


The Gazetteer of Lingusia
Note: This gazetteer is, of course, hardly Religions: The northron pantheon.
complete, and some of the regions below Hargameth is revered above all others,
have a great deal more about which can be followed by Phonatas, Wishupar, and
or has been written, but they shall receive Ashturak.
full treatment in their own chapters in due Language: The Northron Tongue
time. For now, this will provide an adequate Social Titles: outcast, thrall, commoner,
introduction to the many splendored lands professional tradesman, warrior, skald,
of Lingusia and the unique places to go to. landowner, merchant, lesser jarl, common
Some entries include kingdom profile jarl, greater jarl.
information and others do not. Generally, in Allies: The Autrengardians are haredly
those areas for which such information has unified among themselves, but they do
either not been authenticated, is suspect, trade with the Zarnians when they arent at
or cannot be readily verified by appropriate war with them, as well as the Nakivk and
scholars and explorers, it shall be left out. the Steppelanders. The Autrengardians
claim to have trade routes to fabled
IlMadhar, but they do not share these
routes with outsiders.
Enemies: Almost all border kingdoms are at
war sooner or later with Autrengard. They
are very hostile to the Middle Kingdoms at
large, and are always at war with the
Vyrkashans in the untamed Northern
Wilderness.

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

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die-hard tribesmen were unsatisfied with Major Geography
these lands, and did not stop until they The Baldaric Sea: The northern sea which
looked upon the harshest =, most frigid provides the principle source of trade,
realm of the north, where they were at last commerce, and war for the Northron
content. Thus the tales of the jarls of Kingdoms. The Baldaric is a frigid body of
Autrengard claim that the people of this water in the northern regions, and during
land were content only with a life of the winter periods its northern tracks
perpetual hardship. stretching deep inland freeze over and
The lands of Autrengard have, indeed, remain such until spring thaw, at which
been settled for many millennia now, but time the great chunks of melting icer break
the people of the land are so remotely up and create a whole new set of obstacles
connected to their southern cousins that and dangers for seafarers.
very little remains in terms of cultural The Untamed Tracks: A great expanse of
similarity. largely uninhabited wilderness, the Tracks
Life In Autrengard are the site of many small jarldoms and
The northlanders of Autrengard are Nordic communities, as well as of the wildermen
in appearance, burly, hairy men and robust called the Uriks. The Uriks are a harsh
women of fair complexion with blonde and culture of barbarians who live like beasts,
red hair being most common. engage in cannibalism, and fight both the
The northern style of dress is warm. They Autrengardian towns of the north and the
go for heavy furs, hides, and plenty of Vyrkasha beastmen of the south. They are
insulation to keep the cold out. The said to worship the spirits and recognize no
Autrengardians are also very practical, and god.
even the nobility tends to favor more useful Ethak Mountains: The northern mountains
garb or decorative. Colors seem to be in provide a great barrier between northern
absence among the Autrengardian lifestyle; and southern lands for trade and war. The
everything is grey, brown, dark. Only the Ethaks are riddled with mountainous
furs themselves tend to have a little color in species, especially the giant kin, who often
them, assuming the animal in question had engage in war with the distant dragon lands
a colorful pelt. further north as well as the Steppelanders.
The Autrengardians live in stone and Aelen Pass: This is the safest pass through
wood houses which are built on solid the western Ethaks. The city of Drakal acts
earthen foundations. These long houses as a lone defense of the pass, and is the
have been common practice for ages, and only overland city along the northern trade
only the most prestigious of domiciles in route.
major cities along the coast have any The White Plains: The enigmatic NakIvk
serious stone fortifications. The have their southernmost tribes in this great
Autrengardians favor a straight-up fight wintery tract, which is frozen year round,
over siege defense; they dont like to hide endless tundra land walled in by the frozen
behind walls. Ethak Mountains. The NakIvk are a
mongoloid people who are extremely

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reclusive and do not like to interact with Shargarad: Ruled by Meridas Tarmadan, the
outsiders. They have a complicated most powerful of warrior queens among
hierarchy of spirits that they worship, and the jarls. She founded her little kingdom
seem to revere a version of the god after slaying the former jarl, who would
Trimelin, as well. have taken her as his bride after she was
seized in a raid on the city of Artaeus where
Important Sites her family was slain in battle Meridas rose
Minathor: The largest city of Autrengard, up, supported by a strong following of the
ruled by the great jarl Drosos UlDrom, a cult of Phonatas, who saw her as divinely
warrior without peer who rules most of the appointed, and she has kept her rule ever
coastal land along the Baldaric Sea. since.
Minathor is one of the few Autrengardian Drakal: This is the northernmost overland
cities to contain great stonework trade city, ruled by the lesser jarl Homgrun
battlements, but visitors of some Urthk, a disciplined warrior and scholar who
knowledge have observed that the oldest is at once ruthless and protective with his
foundations of the venerable city show an people. Urthk is said to worship strange
unknown architecture of some forgotten gods of which only ancient tablets left over
culture, which was probably destroyed by in the ruins of the pre-Autrengardian city
the first Autrengardians to arrive. which Drakal was built atop speak of. He
Urstad: The coastal city off of the fabled permits a certain amount of trade with the
Northern Ocean is ruled by the great jarl remote Sylveinurien elves of Eilen in the
Grohan Vor. Vor is a brutal and efficient Ethak Mountains, and his military tactics for
leader, whos rulership is feared by all but dealing with the hostile giants of the
contested by none, lest he impale you on mountains are legendary.
his stockade battlements overlooking the Eilen: A remote elvish colony of northern
sea. The city of Urstad is known for its sea Sylveinurien elves, sometimes called the
raiders and merchants, and when the Authreinuriens (or Elves of the North). The
raiders are not plying their trade up and community of Eilen is nestled in a sylvan
down the Endless Coast, the merchants of valley within the Ethaks that is well-
Urstad are welcomed for their rare and protected from the hostile environment of
valuable metalwork, hides, and art. Urstad the lands around it. The queen of the
is also known for its direct trade with fabled Authreinuriens is a gentle elvish woman
IlMadhar. named Aelyth Mithyr, a priestess of
Kalazar: The northernmost city of the jarls, Phonatas.
ruled by Kozos Drumon, a dour and classic
Autrengardian as any, but one who dislikes Avilin
war and sees himself as the peacekeeper of Wilderlands of forgotten sorcerer kings
the north. Kalazar is a major source of trade Population: 1 million
with the enigmatic NakIvk, as well as a Government: a mix of city states, ruled by
principle source of whale meat and blubber. warlords and magiocracts.
Capitol: The spiritual capitol is Foreven.

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Rulers: Foreven is ruled today by Queen disguising its presence from those who
Riethe Amanielle and the immortal would seek to pass through their lands.
sorceress Zyida. The Thaygirian Empire was strong in its
Religions: A mix of belief: The Eight early years, as it developed powerful
Immortals of Takkai in Kozaka, the Cult of magical teachings in elemental and planar
the Seraphim in Foreven, Poltrieti worship lore. About three millennia ago, a great
in Koetralli, and Kathack in the Scabren conflict described as the Elemental Wars
Lands. occurred, and the land was blasted by the
Language: Avilinian (a strange Esperanto magic of its sorcerer kings in terrible
dialect, with strong Northron Tongue ties), conflict. The Thaygiri suffered, and the
Thaygiri (the ancient dialect of sorcerers), empire crumbled.
Kozakani Over the millennia, the Thaygirian city
Social Titles: variable, but most commonly; states grew progressively more decadent
slave, serf, commoner, wealthy commoner, and insular, and its people grew scarce, for
knight, baron, lord, highlord, king, sorcerer too many of the Thaygiri were addicted to
king. their planar studies and arcane
Allies: The Zymhar are regular trade experiments, lost to the daily affairs of their
partners, as are the Khozakani and distant own land. Eventually, they suffered a
Zued. devastating blow when a great horde of
Enemies: Starthias has always been barbarian Steppelanders plundered the
opposed to Avilin and engages in regular region, and slaughtered most of the
sea battle; TaiKong has mandated that thaygiri. The Streppelanders, oddly, did not
Avilin is an enemy, harboring the renegade stay, driven back to their wintery plains by
families of the YiChang political prisoners unknown fears of the haunted Thaygiri
as it did. lands they had wronged.
For centuries, a handful of men, some
Background descended from Thaygirian blood,
Avilin is a region stretching across more continued to dwell in the remove vastness
than fifteen hundred miles of of largely of Avilin. At last, about a thousand years
untamed northern land. Located on a sub- ago, new colonists began to arrive.
continental region along the northern Avilin is now marked by a diverse cultural
shores of the Salien Sea, the first men of assemblage, brought forth by the migratory
Avilin settled here five thousand years ago, descendants of several migrant groups
as part of the Thaygirian civilization that which all arrived in the region over the last
sprang up during a very early period of millennia. Over the course of these various
cultural migration in Linguisia. From the migrant incursions, the land has taken on a
Thaygirian civilization arose a magiocacy of distinct flavor and look that is unique to the
scholars, a society dedicated to esoteric region, as eastern and southern cultural
studies in arcane and the divine. This groups mix with the original northern
culture, though ready to defend itself from colonists.
foreign incursion, was more skilled in

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The first migration was brought about by subtle but important presence in the age-
Zarnian and Caelernin tribes which were old politics of the land, and are said to have
driven from their native lands in a period of migrated here from their elvish homelands
great war. They arrive about a thousand in the Middle Kingdoms about nine elvish
years ago, and for a century they built their generations ago (approximately 9
towns and communities in a rough, centuries). In the founding tales of their
unexploited land, safe from the war of their kingdom, it is said that the first king of the
own native soil. Koetrali was named Eridas Sylvinaris, and
About one hundred and fifty years later, that he was smitten with the human queen
colonists from the Middle Kingdoms Therenile who founded the first city of
arrived, led by the queen Therenile, a Foreven. He followed her, and with him
Hyrkanian woman who was exiled from her came many kinsmen to explore the new
native land for heretical practices in the land. Eirdas is said to yet live, but in a
name of the esoteric pantheon of the hidden enclave of worship for the forest
Seraphim. She was followed by an elvish god Poltrietie.
paramour and his kin, who founded the Fragghulen Mountains: Within these great
elvish communies of the Koetralli Forest. rocky mountains are the hidden kingdoms
Therenile and her kind occupied the ruins of the northern dwarves, who are said to
of ancient Foreven, with the blessing of its have dwelt inside their subterranean lands
last living Thaygiri inhabitant, the ancient for as long as time. The Fragghulen dwarves
sorceress Zyida. A new era for Avilin had (called the Fraghendur) are of iron dwarven
begun, and the name of Avilin was coined stock, and are locked in a permanent
to describe this land at that time. regular war with the giants of the mountain
Over the centuries, the other lost cities of peaks, most of whom are migrant tribes
the old Thaygirian kingdoms were coming from the westerk Ethaks and
reoccupied by various settlers, and about Dragonmounts. Many other subterranean
six centuries ago, an eastern incursion of species are to be found in the Fragghulens
invaders led to the founding the the coastal Mountains as well, especially kobolds,
city states of Kozaka. goblins, troglodytes, and orcs.
Today, Avilin is a mixture of city states, Shanghir: Dominated by the Shanghir
some ruled by Thaygiri descendants, others Horselords, a cultural branch of the great
by the blooded colonists who inhabited the Takkain horseclans, the Shanghir plains are
lands they fought so hard to attain. Avilin ruled by the so-called horselords. The
has no common unity, but most people look Takkain clans arrived about four centuries
at Foreven as the figurative center of the ago, during the last great conflict and
kingdom, its heart, if you will. migration of their people to struggle
westward, and their hordes fell upon the
Major Geography battlements of Avilinian defenses until they
Koetrali Forest: vast tracks of forestland were at last shattered. Those who remained
which hold the kingdom of the enigmatic behind founded the new clans of the
Koetralithian elves. The Koetralithians are a

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Shanghir Plains. Their current ruler is the Khokani survivors, who had already been
Khan Grhatos. entrenched for years, and whos ships had
Palladorn: Known throughout Avilin as the been burned in battle. In exchange, they
Swordsmasters, the people of Palladorn swore allegiance to the Avilinian king and
claim to have been descended of the very eventually took Avilinian brides.
first colonists to come here a thousand About four centuries ago, the Kozaka
years ago, men who were of mixed blood people rebelled in a civil war brought on by
from Zarnian and Caelernin lands, driven the warlord Nogura, who sought to reclaim
from their native kingdoms by warfare and his peoples heritage. His rebellion
civil strife. The Palladorni are very succeeded, and the people ruled under him
mercenary, warriors and merchants who for a generation.
will sell their services and wares to the About three centuries ago, political
highest bidder. Among the city states of refugees from distant TaiKong, called he
Avilin, they are prized for their mercenary YiChang, arrived at Kozaka and petitioned
nature. the land for sanctuary from the wars of
The Scabren Lands: The predatory, persecution in their own empire. This
insectoid Scabren are rulers of this region. brought an influx of TaiKongese in to the
The Scabren seem to group themselves in land, bringing with them the teachings of
ant-like colonies surrounding hereditary the Eight Immortals.
kings and queens which are distinctly more The end result is a unique mix of Takkain
monstrous then their thralls. But for the and Lingusian cultures, a blend which has
constant warfare they engage among persevered for six centuries now. The cities
themselves, the city states would be in dire of Kozaka have been at times under the rule
danger of the Scabren hordes. There is a of Avilinian kings, but presently are under
legend among the Scabren that one day a no single rulership, instead divided up
Great Queen of their kind will be born, one amongst a variety of warlords, all seeking to
whos will is so great she will unite all of the bring their land under one rule.
colonies in to one nation and rise up to Important Sites
destroy the humans, whom the Scabren Blackwell: In the Burning Wastes, Blackwell
describe as foodbeasts. Needless to say, exists as one of the only safe passages
Scabren are one of the few threats that through this region said to be a relic of the
instantly unite all of the diverse people of Elemental Wars. Blackwell is a strange city
Avilin in to a united force. state, and has the most traffic of merchants
Kozaka: The men of Kozaka first came to and cultural exchange of the Avilinian cities.
the eastern shores of Avilin in a failed Blackwell is also home to an ancient
invasion about six centuries ago from the Thaygiri sorcerer-king, who dwells in a five-
Khozakani kingdom of Takkai. The warlord hundred foot tall obsidian tower about five
of the time, Jun Hayako, was slain in his miles south of the Great Oasis. There, the
attempted invasion, and the armies were self-proclaimed god-mage Tabirius the
defeated. The Avilinian king at the time, Contemplator engages in arcane research
Carto Vasper, offered amnesty to the of the planes, rarely dabbling in the affairs

Joseph Conaway (order #5438615)


of men save when he needs something of slowed by the Great Reckoning, and indeed,
importance. Blackwells king, Koldar it seems as if the esoteric chaos cults of this
Makvaris, fears Tabirius, for he has been in land are unimpeded, as they seem to be a
the tower and knows what horrors it strong as ever in the City of A Thousand
contains. Demons.
Foreven: Westernmost of the ancient At the center of the city lies the eight-
Avilinian cities, Foreven has a strong sided tower of the immortal god-mage
presence of migratory Shanaghir Spikratus The Insane, a terrible Thaygiri
horselords, who set up temporary camp immortal who is said to be the source of
outside the city wall during the summer chaos and corruption both in Donikkar and
months. The city itself is a great center of the Beastlands.
trade and barter for the western lands of Shazalin: This cold northern city is isolated
Avilin. by its location from the rest of the land.
Nestled in the center of Foreven is a squat Said to have been built and then
but immense pyramid, around which is an abandoned by the Thaygirians after the
ancient, cultivated garden of eden. It is here Elemental War, Shazalin has become the
which the immortal sorceress Zyida dwells. home to northern colonists, outcasts, and
At the eastern base of her pyramid is the those seeking hardship in the extreme
great palace of Foreven, where Queen north.
Riethe Amanielle dwells. Though none in the city communicate
Foreven is nestled along the edge of the with the god-mage of the glacier, about ten
Anklian Mountains a small but rocky range leagues from the city dwells Bastapar the
which is rife with mines of metal and gold. Artificer, a Thaygiri sorcerer locked in a
Nestled at the height of the tallest Anklian great, ancient glacier which has formed
peak is the citadel of the god-mage over and around his ancient fortress. Within
Shandhirn, Imparter of Wisdom, a great this glacial expanse is said to be buried the
immortal Thaygirian prophet. Said by some most ancient and immense city of all, built
to be the one who has seen all history and by the Thaygirians to be a great capitol of
time pass in the lands of Avilin, he is known their empie, and destroyed by the
to answer important questions for a price. Elemental Wars. Shazalin is said to be but
Some daring souls who entered his domain the tip of it.
have noted a large volume of writing which Balladrast: This city state is ruled by a
was identified as being in the ancient council of local land owning nobles, most of
Prehunate script by the legendary whom claim territory along the Greylore
antiquarian Lord Chalidane of Midas. Mountains. The population of Balladrast is
Donikkar: Called the City of a Thiousand mixed, containing descendants from all of
Demons, Donikkar is located in the northern the various cultures which came to dwell in
periphery of a region called the Beastlands, the lands of Avilin.
Donikkar is a city of chaos and sin, where no Bellspont: The people of Bellspont are a
pious soul of goodness sets foot. Once a mystery which no historical documentation
bastion of Chaos, Donikkar was hardly can solve. They appear Takkain, perhaps

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even of mongoloid descent from the kingdom struggles against the encroaching
Horsetribes or the Shanghir, but they are Hadrosian Empire in the south, the Codam-
culturally advanced and dedicated to a Tkezzu in the east, and the slavers of
civilization which seeks to restore the glory Southern Hyrkania and Trog in the west.
of the ancient Thaygirian Empire. The city Belladas is part of the greater culture of
itself has a Great Library, in which a great the Amech basin that was descended from
repository of ancient Thaygiri lore can be the Kadantanian Empire, and although it is
found, and the city itself is built upon the not ruled by sorcerer-kings, the spirit
ruins of an even older Thaygiri ruin, though shamans of the land are venerated as being
no immortal dwells nearby. Bellspont just as powerful.
emulates the old empire, by maintaing a The people of Belladas rever war and
magiocracy and respecting the practicioners strength as a matter of survival, and every
of arcane arts first and foremost. Those child of the land is taught the art of combat
who cannot practice magic are relegated to and the ways of war. Despite this focus,
rolls as workers and warriors, never to Belladas is also a rich trading nation and it
climb in social rank. harvests the many lucrative resources of
the Amech Jungles for sale and export to
Belladas the Middle Kingdoms and beyond. Immense
The Great Jungle Kingdom of Amech caravans of two or three hundred servants,
Population: 6 million traders and beasts can be found heading
Government: feudal chiefdom with a high out from Belladas, guarded by the fiercely
king. dedicated Order of Hanahook, the
Capital: The Capitol is Kichattamek guardians of the land.
Rulers: The Great King, Arushmana. Major Geography
Religions: The Amechian Pantheon. Lake Hoderion: The largest local body of
Language: Amechian water in a basin land pock-marked with
Social Titles: Various, but common social cisterns and hidden lakes (there are
stratification breaks up among slaves, thousands of lakes and bogs in Belladas),
commoners, the wealthy, warriors, Lake Hoderion is a centerpoint of village life
warlords, chieftains, and the great king. for many belladasians. Rumors abound that
Coinage: no common coinage, plenty of beneath the deep lake waters lies
trade. submerged an ancient, prehuman city.
Allies: Hyrkania, Covarte, and Cretea, as KiIndi Mountains: Dominated by
well as Zued in the east, are all known allies Amenanyu orc tribes, these mountains and
and trade partners. the KiIndi valley in between are a major
Enemies: The Hotepsalans, Codam TKezzu, southerly trade route. Every year, dozens of
and Hadrosians are all regular enemies. skirmishes and some full scale battles
Take place between the Order of Hanahook,
Background the militia regulars of Belladas, and the wild
The kingdom of Belladas is centered in the tribes of the orcs. Even more recently, the
Amechian forests, where the venerable

Joseph Conaway (order #5438615)


garrisons have been reinforced in the wake Background
of invading Hadrosians. Caelernin is an ancient woodland
dominated by twelve major tribes of
Important Sites barbarian men, united by culture and
Kichattamek: The capitol of Belladas, seat religion. The region is volatile and
of the High Kings throne. A diverse dangerous, and in two thousand years of
metropolis built upon the foundation of recorded history, the chiefdoms of
much more ancient cities, with ancient Caelernin have never shown civilization or
Kadantanian architecture poking out from ceased hostilities against foreigners.
more modern designs. The Arenas of Though the tribes lack unity, one chief
Hanahook are a sight to behold, and daily amongst them stands out. He is called
drills with the twelve hundred elephant Brannak Damon, and he rules the largest of
cavalry of the king are spectacles many the tribes, the Ael. His word is respected by
travel to see. all others, and his force in the woods keeps
the peace.
Caelernin
The Wildmen of Vagendars Woods Major Geography
Population: 200,000 Vagendars Woods: These ancient woods
Government: loose clanships. are named after a legendary wizard of the
Capital: None. ancient past, a man who is revered by the
Rulers: The current great Clanlord is Caelernin for being the founder of their
CullDhalug. culture. To this day, it is said that a
Religions: The Caelernin worship Zingar, mysterious keep in the woods will appear to
Wolfon, Hargameth, Phonatas, Set, Haro, those questing for eldritch knowledge, a
Seth, Mitra, and Niras. keep belonging to the ancient Spirit of
Language: Caelernin Vagendar.
Social Titles: outcast, thrall, commoner, The Sylvan Vales: The network of valleys
professional tradesman, warrior, skald, running from the eastern mountains of
landowner, merchant, lesser jarl, common Caelernin are home to many strange and
jarl, greater jarl. mysterious fae being. The tribes avoid this
Coinage: No common coinage; they prefer area as much as possible, though
trade. Sylveinurien elves who dwell in the region
Allies: The Caelernin are hostile and insular. will periodically trade with men.
They trade a bit with the Zarnians and the The Draugan Spear: An ancient and
Zymhar, but not much. mysterious mountain range which stands
Enemies: The Caelernin see everyone apart in the woods, The Draugan Spear is a
around them as a potential enemy, and haunted land, feared by the ancient tribes.
especially despise civilized men, including Rumors of demons are often proven by
the city of Karan, which they feel it is the questing warriors who venture forth and
destiny of their people to destroy. engage in combat with the mysterious and
hostile beings of the mountains.

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Important Sites
Ael Lands: The region dominated by the
largest Caelernin tribe, the Ael. Uosos is the
chiefdom from which Brannak Damon rules.
Even as the largest such tribe, the total
population of the Ael is not more than
twelve thousand.

Chigros Tribelands Important Sites


The Barbarians of Southern Amech Urdanne: This independent, ancient city is
Population: 100,000 now ruled by Hadros, but it still trades with
Government: loose chiefdoms with no unity the Chigros when possible.
Capital: No major cities or capitols Babrakalu: This ancient subterranean ruin is
Rulers: A variety of lesser chiefs the remains of a much more ancient
Religions: Amechian Pantheon prehunate tomb, from which many more
Language: The Middle Tongue ancient horrors have been released over
Social Titles: none; warriors, workers, the centuries. Lord Chalidane once traveled
chieftains, shamans this region, and recorded tales of a hideous
Coinage: No coinage used (trade and barter beast beneath the ruins which may have
only) been one of the dreaded Krakens.
Allies: Loose trade with Belladas, Kharkon: This ancient citadel in the
Naminthia, Cretea mountains is ruled by an exiled Hotepsalan
Enemies: The Hadros, who seek to conquer lord named Vaskadro, a were-jaguar who
the tribes. rules the local tribes in a strange sort of
alliance.
Background
The Chigros are an ancient alliance of semi- Codam Empire
nomadic tribelanders in south eastern Reptillian Empire of Evil
Amech, where the more arid, dryer Population: about 100,000 Codam TKezzu
landscape makes for harsher living and as many humanoid slaves
conditions. The Chigros are truly aboriginal, Government: supreme rule by the High
and are a people descended from Theocrat.
indigenous groups who were living the Capital: The Capitol is Tizkon.
simple life long before the Kadantanian Rulers: The High Theocrat Erzkt Kvakatha
Empire arose. Religions: The Codam TKezzu worship
Language: The Codam language, a
bastardization of old Kadantanian; Codam
TKezzu also write their arcane books and
spells in Old Kadantanian, and draconic.

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Social Titles: Vkazr (slaves), Tkezzu their empire, the Codam have sought to
(commoners), Kaled (warriors), Erkzar reinforce their existing power base, and
(mages and priests), Zhrik (nobles), Erzkt protect themselves from all enemies.
(high theocrat, king). The Codam have a strange religion. They
Allies: None, save for some mercenaries venerate a deity called Kezzu, which is said
among the Terkithyi and Talanabros, and to be the immortalized god-king of the first
some minor trade alliances with Hotepsala. of their kind to break free of Kadantanian
Enemies: All surrounding them, especially shackles. Kezzu is worshipped by a small but
Belladas. powerful cult of priests, who advocate the
interests of the people and the exploitation
Background of all non Codam TKezzu. The High
Probably the foulest serpentine species to Theocrat, Erzkt Kyakatha, is the current
ever spring forth from the cesspools of ruler of the land and head of the
creation, the dreadful Codam TKezzu priesthood.
(Codam means kingdom in their language,
and TKezzu means sons of Kezzu) are said Major Geography
to be mutated beings spawned from the The Codam Empire is itself nestled within
laboratories of the ancient Kadantanian a mountainous valley that is a great,
sorcerer kings. With elongated necks lick swleting swamp land and mud pit. They
ostriches, immense heads with beak-like have cultivated many damns and diversions
snouts, and powerful, spurred legs balanced to bring water in to the valley, and cleared
by spiked tails, the Codam are fiersome many trees to open up the land, making it a
warriors and masters of magic. very unpleasant domain for non-Codam to
The cunning and intellect of the Codam dwell in.
allowed them to eventually break free of
the shackles of Kadantian slavery, and forge Covarte
a small but powerful kingdom east of The River Kingdom
Belladas. There they found the ruins of an Population: 100,000
ancient TKomode city and established their Government: feudal monarchy.
new city of Tizkon. Capital: The Capitol is Carapas.
The Codam TKezzu have long relied on Rulers: King Mezhyr Droman,
shock troop mercenaries from the Terkithyi Religions: The Covarte revere many gods,
and Talanabros, and occasionally even the especially the Amechian deity Nanoktin,
Amenanyu (though they prefer them for but their patron god is SheSek, the river
food stock). They prefer taking slaves from serpent.
their neighbors, and rely on their drug- Language: The Covarte speak a bastardized
controlled slave power to keep things form of Amechian with a lot of Middle
running. Tongue influence; its Covarte for all
While the Codam lust after power, they purposes, but a speaker may make a
desire security and hedonistic pleasures intelligence check at DC 15 to see if he or
even more. Rather than seek to expand

Joseph Conaway (order #5438615)


she understands a speaker of Amechian or cultures and language. They are of both fair
Middle Tongue in their native language. and dark skin, intermarry with Belladasians
Social Titles: There are no slave castes. easily, and wear garb which is somewhere
There are commoners (eseki), land owners between the simple outfits of the Amech
(marusek), barons (katus), high lords and the more ornate style of the
(retukus), and the king (Elevus). Hyrkanians. They are a friendly people, by
Coinage: the copper zinj, the silver draem, and large, but prone to superstitions, and
the gold pilaek, and the amber trukk. They not a warrior culture, preferring to flee or
engage in barter. negotiate over fighting.
Allies: The Covarte trade with the
Yllmarians, Plainsmen, Belladas, and
Hyrkanians. They have close alliances with Major Geography
the Belladas and Plainsmen. The River SheSek: This great half-mile wide
Enemies: The Covarte are a friendly people, river runs northward, pouring from the
and avoid making war when possible. They highland Lake Hoderion and pouring out
have nonetheless come to mistrust the eventually in to the Lake Vurilek, which in
Tolohagros, Hadrosians, Uthadans, and turn eventually empties in to Lake Kaos, and
Starthians. atlast in to the Marshes of Mist. This
passage allows for a flow of river trade from
Background the Yllmarian city of Majord all the way
Covarte is a quiet community of rivermen back to Belladas. Overland traders at Rajam,
who ply their trade up and down the great off lake Vurilek, make their way to the
north-flowing river of SheSek. Named after Uthadan territory, the River Lords, and
the serpent god of the rains which is said to other cultures of the plains.
dwell within its waters, the rivermen Lake Vurilek: This ancient lake is dotted
provide an important link in the trade with river towns on its southern and
networks from south to north. eastern shores, but bereft of life in the
Covarte is ruled by a king named Mazhyr west, where the haunted city of Sylmaran
Droman, a kindly man who despises war lies. The lake itself is said to hold the spirits
and seeks only to protect his people. of the dead soldiers of Covarte who foght
Dromans strengths are in his ability to off the ordes of Anharak many centuries
negotiate treaties and trade agreements ago.
with almost anyone, and his cultural
familiarity with so many other lands.
The Covarte people are reverent to many
gods, especially the thousand gods of
NanokTin, but SheSek, patron of the very
river that is Covartes lifeblood, is most
venerated of all.
The people of Covarte are a mix of
plainsmen, Amechian, and Hyrkanian

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Important Sites Hyapides.Religions: Creteans revere a
Rajam: This is the port city along Lake curious mix of myths, some of which are
Vurilek. Ruled by lord Droman Vir, Rajam heard of nowhere else save in their lands.
has the strongest navy and a formidable Creteans revere their hero-figures more
cavalry, for it is expected to defend the land than any gods, and venerate these
should Uthadan raiders threaten the immortalized ancestors, including Derigos
kingdom. Rajam is a central trade port for the Bull, Rachivar the Unstoppable, Aleema
the passage of goods to the plainsmen and the Seductress, Taliva the Stormbringer,
Yllmar. and Esheba the Gorgon.
Sablen: This river port is a central Language: The Cretean language
community of the Covarte kingdom, and is Social Titles: The people of Cretea claim not
the location of the chief temple to the god to have special roles, but their society is
SheSek. It is a place of pilgrimage for stratified in to the roles of slaves, landless
Covarteans who are down on their luck. commoners, property-owning citizens,
Carapas: The capitol of the land and seat of governing elected rulers, and the regent.
the kings palace, Carapas is a beautiful city Coinage: The Dramas (gold), the silver
of fine architecture, built on both sides of (kryt), and the copper (tuk). Platinum is rare
the half-mile wide river. but called mynat.
Allies: Cretea is allied with Sendral,
Naminthia, and sometimes Zued. Trading
with most coastal nations is frequent.
Enemies: Cretea is at war with Hadros and
Argosea.

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

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laws considered common in all city-states, rules, Helios is a mecca of civilization and a
though disagreements between different boon to monumental architecture
cities are common, leading to regional throughout the world. The Library of Helios
warfare and sometimes even civil war. is said to be as magnificent as the Librarium
Cretea is as much a coastal seafaring of Midas in Octzel. The Temple of the
culture as it is landed, and is one of the five Immortals is said to be as grand as the
great seafaring empires in Lingusia. They Temple of Naril in Hyrkanien. The palace of
are always at war with the Argoseans of the regent is said to be more impressive
Karaktu, but manage friendly trade (most of than the Emperors Palace of Persedonia.
the time) with all other Lingusian kingdoms. Helios is guarded by a military dedicated to
the regent, but the city is considered a civic
Major Geography monument shared by all of Creteas city
Thracyllia: This island off the coast is the states.
heart of the Thracyllian League, which
refuses to participate in the rule of the Cymeer
regent. It is also the center of activity for Population: 1 million or less
the rarely seen culture of Mishrag bullmen, Government: Rulership by steward
who rule a quasi-subterranean realm on Capital: The Capitol is Bodlon
this island. Rulers: The current steward is Lord Eraman
Mount Heliossar: Upon this mountain rests Religions: The Spirit of Amehwy
an ancient city atop which the immortals of Language: The Eastron Tongue
Cretean myth are said to have retired to Social Titles: commoners, lesser nobles,
rule as envoys of the goddess GaThika. knights, greater nobles, lord governors,
Near the base of this mountain is the steward, the prophetic king.
Cavern of Enlightenment, where the Oracle Allies: Cymeer hold alliance with Karan,
of Cretea dwells, providing mystical Zymhar, Naminthia and Zued.
knowledge to the regent and those in need. Enemies: Cymeer is perpetually at war with
Hotepsala and the Confederates of Draskis.
Important Sites
Necropolon: The ruined city of Necropolon Background
fell centuries ago to a dark invasion by Cymeer is an ancient land, founded long
otherworldly forces, and is now a demon- ago by the ancient Zuedian tribes which
haunted ruin. Little is known of its colonized most of the eastern coast, a
mysteries, though the tales say that the curious mixture of local people and
city-builders unleashed the darkness upon somewhat more complex eastern Takkain
themselves when an excavation for the belief systems. The tribes which founded
governors palace unwittingly opened a Cymeer worshipped a monotheistic deity
hidden passage that led to a subterranean named Amehwy.
realm beneath the city, from which Cymeer ruled in various forms for two
countless horrors emerged thousand and more years, eventually
Helios: The capitol from which the regent becoming the kingdom it was recognized as

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about five hundred years ago. Its crusading centuries go by, the essence of the dead
knights were famous throughout the lands, demiurge fades, and one day will be
and its pious dedication to the destruction nothing more than a memory. But as will all
of evil within Draskis, Hotepsala and beyond things divine, the fervor of worship keeps
was tireless and effective. the spirit alive.
Draskis was a diabolical kingdom which
sprang forth from the demonic worship of Major Geography
Belphegor. The cults of Draskis began Kinisthare Forest: This mysterious forest
somewhere in the west and moved out of holds tribes of wild elves, sylvan elves who
the old Kadantanian Empire, eventually appear long ago to have severed ties with
assaulting and taking control of the lands more traditional elvish culture, and indeed
which Cymeer once ruled. The war between have embraced the life style of the
these two kingdoms would be centuries KahuniLakwha plainsmen.
long. The Cliffs of Law: Here, at the great mouth
The war ended when, in a climactic battle, of the Nardurha River, are etched the laws
the demiurge Amehwy materialized on the of Amehwy in a Lex Talionis. The two
battle field to stop the physical summoning hundred laws have been preserved forever
of Belphegor. The demon god appeared and in great letters by the ancient founders of
killed the demiurge, and Cymeer was Cymeer, and these laws remain unchanged.
crushed when its protector was slain. Not a Even when Draskis ruled, efforts to destroy
full deity (but still immortal) Amehwy the laws were met with horrible misfortune,
materialized as a sort of protecing spirit, as powerful magic protects the region.
providing guidance but with no ability to
thwart the evil in his lands. Important Sites
During the time of the Reckoning, The Stealindor: The central city of Cymeer is the
Lords of Chaos were thwarted, and heart of military activity and trade. The
Belphegor was entrapped within his own Shrine and Tomb of Amehwy can be found
Necropolis. The Cymeeri rose up and here as well.
overthrew the Draskis oppressors, many of Bodlon: The capitol and founding city of
whom where struck with the curse of the Cymeer, Bodlon exudes a venerable aura
sherigras. The kingdom of Draskis fell about it. Here, the steward of the land
overnight. This was four hundred years ago. rules. It is said that the true king of Cymeer
Cymeer has been a new kingdom ever will be a child who will be born with the
since. reincarnated spirit of Amehwy, and that
Because Cymeer is so dedicated to its one that child will become the next true
deity, very few priests exist in this land. immortal king of the land.
Paladins and monks are far more commonly Mordain: Formerly a capitol of Draskis,
found serving the protector spirit, but only Mordain is now a hive of thievery and dark
truly talented men (Wisdom of 16 or better) magic. It is ruled by force, and the governor
are found as real clerics of the god-spirit. appointed to manage the city allows his
This is partly due to the fact that, as the pureblood soldiers of Cymeer to abuse the

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largely Draskis-descended population. Laddaralys Expanse to the north, and the
Necropolis Draskis: Here lies the awakening Alfar Mountains to the west.
body of Belphegor. See the deity entry on The fertile belt of woodland created by
Belphegor for more about this dark god, the mountain ranges of the region are the
which begins to awaken in the wake of the center of the townships and baronies which
Red Dragon Comet. dot the land. Drain is dominated by three
city-states, each ruled by a noble who
Drain proclaims hereditary rulership, but the king,
Haunted Kingdom of the Middle North Quetor Cheram Treador, of Yvisk is seen as
Population: about 55,000 rightful ruler. However, Yvisks military is
Government: loose confederacy of city weak, and unable to enforce the kings rule,
states. and the other city states nominally
Capital: The principle city is Yvisk. recognize his right while ignoring all taxes
Rulers: Danadon is ruled by Draem Orivales. and requests. Local conflicts between
Matreer is ruled by Draem Dhurvik Kharam. nobles and the cities are common, but
Yvisk is ruled by Quaetor Cheram Treador. rarely amount to more than posturing. It is
Religions: The people of Drain are a as if no single nobleman can muster an
curiously godless lot, with a nominal army strong enough to do more than look
dedication to Zingar, the Wid Hunt, and threatening.
Death, the Nameless One. The legacy of Drain is centered in
Language: The Middle Tongue and antiquity. At many times over the last
Northron Tongue are common. Many thousands of years, Drain has been
merchants know tradespeak and the occupied and ruled by different forces, both
Plainsspeak. from the north and the Middle Kingdoms,
Social Titles: Murdos (commoner), Dan and occasionally from the kingdoms of the
(Knight), Elas (Baron of lesser noble), Draem Great Plains to the east. Always, the valued
(Duke), Quaetor (lord ruler, king). lands of Yllmar have been a prize, and when
Allies: Drain maintains many alliances with war would come, the conflicts would bet
the plainsmen, as well as the River Lords, settled in the region of Drain.
Yllmar, and the fabled Free City of Karan. Over time, the land became rife with the
Enemies: Drain is always at war with the haunte dead of countless battlefields, and
Jannen across the Ladarallis Expanse, as cults dedicated to these spirits arose. The
well as the orc hordes of the Silver old druids of the land built many stone
Mountains. monuments, the henges, which were used
to commune with the dead. In turn, the
Background worship of the hunt lord Zingar came in to
Visitors to Drain describe the land as practice, as did the Nameless One.
haunted, both by demons and other foul Some five centuries ago, Anharak the mad
beings. The fairly modest stretch of land is wizard sought to destroy the kingdoms of
not more than 250 miles across, walled in the Silver Dwarves in the southern
by the Silver Mountains to the south, the mountains and amassed a great army of

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orcs. He sought to find the True Forge of a domain where all warriors seemed
Ashturak and unleash untold evil on the doomed to fall in battle and rise as restless
land. This conflict spilled over in to the land undead seem very much difficult to an
sof Drain in the north and Covarte in the everyday peasant. The people of the land
south. The southern lands were decimated, are fearful of their very shadows, and take
rendering all cities ruinous graveyards right special measures to seal corpses in to
up to the edge of Lake Vurilek. In Drain, the coffins, or enact elaborate rituals to put the
fighting was intense and constant, but it restless spirits to rest. The dead return to
was the fortune of the men in that land that life all too easily in this land.
they pushed back the hordes until Anharak
was at last consumed by his own madness Major Geography
and destroyed. The hero of that day was Laddaralis Expanse: The great expanse of
Erik Kharam, first Quaetor of the land, and Ladarallis is an immense canyon carved
ancestor of the current king of Yvisk. He and deep in to the earth by the fast-running
his many men who died were all eventually waters below. Difficult to navigate by boat
buried with their ancestors and the due to the rapids and rocks, the Ladarallis is
countless warriors of prior generations in more a hindrance than aid, but it serves the
the Barrow Lands north of Yvisk. purpose of providing a barrier for Drain
The tales of this victory are not and Yllmar from the warlords of Jannen. A
unblemished, however, for the bards of famous castle is built in the walls of the
Drain say that Erik Kharam earned his expanse, called Gastelheim. Gargoyles are
victory by making a pact with the Banshee said to guard this castle which is built
Liawnenshe, a diabolical spirit of the Silver impossibly along a great cliff, and no
Mountains who knew the secrets to adventurers who have entered have ever
Anharaks defeat. She offered them to returned. Bards tell plenty of tales about
Kharam, for a price. He was to take her as the place, but no one knows if any are true.
his wife, thus freeing her of her curse. The Silver Mountains: The great circular
Kharam agreed, but could not bring mountain range which once held the seat of
himself to marry the hideous spirit, and the Suethendur Empire is now a wasteland
reneged on his agreement after Anharak of warring orcish tribes and smoldering
was defeated (some say Anharak was volcanoes which erupted as a result of
defeated by a knight errant of the Yllmar, as Anharaks blasted magic.
well, and that Kharam didnt even The Silver Mountains are riddled with
accomplish this much). Liawnenshe was subterranean caverns, mines, dwarven
mortified, and cursed Kharam and his fortresses, and orcish cities. The center of
kingdom to an eternity of haunted strife. So the mountains is a volcanic valley centered
it is said, the tale goes, that Drain became on the great Mount Kiurgst, in which
the damnable place it is. Anharak supposedly dwelled until his
In fact, Drain might not seem so terrible demise and the eruption of the mountain.
to those who have visited some other, In the east of the range is the Valley of the
harsher realms, but the troubles of living in Dwarves, where the largest number of

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abandoned and overrun suethendur cities and center of the Drain region. The Alfars
and mines can be found. Here, many are haunted by many hideous beasts, and
centuries ago, the silver dwarves were the mountains are said to contain a dense
driven from their homes forever more, and network of ancient caverns, inhabited by
nearly destroyed as a race and culture. Darendur, Ashtarth, and other underworld
The southern mountains contain the denizens, as well as a number of goblin
orcish stronghold of Chagenkor, and the tribes which almost never leave the
western range contains the Temple to the darkness of their lairs save for an occasional
demon god Vaprak. Three major tribes of raid in to the Tinurn Forest.
orcs wander the land, being the Halkgraen, The Defiled Henge: The focus of the druidic
the Spittgamor, and the Gustornin tribes. cults of death, the great ring of stones
Finally, in the mountains to the north, the comprising the Defiled Henge is said to be a
dreaded immortal banshee queen principle gathering place for the hideous
Liawnenshe dwells. cultists to carry out their many sacrifices in
Tinurn Forest: This forested land in Drains worship of the dead. It is said that
heartland nestles up against the Alfar Liawnanshe herself attends these
Mountains. The forest is dominated by the ceremonies on occasion. The region is
venerable heirophant Meledarchus, who haunted with ghosts and other undead, and
leads the druidic cults of the dead that is said to have been founded on top of a
pervade the land. These druids have battlefield dating back to the War of the
adopted a strange form of cultic undead Gods. It is said that several divine beings
worship, and for their unusual pagan fell in battle here, and that a powerful lord
beliefs, they have been cast out of the more of chaos, perhaps even Dalroth himself,
conventional druidic circles. The cult of the died in his corporeal form upon the
undead endorses the return from undeath unhallowed ground. Rumors of a hidden
as a natural process, which is thwarted by entrance to a terrible catacomb beneath
the living, and that the ultimate goal of the the henge persist, but none have ever
cult is to force the world of the living and found it. Tremors beneath the earth, and
the dead to merge in to a synergistic whole. occasional,inexplicable earthquakes rock
Most of the cultists in Tinurn dwell in a the land.
network of caverns along the foothills of Lake Spirit Trap: This deep lake is said to
the Alfars, but there are a handful of have gotten its name from the time of the
sympathetic villages, very supserstitious War of the Gods, when the armies of order
peasantry under the rule of Elas Donner forged northward to contain the abyssal
Treledon, of Lanangan Keep, a baron of the spawn which erupted from the region.
land who oversees much of the logging in During a fierce battle against the demonic
the area. His men are constantly in conflict dragon Alkuvar Destriganumos, the beast
with the mischief of the druid cults. was slain and plunged in to the earth,
The Alfar Mountains: This dense, high- forming the deep crater that became Lake
peaked range is a jagged and nigh- Spirit Trap. The tale goes on, saying that
impassable expanse at the western edge the blood of the dragon tainted the waters

Joseph Conaway (order #5438615)


which filled the crater, turning it red on let the undead overrun the world. The
certain evil days, and that the ghosts of the leader of this order is the necromancer Olan
soldiers which fell in battle against the Devar, a half-ashtarth whose human
dragon were trapped forever more, unable mother was also a necromancer, and whose
to escape their watery graves. Indeed, father was a slave purchased from the Alfar
strange things seem to haunt the lake, and Mountain ashtarth. His father was slain in a
the handfulof men who ply their trade as sacrificial ritual performed by his mother to
fishermen and bargers on the lake are a imbue her son with more power. The
nervous, stoic lot. Even stranger rumors seneschal of the orders keep is a sherigras
suggest that the draconic, undead form of named Loparin Dom.
the dragon still dwells within the lake,
surfacing on those days of Sanguine tide, to Important Sites
seek out new victims to sustain its unlife. Estoar: The only notable community in the
The Barrowlands: This immense sprawl of Alfar Mountains is Estoar, located in the
ancient burial grounds covers miles and lowest habitable valley. This community is
miles of terrain. It is said that here, in the dominated by a clan of silver elves who call
final days and hours of the great War of the themselves the mithireinur, which
Gods, fell over three-hundred thousand translates in to the first ones who seek
soldiers both divine and infernal, mortal knowledge. Their clan descended from
and immortal, in the war to end all wars. wandering suetheinuriens who left their
The bodies of these warriors on all sides homeland long ago and settled within this
were interre in large,standing graves and valley, to found an impressively elaborate
barrow mounds erected in honor of their and maze-like monastery along the lengths
sacrifice. The bodies of the soldiers of of the rocky canyon dedicated to Huaarl,
chaos and the devonin that fell were buried the lord of time, and Nistur, the lord of
in immense mass graves, and it is said that knowledge. Some members of the Order of
blackened, deathly sink-holes opening in to the White Robe trek to this monastery to
fetid, charnel caverns of the damned study the library and meditate, and a
formed from these burial sites, creating a handful of such humans have never left. In
qeird netwrok of caverns and tombs in the addition to the elves and men, a small clan
region. Rumors also persist of a small of gnomes dwells here, who have been
congregation of humans, ashtarth and mining the valley for precious metals now
sherigras that dwell in the area, operating a for a thousand years. The lord of Estoar is
reclusive temple to the highly secretive the elvish knight, Elas Drymarin Syldanar.
Order of the Black Circle. Here, Lanangan Keep: The chief barony of the
necromancers learn their trade in the midst Tinurn Forest, where the modest but vital
of one of the most corrupted sinkholes of logging trade prospers. Ruled by Elas
evil and undeath known. They are enemies Donner Treledon, Lanangan Keep is a
of even the druid death cults, which see bastion of safety in the middle of a hostile
necromancers as blasphemers that would region of reclusive, backwoods villages and
seek to control and use undead, rather than hidden druidic cults. The keep is usually

Joseph Conaway (order #5438615)


reinforced by a garrison of mercenaries released by Liawnanshes curse keeps
supplied by Yvisk to insure the safety of the Drain from being overrun. The Walkers of
local workers, and to fight the local cults of Final Night who operate the temple are all
the dead. fierce Templars and knights of the land,
Yvisk: The unofficial capitol of the region, sworn in to duty by the Quaetor to destroy
Yvisk is a sprawling metropolis by local the undead and find, one day, a way to end
standards, with a population of some the curse on the land, even if it means
12,000 people in the immediate region. The destroying Liawnanshe herself.
city is surprisingly large for its population, Yvisks most famous establishment is the
and there are whole neighborhoods with Skull and Bones, a tavern and inn which
only a handful individuals, and some are caters to the rougher crowd and
completely abandoned. Once, Yvisk was a adventurers. Mercenaries, undead hunters,
much larger urban center, but time, war, and proepsectors alike will meet at the Skull
and the lingering sense of dread inspired by and Bones for a drink and to swap tales, as
the curse of Erik Kharam have combined to well as seek employment. Most merchants
drive many prospective settlers away. and caravaneers know to frequent this
Yvisk is divided in to six districts, including tavern if they need hired muscle.
the Quateors District where Kharam Palace Danadon: Ruled by Draem Lenire Orivales,
lies, as well as the Merchants District, Lake Danadon prospers in the heart of a
District, the Commons, Industrial District, dangerous land primarly as a means of
and Old Yvisk. Old Yvisk is the largest providing protection for those overland
percentage of sprawl, where whole caravans which travel the great trade road
neighborhoods lie fallow and empty save to the east and back. Danadon is as much a
for handfuls of roving squatters. More than military encampment, a squat stone
half of the city is desolate and unkept in fortress surrounded by a thick moat in what
thie manner. The Quaetor has been known is regarded as perpetually hostile territory.
to provide for his army using this empty The community of 4,300 serves primarly as
housing, though the lack of maintanenace support for the overland trade network,
over time makes many of the vacant offering a stable local garrison of troops to
buildings dangerous structures to inhabit. defend against orcish attacks from the
Furthermore, the locals will tell tales of south, undead threats from the forest, and
persistent hauntings in these areas by the Darendur, goblin, and Ashtarth threats from
undead, both ghostly and corporeal, a side the Alfar Mountains. Of the many
effect, it is said, of the curse of Liawnanshe. precarious regions the east-west trade
Yvisk has two primary temples in the route passes through, this region is
Quaetors District, one dedicated to Zingar, regarded as most dangerous.
the lord of the hunt and patron of Yvisk, Draem Lenire Orivales is a widowed lady,
and the other to the death god Kothos, the whose father and husband died in an
Nameless One. Death is seen as a patron of attempted orcish invasion three years ago.
the land as a whole, the guardian of the She has four young sons, and some have
gates whose efforts to contain the undead suggested she seek the hand of commander

Joseph Conaway (order #5438615)


Gulmaden in marriage (for she is yet young Caravans heading to and from Zymhar and
at 33), but Orivales cannot bring herself to Starthias can also be found, carrying exotic
remarry, and so her stewardship of the oriental goods, as well.
fortress is tempered by sound advice from
her council of soldiers and local barons. Dahik
Danadon itself is a sturdy stone fortress Little is known of the mysterious
with a modest local township built around it underworld kingdom of Dahik. Ruled by the
and defended by a shorter, very long stone Black Circle, a society of thaumaturges and
wall for defense. The inner fortress is necromancers dedicated to chaos, the
surrounded by a deep and wide moat off of Ashtarth dark elves of Dahik are united only
the local river, and the fortress is said to by their common hatreds. Rumor is that the
hold at least 800 soldiers at any given time houses of Dahik are currently in service to
for local defense and patrols. The Lord Xauraun of Trog, but others claim that
commander of the Danadon army is Elas a civil war has broken out, between those
Trevor Gulmaden, a young but blooded houses who are dedicated to Dalroth and
veteran who is regarded as a tactical genius Slithotep, and those who choose to cast
for having repelled a massive invasion of away the old Lords of Chaos in favor of the
Gustornin orcs three years ago with only a new.
few hundred stout volunteers encamped in
Chambers Pass, the narrow and precarious
route in to the heart of the Silver
Mountains. His bold action in stopping the
horde before it reached the city saved the
community from being razed to the ground.
Matreer: The city of Matreer rests on the
eastern-most edge of the region of Drain,
guarding the eastern edge of the Gap of
Sonnen, the only safe place of passage
across the steep walls of Laddaralis Canyon.
Ruled by Draem Dhurvik Kharam, the direct
descendant of the founding Quaetor,
Matreer is a local center of trade and
culture for the Plainsland kingdoms and
Drain, which serves as a tether to the
Middle Kingdoms. Within Matreer, friendly
merchants from Jannen and Sjenrak,
entrepeneurs from the clans of the River
Lords, traders from Karan andother Galonia
plainsland kingdoms such as Uthadan, Population: 1.3 million
Covarte, Evarios and Colhan can all be Government: Oligarchic rule by ancient
found offering goods for trade to the west. monarchs called pharaohs.

Joseph Conaway (order #5438615)


Capital: Bezantor is the seat of power. Important Sites
Rulers: Pharaoh Anuktan III Bezantor: The capitol of Galonia, this
Religions: Language: Galonian (A Southron ancient city stands in the midst of greater
variant) and more impressive monuments from
Allies: Galonia is currently a client state to thousands of years ago. Bezantor is steeped
Persedonia, and is in service to that more in mystery and intrigue, and is a dangerous
politically and militarily active land. place for a foreigner to visit.
Enemies: Galonia has always been opposed The Necropolis: This is the venerable burial
to the Karaktuan kingdoms of Argosea and land of the dead, where thousands of
Shillarth. Galonians really dont like tombs and monuments lie in the shadow of
anybody, actually. the most impressive pyramids of Old
Galonia. The Necroplois runs literally the
Background length and breadth of the Western and
Galonia is one of the most ancient Eastern Galon rivers. Many strange,
kingdoms in the world. Said to have been haunting tales can be heard and
the birth place of Xauraun Vestillios in his experienced about these tombs.
first incarnation, Galonia has long been
identified with its ancient line of pharaoh- Galvonar
kings, who aspire to demigodhood. The The south-western people of the Middle
heyday of Galoniai is long past, however, Kingdoms are a rough, arabesque lot
and the land is usually thought of as two divided between the cultured coastal
parts: Old Galonia, mostly in the north, farmers and traders, who dwell in beautiful
where the impressive pyramids of the cities which depend entirely on trade along
ancient pharaohs can be found, and New the coast, and the inland, rugged nomads
Galonia in the south, where most of the still who struggle daily with the rigors of a harsh
living cities life. The astounding ancient life, coupled with a firm sense of
architecture of Old Galonia, rivaled only by independence. There are many ancient
Hyrkanias ancient monuments, are a site to ruins and landmarks throughout Galvonar,
behold. which was long ago the site of an ancient,
Today, Galonia is a client state to forgotten civilization to rival Old Galon in
Persedonia, and the pharaoh has given his the east.
land and people to that empire after a brief
and largely bloodless invasion. The Great Plains
The people of the great plains are a diverse
Major Geography lot of small city-states and minor kingdoms,
The Dead Sea: This ancient sea of salt is sometimes interspersed widely in regions
known to flood once in a generation, but where no law or ruler presides. The sparse
the harsh land quickly dilutes it in to a salty resources of the Great Plains make for a
sludge. Still, it is the best place in the world hard life, and as a result, few conquerors
to export for salt. see it as a fitting domain for rule. The
politics and culture of the region often

Joseph Conaway (order #5438615)


change due to local incursions of nomadic Other rumos suggest that the Hadrosian
groups, and the southern nomads of the elite believe they are rightfully descended
region, called the Kahunilakwa, are known from the ancient Kadantanian Empire, and
to be the strongest force in the land, even if seek to restore its long lost glory.
they are united only as clans and culture.
Hazer-Phennis
Population: 250,000
Government: The magiocracy of the Cult of
Set
Capitol: Hazer-Phennis is the capitol, and its
underworld realms are held in thrall.
Rulers: The current lords of Hazer-Phennis
are General Zypharis Halistrak, High-Priest
Phaegra Servauntis, and the Serpent Queen
Elehysria Zinthanna.
Religions: Set rules supreme.
Language: The serpent tongue.
Social Titles: slaves, warrior-thralls,
minions, warriors, merchants, priests,
templars, inquisitors, high priests, generals,
the queen.
Coinage: The copper asp, silver serpent,
gold cobra, and platinum constrictor.
Hadros Allies: Hazer-Phennis has been known to
Little has yet been revealed about this ally itself with the forces of the Caves of
young upstart nation of dark sorcerers led Chaos, as well as Dahik, on occasion.
by the mysterious king Hatanak. Rumors Enemies: The Hyshkorrid are strongly
abound as to its intent, which is presently opposed to Hazer-Phennis, Dahik is prone
to engage in border warfare with the to backstabbing them (and vice versa), and
Belladasians while enslaving local tribes of the City State of Trog is on a jihad against
Amechians, and it is said that the city of the kingdom dedicated to the evil lord of
Baraka has been taken and made as the order, Set.
capitol, but some suspect that the founders
of this strange horde sweeping the eastern Background
jungle kingdoms stem from the southern In the predawn mists of time, Set, the
Chigros lands, and that a great many of the dark lord of evil and deception, was born in
fanatical soldiers in the service of Hadros to the world, and he is said to have tricked a
are driven as much by their need for dark, mortal human woman in to birthing his first
addicting hallucinogenic drugs produced sons, a horde of serpent men which sprang
from the leaves of the Black Lotus as they from her loins and devoured her. These
are out of any sense of loyalty or patriotism. were the first of the setite, the serpent-race

Joseph Conaway (order #5438615)


which owes its perverse existence to their Hazer-Phennis is a magiocracy, and those
dark god. with the sorcerous powers rule with an iron
Set is a lord of order, and is opposed to fist. All sorcerers of Hazer-Phennis must
chaos, for the lies of his creed are also belong to the priest sect, and no setite
meaningless in the face of chaos. Sets is allowed to worship any god other than
power as a deceiver and corrupter cannot Set; commoners who seek to follow other
exist without a firm foundation in the rules gods are usually rooted out and killed, if
of order and the will of the good. As such, they do not try to escape and impose exile
Hazer-Phennis has ever sought to on themselves. The priests and mages of
undermine and corrupt the lands of men, Set have been known to suffer terrible fates
but never to seek their destruction. Indeed, if they go against Sets will, and it is said
the greatest wars of Hazer-Phennis have that any being which defies his worship will
always been fought behind the scenes, be inflicted with a vampiric curse, insuring
through assassination, backstabbing, that they perpetuate Sets will forever
political coups, and other deviltry. The great whether they want to, or not. Some setite
force of warriors and thrall slaves stationed and human followers of Set willingly
in the immense pit of Hazer-Phennis serve petition the god for this infliction, to
as the defense of the city against those become members of his Chosen flock.
whom the setite would seek to undermine, Hazer-Phennis has three major rules,
such as the dark elves of Dahik, the each sharing power in tandem, in a
Hyshkorrid, and the chaos forces of Trog. treacherous web of deceits and intrigue.
Hazer-Phennis is a great, subterranean General Zypharis Kalistrak, of the Kalistrak
city built around an immense rift in the clan, has maintained his power for decades
earth, a crater nearly a quarter-mile wide, by honing his serpent men armies in to a
dug in to the earth and downward, around mean force to defend against encroaching
which the countless hives of the city spread chaos cults. He is descended from the
out in to the underworld. This great crater famous line of his forebears, which go back
is similar to the one in Trog, also a great to his ancestor, a general during the War of
trench of earth hollowed out in a crater-like the Gods, who is said to have first secured
cone. It is said in the annals of dark lore that the ancient empire of Hazer-Phennis for
these great trenches are remnants of planar setite rule. The Kalistrak clan has fallen in
rifts which opened in the earth during the and out of power many times, but Zypharis
War of the Gods, and from which hordes of is the strongest general in many
planar beings surged forth to fight for or generations.
against the forces of order and chaos. High-Priest Phaegra Servauntis is a direct
Indeed, it is said that there is an immense descendant of the elder Serpent King
capstone in the heart of Hazer-Phennis that Servauntis, who helped fulfill the prophecy
seals a permanent entry in to the Infernal that led to the Reckoning by bringing down
Domain of Hell, where Set and his devilish the nascent seed of the Moon-World of
minions dwell in a desert palace made of Poltrietie, Phaegra is not as grand in vision
human bones. as his elder, but he is a true servant of Set,

Joseph Conaway (order #5438615)


and is said to have hundreds of hidden domain for trade and commerce can be
minions, both setite and human, seeded found, second only to the city of Bargan in
throughout Hyrkania and Octzel, seeking to Mitras Forest.
undermind the human kingdoms. The Temple of Set: This is the grandest of
The Serpent Queen Elehysria Zinthanna is all temples to Set, an immense cavern
the new queen of Hazer-Phennis. She containing a colossal pyramid, deep
earned her title and position by first beneath the very bowels of the City,
marrying, then assassinating the elder protected by a thousand undead beings and
Serpent King Servauntis in a hidden pact cared for by the Chosen of Set, an army of
with his nephew, Phaegra. Since then, the setite vampires.
two have secretly shared power, working
sometimes at odds with the more Hettanar
practically-minded Zypharis. Elehysria seeks The people of Hettanar are borderlanders, a
to perpetuate the glory of Set everywhere culture of warring chief-kings who hail from
in the world, and has grand plans of the the northern tribes of Zarn and beyond, but
subjugation of men, elf, and dwarf. She is who have adopted some of the southern
worried about the recent return of the ways of civilization in the Middle Kingdoms.
forces of chaos, and efforts tore establish a The Hettanar are often at war with Drain,
spy network and discover what happened Yllmar, and the territory of Karan. They
the setite embassy in Trog have met only trade (and sometimes fight) their northern
with failure, or the hideous return of brethren in Zarn.
twisted, mutated setite minions attempting
to wreak havoc in Hazer-Phennis. Hotepsala
The Hotepsalans are a north eastern
Important Sites jungle kingdom that is dominated by the
The Great Pit: This is the immense, quarter- worship fo the darker Amechian deities
mile wide pit in the desert of Hyrkania such as Lako. They are a priestly hierarchy
which spirals down, like a cone, to the of divinely appointed kings who drive the
bottom, where the capstone in to the local population into religious frenzy. They
infernal realms can be found. Nestled in the are a xenophobic lot, and war regularly with
western wall of the pit, like a great blemish, their only local enemy, the vicious
is the impact crater of the Hammer, the cannibalistic Bloodpoint Indians. Some of
great meteor which the Serpent King the darker elements of Draskis, to the east,
Servauntis called down upon the land to are said to have been influenced, aided and
destroy his foes and reclaim his throne abetted by the priest-kings of Hotepsala.
during the era of the War of Strife.
The City of Serpents: The maze of passages
and grand tunnels which comprise the living
quarters of the Hazer-Phennis underworld
is usually called by this name. Here, the
safest and most prominent underworld

Joseph Conaway (order #5438615)


The Hubinde region also contains some of
the last Baltorklani (Ape Man) tribes, who
struggle to survive as a species. The
Baltorklani are very passive and do not like
war, though they are certainly capable of ti
if necessary, but it is said that their species
suffers from an ancient curse cast by the
Kadantanians, who despised the Baltorklani
for a revolution that led to the downfall of
that ancient, evil empire. Interestingly,
Hadros must believe some of the myths, for
their soldiers actively seek to hunt down
and kill Baltorklani, as if they fear the ape
men are capable of doing the same to their
own aspiring empire.
Finally, the Hubinde have long fought the
Hubinde Tribelands encroachment of Southern Hyrkanian
Not much is known of these aboriginal slavers in to their lands, as their people are
tribelanders in the south western lands of regularly plumbed for fodder in the thane
Amech. They are a fierce lot, and while they armies of Blackholm.
willingly trade with outsiders, they maintain
an insular culture that shuns outside The Hyrkanian Empire
interference. The First Empire of Man
The Hubinde are in close proximity to the Population: 3.5 million
Beast Lands, where the Neanderthal lords Government: imperial monarchy dedicated
of that land maintain a constant state of to a blessed emperor or empress. Hyrkania
war with the Hubinde. Rumors abound that has operated on the principle of
the Terkithyi lizard men have conquered imperialism for as lomg as history has been
some of the Hubinde lands, as well, as the recorded, even in the most ancient tales it
Hadrosian Empire grows. is said that the Hyrkanian kings sought
The Hubinde prefer to live in towns along dominance or recognition as imperial rulers
the riverine regions, where the huts are of the Middle Kingdoms. This claim to the
built on stilts to avoid flooding, but some land has diminished, and the glory of the
maintain extensive communities on the ancient empire receded two thousand years
strange plateaulands of the region, a side ago with the War of the Gods, but Hyrkania
effect of the ancient devestation that itself remains the strongest single empire in
created the great sink-hole basin of the the world.
Amech lands. These towns on the plateaus Capitol: The Capitol is Hyrkanien, where
are especially defensible, and provide the the fable Emerald Palace can be found.
best protection against Beast Man, Terkithyi
and slaver encroachment.

Joseph Conaway (order #5438615)


Rulers: Former regent Taelyias Mandragora, fabled city of the gods, CortiZahn, was a
and returning immortal Empress Phyxillus living, breathing monument to the divine.
Usyllyses Hyrkania as a realm was founded in 5,400
Religions: The Church of Naril is the bw, a small cluster of united city states
dominat religion, but all gods of the Middle which grew up around the Nyarlith River,
Kingdoms pantheon are venerated. stretching through the land to unite the
Language: The Middle Tongue Inner Sea with the Baldric. These ancient
Social Titles: Rahe (slave), Rathenan cities founded the first dynasty, and over
(indentured servant), Eslas (commoner), time, the old kingdom spread outward, in to
Midan (land owner), Edas (Knight), Kelan the Fertile Lands, to become a much greater
(Baron of lesser noble), Gonn (Duke), kingdom.
Sacrimori Eleva (high priest), Kalan The old kingdom of Hyrkania grew strong,
(praetor), Hyrkanakalan (grand magistrate), and was at its height, some say, when the
Dysamkalan (chief generals), Elevasos (King War of the Gods commenced. This year-
or Regent), Elakalam (Emperor), EleKahil long event devastated the empire, and it
(Empress). was decades before the land recovered.
Coinage: Kantad (royal crown), Dakur (gold Thereafter, the empire was factionalized, as
piece), Benem (silver piece), Krip (copper the will of the people was damaged by the
piece). loss of their mortal gods and the sacking of
Allies: Hyrkania has close alliances with the city CortiZahn. Evidence of this
Yllmar, Belladas, Sendral, Sylvias, and the appeared in 500 aw when the Wars of
Iron Kingdom. It has mixed relations with Religion were fought. The Church of Naril
its chief competition, Octzel, and is open to would eventually emerge as the principle
trade with the northern kingdoms, even if religion of the and, but not before much
war occasionally erupts. conflict and dissention. It was during this
Enemies: Persedonia, Trog, Southern time that the penal colony of Octzel fought
Hyrkania, Hadros, and Zarn are regular foes for freedom and provided a sanctuary for
of Hyrkania, and the empire is actively at Hyrkanians seeking escape from
war with both Persedonia and Trog at this persecution, eventually forming the
time. western kingdom of Octzel.
Hyrkania has long been the subject of
Background Xauraun Vestillios fascination. This
Hyrkania is regarded as the most immortal agent of chaos has manifested
venerable of all human realms. The most and attempted to conquer Hyrkania
ancient of tales speak of Hyrkania as the numerous times, and was responsible for
cradle of human civilization for ten many of the disastrous conflicts in the
thousand years, the nation from which all nations history. He had a hand in the Wars
other lands of men were birthed. In the of Religion, and was responsible for the
days before the War of the Gods, the vast eventual sundering of Northern and
tracts of the Hyrkanian Desert were instead Southern Hyrkania in to two distinct
known as the Fertile Kingdoms, and the empires. He became aware of his status as

Joseph Conaway (order #5438615)


immortal champion of Chaos and made his Unfortunately, Aroth was not as wise, and
greatest bid to unleash the hordes of the grew fascinated with the whispered
Abyss upon the mortal plane in 1960 aw, promises of a woman, Lady Etheriel
and later initiated the War of Strife in 2085. Strallikus, of Kymir, who lured him in to the
His greatest act ever was to restore the worship of the Divinate and the Courts of
power of the Lords of Chaos in the city of Chaos. Aroths fall in to diablerie brought
Trog, about which more can be read in that the kingdom with him, and the unity
entry. between Northern and Southern Hyrkania
Hyrkanias legacy of rule had been one of was ended. Not long thereafter, Aroth is
divinely appointed leaders, recognized for assassinated (by agents of Etheriel, some
their ancient heritage stemming from the claim) and the empire erupts in civil war
greatest surviving warriors of the War of around 2050 aw.
the Gods. The last great king of such a By 2083, new forces of evil were at work,
heritage was Usyllyses, who proved unable all part of an unseen and little known
to bear further children. The elvish king of prophecy that, misinterpreted by many,
Slyvias granted Usyllyes his youngest was supposed to lead to the conclusion of
daughter as an adopted child, and so the war between Chaos and Order. The
Phyxillus, greatest empress of Hyrkania, Lords of Chaos were certain that their
came to the land. The unorthodox rule of an minions would insure they won, but in fact,
adopted elvish daughter was endorsed by the prophecy would lead to the Reckoning,
the Sacrimori of Naril at that time, for the and the triumph of Order. The empire was
prophecies of the Idean Codex of Light very important throughout this period of
stated that such a queen was destiny, proof conflict, beginning with the War of Strife in
of the cyclical nature of Naril (lord of man 2086. By 2114, the empress Phyxillus had
and the sun) and Selene (goddess of elves returned, but Gilrad was no longer with her,
and the night). and she initiated a great crusade against the
Phyxillus chose the avatar Gilrad to be her Troll Queen Invidia, who had supposedly
regent emperor, and during the period of killed the emperor-regent. Phyxillus fel in to
their reign, the Lords of Chaos were greatly a trap, and her crusaders and the troll city
diminished, and even Southern Hyrkania fo Hoggoth were all locked in a powerful
was subdued and brought back in to the spell of chaos, which froze the greatest
kingdom for a time. Hyrkanian soldiers and knights of the land
When the immortal avatars were in a magical suspension that lasted until
eventually called away by the will of the 2475.
gods, they left their son, the half-elven The wars continued, culminating in the
scion Aroth Usyllyses, who seemed for a final war between the two divine factions
time as wise as his mother and father. The and their mortal minions in 2116. When it
empress and her regent consort, at that was over, the very nature of the land had
time sailed off in to the outer realms on the been irrevocably altered, it seemed. The
divine Ship of Dreams. southern city states of Hyrkania were in
disarray and leaderless, the Solarian Knights

Joseph Conaway (order #5438615)


of Naril were devastating the armies of empire was met with less enthusiasm than
chaos that had survived the Reckoning, and expected, for the northern religions were
the empire was triuphant. popular among commoners, and over time,
But not all worked out as expected. The the mystery cults of the north would
Hyrkanian Empire prospered, but many of continue to dominate the faith of the
its greatest warriors traveled south, to the common man. Phonatas, Hargameth, and
Sendral Basin, where the general Davin other northern gods continue to have a cult
Kormak waged a war against the surviving following in Hyrkania to the present.
bastion of evil in the south. During this By 2253, a new war of Religious
time, the only leadership on the throne was Presecution erupts, as the Church of Naril
given to Nerevan Hyrador, a man who made comes to conflict with the explosion of
a better politician than general. mystery cults dedicated to the new
In 2130, Hyrkanien, the Capitol, was demiurges of the land. This conflict lasts for
sieged by an encroaching horde of northern decades, and strengthens the Inquisition of
invaders, called the Nordaman, comprised the church.
of the many kings of the north who were By 2330, the arrival of he first Persedonian
united under the great warlord Sigurd. His invasion alon the coast of the Inner Sea
horde takes the city, then overwhelms the gives a new focus for the fighting, as the
war-weakened and unprepared Hyrkanian Southern Hyrkanian city states beg for aid
Empire. from the Empire. The first invasion is
Sigurd renamed the Capitol Sigurdien, stopped, but Eastonia remains in
and placed his warrior-princess, Agrimias, in Persedonian control.
control of the southern lands while his By 2470, the greatest threats seemed to
Horde turned to the Great Plains kingdoms, be the incursions of warbands from the
saving the Southern Hyrkanians and mysterious Amechian kingdom of Hadros.
Octzellans from a great war. Agrimias ruled But by 2474, the Hadrosian and Hyrkanian
for many years until her death in 2184, and armies have fought to a standstill, and
during this time, a new cultural infusion of suddenly, the Persedonians begin to renew
northern and southern attitudes mixed in their interest in conquering the Middle
the venerable empire. Kingdoms. During this time, many events
Agrimnias eldest son, Githrard, had transpire which mark the coming of a new
married a Hyrkanian noblewoman named age of conflict and adventure.
Hylanys, and when he took the throne, her Xauraun Vestillios, most ancient of
influence on him led to a series of policy Hyrkanias foes, returns, his arrival
changes in which many of the restrictions presaged by the ill omen of the Red Dragon
placed on Hyrkanian rights were lifted. Comet. Xauraun conquers the factions of
Githrard was also a convert to Naril, and the monstrous city of Trog, and assaulting
adopted the Empires religion as the state forces by Empress Taelyias Mandragora of
religion again, after decades of Agrimias Hyrkania
veneration of the northern gods. Ironically, Are shattered, and the empress is
this switch in faith to the traditions of the presumed dead.

Joseph Conaway (order #5438615)


Phyxyllus Usyllyes, also long believed noble form of dress favors stronger colors,
gone, is reawakened from her magical as well as the integration of much
slumber, along with her army of crusaders ceremonial pomp.
from centuries past, by a new band of The Hyrkanian Empire, being the northern
Chosen Ones, avatars of the gods. domain of the greater Hyrkanian realm, is
By 2476 Phyxyllis' first act is to siege and located along the balmy, warm coast of the
regain control of the city Hyrkanien, and Baldric Sea. The highlands of Niras are
return the Emerald Throne to the rule of a forested, and often much cooler in climate,
proper Empress. She Refuses the throne for while the western regions north of the
herself, however, and insists that it be Slithotendan Mountains remain fertile farm
handed to Prince Hovalos Mandragora, who and grass lands, but with a dominance of
has ruled at Hyrmyskos in the wake of his bogs and marshes in the northern
mothers defeat at Trog. The Nordaman Tedermisha Peninsula.
kingships have little fight left in them after The Slithotendans are seemingly the most
a century and more of assimilation and desolate, hard-bitten mountains in the
complacency. Prince Hovalos' first act is to world, but south of this range is the
restore the Hyrkanian Calendrical System, forbidding Hyrkanian Desert, a blasted land
and restore the family rights of lost territory of shifting sand dunes and hidden entrances
to disenfranchised Hyrkanian Houses. This to the Underworld that supports no living
instigates a brief civil rebellion amongst the civilization of men, and hides many
Nordaman, which is quickly put down. In monstrous kingdoms. The deserts are
Honor of this time, the new Emperor littered with the ancient ruins of Hyrkanian
declares this period the Era of Rebirth, and cities that existed before the War of the
(er) is used to mark this period henceforth. Gods, as well as occasional ruined
fortresses from the time when the Empire
Life In Hyrkania sought to contain the menaces of the
Hyrkanians are a mix of swarthy, tanned deserts.
men and women of dark complexion, with The social system of Hyrkania is similar to
auburn, dark hair, often running black and the Octzellan system, but noticeably more
rarely red. The Nordaman infusion has complex. Even within specific social ranks,
added to the number of fair skinned, there are additional sub ranks and
blonde Hyrkanians there are. deferential notations according to the age,
Hyrkanian dress is pragmatic, and it seems wealth, and history of ones family.
that the empire as a whole favors washed- The knighthoods of Hyrkania are famous,
out colors, in greys, dusky blues, soft and are some of the principle defenders of
earthen reds and browns. The average man the Empire. The Emerald Knights are the
dresses in a tunic and shorts, while many Imperial order, an army of cavalry
women wear a loose shift or toga. dedicated to the protection of the land. The
Hyrkanian nobles can afford extravagant Solarian Knights are an order of Paladins
garb, often decorated with jewelry, who revere Naril and uphold both the
especially head, neck, and arm bands. The empire and the church in the name of the

Joseph Conaway (order #5438615)


sun god. The Order of Kasdalan is a small mortal avatars are said to have sprung.
sect of knights, but they serve the cause of North of the forest and partially
justice, and work as the wardens and enshrouded by it are the Troll Mountains.
protectors of the empire, metting out Troll Mountains: Here was the greatest
justice in the name of Kaviskhar, god of Troll Empire, the Thargonid Empire, ever to
judgement in the afterlife. exist. Now collapsed in to ruin and a place
for explorers, pilgrims, and treasure
Major Geography hunters, the ancient ruins of Hoggoth and
Slithotendan Mountains: The ancient, other troll fortresses ar slowly being
immense mountain range that was once the encapsulated by the immense trees of the
northern border of the ancient Fertile forested interior of the mountains.
Kingdom, and now serves as a great
tombsone to CortiZahn. Filled with Important Sites
demonic beings left over from the War of Hyrkanien: The immense capitol of
the Gods, riddled with the tombs of the Hyrkania, nestled along both banks of the
gods mortal bodies, the ruins of lost cities, great river delta, and site of what may
and more. It is a vast trove of undiscovered possibly be the cradle of civilization. Over
adventure and nearly certain death. the centuries, Hyrkanien has been divided
The Hyrkanian Desert: This region of in to three regions: Sigurdian, the northern
blasted lands and shifting dunes contain city which received much influence from
many evil underworld empires, such as the time of the Nordamani invasions; New
Hazerphennis of the serpent men, Dahik of Hyrkanien, the seat of the throne of the
the ashtarth dark elves, and the Empire and center of the impressive
subterranean kingdoms of the Kattachi Emerald Palace Dome; and Old Hyrkanien,
scorpion men. The city of Trog is nestled in the center of commerce and trade in the
its southwestern reaches, where the new land, and host to the Empires great naval
demigod of Chaos rules, and countless ruins yards, as well as the fabled Temple of Naril,
fo lost cities can be found, submerged in its where the Solarian Paladins train.
sandy reaches. For all of its desolation, the Nevalien: The site of one of the greater
desert is a cold region, with chilly winds and seaports of Hyrkania, and center of the
sand storms year round, and a harsh sun Order of Kavishkar, the justicars and road
beating down in a region where no rain marshals of Hyrkania who enforce law and
ever falls. order.
Niras Forest: The incredible expanse of this Hyrmyskos: The center of the great empire
great forest is difficult for any one person to and chief city along the southern great
track and measure, and within its depths road, as well as the defense point for
can be found the cultural group of the Niras Anaryk Pass over the lowest point of the
people, the druid circles of Treeholm, the Slithotendan Mountains. Hyrkyskos is
hobgoblin kingdom of Saggrahoth, the known for its impressive arenas, which are
ranger enclave of KomHuandyr, and the said to host dragons in their festivities.
mythic Cave of the Gods, from which all

Joseph Conaway (order #5438615)


Kymir: The western city of Kymir was once from the fiery sparks of Ashutraks Anvil in
the ruling center of th Strallikus clan, and to the world. Since that forgotten age, the
the source of rebellion which sparked the maddendur, the iron dwarves, have dwelt
War of Strife. It was here that the northern in the depths of the greatest mountains of
lands were pressed by threat from the the world, and their kingdom has centered
Lords of Chaos and their minions during in the Iron Mountains.
that time, and even today the city is The Iron Mountains are too treacherous
wracked with the haunt of its ancient for any army to cross, too difficult for trade
reputation for evil. passages, and so inhospitable that no one
would want to live there, anyway. The
The Iron Kingdom of Undermount northern range, near the vicinity of the
Kingdom of the Dwarves eternal Black Tower, harbor untold armies
Population: 300,000 dwarves of goblinoids, orcs, troglodytes, and trolls
Government: hereditary monarchy of the locked in a perpetual struggle in the
Underkings. underworld of the mountains. This great
Capitol: The Capitol is Halvanor, the City of horde has been kept at bay for millennia
Undermount. now by the dedicated warriors of the Iron
Rulers: The present king is Egos Volmarhan. Kingdom, which holds all southern
Religions: The dwarves venerate Ashturak, territories of the peninsula of the Iron
the forger god, as well as Hargameth, lord Mountains. This stalemate of power has
of war. lasted for as long as the city of Hagor has
Language: The Maddendur dwarven kept its watch.
tongue. Throughout the Middle Kingdoms and
Social Titles: commoner, laborer, merchant, Lingusia as a whole, iron dwarves may be
warrior, knight, baron, lord, king. found in small kingdoms beneath the earth.
Allies: The Iron Kingdom is allied with Although many of these communities are
Sendral and the Hyrkanian Empire, and fully independent and consider themselves
trades with Cretea, Octzel, Jhakn, Zued and independent kingdoms, all pay at least
Shillarth. ritual homage to the true king of
Enemies: The forces of the Black Tower, the Undermount, the high king of Halvanor and
Southern Hyrkanians, Persedonia, Argosea, ruler of the Iron Kingdom. That dwarf is
and most anyone the dwarves dislike are presently Egos Volmarhan, a taciturn
enemies. They are cool about Sylvias, and warrior, the hero of the battle of
avoid the elves if they can. Glimmerrift.
The maddendur value gold and the wealth
Background of the earth above all else, and each of the
The dwarves of the Iron Kingdom have a lesser kingdoms throughout the realms of
great record hall in the deepest bowels of the underworld and beyond are expected to
Hagor where it is said that the lineage of send tribute at least once in a decade to the
every dwarven clansman has been chiseled Iron Kingdom of Undermount. Those which
since time immemorial, when they sprang seem defiant or imperious eventually earn

Joseph Conaway (order #5438615)


the wrath of the king, and war results. It is open air. There are dozens of small coastal
said that the Darendur were once defiant in towns, and one large community, a well-
this manner, and their exile led them to the known harbor town called Port Shoalin.
path of chaos. Valley of a Thousand Mines: This great
The Iron Kingdom is almost all mountains valley in the heart of the Iron Mountains is
and treacherous underworld passageways, said to have a thousand mining entrances
punctuated by massive dwarven to some of the greatest veins ever
architectural marvels and mines. The heart discovered. Though the dwarves have
of the peninsula includes some open-air mined out many of these veins over the
communities as well. There is an exterior generations, the valley is still heart of many
fortress on the face of the Undermount dwarven towns.
capitol of Halvanor, for example, and the
seafaring dwarves of the isle of Vedron Important Sites
have all taken to living in outdoor coastal Hagor: The fortress of Hagor is the second
towns. The maddendur of Vedron are most ancient city of the dwarves, and the
sometimes called the minuendur, which training ground of the Iron Guard, the
means means something like those who dwarven knights that perpetually defend
are touched in the head, in dwarvish. In against the threat from the Black
fact, the dwarves of Vedron are said to have Mountains. Hagor is ruled by Lord Halen
started as a colony of maddendur who did, Grimor, a venerable warrior of the Iron
indeed, suffer from something considered Guard and a well known diplomat. He has
most dangerous and maddening to personally hammered out many friendly
dwarves: claustrophobia. treaties with the kingdom of Sendral. Hagor
is also the site of the dwarven Hall of
Major Geography Records, where the clan ancestry of every
The Black Mountains: Called such by the dwarf is recorded in stone.
Sendral men, and known as such for the Halvamor: The capitol of the Iron Kingdom,
goblinoids which hold them, the Black and seat of the Palace of Undermount.
Mountains are the northernmost range of Here, the great king Volmarhan rules, along
the Iron Mountains. Countless conflicts and with his wife Erisa and seven sons (indeed,
wars have been fought by crusading his is one of the most prolific of dwarven
dwarves attempting to drive the goblins clans on record). Halvamor is famed for its
forever from these ranges, and in addition immense halls, stonework monuments to
to countless subterranean monter lairs, the the dwarven gods Ashturak, Hargameth,
ruins of many maddendur fortresses can be Elisin, Trimelin, Zingar, and The Nameless
found. One.
Vedron: This isle to the east of the Gorath: The ancient ruins of Gorath mark
peninsula is the heartlands of the one of the forgotten dwarven cities, sacked
minuendur dwarves, the small but and pillaged five centuries ago by the forces
noteworthy communities of dwarven kind of the Black Tower in the name of Xauraun
who have chosen the life of the sea and Vestillios. Gorath has since been

Joseph Conaway (order #5438615)


abandoned, never to be reclaimed by the freeman. Among freemen, landowners are
dwarves, though young dwarven war more powerful, and merchants can become
parties regularly enjoy entering the ruins to princes through wealth. Nomads in the
try and purge the monstrous entities which region, and the cultural group of the
lurk within. Takonori are considered second-class
citizens by Jhaknians.
The City-States of Jhakn Coinage: Drenari (gold piece), Capiri (silver
Ancient Republic of the Middle Kingdoms piece), Dumi (copper piece).
Population: approximately 1.1 million Allies: Jhakn is a client state of Octzel, and
Government: Local Democracy operating so is supposed to receive its protection.
under Octzel as a client state. Jhakn were Jhaknians have long had an alliance with
the first to devise a republican democratic the Nomads of Galantyr, and the people of
system (not unlike republican Rome) in Ocentash, as well as good trade relations
which a ruling body was elected by the with Silvias, Cretea, Karaktu, Porondor, and
people to make decisions for the good of the Colonies of Mataclan.
all. The Ruling Council would elect a regent Enemies: Jhaknian patriots see Octzel as an
who held a position for five to ten years as invader. Internally, Jhaknians have always
the spiritual and political figurehead. Today, been in conflict with the indigenous
the Jhaknians still maintain this structure in Taknonorians. Persedonia is a threat, but
its essence, but Octzellan nobles have a rule considered welcome compared to rule
of veto over the regional elected officials. under the regent of Octzel.
Likewise, since Octzellan occupation, the
King of Octzel may choose to veto any Background
choice of local regent, or appoint his own Jhakn was founded in the early years of
man as he sees fit. Hyrkanian expansionism, sometime around
Capital: Jnril 500 awi, not long after Octzels roots took
Ruler: Maddaros Gonn Hasperat is hold. The tales of old claim that the first
appointed Regent, but Gavin Dalespis is the colony of Jhakn, founded around the city of
Popular Leader. Jnril, was created by shipwrecked sailors
Religions: Jhakn follows a unique druidism who took quickly to the local barbarians
of elemental spirit worship, and shuns the and brought a mix of civilization and
gods as being too remote and uncaring for regional barbarism in to a unique synergy.
human interests. This tradition harkens With time, as more colonial efforts from
back to the ancient origins of the Jhaknian Hyrkania and elsewhere arrived, the region
way, adopted from indigenous natives who became populated with a small but
integrated with the original colonists of independent menagerie of people. The local
Jhakn. sense of community and spiritualism was so
Languages: Southron Tongue, Takonori, compelling to all arrivals, however, that
Tradespeak, Glythanyu. most colonists readily shed their old ways
Social Titles: Jhaknians are simple in social and embraced the new.
dynamics, and you are either a slave or a

Joseph Conaway (order #5438615)


Jhakns cultural development reflects two Octzellan conquerors erupt every year.
cultural groups over time (more if you Some deposed rulers of Jhakn are even
count the other neighboring tribal powers suggesting an offer of fealty to Persedonia.
in the region, from which the Galantyri, Such an alliance would allow the much
Cimmerans, Persedonians, and greater empire to destroy Valance and
Ocentashians sprang). The Takonorians are sever the connection to Octzel, although
most prevalent in the southern lands, and whether or not Persedonia would be a
are regarded as deterministic, old-world greater threat is a different matter entirely.
descendants of the native cultures who did
not embrace the colonials. The Jhaknian Life in Jhakn
cultural element reflects the progressives, Jhaknians are a very Mediterranean
the culturally flexible people who even people, with rusty, sun-darkened skin, black
adopted a form of republican government, beards and long hair being most common.
the first of its kind in the Middle Kingdoms. Still, many different variations in
The history of Jhakn has been one of war appearance mark the mixed ancestry of
and conflict between these two groups, and Jhaknian people. The pureblooded
culminated in the 2000s with the utter Takonorians are darkest and swarthiest of
collapse of the Takonorian people during a all, and are reminiscent of somewhere
period of widespread conflict fueled by between the Basques and Spanish Moors in
especially fanatical religious cults. The demeanor and appearance.
Jhaknians are not proud of this time, as Jhaknian clothing is a mixture of whites
their warriors went to battle against the and other light colors. They dress loosely,
Takonorians in a crusade, and many with a tendency towards the plain and
atrocities were inflicted on their peculiar unadorned. The balmy, perpetually warm
neighbors. In the end, the Taknonorians seasons of Jhakn insure that only in the
survived, barely, as a mixed culture with short, stormy winters do the Jhaknians have
only a few strong, independent tribes in the need of warm dress.
south still clinging to the old ways and Jhakn is located in a seasonally temperate
trying to stay as far away from Jhaknian region, not unlike the Puget Sound of
lands as possible while still maintaining a Washington, in which perpetually warm
necessary harmony. winds blow up through the Endless Ocean
During the Two Hundred Year War, Jhakn and in to the land-belt between the coast
became the focus, numerous times, of and the mountains to create a lush, fertile
Octzellan interests, and many battles were region for farming. The temperature is
fought, some with great forces commanded always humid but comfortable, and on the
by Valance, Halale, or the King of Octzel winters the great storms that come south
both with and against the Jhaknian forces. almost never deposit snow anywhere
In the end, Jhakn was conquered by except in the mountains. Because of its
Valance. Now officially a client-regency of good weather, this means that Jhakn has
Octzel, the people of Jhakn are seething some of the finest crop exports in the
with rebellion. Civil conflicts against their

Joseph Conaway (order #5438615)


Middle Kingdoms, and is famous for its Jhaknians worship spirits of conventional
vineyards. things: the trees, land, ancestors and the
The Jhakians have a simple social class dead, animals, and so forth. This animism
system, determined by their system of stems from a belief that all such beings are
politics. Men are defined by their value, extensions of GaThika, the mother-spirit of
measured through family, wealth, and the land, and that all such beings are
holdings. Property owners are granted moving onwards to the lands of the dead.
voting rights; a nobleman in Jhaknian terms Some spirits are already there, and so are
is simply a wealthy and generous man. revered for having ended their journey.
Property holders can vote people in to Such spirits are appeased on three annual
offices. These offices include the Ruling holidays to venerate the fallen in battle, the
Council, which has one representative from ancestral dead, and the dead who are lost,
each region (totaling 23, presently), as well as a way of fending off their interests in the
as more regional offices, such as Chief living, since it is felt that the dead are often
Protector, City Mayor, Justicar, and so forth. either envious of the living, or eager to
The Chief Protector is the elected ruler of bring the living with the,. Ultimately, in the
the military arm of a regions militia, and is great spiritual circle of life, the dead will
usually chosen from one who pursues the transit back to the earth-spirit and be
path of the warrior as a living. reborn; such is the wheel of creation as the
If you are a woman, do not own property, Jhaknians see it. To the Jhaknians, the gods
have been cast out of the process due to a of the Middle Kingdoms are just powerful
crime, or are a foreigner, than you are not a spirits who are too enraptured with power
voting citizen, and have no participatory to let go and move on along the Wheel of
rights. The communities of Jhakn do allow Life. That is why they do not choose to
slavery, and slavery plays a role in Jhaknian worship these gods.
imports and exports, but it is dependent on
the slave either offering his or herself in to Major Geography
slavery, or being placed there by a justicar Macabeths Mountains: The ancient range
due to a crime. Slaves also come from of Macabeths Mountains were named after
captured warriors in battle, and a thriving the venerable scholar and alchemist,
black market brings slaves in captured Macabeth, first civilized man to have dwelt
illegally in Octzel. within the misty range thousands of years
Jhaknian religion is a form of spiritual ago. Some claim he was not a man, but
animism, but is entirely unrelated to the some lesser demigod sentenced to life in
more conventional deity worship of the rest the mortal realm, expunged from the
of the Middle Kingdoms. The old traditions heavens for his cowardice in the War of the
of the first barbarians to dwell in the region Gods. Others claim he was merely an
have persisted throughout the ages, and eccentric alchemist who had discovered the
the people of Jhakn have resisted efforts at secrets of the Philosophers Stone and
conversion to other faiths. immortality along with it, but whos quest
for greater and greater knowledge drove

Joseph Conaway (order #5438615)


him to distraction. No one really knows; the AlAd Hills: The southernmost end of the
natives have always revered him as a spirit Jhaknian territory, The AlAd Hills are the
of the mountains. dusty, dry domain of the angry and
The mountains themselves are steep, independent Takonorians who have
harsh, and difficult to cross. The mountains withdrawn in to their own nomadic
create a sort of elemental barrier against communities. The AlAd Hills are an
the hurricanes of the Endless Ocean, and essential point of travel for those moving
the backwash creates a lush environment overland to and from the south, but the
for the Jhaknian region, a fertile band of danger of raids is high. Haikyndyr lizardfolk
perpetual growth and rainfall year round. are also known to dwell in this region, and
Small groups of men and dwarves ply the rumors abound of a hidden city of a fabled
mountains for previous metals in the lizard king being hidden beneath the hills.
highlands, where little villages of these Cimmeran Mountains: Easternmost along
hardy folk can be found. The city-states the Valley of Ocentash, the Cimmeran range
seek wealth in the lower lands, and rely on is as harsh, tall, and unforgiving as the
a brisk trade in lumber for the famous Macabeth range to the west. The
Jhaknian shipyards. Cimmerans cover much more territory in
The Nakamura Islands: Off the coast of the highlands, however, and so a more
Jhakn, the Nakumra Isles are a stretch of a active local ecosystem thrives. The
dozen or more small islands inhabited by a Cimmeran barbarians are a rough mountain
hearty sea folk. The Nakamurans are a folk, given to an ages old dislike of
ruddy-skinned, jovial sort of people who a civilization. The dozen or so Cimmeran
re clearly descended from the original tribes have united often to strike against
natives of the mainland. They thrive on Persedonian incursions in to their territory,
their trade relations with passing ships, and just as they once did against Eastonians
live peacefully with their neighbors, a bird- when the city was still unconquered. Mining
like humanoid species called the Araek. interests will still work hard to send
Nakamurans are also known for their expeditions in to the mountains and try to
famous capoieira-like style of fighting. negotiate prospecting rights in exchange for
Porondor is the largest of the islands in valuables and goods, however, as the
the chain, with an active volcano at its Cimmeran range remains a largely
center. The Freeport of Porondor is a untapped wealth of resources. It is also said
sprawling seaport that profits from being that the depths of the mountains contain
centered along the center of the north- another subterranean underworld of
south currents of the ocean; it gets sea unexplored wonders and deviltry, one that
traffic going both ways from its is only peripherally connected to the other
advantageous center point. Porondor is said subterranean kingdoms.
to have a hidden Temple of Set on the Valley of Ocentash: The Valley of Ocentash
island, near the volcano, which draws some contains many different co-habitating
odd attention from adventurers or groups, all relying on the river lands for life
suspicious worshippers once in a while. in this harsh, dry dust belt between two

Joseph Conaway (order #5438615)


great mountain ranges. The Glythanyu Grand Markets, where goods from a
beast tribes are a largely docile orcish set hundred lands can be found.
converted to peaceful ways by the worship Grastes: The second largest city in Jhakn,
of Set. They are even said to maintain a rare Grastes is very cooperative with the rule of
order of paladins dedicated to Set. Cities in the regent, but in fact strongly independent
the north are a mix of Valancians and and well defended. It keeps the peace
others who seek to subjugate the land. through cooperation, and so it keeps its
Cities in the south are a mix of Jhaknian strength. Grastes is located along the coast,
independents and Galvonarian and is the site of some of the most
entrepreneurs looking for tax-free trade impressive shipyards in the Middle
and safety from the Persedonian empire. Kingdoms. Even Hettanar nobles have come
Meanwhile, Dedderashi Horseriders, this far south to commission Grastes-
relatives of the Cimmeran tribe landers, ply crafted vessels.
their horse trade and gather for annual Valancar: Built near the ruins of old
events at their only established community Takonor, this enterprising effort is
in Dedderash. Frequent minor conflicts and sponsored by the house of Kaspalos, which
occasional large-scale battles erupt has long been charged with the duty of
regularly in this hotly contested land. protecting the southern trade routes from
banditry. In spite of the suggestion that the
Important Sites lands near Takonor were cursed long ago by
Jnril: The great capitol city of Jhakn, seat of Devonin, Valancar was founded and has
the Council, and center of rule for the thrived for more than a century. Visitors do
established Regent Madderos Gonn tend to agree that there is an aura of
Hasperat. Jnril is centered on an island unease about the community, and the park
formed between two forks of the great at the center of the city with the strange
delta of the Meddari River. More of an inlet statue of an unspoken spirit god which
carved deep in to the land than a river, the looks disturbingly like Orcus send some
Meddari runs right up to the northern tip of more pious individuals packing.
the mountains, and is fed from multiple Old Takonor: Only a dozen miles from
cascading waterfalls which descend from Valancar, the Ruins of Old Takonor are a
great heights. It is considered a true great wasteland of a once fantastic city
wonder. brought low by treachery, warfare, and
Jnril itself is divided in to eight sections, perhaps even a dire curse. The legends of
two of which are currently suffering from devonin worship to Orcus and other foul
erosion where the delta has shifted course darklords might well be true, as an
and now cuts through the island. The center immense collapsed idol to the demonlord of
of Jnril holds the Great Pantheon of death rests in the center of the ruined city,
Discourse, where all debates are held in and the necropolis is plagued with monsters
public. Other famous regions of the city and the undead. Takonorian exiles gave up
include the Spiritwood Sanctuary, where hope of repopulating their sacred city long
the shrines of the old gods are held, and the ago. Rumors abound that the ancient curse

Joseph Conaway (order #5438615)


relates to the substance of the ancient control has been at last recognized. Now,
statue, a black ore that was mined from a Argus main military interest is in looking
forgotten land deep in the southern realms out for the threat of Persedonian incursion.
across the ocean. Tower of the Alchemist: The esoteric order
Jherigist: This community is one of the only of the Alchemists is widespread but very
Jhaknian cities to allow Takonorian nomads secretive throughout the Middle Kingdoms
entry for trade and commerce. The leading and even in to the Eastern Realms. The
families of Jherigist are believed to have order gets its origins here, in a tower atop
mixed blood among them, and this helps one of the highest peaks of Macabeths
promote a tentative peace. It is also the Mountains, where it is rumored that the
only city at the gateway to one of the few immortal wizard Macabeth might still live
safe routes east across the mountains. (rumors of his death in 1980 aw not
Artalia: At the southern end of the Valley of withstanding). At its peak, this order was
Ocentash, Artalia is a relatively new city, almost a cult, as it attracted followers
once nothing more than a meeting place for willing to do anything to achieve
caravan traders and local tribes. Now, immortality.
Artalia is a sprawling city with rapid growth, Today, the Alchemists do not like visitors,
ruled by a council of families from both and their tower is as much a ruse to
Jhaknian and Galvonarian lands. Most of dissuade unwelcome guests, as it is a
those who come to Artalia have fled either symbol of their venerable power. The real
Octzellan or Persedonian incursions in their complex of the order lies beneath the earth,
own kingdoms, and now seek to ply their where a handful of dedicated servants to
own trades without interference from the pursuit of alchemical magic seek to
foreign invaders in a land which is widely recover the lost knowledge of forgotten
regarded as not worth conquering. age.
Ocentash: The city of Ocentash is smaller
than it once was, and whole sections of the The Free City of Karan
city are abandoned, left for squatters and City State of The Council of Twelve
beasts to inhabit. A determined but small Population: 45,000
population of locals, men and glythanyu, Government: A magiocracy in which
still dwell in the dying city, which suffers commerce and trade are favored over all
regularly from draught. The temple of Seth else. The ruling body is the elite Council of
is still prominent on the hill overlooking the Twelve.
city, as is a small order of orcish monastics Rulers: The Council of Twelve
that become paladins in the service of Seth. Religions: various religions are worshipped
Argus: This northern fortress-city at this intersection of kingdoms and
represents the heart of Valancian interests cultures.
in the Ocentashian region. In recent years, Language: The Middle Tongue and
efforts to conquer the rabidly independent Northron Tongue are both common here.
cultures of the land have given way to trade Allies: Karan is, on the surface, allies with all
and acceptance, as the futility of militant and enemy to none. It has especially

Joseph Conaway (order #5438615)


favorable relations with Hyrkania, Yllmar, raiders, orcs, and other beings driven by
Drain, Zarn, Avilin, Zymhar and Autrengard. greed would desparately like to get their
Enemies: Karan has often had trouble with hands on it.
Starthias, which would love to capture the The current Head of the Council of Twelve
city. The standing army of Karan regularly is the wizard Cheridas Karan VI, descendant
spars with the Caelernin tribes. Some of the of the original Karan. He is a kindly man in
southern kingdoms of the Great Plains are his late forties, though his true age may be
not friendly to Karan, disliking the tariffs much greater. He is respected by almost all
and control on trade it holds from north to of the other council members, who herald
south. from all over the world. The growing crisis
in the city fo Trog with Lord Vestillios
Background return is currently foremost on the minds of
Karans venerable history begins a the council.
thousand years in the past, when it was a
small regional kingdom of hearty folk who
were descended from a mix of northern and
Hyrkanian stock. The city grew around the
appearance of a great tower, commissioned
by the eccentric and (some say) mad wizard
Therias Karan. Karan founded his tower as a
center of thought, a place to unite the
diaspora of sorcerers and wizards across
Lingusia with one voice. The Council of
Twelve was created to provide this Mataclan
instrument of communication and shared Mataclan is a distant continent in the
knowledged, and Karan was the first wizard utter west, beyond the Stormy Expanse of
to host it. the Endless Ocean, where Octzel, Hyrkania,
A thousand years later, the city has Autrengard and even Galvonar now have
become the principle center of overland outposts and colonies. The land itself is
trade, and is the meeting point between all ruled by several cultures, including the
regions of the continent and beyond. Karan Haxitol, Talay, Talanabros, and others, who
is an impressively large city, and is the worship a unique pantheon. Mataclans
thriving centerpoint to a sort of perpetual lands are currently riven with strife as the
renaissance in magic and technology. eastern colonizers arrive and seek to gain
The orcish kingdom of Starthias in the east political or military ties with the local
has attempted many times to conquer kingdoms. The foreigners are sometimes
Karan, but each time the active military, embraced, other times fought vehemently.
mercenaries and war mages of the city have The Mataclani people are very alien to
driven the attackers back. Still, the coffers Lingusian cultures, and efforts to civilize
of the city are known to be replete with the the locals are frequent but usually fruitless.
most fabulous treasury in the world, and

Joseph Conaway (order #5438615)


More about Mataclan can be found in its The NakIvk are unrelated to all Lingusian
own treatment elsewhere. people, and are believed to have once
descended from the eastern Khozakani
NakIvk lands of Takkai, hardy souls who migrated
Sacred Clans of the Distant North here long ago across the northern bridge
Population: probably no more than 50,000 between the two continents, to eventually
Government: loose egalitarian clans settle down in a land that, compared to the
Capital: none. The NakIvk dwell in semi- rest of the distant north, seemed quite
nomadic communities. hospitable to them. Their reasons for
Rulers: No common rulers, though a great migrating are unknown, though their
shaman called IrhitYakul is revered by all worship of strange spirits may have had
for his wisdom. something to do with it.
Religions: The NakIvk worship the spirits,
and revere Trimelin for being the lord of Life In NakIvk
their land. They call him Isakwa. The people of this land do not use metal
Language: NakIvk. tools, unless they get them in trade, and
Social Titles: No social titles. There are men, lack the skills to make such implements.
women, shamans, great men (heroes, They are excellent hunters using bone,
leaders), and tribal chiefs. some wood, and the hides and parts of the
Coinage: The NakIvk do not take coins, and animals they kill for food. They use sleds,
engage only in trade. raise great, wolf-like hounds for pets and
Allies: They trade with those they trust, guardians, and are excellent skiers. They
such as the Autrengardians of Kalazar and craft fine boats, and are respected by the
some Steppelander tribes. Autrengardians to the south for their
Enemies: They war against rival clans and willingness to take on killer whales in
any outsider they do not trust, as well as canoes.
the giants of the Ethak Mountains, The
Dragons of the north, and the sea-dwelling Major Geography
beings they contend with for food. The White Plains: This region of flat tundra
land is the southern-most expanse of
Background NakIvk territory, and some hearty clans
The NakIvk are a reculsive race of dwell in this region.
primitive people, northern barbarians who The Ukhar Lakes: This region of perpetually
have taken to a life on the frigid tundra frozen lakes rests along the southern
lands of the Endless Northern Coast. They stretch of the Dragonmnounts in the north.
live a life of perpetual hardship and strife, Inspite of the presence of numerous
susbsisting off of their coastal hunting for dragons which wil descend to hunt the
seal, whale, and polar bear while seeking to icelands for polar bear, whale, and seal as
understand the mysteries of the northern food, the NakIvk ply the region for their
spirits. hunt anyway, and are professional ice
fishermen.

Joseph Conaway (order #5438615)


The Northern Coast: Most all of the NakIvk Religions: Naminthia recognizes the
can be found in this region, small coastal Zuedian Eastern pantheon
clans which make ice huts and hide long Language: The Eastron Tongue
houses, and move where the game is thick. Allies: Naminthia pays tribute to Zued, and
They migrate up and down the coast year is allied with Cymeer and Cretea. It has
round, making their southernmost stop not strong political ties to Aljhira.
many leagues from the city of Kalazar, and Enemies: Naminthia is opposed to Starthias,
their northernmost range an unknown area and has bad relations with Kozakan and
beyond the Dragonmounts. Many aquatic Zymhar. It has cool relations with Argosea,
beings contend with them for food in this but trades anyway.
region, including Sahuagin which dwell
beneath the waters, and sea skrags. Background
The Dragonmounts: bordering the northern Naminthia was founded some seven
expanse of NakIvk is a great, impenetrable centuries ago by the first of the Vashran
range of glacial mountains which prove to lords to travel south during a time of
be a seemingly impossible and very exodus and rebellion from Zued. Long after
dangerous range to cross. In the heart of the conflict had died down, the budding city
the mountains rests the Valley of the had sprung forth, and good relations with
Dragons, a nearly legendary land said to Zued allowed it to blossom. Today,
contain a kingdom of Marlack dragonkin Naminthia remains one of the premiere
which serve a northern dragon lord called independent ports in the Blood Sea region,
Kazhistarak Erekoniums, the Great White and is a major gateway to the Takkain
Wyrm of the North. kingdoms.
A few NakIvk are famous rangers and
claim to know paths through the
Dragonmounts which are relatively safe,
although most NakIvk would tell you to
travel along the coast.

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.

Joseph Conaway (order #5438615)


Capital: none. results. Some suggest that the Vyrkashan
Rulers: Eredas Gonn Vestos is the Octzellan beast god Wolfon might well have cursed
noble who has invested the most in the the land against men, to insure that no
Northward expansion. Lorgahr is the humans ever inhabit the sacred territory of
greatest Vyrkashan warlord. his chosen people. Others, usually scholars
Religions: The Vyrkashans worship Wolfon. and mages, suspect that the dark queen of
Language: The colonists speak the Middle the dragons has worked Machiavellian
Tongue; other languages include elvish, schemes over the ages to insure that the
Vyrkashan, draconic. land and brood remain undisturbed. Many
Social Titles: The titles of Octzel and cite the great rampage of the dragons in
Hyrkania apply among the colonists. The 1964 aw as proof of this, when mercenaries
Vyrkashans identify themselves as warriors, allegedly stole in to the heartland of the
hunters, priests, traders, warlords, and Dragon Queen and stole any eggs away; had
chieftains. the Avatars of the Gods not returned the
Coinage: Middle Kingdoms coinage in the eggs, the elder dragons might well have
colonies, barter only among the Vyrkashans burnt the lands of man to the ground.
and wild elves. The Great Northern Wilderness is divided
Allies: The colonies get all the help they can in to regions occupied by different
from their homelands. prominent native forces. The western
Enemies: The Vyrkashan are an unending coastlands and northern forests are
force of opposition to the colonies, as are dominated by the shapeshifting Vyrkashan,
the marlacks, their dragon masters, and the beast-men who can transform in to wolves
wild elves. at will. The Vyrkashan are a fierce race, who
claim their heritage as rightful rulers of the
Background land by warring against all other species
The Northern Wilderness is a vast, that seek to claim it.
perpetually untamed track of land which, The Vyrkashans trade on occasion with
while rife with natural resources, is so the Autrengardians to the north, whom
impenetrable and hostile to foreign they grudgingly respect, but they despise
incursion that it has never, in four thousand the gnoll clans and attempt to kill the
years, been successfully colonized by the colonists of the Middle Kingdoms whenever
men of the Middle Kingdoms. At times, possible. They leave the dragon lands
colonists have successfully built whole alone, and often pay homage to the Dragon
towns and occasionally even fortresses and Queen.
cities, but these are inevitable swallowed The southern forests are dominated by
up by the great wilderness after a fierce gnoll tribes, immigrant beasts who
Vyrkashan horde, a great dragon, or came to the Northern Wilderness millennia
uprising of wild sylveiurien elves sweep ago, led by a prophet of Wolfon to the so-
down upon the impudent humans and called promised land. Here, they have
annihilate them. This has been attemted, struggled with glee against the Vyrkashans
time and again, always with the same and other denizens to carve out their

Joseph Conaway (order #5438615)


territory. They are ruthless, and will take no jagged, rough rock and a coast which is
quarter against anyone, going to so far as to beaten by the rough water and storms of
even attack the Marlack dragon men, the Baldaric. Only a few colonies have
though they will not penetrate the dragon persevered in this region in recent years.
brood territory. The Endless Coast: This great stretch of
Tempest: The Ashtarth have a small but rocky coastland along the shores of the
dedicated group of their kin who dwell great Endless Ocean marks the principle
deep in the Northern Wilderness. This paths of trade for the Middle Kingdoms to
enclave, called the Tempest, is dedicated to the northern Autrengardians and back.
discerning the hidden secrets of the Many small coastal towns spring up along
Northern Wilderness, where they have this coast, though few last more than a
found some evidence of a very, very ancient generation before being abandoned or
civilization, which might even have existed destroyed.
and fallen before the Prehunate empire. Sielwood: The Sielwood is a fierce track of
land in which some human settlers have
Major Geography now established towns. There is a tense
Harshwood: The Harshwood is a famous peace between the men and the
track of uninhabited land, which many sylveinuriens of the wood, but so far, no
aspiring young Autrengardian jarls have violence has erupted since a treaty was
sought to conquer over the centuries, but established.
the ancient wood remains impenetrable,
even to Vyrkashan tribes, which consider it Important Sites
taboo and will not enter. The only colonies Tempest: The Ashtarth have a small but
in the region are supported by dedicated dedicated group of their kin who dwell
Hyrkanian merchants at Kharamain and deep in the Northern Wilderness. This
Asterlain, two fairly new colonies which enclave, called the Tempest, is dedicated to
trade regularly with local coastal towns of discerning the hidden secrets of the
Autrengard. They are expected to Northern Wilderness, where they have
eventually whither and die as the many found some evidence of a very, very ancient
horrors of the Harshwood hunt them down. civilization, which might even have existed
The legends of the Harshwood claim that and fallen before the Prehunate empire
somewhere in its heart lies the fabled Kharamain and Asterlain: These two
breeding ground and palace of the Queen Hyrkanian colonies, ruled by the nobleman
of the Dragons, a beast said to go by many Praedas Hyrlakam, are the most successful
names, but called Tiamat by some and Hyrkanian colonies in years. Both are well
Tiraniskis by others. She rules her lands and fortified, defended by hired mercenaries,
her clutch with a single-minded and protective of a local population of some
determination, and seeks to destroy all who ten thousand settlers who seek to prospect
would seek entrance to her domain. and farm the land. The sylveinuriens of the
The Bitter Coast: This rough, unpleasant Sielwood have fought at times with the
coastland contains no friendly harbors, only

Joseph Conaway (order #5438615)


colonies, but Praeas has negotiated a treaty destroy him. Hazyk tricked her once more,
with the elves, and trade is now common. revealing his three young brides and
Northshore: The island on which this threatening to kill them, her daughters, if
prosperous island rests is the most she did not let him be. Tiamat could not
venerable of all settlements. The harbor bring herself to kill her favorites, and so a
town has been active for three centuries, compromise was passed.
and was built on the ashes of earlier efforts. Now, ten thousand years later, Hazyk lies
It remains a favored stopping point for ships dreaming in his eons-long sleep, while his
moving southward for trade from sons and daughters stir ever so quietly,
Autrengard. preparing to awaken for a new time of
Kalatnay: This old community has been hunting and migration.
active for two generations, and is Mirudon: The Fortress Mirudon is an
dominated by antiquarians of the Guild of indominitable tower in the heart of the
the White Robes, servants of Nistur. The Northern Wilderness, built by a sorcerer so
town was built after the discover of nearby ancient and evil that none even know his
ruins, buried in the earth and stone of the name. Though the sorcerer passed on, the
Sielwood valley, which predate mankind experiments of his work still live, and his
and possibly even the Prehunates (of which ghostly presence can be felt. A liche named
only a handful of scholars in all the world Erigast took up residence in the tower
can say anything about, anyway!) The centuries ago, and has sought to uncover
leader of the community is the guildsman the dark secrets it holds, though all that has
and senior member of the Council of happened is his slow descent in to madness.
Twelve, Randivas Questarios. Randivas is a Mirudon is said to contain planar
man in his mid forties, very fit and gateways, as well as a great illusory map of
adventurous, and not nearly as dottering the world which also shows the lands as
and elderly as many of his guild tend to be. they were centuries and millennia ago.
His proficiency in magic lies with divination, Aelyspar: The elvish city of the wild
and his fascination for history is limitless. sylveinurien elves of the Northern
Old Hazyks Brood: The domain of Hazyk is Wilderness, Aelyspar is a great enclave of
famous, for this elder dragon is said to have sculpted trees and stone architecture to
been a favored son of Tiamat in the days rival the works of more civilized elves. The
before men had even met dragons, and sylveinuriens of this land renounced the
when time came for him to mate with the ways of their more civilized folk long ago,
greater queen, it is said that he defied her, and have reverted to barbarism and druidic
and instead stole away with the finest worship of Niras long ago. They disdain
young daughters of Tiamat that he could writing, and maintain only an oral tradition.
find. He started his own brood, with himself Their tales suggest that they came to the
as a king, and in spite of a great war of their Northern Wilderness sometime shortly
kind to annihilate him, Hazyk held fast. At after the War of the Gods, led by an elvish
last, Tiamat herself rose from slumber, and prophet who spoke of a new, untouched
sought out the errant breeder king, to land of pure forests for their people.

Joseph Conaway (order #5438615)


Botan: This daring colony is located in
territory disputed by boith gnolls, ashtarth,
and marlacks alike. It rests on the northern
tip of the Bitterwood, a forest land which
has swallowed all settlers who entered it,
and is said to hold the lair of a legendary
hag, known only as Eregas, who is said to
have tamed a brood of green dragons from
Hazyks domain. It is also known that trolls
are rife through the Bitterwood region.
The people of Botan are almost all
cutthroats, wanted men, pirates, smugglers,
and slavers who find the land as safe a
harbor as any. The city has been sacked by
denizens multiple times, and each time it
has come back to life within a few years as The Kingdom of Octzel
new scoundrels seeking a safe harbor The kingdom of renassaince
return to populate it. The city of about Population: over 2.2 million
2,000 is called home by all sorts of beings, Government: Republican Monarchy; an
and its current lord is a half-orc wizard established body of noble houses nominate
named Kalagar Despon, who claims to have key representatives in to the Senate, and
been the bastard son of the king of Octzel, the Senate provides council and votes to
though none take him seriously. His wife is the King, who is part of the royal line. Each
a tiefling woman named Legenre, a province provides a voting body, which in
sorceress in he own right and former meber turn casts its vote and presents its opinion
of the Hyrkanian thieves guild of the Black to their representative senator. The king
Fang, who was driven out for being too maintains final veto power, but the nation
cruel in her ways. In Botan, she has formed has two other regions, Halale and Valance,
a society of pain-worshipping cultists each with a recognized local Regent, second
dedicated to Baragnagor. only to the King in decision making.
Capital: The Capitol is Octzel in the north.
Rulers: King Arvale Octzoron-Tendrosos VI;
Tinaro Drakanis is Regent of Valance;
Halales Regent is Alderos Hroder.
Religions: The State religion is the Church of
Enki. Second most worshipped deity is
Mitra. Others are Amasyr, Haro, Herme,
Ogron, Seth, Trimelin, Set, Slithotep, Hella,
and Death.
Language: The Middle Tongue

Joseph Conaway (order #5438615)


Social Titles: Dan (Knight), Elas (Baron of As a kingdom, Octzel was founded
lesser noble), Gonn (Duke), Impera through grassroots efforts, and so it has
(senator elect), Elevasos (King or Regent). always held some tribute to that heritage.
Coinage: Kantad (royal crown), Dakur (gold There are approximately 100 noble houses
piece), Benem (silver piece), Krip (copper throughout Octzel, each house able to trace
piece). its roots to the founding families of the
Allies: Jhakn is a client state of Octzel. kingdom. While Octzel adopted a system of
Galvonar is a long time ally. The city-states nobility and feudal interaction for many
of Porondor are unreliable allies. Trade centuries, it retained a clear and different
alliances with Argosea, Al'jhira, the Colonies mechanism for the management of law
of Mataclan, Sylvias, Cretea, Autrengard, making. Each house was allowed to vote in
TaiKong and Zued exist. public bodies, and then send a nominated
Enemies: Persedonia is a major enemy for senator to the Council, in which the Court
territory and sea travel. Hyrkania has of the people would serve as a voice to the
always been an unsteady opponent. Zarn, King. Over time, the Council became the
Hettanar, and Yllmar have always been Senate body, and of that body, twelve
antagonistic. Galonia and the Cimmeran senators were to be elected from amongst
Tribes are long time enemies. their peers to join the Council of Twelve,
which became the Kings Council (The
Background Council of Gonns), a much more personal
Octzel was founded nearly two thousand body of representatives.
years ago, as a small penal colony used to The purpose of this voting structure in
transport prisoners from Hyrkania during a Octzel was to allow the founding houses of
period of strong religious persecution. The the kingdom to have a say in the political
Capitol was the first major colony direction of the land, but it was never
established in the untamed wilderness of doubted that the King would always have
the time, and was mans first foray in to veto power. Nonetheless, the notion that
regions previously held only by monstrous the King would disregard the will of his
beings. closest supporters was always seen as
Octzel received its name from its unlikely at best. Unfortunately, most
founder, a young priest of Enki named periods of political strife and civil war over
Octzel Venn-Ta, who led the revolt which the last millennia have been due to just this
brought freedom to the colony, and created sort of schism between the King and his
a safe haven for those who were being Council.
killed and imprisoned for their beliefs in The most recent such schism led to the
war-torn Hyrkania. Fortune and Two Hundred Wars, a lengthy period in
circumstance allowed the region to remain which the country was divided in to three
free and grow strong, and the rest is regions, being the Northern Kingdom,
history. (See the City of Octzel setting Halale in the east and Valance in the south.
material for a detailed historical account of This conflict began with the opportunistic
the period and beyond.) intentions of House Draskis in Valance,

Joseph Conaway (order #5438615)


which began to conquer the southern lands Life in Octzel
of Ocentash, but soon used its might to fan Octzellans are an Iberian sort of people,
the fires of old conflict between its ranging from dark and swarthy skin tones to
supporting houses and those in the fair and very Caucasian. Octzellan hair
provinces which became Halale. Halale colors are wide and varied, but its in vogue
eventually was forced to unite against the for noble women to dye their hair blonde
Valancian assaults, and soon all three and keep it very curly. Men tend to prefer
regions were embroiled in conflict. Only goatees and other shaped beards, and often
within the last few years has this conflict have rather long and curly manes of hair, as
receded, and a unity returned, at least well. Still, Octzels major position in sea
tentatively, to the now reunited kingdom. trade insures that a wealth of cultural
In its place, a new power structure has variety comes to its seaport shores, and so
risen, with each region granted a Regent fashions can change more frequently than
who serves as the principle local ruler of the elsewhere.
area, but subservient, at least in theory, to Octzellans favor loose, comfortable,
the King himself. Nonetheless, each Regent colorful and finely tailored clothing. As it is
still claims strong local support and a rich nation, even the lowliest commoner
maintain active legions for defense. tends to be at least nice looking. Octzellan
standards of dress for women are
reminiscent of Earths Crete, and a womans
finer dresses tend to have a push-up
bustier, which exposes and accents her
bosom, but does not hide it. This has often
been an embarrassing circumstance for
people of more prudish regions such as the
Northern Kingdoms.
Most of Octzel falls within a warm,
temperate climate, and much of the nation
consists of low hill lands, plains, and a few
sparse mountain ranges. The lands of
greatest habitation have long since been
cleared of forest land, but in the East,
towards the Nyarlith Delta, the great and
untamed expanses of Mitras Forest loom,
an untapped reserve which is the home of
the Orcish Nations.
Summers in Octzel are warm and humid,
but far and away more comfortable than
the forbiddingly hot inland climates of
Hyrkania. Winters are driven by harsh
western storms and rains, and can include

Joseph Conaway (order #5438615)


vast snowstorms which blanket the land in segregated by social class). On the other
winter white, but tend not to last more side of the fence is Mitra, the goddess of
than a few days before warmer weather chance, ill will, bad happenings, and
blows in. Octzel is possibly gifted with the misfortune of all sorts. She is seen as the
best year-round weather in the Middle antipathy of Enki, and the counterpart to
Kingdoms. the good will of the goddess. A small cult of
Octzels social structure contains followers honor her, and once in the past
commoners of a variety of stations, but she was blessed with a great temple in the
most men are either freemen who can work heart of the forest named after her as a
a trade or landed commoners who own a warning to any who would dare tame that
small plot of property and owe fealty to a land.
local Elas, or lesser noble. The man (or Finally, Enki and Mitra have a small group
woman) who earns a rank in the military or of gods, which are worshipped by smaller
who is born of a lesser house becomes a cults, seen as relatives, sons and daughters
Dann, an equestrian knight who is expected of the divine pair. Amasyr is Enkis husband,
to serve his or her Elas devoutly. The while Ogron, Trimelin, and Seth are her
greater nobles of the old houses, the children. Mitras brood are called the
Gonns, are the upper class, and own most Nemesis Gods, and include Death, Set,
of the wealth of the land. Slithotep, Haro, Herme, and (oddly) Hella.
Women do not receive the traditional Hella, goddess of healing in Hyrkania, is
rights of men, but may receive them by seen as a blessed god, but forces a price to
becoming emancipated. An emancipator maintain cosmic balance.
woman is said to be a Manatyr, and she is
expected to adopt the role of a man in all
respects. Most Danns who are women are
Manatyrs, although noble kin are exempted
from this requirement (and can vote if they
wish). Manatyrs must also pay taxes and
vote, but are not expected to marry. This
right of women to choose one or another
life is inherent in the religious doctrines of
the kingdom, which worships two female
deities and therefore honors the role of
women in family and society.
Octzellan religious beliefs focus on Enki,
the goddess of life, birth, the sea, and good
will. The Church of Enki is pervasive and in
control of all schooling for young children,
and many young priests spends their first Major Geography
years teaching to the children of Faerie Woods: On the westernmost
commoners or nobles (schools are peninsula of Octzel, these deep and
untamed woodlands are the home to the

Joseph Conaway (order #5438615)


Kythian Elves, as well as many undiscovered entire Kingdom are found here. The locals
Fae secrets. Vellsothien Manor is located are a proud, ancient folk who can rightfully
here; the great secluded Keep of the claim ancestry that predates anyone who
legendary adventurer and Kings Man dwells in the Capitol.
Wormi Vellsoth. In the heart of the woods Umian Hills: Vast tracts of jagged wild hill
rest the Fae Mountains, where it is said that lands, filled with volcanic tunnels and rife
a perpetual struggle between Kythians and with all sorts of monsters, the Umian Hills
goblins has gone on for centuries. are the remains of a massive caldera, said
Verragen Mountains: East of the Capitol lie to have been a bubbling sea of lava eons
the rich Verragen ranges, a great circle of ago during the fall of the ancient Prehunate
active volcanoes in which most of the Empire. Now, it is a dangerous territory,
kingdoms wealth has been mined from which has never been successfully tamed in
over the last millennia. Great veins of silver two thousand years, and marks the frontier
and gold are still found untapped within the boundary between human lands and orc
mountains, which are laced with tunnels territories.
from Suethendur who have sought out Mitras Forest: This is an immense untamed
wealth in the mountains for centuries. The wilderness, in which no fewer than thirty
mountains are also riddled with beasts, great tribes of orcs and other monstrous
including a venerable great red wyrm, beings dwell in both peace and war. Long
which has not been seen since the last ago, the whole of the Octzellan land was
major eruption of the mountains about like Mitras Forest, but men managed to
three hundred years ago. Devilspire is a drive the beasts back as far as they could,
major secluded keep in this area, a fortress and then they would budge no more. Much
of mystery that has been owned by many like the Hyrkanian Deserts to the east,
unusual wizards over the centuries. No one Mitras Forest is rife with Underworld
has approached it in more than a decade, tunnels and complexes, and so while many
however, as the spire atop which it rests is orcish tribes can appear on the surface,
guarded by terrible fiends. most all of them are in fact found
Loroden Hills: A great expanse of rough hill underground. Some of the more famous
lands cut through what would otherwise be subterranean communities include Kordon,
fine farmland, creating unsuitable farming Blaarg, Levant, Arkalor, Anarak, Chegga,
turf. Instead, shepherds run their flocks and Kragath, Basar, and Bargan, not to mention
ranchers keep their cattle in the region, the riddle of mazes inside the Chaos
which itself is still a dangerous land, even Mountains (see next). Bargan is especially
this close to the heart of civilization, as the famous, one of the largest communal
vast network of volcanic tunnels beneath gathering sites of the subterranean realms.
the hills have been expanded and modified In addition to the many underground
by the ancient Mihidir Troll race which still complexes, Mitras Forest is riddled with
dwells in darkness beneath the earth. the ruins of fortresses, settlements, and
Kedrion Forest: Beautiful forestlands and castles from past ages of men, which tried,
some of the oldest inhabited land of the and failed, to conquer the untamed lands.

Joseph Conaway (order #5438615)


The Chaos Mountains: If ever there were a Baldric Sea, the Capitol is a turbulent,
single, more famous maze of caverns and exciting place to adventure.
dungeons, this is the land to hold it. The Lancaster: The city of Lancaster has long
multitudinous Caverns of Chaos were so served as the principle garrison of defense
named for the persistent worship of the for the northern lands, and is where the
Courts of Chaos by its denizens, and the Danns of the King receive their tactical
supposition that the dread gods did, indeed, experience in the fields of war. Lancaster is
once use these very mountains as their home to several companies of soldiers and
thrones in the days of yore. In fact, there is mercenary companies which specialize in
a peak for each of the gods of the Courts of rooting out and destroying the Mihidir
Chaos, and it is said that when a new god Trolls that infest the region of the Loroden
emerges, a volcanic eruption sprouts forth a Hills.
new mountain in that gods honor. The Baldric Castle: Near Lancaster, Baldric
Caverns themselves consist of thousands of Castle stands, a powerful memorial to the
miles of corridor, chamber, and worked conflict of old between the great Immortals.
area, containing perhaps more foul beasts, A powerful saurian gold dragon known as
orcs, and other creatures than Halale has Drakanis Smygaunus is said to make its
men. home deep beneath the castle.
Ocentash: This great corridor between two Drama: This island city has a quiet and
mountain ranges was once a land of loosely secluded demeanor, but it is said to have
aligned city-states and communities, but ancient secrets and a network of water-
Valance conquered it and brought the carved grottos that go deep in to the island
people of the land under Octzellan rule. and harbor ancient aquatic secrets. Drama
Ocentash is a mixture of humans and contains an ancient, possibly prehuman
glythanyu orcs, the much more timid and temple to Trimelin, lord of the deep.
somewhat less malevolent orcish sub race, Galent: The Capital of Halale, the Hroder
which was converted to the worship of family has ruled here for many generations.
Seth, the agrarian god. This land is still Alderos Hroder has become the most
troubled by civil conflict, and its people are recent in a long line of rulers to ascend the
not granted the same rights as Octzellan local throne. Galent is well fortified, as it
citizens. Worse yet, it is said that Valancians has always been the first line of defense
have dabbled in the slave trade, selling against the inimitable threat from Mitras
Ocentashians to other kingdoms. Forest. Other threats can be found within
its graveyards, where it is said an
Important Sites infestation of vampires once erupted; some
Capitol Octzel: The great Capitol of the even say the Hroder family is cursed with a
North is so important that it gets its own legacy of vampirism that goes back to a day
section (see the City of Octzel Setting). With when Karukithyak, an ancient Haikyndyr
a population of nearly 300,000 and a prime priest of Set came to the land, cursed with
location for all trade in and out of the vampirism, and settled in nearby Old
Chegga. The first Hroder to seek the defeat

Joseph Conaway (order #5438615)


of this being was bitten and brought the has changed hands, been occupied and re-
curse to the Hroder clan. occupied by invading armies, and brutalized
The Temple of Mitra: Within Mitras Forest, by conflict so often that little of its old
this great tower is an abandoned place of character remains. To this day, the locals
worship, surrounded by four orc-built lesser who have survived are a tough, mean-
temples to the Nemesis gods. It is said to be spirited lot who dislike all factions of the
guarded by an abominable undead dragon, war intensely. A great legacy of the Two
and that the tower itself is haunted, visited Hundred Wars stands here, the famous
only rarely by the solitary priestly servants Dragons fire Fortress, from which a dozen
of Mitra. mercenary companies of the king insure
Pheralin: Capital of Valance, here rests the peace in the south. Many ruins, graveyards,
seat of power for the Draskis family. and sullen battlefields dot the region, and
Pheralin is the chief benefactor of overland the desiccated mansions and keeps of the
trade routes, and is built along the expanse old, extinct ruling families can be found,
of the Great Old Road, the monumental said to be haunted by the vengeful undead.
architectural remnant of an ancient
civilization from long ago. Pheralin is known
for its Temple to Amasyr from which the
Paladin Order of the Sewn Earth comes.
Midas: The resplendent city of Midas is said
by some to be the seat of knowledge, and
the Grand Palomar Librarium of Midas is
perhaps the greatest such archive of
knowledge in the world. The Antiquarians
Guild, as well as the Astronomical Union are
two local societies of sages and wizards Persedonia
who gather semi-annually within the walls Empire of a new age
of Midas to speak of matters both cosmic Population: About 1.5 million in the
and profane. heartland, with another 2-3 million in
Pelsetern: A peaceful and quiet city, conquered territories.
located in a narrow but deep bay. Pelsetern Government: An imperial monarchy ruled
receives many vessels from the south that by Emperor Denedan Palithas V. Each
wish to conduct business with Octzel, but region is appointed a different regent by
avoid the bureaucratic hang-ups to be the Emperor, who is usually a general of
found in Urlu and the Capitol. Such vessels prominent politician of Persedonia. The
appreciate the clean, well-run shipyards emperor receives council from a politician
and docks of the city. Enkis second largest of each territory, the governor or regent of
temple, the Temple of Plenty, is found here. that land, or an appointee. While the
Dagger Falls: Once the capital of the council can discuss, vote upon and advise
provincial region, Dagger Falls suffered the emperor in any matter, the emperor
horribly during the Two Hundred wars. It has final say and veto on all decisions. The

Joseph Conaway (order #5438615)


Emperor is considered a divine position, Coinage: The Drake (gold piece), Wyvern
and the Persedonian Scepter of Law is said (silver), Imp (copper), and Dragon
to be a sacred artifact of Order, given to the (platinum). Persedonian coinage is some of
emperor in a dream, but manifested in the finest, purest mint in the Middle
reality. With this scepter, his rule is Kingdoms.
considered absolute and predestined, and Allies: The only current Persedonian allies
his dreams dictate a mandate of conquest are distant at this time: Zued, Naminthia,
of the world, and the enforcement of the Argos, and AlJhira all have trade relations.
rule of Order. Enemies: Hyrkanians, Octzellans, Jhaknians,
Capitol: Archades Suetheinuriens, all are enemies of
Ruler: Emperor Denedan Palithas V. Persedonia.
Regents appointed to conquered lands,
including Tamalian Canosus of the Inner
Seas region, Maladar Panhitas of the
Galonian region, Dromedan Parthenor or
the Galvonarian region, and General Kerkak
Chor of the Harad Region.
Religions: The Persedonians venerate only
their emperor by decree, but conquered
territories are allowed to maintain existing
religious practices so long as the emperor is
also venerated. All gods of order are
permitted under this system, but worship of
chaos gods is forbidden, and efforts are
made to demolish places of worship and to
subjugate, covert, or destroy the followers.
This includes chaotic good deities popular in Background
the Middle Kingdoms such as Phonatas, While founded in Eastern Galvonar,
Herme, and Hargameth. Gods seen as the Persedonia owes its roots to the influence
spiritual advisors of the emperor include of Southern Hyrkanian sailors and
Vishannu, Ashturak, Naril, and Huaarl. explorers. These early travelers from the
Female gods are given little precedence, as Inner Sea region would pass through the
Persedonians are male-dominant. riverine deltas that connect the Iron Seas to
Languages: Southern (spoken in Harad, their native waters, and en route would
Persedonia, and Galvonar), and Old make regular stops and trade with the
Galonian. coastal communities of Eastern Galvonar. A
Social Titles: Commoners, Landed Men, mix of Galonian and Harad heritage, these
Centurions (soldiers), Decurians (captains), original people were called the Menedi.
Equestes (knights), gentry, generals, Over time, the Menedi became heavily
governors, regents, Emperor. influenced by the regular contact with the
Hyrkanians, and during the time of the

Joseph Conaway (order #5438615)


Third War or Faith in Hyrkania, an exodus of triumph from the Divinity of Order was a
disenfranchised merchants and pilgrims sign from the people that they were the
traveled to the coasts of Eastern Galvonar, blessed chosen, and a national sense of
welcomed by the Menedi people with open pride united the people in to a true
arms. This cultural infusion created a kingdom. They proclaimed their first ruler,
distinctly new people over time, which Therados, as Emperor.
came to call themselves the Persedonians. Within a decade, a young prince was born,
The first truly Persedonian city of this unity Palithas I, who claimed he had a vision of a
to be founded was Archades, which went great unity of order. In he dream, he was
on to become the eventual capitol. granted a Scepter of Law, an artifact of
The Persedonian lands were rarely more order left behind by the passing of the
than a loose collection of city-states up until pantheon of gods in to the realms of higher
around 1,980 aw, when the rise of strife in divinity. When he awoke, the scepter was
the land with the coming of a new war with him, no longer merely a dream, and
between the avatars of order and chaos led through it he could channel great visions.
to conflict in the Southron lands. Old Galon Palithas I did indeed bring order and
was the site of the tomb, which held security to the land, and worked hard to
Xauraun Vestillios last buried remains, as secure the empires borders from invasion
well as his apocalyptic Armor of Chaos. His or threat. But it was not until Palithas III,
minions subjugated the will of the when the scepter was handed to him that
Galonians once more, and they in turn an Emperor with visions of conquest came
assaulted the Persedonians and in to power. Under Palithas III, Galonia was
Galvonarians to build a labor pool to begin a conquered, and became the first client
new conquering army for the old Lord of state. A war against Southern Hyrkania was
Chaos, while excavating his lost tomb. mounted, and Malas and Eastonia fell, but
During this time, the Persedonians were all advancement was halted at Hyrendan.
severely persecuted. When Palithas V took the throne, he
When Warenis and his avatars sought out revealed a vision of conquest unlike his
and destroyed Xaurauns resurrection, they predecessors, and spoke of the guiding
also freed the people. Warenis sacrifice voice of the Scepter, as well as his destiny
had a profound effect on the Persedonians, as god among men. It was time for anew
and in subsequent years, missionaries of order of gods, he said, one to carry the
the Middle Kingdoms once more were able tradition of the venerable pantheon, which
to rekindle the faith of the gods in the had won the war against Chaos.
Persedonians, who developed their own Furthermore, he said that Chaos would
church, dedicated strongly to the Rule of return, and an army of strength was needed
Law. to oppose it. He prophesied the coming of
In 2115 aw, the end of the old era with the Red Dragon, the great comet that would
the Time of the Reckoning proved to be a descend upon the earth, and initiated a new
predominantly joyous experience for war of conquest, taking Galvonar in the
Persedonia. The clearly divine signal of west and remounting the assault in to

Joseph Conaway (order #5438615)


Hyrkanian lands. When the Red Dragon did Clothing is loose, white, and sometimes in
indeed appear, and then rain a thousand the form of a wrap or toga. They have a mix
meteors upon the earth, his people were of clothing styles, both Galonian and
bolstered in to a true belief of his divinity. Hyrkanian in form. The men wear skirted
Today, Persedonia is the single most armor, shaped plating with a stylistic
dangerous warring nation in the Middle suggestion of the human form.
Kingdoms, driven by the will of the As a practical people, the Persedonians
righteous and the determined. are not easily bothered by matters of
religion. The state religion is recognized,
Life In Persedonia and indeed a driving force in the lives of all
Persedonia is a militant land. It is the people of the land, but as much so for
dedicated to the well-oiled machine, which their sense of patriotism as their theistic
is designed to carry out the vision of the faith. The thought that their emperor is a
Emperor, and the people (by and large) god on earth, chosen by the Scepter of Law,
believe strongly in this vision. Children are is enough for them. The temples of the land
taught in disciplined schools about the are splendid affairs commissioned by the
destiny of their people. Teens are emperor to venerate him and the handful
conscripted in to the military, nobility of gods he chooses to have recognized as
receiving officer training, and commoners in his divine council. The priesthood is almost
the general ranks. All men must serve for a exclusively picked from young nobles, men
minimum of four years in the service. and women. Still, no Persedonian will ever
Women are not expected to serve in any let a sense of piety get in the way of
service, but do carry a burden at home practicality.
while the men are on duty. Many men do The practical attitude of the people also
not return, opting for a permanent, applies to magic. There are a handful of
lucrative military career. magical orders in the land, and the one
Persedonians are a rugged mixture of the endorsed by the emperor is the Guild of the
distinctly Middle-Eastern appearance of the Ebon Fist, a society of battle mages who
Galvonarian people and the more have learned to hone their spellcraft to the
Mediterranean, Romanesque Southern art of war. They are considered elite officers
Hyrkanians. There is a strong look to the and living artillery for the Persedonian war
men and women of this land, with sharp machine.
edges to their features. While they can
readily grow thick beards, Persedonian men Major Geography
prefer to go clean-shaven, and often bald. Hidden Lands: The blasted, craterous basalt
The women let their hair grow long, hills of the Hidden Lands are considered
preferring to keep it braided or curled. Most nearly uninhabitable by most. Still, rumors
Persedonians are dark of hair as well as of ancient ruinous cities half-buried under
skin, but women often dye their hair ancient lava flows, miles of lava tube
blonde. tunnels inhabited by degenerate half-men,
and other tales abound. Few people are

Joseph Conaway (order #5438615)


crazy enough to venture in to this hellish and that they suffer no man to pass through
land, however. In the southern regions, in a or claim rulership of their land. The
valley region only just barely passable is the Persedonians learned long ago to bypass
Valley of the Dead Kings, the sacred stretch this region, and leave the Haikyndyr
in which the old Menedi kings and chiefs beneath the sands well enough alone. They
first buried their dead in hidden tombs. The do occasionally come to the periphery and
tradition continued right up until the time offer trade goods and valuables in exchange
of the first Persedonian Emperor, when the for mercenary services, which the lizardfolk
Ziggurats of Archades became common will offer, enjoying warfare for its own sake.
practice to bury the divine rulers. Face of the Mountains: This great pass
from north to south, a relic of Old Galonia,
contains immense carved figures along the
walls of forgotten pharaohs, ancient gods,
and even more venerable figures lost to
time. Many tombs are found in this pass as
well, though many have been looted
already.
The Nomad Drifts of Harad: General Kerkak
Chor was assigned regent of this land, and
he continues a long-standing tradition of
operating the military garrisons out of the
Oasis of Memnech to keep the warlike
Harad in check. The Harad are the single
greatest source of new troops, both
conscript and mercenary, for the
Persedonian armies. The people of this
Haunted Pass: This is one of the safest region are rough, nomadic, and dedicated
passages through and around the rough hill to Seth. They dislike all outsiders, but only
lands of the Persedonian Empire. The the persistent threat of force from the
Haunted Pass was the site of a major battle Persedonians over time has kept them in a
during the days of Old Galonian rule, and it cooperative spirit.
is said one hundred thousand men died The Coils of Set: This labyrinthine stretch of
here in a battle between ancient sorcerers. river valley is a deadly place to raft down,
It is a powerful necromantic site. and is another famous site of ancient
The King-Deserts of the Hashykaristyr Galonian tombs and monuments. A
Segami: The only successful resistance to legendary Temple of the Damned,
Persedonian rule in their homeland has dedicated to the Galonian dark gods, is said
always come from the Hashykaristyr to rest in the mountains along the valley,
Segami, the desert-dwelling lizardfolk of the but none have ever found it. On clear
King Deserts. It is said that there are nights, a strange, luminal energy can be
countless lizardfolk dwelling in caverns seen cascading like northern lights from the
beneath the shifting sands of the deserts,

Joseph Conaway (order #5438615)


mountains along the valley, and this other nobles. Twice annually great
celestial ghostfire keeps local villages very, conferences are held among the advisory
very frightened. When the Red Dragon council of politicians for the emperor in the
comet crashed to the earth in pieces, it is Dabbanian Palaces of Debate.
said a piece of the comet landed in the Coils Trastoria: Trastoria is the heart of the
region. Persedonian naval yards, and the shipyards
of the great naval fleets are here. Trastoria
Important Sites is very well defended with a great artificial
Archades: Seat of power for Persedonia, sea wall.
the capitol Archades is a wondrous city to Meneden: The northernmost native city of
behold. Three hundred years of emperors Persedonia, Meneden is a bustling city of
have worked hard to add their touch to the commerce and trade, and the port from
land, each building bigger and better which all northern and southern traffic in
monuments to top the last. The Emperors the war against Hyrkania sets sail. Meneden
Palace, the Coliseum of War, the Pantheon is also the center point of western overland
of Law, and the Emperors Temple are some traffic, to Harad, Jhakn, and Galvonar.
of the more amazing sites to be found. Nylaladinia: Southernmost city of
Outside of the city, the Necropolis of the Persedonia, Nylaladinia was once Hephar,
Divine can be found, which contains over a of Old Galonia, but was annexed in a
dozen monumental ziggurats and pyramids dispute centuries ago, even before the rise
dedicated to the Persedonian Emperors of of the Empire. Nylaladinia is a city far caster
the last three centuries. Countless imported in size than its population, a monument to
slaves and laborers from conquered lands the excess of building, which the old
were used to craft each great temple, Galonians once were known for. The city is
though none are as large as the smallest of filled with tombs, monuments, and
the ancient pyramids of Old Galonia. structures, the meanings of which have
CorlisDalral: The second greatest city of been lost to time. Now, it is the chief port
the Persedonian Empire, CorlisDalral is the to the south and west, and heart of the
center of the Empires Military Training imperial garrisons which stand ready to
Center, where the ground forces of the keep the peace against any Galonian or
centurions are trained to become lethal Galvonarian uprisings.
fighters. CorlisDalral has a prominent state The Regional Territories: Persedonia holds
temple, as well as a Temple of Vishannu, control through regents over several
lord of war, which is operated by sacred territories. Each of these conquered lands is
prostitutes to the god. They are a pale dealt with in their own sections, but they
shadow of the Vyrindian Amazons, who include Eastonia, Malas, Galonia, and
would be horrified to see this variant of Galvonar. Harad is mentioned in the Nomad
Vishannu worship. Drifts section, above.
Dabbania: The smallest of the coastal cities,
Dabbania is a place of retreat and
meditation for the emperor, as well as

Joseph Conaway (order #5438615)


Sendral The threat of Velvithron Sitor:
Population: 300,000 Lord Sitor (Human Liche; Wizard Lvl 23;
Government: Chaotic Evil) is the last true inheritor of the
Capital: The Capitol is nominally Blackholm, legacy of Xauraun Vestillios. Born in 1889
but the city-states are all considered aw, Sitor was taken in as Xauraun Vestillios
indendent apprentice and taught the sorcerous arts by
Rulers: The Dark Queen of Blackholm, the Eternal Master of Chaos himself. Sitor
Religions: The Church of the Divinate, Order learned to harness sorceries most sorcerers
of the Red Robes, and the Cults of the are only vaguely aware exist, and in time,
Kraken he came to command his own military
Language: The Middle Tongue, orcish garrison, acting as overlord of the Sendral
Social Titles: Dan (Knight), Elas (Baron of Basin in 1962, when Xauraun began his
lesser noble), Gonn (Duke), Impera conquest of the Hyrkanian Empire.
(senator elect), Elevasos (King or Regent). Eventually, Xauraun was defeated while
Allies: Southern Hyrkania was at war with excavating the seat of his ancient Throne
Persedonia, but is struggling to make an and Tomb in Old Galonia, and would not
alliance. Trog, by virtue of its ruler, is an reappear in a new incarnation until the
ally. The Hadrosian Empire is allied to 2080s, but Velvithron Sitor managed to
Hyrendan and Blackholm. retain control of the Black Tower, and
Enemies: Northern Hyrkania and Sendral negotiated an alliance with the forces of
remain strong enemies, as they seek to Hellgate Keep. He managed to retain an
bring the Southern Hyrkanian city states iron grip over the land until it was broken in
back in to the Empire. rebellion by the Emerald Knight Davin
Kormak in 2120. It was during this time that
Background Sitor fell in the field of war, while seiging
The Sendralites were united centuries ago Allendar, at the hands of Kormaks elvish
by crusading Hyrkanian Knights, and a wizard and advisor, Saralys Nathylien.
people who had long suffered under the Sitor had long prepared for his death,
vile leadership of the Black Tower came to however, and the Cult of the Undying, a
be free at last. The founder of Sendral was group that had formed over the last century
Davin Kormak, an Emerald Knight, who of mages who worshipped him, held the
eventually became regent of the land. His phylactery into which his spirit transferred
heirs were later proclaimed proper kings. on death. Unfotunately for him, this cult
Sendral is a curious mix of Cretean and was hunted and nearly destroyed by
Hyrkanian culture. The people dress in a Emerald Knights, and the phylactery wa
mediteranean style, but conduct business deposited in an ancient tomb for safety.
and politics much as the northerners of Nowe until 301 ne was the tomb looted and
Hyrkania. They see themselves as a unity of the unwitting tomb robbers posessed by
two distinct cultures. the ghosts of the Cutists of the Undying.
Seeking to restore the greatnes of their
demigod wizard, they continued the ritual

Joseph Conaway (order #5438615)


of rebirth. The sacrifice of a young, virile minions have limited summoning abilities,
body was made that he might inhabit the and often hold devonin summoning charms
new form. to use if they need assistance in their
Now an undead liche, Sitor has plotted sundry quests. The major minions of Sitor
quietly, residing within the ruins of the include:
Black Tower (Called Azerathe in the Old
Tongue). He has seen Davin Kormaks Vaeger NySaghan, Mihidir Prince of the
descendants carry on their rule, and still Trolls
Sarayls Nathylien walks the earth, serving as Troll, Fighter 10, Rogue 8; CE
aide to the line of Kormaks. The only living descendant of the old
Sitor seeks revenge as well as he recovery NySaghan family which ruled Hellgate Pass,
of his lost territories. His minions have Vaeger and his scheming cohorts have
sought to negotiate an alliance with the placed their alliance with Sitor for now.
scattered Mihidir tribes that once held They dwell in the Ruins of Maddendrei, the
Hellgate Pass. He has also worked to Dwarf Home, old seat of the Northern
negotiate favorable deals with the shadier Kings Power, and have also pledged
nobility and Prince of Thieves in Blackholm, allegiance to The old Dragon King
though he fears the Dark Queen, who is Pyranothare who drove the dwarves away
much more powerful than him. centuries ago.
One of Sitors major quests is to recover
lost artifacts of his mentor, Xauraun. He Darksed, Death Knight commander of the
seeks to locate the diary of Kalidane Black Tower.
Riftspar, the son of another apprentice Death Knight, Fighter 10, Rogue 6, Mage 6;
mage to Xauraun who fell in the first great CE
War. Kalidane sought to recover the Darksed is an old Chaos Knight serving
scattered pieces of the powerful artifact, Xauraun Vestillios from the Great War of
the Helix Throne, but what happened to the 1960s. He has long since passed on into
him and his quest in unknown. Also, the greater service of Dalroth and Slithotep
Xaurauns armor, which embodied the as an undead servitor with arcane magics.
Armor of Chaos, as well as the captured Darksed was present during the rebirth of
essence of Xaurauns magic, was Sitors Xauraun from his incarnation as Serivan the
biggest prize until the armor was recoverd Prophet in 2084, and was later thought to
and Xauraun was resurrected as the new have been destroyed. Sitor called his spirit
dark god of Chaos. Sitor has now sent back to service, and he now inhabits a half-
diplomats to Trog, where is has pledged his flesh, half-metal body concocted out of
loyalty to Xauraun once more, although he dark necromancies, and acts as commander
secretly despises his former master and of the Black Tower. Darksed was scared
seeks to topple him from his position as severely in trans-dimensional events about
deity. a century back which granted him freedom
Sitor has many cronies which he uses to once more from the abyssal realms and to
accomplish his dirty deeds. His major walk the earth anew as an undead being.

Joseph Conaway (order #5438615)


even sublimate herself to him at times,
Baskabulos, Baron of the Abyss, enslaved something a noble ashtarth woman would
by Sitor never do.
Balor, CE Unknown to Asyndra, Sitor was once
Little is known of this lesser Devonin betrothed to her grandmother several
noble, save that his soul gem is in the centuries ago, but he killed her in a jealous
possession of Sitor and has been for four rage when she was found to be pregnant
centuries. Baskabulos is said to have ruled with another ashtarths seed. Her mother
beneath Degalthor at one time, but lost was the child born, sent away to grow up to
favor in the Abyss and now hold territory be her mother, and elder in the Black Circle.
only on the first layer. His image is that of a Asyndra would desire revenge if these
great, black night-gaunt with four secrets were discoverd by her.
screaming heads, a nine-tipped tail, and
four great membranous wings. He appears
in human form to Sitor, as a dwarf that
seems to constantly shift in an out of
reality, and only speaks in broken Old
Tongue.

Aegeris, Thief Lord of Blackholm


Aegeris seeks to undermine the Prince of
Thieves position of power in the city of
Blackholm, and has been granted many
followers and magics by Sitor in order to
accomplish this task. He is a cunning half-
elf, of mixed Ashtarth and Sylveinurian
descent, whos mother died in childbirth.
Aegeris is a cruel machine-like assassin, as
well as leader of thieves.
Holdings
Asyndra Malythir, Mistress of Chaos Velvithron Sitor has many specific
Asyndra is Sitors Ashtarth wife, and liason holdings, including the following:
with the Black Circle. Other agents of Sitors
inner circle suspect her of being a clever spy The Black Tower: His center of power, it is
who takes advantage of the wizards from here, which the Cult of the Undying
loneliness, but in truth, she is as devoted to operates, and the dark forces of Sitor have
him as she is to her Ashtarth house. long held power.
Asyndra sees Sitor as a means to an end, The bulk of his undead and living armies
admittedly, but it also appears to be a very are used to enforce the ruins of the Tower,
long road, and she has worked herself into which are slowly rebuilding it using freshly-
believing strongly in him, going so far as to aquired slave labor.

Joseph Conaway (order #5438615)


The Ruins of Maddendrei: Actually ruled by They war with all Amechian tribes, the Iron
the Dragon King Pyranothare, but currently Kingdoms, and Sendral as well
the base of the Mihidir tribes, the Ruins act
as a gathering point of Sitors Chaos Forces. Background
The Rogues Guild of Aegeris: This rival Southern Hyrkania is really best described
guild in Blackholm serves Sitors interests as two city states united by common threat
implicitly. and interest. To the south, Blackholm lies
The Merchant House of Agraketel: With nestled in a well-defended mountain-
operations in Easton, Blackholm, and even shrouded port and is ruled by the Dark
the Sendral Basin, the Merchants of Queen who is sometimes called Nialle, a
Agraketel are loyalists to the Cult of the sorceress who has lived for centuries
Undying, and its core members are granted beyond her normal life span and who some
longer life through their loyalty to Sitor. claim is a liche. The Regency of Blackholm is
They are undicovered so far, and work an alliance united by the mutual fear each
behind the scenes, appearing outwardly to lord of each city feels for the rule of the
be a normal spice trading company. Black Queen. Her ageless reign has kept the
The Murokoni Mines: These Mines are small unity working for decades at a time
owned wholly by Sitor, and are the major before rebellion rises, and she has squashed
exploiters of the Bluesky ranges for gold more than one rebellion. The Regency
and other precious metals. They are also currently alternates between trade and
slavers. warfare with Persedonia, depending upon
the season and the generals involved.
Southern Hyrkania To the northern end of the Bluesky
Population: approximately 1.1 million Mountains lies Hyrendan, recently ruled by
Government: feudal cluster of city-states the surprisingly gentle king DanNasharab, a
with regents who pay loose homage to the reformer who has struggled mightily to
dark queen of Blackholm. bring law and order to a city which was long
Capitol: Blackholm is the center of power. the heart of the priesthood of Chaos, called
Rulers: Queen Nialle of Blackholm and King the Divinates. The city has come under
Religions: Language: The Middle Tongue siege from both the Persedonians and the
Social Titles: Dan (Knight), Elas (Baron of forces of Trog, and in an act of desperation,
lesser noble), Gonn (Duke), Impera the king made a pact with the demon lord
(senator elect), Elevasos (King or Regent). Pazzuzzu to defend the city from its
Coinage: same as Northern Hyrkania attackers. In exchange, he agreed to give up
Allies: Blackholm seeks tentative alliances his daughter to the demon, but later
with Hadros, The Black Tower, and is trying recanted and had her spirited away to
to negotiate peace with Persedonia. possible safety. In turn, Pazzuzzu betrayed
Enemies: Despite some common goals, the king and let the Persedonians overrun
Blackholm stands defiant against the rule of the city, which is now under provincial
Trog, and is staunchly opposed to any control of the southern conquerors.
alliance with Northern Hyrkania or Octzel.

Joseph Conaway (order #5438615)


Southern Hyrkania has long been marked
as a center for Chaos worship and evil cults.
The Order of the Red Robes are centered in
the region, the enigmatic sect of chaos
mages who broke away from the Wizards
Guild long ago. Elements of the Black Circle
can be found in the region, as can other vile
cults such as the Nihilists. Steppelands
Another land about which more mysteries
Starthias than truths can be told, the frigid northern
Little is known about the eastern Orc Steppelands are a broad expanse at the
Kingdom of Starthias. Said to have been northernmost region ofLingusia, and even
named after the first orcish king to unite include the great land bridge that stretches
the eastern tribes, Starthias has remained out to connect Takkai and Lingusia
apart from much of the politics and war of together.
the recent ages. Still, Cymeeri and The steppelands are home to a handful of
Zymharian bordermen would beg to differ, fierce northern tribes, which in Lingusia are
and more than a dozen wars have erupted mostly a sort of Nordic,rough blonde and
between these nations and the orcs of dark haired sort who are known for caribou
Starthias over the last two hundred years. herding, and in the easternmost end are
While most of the threat from Starthias more Siberian and regarded for their
comes from raiding, the fact that it remains horses. These many tribes form a sort of
the only continuously united empire of orcs superculture of barbarians who are united
in the land is a forbidding thought to many. by their common struggled with the frigid
Spies of Karan regularly seek to infiltrate environment.
the kingdom, to keep watch on its activities. The steppelands are also home to the
Likewise, piracy along the coasts of the Marlack dragonkin, humanoid descendants
Blood Sea dominated by Starthias is of true dragons who make their home
rampant, forcing most merchant vessels to within the Dragonmounts, and claim to
travel through the region well-armed. serve the enigmatic King of the Dragons.
Though little is truly known about the Many Fell Manorg tribes of orcs also roam
kingdom, Starthias is known to have a large the steppelands, warring with the human
population of blyskanyu and thyzzakoni barbarians of the north.
orcs, as well as refugee thargonid trolls who One of Hyrkanias legendary kings was a
are now in exile with the collapse of their foreign steppelander named Gilrad
ancient empire near Hyrkania. Goblins and Hyradson. He traveled from the frozen
kobolds are also rife within the borders of north after his tribe was assaulted and his
Starthias, as well as the mysterious Varakun father killed by a minion of the Divinate,
minotaurs and Kolgathir shape shifters. and eventually joined the ranks of the
Chosen Ones, thwarting Xaurauns rise
around 1960-1980 aw. He eventually
married the adopted elvish daughter of

Joseph Conaway (order #5438615)


then king Usyllyses, and together he and this innocent migration of defectors to
Phyxillys became two of the first and instigate an uprising, and gained a foothold
greatest foreign-born rulers of Hyrkania. in Sylvias at BaalHyriath, which they have
held to this day. In the early days of the
Sylvias Dark War, the ashtarth used the hordes of
Sylvias is the southern coastal kingdom of the marsh goblins in the western Systilien
the silver elves, the Sylveinurien. Much Forest and delta region to siege and lay low
about the silver elves and their many many elvish cities, including the old capitol,
houses can be found in the section on Thystivianis, which now lies in ruins, a
player character races. goblin-infested, demon-haunted city
Sylvias is divided in to a number of high tentatively held by some ashtarth and orc
houses, each representing a specific tenet, forces, but said to be too dangerous even
philosophy, or elemental force which the for them.
elves feel they preside over as a legacy fo There are many other unique features of
their ancient fae heritage. The kingdom of Sylvias, but the ever-present sense of the
Sylvias is similarly aligned with quiet, fae nature of the realm is considered eerie
natural communities of ancient architecture and oppressive to all but its native. Few
intermingled with naturally grown houses humans travel the region, and few are
and structures from the very trees to create welcome.
a unique symmetry of nature and design. Eflin is a neighboring region worth
The current capitol of Sylvias is mentioning. The quiet sylvan land of the
Thylanilien, a coastal port where trade and elves known as Eflin are a dense, forested
commerce with the outside world is region surrounded by a thick ring of
regularly conducted. The elves rule by a protective mountains on the easternmost
council of elders, one from each of the end of Sylvias. Here, the sylveinurien elves
great houses, and every one hundred years thrive as a small but proud culture of
select a leader from among the council inquitive elvish folk who make their homes
elders to represent their people. The in the trees and abstain from as much
current lord of Sylvias is Sylas Nathilien, a civilization as possible. It is an idyllic life,
venerable general of the Dark Wars, who which is ironically the reason so many
has earned the trust of Sylvias at large due woodland elves make their way out in to
to his many military victories against the the wide world at a young age, as their
Ashtarth of BaalHyriath. curiosity and wanderlust exceeds the limits
Indeed, several centuries ago, during the of the natural paradise their elders crave.
time of the prophet Sherzade, an uprising of
Ashtarth dark elves migrated to the shores
of Sylvias, unwelcomed by the local people
at first, to seek the forgiveness of their kin
for the chaotic ways of their kind.
Unfortunately, unscrupulous agents of the
Black Circle saw the opportunity, and used

Joseph Conaway (order #5438615)


of the Gods, but some believe it did not
appear until centuries later, atop the ruins
of the older Hyrkanian cities beneath. Either
way, it is evident that the mound
represents at least ten thousand years of
ancient occupation.
The occupants of the last two millennia
have been many and varied. Four hundred
years ago, before the Great Reckoning
when the War of Law and Chaos ended, the
forces of the city were equally divided
between the Hyshkorrid, Ashtarth,
Trog Blyskanyu, and Settee. Four centuries later,
Population: 125,000 various species the politics of the region have become
Government: autotheistic monarchy much more confusing. Part of this is due to
Rulers: Xauraun Vestillios is supreme ruler the terrible damage that was done to the
Religions: Language: orcish, ashtarth elvish, servants of Chaos during the Reckoning.
hyshkorrid, setite, kobold, abyssal Another part is the rise of the squabbling,
Trog is most easily reached by sailing competitive Demiurges of the land. And
vessel, braving the deep canyons of the vast lastly, the newest event in the night sky, the
Nyarlith Riverine Delta which cuts like a return of the Dreaded Red Dragon Comet,
deep knife through the Middle Kingdoms not seen since the collapse of the
and serves as the only bridge between the Prehunate Empire, has created a great
Inner Sea and the Gulf of the Baldric. upwelling amongst the masses of those
It is possible to travel to the city of chaos chaos followers who seek redemption and
overland, but such a journey would be revenge.
taken in the chilling wastes of the Hyrkanian
Desert, following ill-marked nomadic trails The Layout of the City
which are intentionally left unkempt. The The city is layered in several areas.
underworld denizens of the land make Because its denizens are often injured or
regular hunting forays in to the night, and adverse to light, much of the city is actually
death is a strong risk. layered in the ancient catacombs which run
The city itself is small, not much more through countless millennia of older
than a squat stone castle of about 600x900 buildings, all caved in, hollowed out, and re-
feet in dimension with walls reaching 60 used indefinitely. In the deepest levels of
feet. The four great towers stretch almost the catacombs are passages, veritable
90 feet in to the sky. It rests atop an ancient roadways, which carry denizens and
tell mound, on which countless millenia of merchants to and from other regions of the
debris from prior cities has been heaped. It underworld.
is said that Trog was first founded by the On the surface, the squat stone castle
Cults of Chaos in the wake of the First War rests atop the mound, surrounded by

Joseph Conaway (order #5438615)


cavernous entrances riddling the earth. as you move through Squattersville. Crude
Further from it, along the reverie stretch shacks serve as homes, while ornate shrines
that runs from it to the Nyarlith Delta to the many gods of Chaos are scattered
(about a thirteen mile stretch) is the sprawl around, lovingly tended to by sherigras
of crude villages, not much more than priests and others who have taken up the
squatters camps, founded by the accursed faith of what was once called the Divinate.
Sherigras. Countless pilgrims await an opportunity to
Harbor town enter the walls of the city and pledge their
At the deeps along the Nyarlith coast, a devotion to Dalroth himself at his blasted
small but well-established community of idol which peers longingly from its mount as
hardy pirates, rogues, and truly scurvy if it seeks escape at last.
individuals dwell, providing a way point for Catacombs
any who are willing to brave the The actual viability of the great fortress-
community. The town is called Harbor like castle is compromised by the hundreds
town, and it is ruled by Balo Strallikus, the of tunnel and cavern entrances riddling the
sherigras ancestor of the long-dead Bellasco city mound. However, an army trying to
Strallikus, who died in the War of Strife. siege the catacombs would quickly be
Balo is a dedicated servant of the old devastated by the countless thousands of
gods, and believes that Slithotep still speaks proficient subterranean warriors from many
to him. He knows of the rumors that the species, as well as traps, pitfalls, collapses,
Mad God still dwells as a living structure in and other siege defense tactics in place to
the deserts, and he has tried twice to find protect the catacombs should an army
the elusive god-city. He has lately attack,
discovered that the immortal Xauraun may The catacombs themselves are a massive,
yet walk again, and serve as harbinger to confusing warren of tunnels, chambers, and
the return of the Chaos Lords. "hubs" (large, neighborhood hollows)
Squattersville linking together a complex society of
From along the coast to the rough riverine numerous underworld denizens. Each hub
finger that stretches to within a mile of has a series of primary tunnels radiating out
Trog, a great sprawl of thousands of from the center, called the Spokes, and all
outcasts, criminals, and dangerous folk have are joined in the city center where a great
accumulated, all lured by the siren call of and ancient tunnel that some say goes
promises that they will, soon, be restored through the heart of the world can be
to glory and granted the right to join the found. This hole is called the Maw of Chaos,
new Armies of Chaos. This shantytown is a and the great, ominous winds which roar up
mix of humans, sherigras, blue and grey from the unseen depths sound like a
orcs, half-orcs, hobgoblins, trolls, and giant perpetual howl from the Abyss. By day, city
kin of all sorts. By far the largest dwellers above go about their business, and
concentration of humanity in Trog can be at night, the gates of each subterranean
found here. hub is opened and the hordes of the dark
The fervor of religious worship is evident are released to conduct their inhuman

Joseph Conaway (order #5438615)


business, rites, and politics. army indeed that would try to siege such a
There is one common factor linking most fortress.
all of these otherwise hostile and dangerous At one time, a Council of Four ruled the
beings: their need to promote their city, but no longer. The city has been ruled
religious values and restore the faith of the for many years now by a single child and his
forgotten gods. Now, with the coming of mysterious caretaker. The child is known
the new Courts of Chaos and Xauraun's only as Pale, which means "The Trueborn"
ascension to godhood, this unity is stronger in the Old Tongue. His caretaker is a strange
than ever before. individual called Pelgaster, and some claim
The Catacombs break up in to the following he was once the last king of the city of
"types": Kymir before it fell to siege.....which was a
Warrens-Dens of activity for a particular very, very long time ago, so it is also
neighborhood or species. Often built in the believed he is undead.
remnants of older, submerged ruinous Though few realize this in Trog, Pale is
expanses of the upper city that have since actually the child-god Dalroth reborn, the
been buried. It is possible to get lost in the infant conceived from the wake of the
warrens and never escape. Reckoning and protected by Slithotep.
Hubs-Large market/temple districts, Pelgaster was chosen by Slithotep to be his
hollows beneath the earth several hundred Avatar, and he wields the Scepter of
feet across, bustling with commerce and Madness to validate that fact!
worship. Pale and his court rule from the The
Spokes-Each Hub is connected to several Bubbling Tower, the tower which appears
spokes, subterranean tunnel-streets along to constantly flow and melt in the moon
which the communities, businesses, and light. It is Slithotep's strongest tether to the
temples of the dark reside. mortal real plane, and while Balo looks for
Chambers-Individual residences, shops, or the mythic city of Slithotep, it is in fact here,
centers of a community with a variety of in this tower, where the essence of the Mad
purposes. God dwells......
The Maw of Chaos-The central hollow that In 2476, Xauraun Vestillios remade the
runs straight in to the depths, along which Courts of Chaos in his own image, first by
great stone stairs run along the length of it recovering his ancient armor and regaining
to each gated entry in to one of the many his powers, then using his powers to siphon
hubs. the godling Pale's energies in to his own
form, and directing it at the Red Dragon, a
The Castle great and ancient comet from the dawn of
The Castle which is the center of Trog has creation, filled with the primal force of
the appearance of being heavily guarded, entropy. The comet was gutted, and
laden with a mix of dedicated volunteer spewed forth a rain of chaotic energy upon
troops from each of the four dominant Lingusia, and inundated Xauraun. He
powers, and with only a single, heavily declared himself the Lord of the New Order,
defended entry way, it would be a perilous and now rules from the entrapped form of

Joseph Conaway (order #5438615)


Slithotep as his throne, using the forces of day he ascended to power. She is now
Trog to amass a great army of darkness. He considered a traitor to Set, and has begun
keeps Pale, a shadow of Dalroth's former to develop vampiric traits as fits the curse
self, as a pathetic boy-servant by his side. which overcomes Set's most loyal minions
The other three towers are each ruled by who betray him.
the remaining three forces of the city, and The third tower, the Tower of the Ibis
all now swear fealty to the god who walks belongs currently to the forces of the Chaos
among them. The Ashtarth have long held Tribes of the Blyskanyu, and the General
sway in Trog, and continue to rule from the who sits upon the council is Lord Kerogg
Tower of the Abyss, atop which rests a Beshgalor, a humongous Black Anyu
great gargoyle-like entity sculpted in the assigned to represent the best interests of
likeness of Orcus. Once blasted in to the tribes. This tower once belonged to the
oblivion during the reckoning, this statue Kattachi, who have lost much of their
has been restored and is now the guardian power and representation in Trog over the
of the tower, a Golem of immense strength, last century, and have been reduced to
ready to swoop down on any who would second class citizens is the slums of the
assault the city. Displaying his sense of city.___ Now, thanks to Xauraun's need
egotism, Xauraun has sent forth his dark for a great horde to begin his war anew,
minions to uncover the true Orcus, that he Beshgalor has become a senior general in
might bond the demon lord who once the armies of the damned.
served him to become permanent guardian There is some interesting history behind
of the city. the Throne Tower, the Bubbling Tower.
From the Abyssal Tower, the ancient and Once, this tower was held by the ominous
very evil Mistress of the Black Circle, the and mistrusted Hyshkorrid of the
High Queen of the Ashtarth Magi, continues Slithotendan Mountains, dreadful brain-
to rule. Eristra Colanon, Referred to by eaters who have the backing of the Black
most citizens as "The Bitch of the Gallows," Circle, and some claim are the most
continues to maintain he lengthy and diabolical threat to come into the midst of
charnel rule from the tower, and she is the Forces of Chaos in centuries, due to
considered the most loyal servant of their unscrupulous lust for power. Their
Xauraun. presence was small, though more of the
The Tower of Serpents is the headquarters tentacled mollusk-faced beings arrived
of the Setites and their representative of every day, backed by their twisted
the Council of Four, the serpent sorceress Helkyrion guardians (hybrid warriors,
Dysadda Gyristia, great great grand- usually hooked horrors and lion-vampire
daughter or the long-dead Dysadda Benn. beings). When Pale arrives, however, the
She is a cruel manipulator, sorceress, and Hyshkorrid presence was destroyed in civil
schemer, and has for the time being sworn war, and the ancient inhuman beings were
her undying loyalty to Xauraun, that she be driven from the tower.
spared, as thousands of her kin were Centuries ago the tower belonged to the
slaughtered or driven from the city on the troll lords, who had lost much interest in

Joseph Conaway (order #5438615)


the city and abandoned it over four in all ascpects of life, while men are
hundred and eighty years ago. The subservient cattle. Once every few years,
Thargonid troll-lord Corlabon was the god Vishannu demands that the
persuaded to leave the tower to the amazons seek out a new male to be his
Hyshkorrid after being bribed a healthy mortal vessel, through which the possessing
sum. He now dwells in a ruined castle about spirit of the war god may act in the mortal
twenty miles distant into the desert, hidden plane. Through this bond, he provides a
mostly by the sands. In his place, the human mate for the able and ready
Hyshkorrid had elected Karvax, a amazons to give birth to a new generation
particularly frightening-looking Hyshkorrid, of warrior women. The Amazons
to represent them on the Council of Four. themselves, born of the divine aspect of
When Pale and his servants encroached Vishannu, are immortal beings, and some of
upon the tower, a civil war erupted and the Vyrindian Amazons have become
Karvax and his minions were driven in to famous throughout Lingusia for having the
the darkness, where he and a handful of greatest prowess of all beings in battle.
loyalists continue to plot and scheme in the The Vyrindians rarely venture out in to the
under city. rest of the world save on personal quests of
Another prominent, lesser force in the fulfillment. Occasionally, a war party with a
city, which is a longstanding presence, is the specific goal, usually provided by Vishannu
Miniglir tribes of Kobolds. The squat, in the form of a dream or vision, will
diminutive beast men are horribly venture out. Once in a while, the warrior
deformed, and naturally leprous looking but women will amass an army some ten
are habitual workers as city maintenance, thousand strong and march out to battle
and they willingly sell themselves out as the Codam TKezzu, Hotepsalans,
servants and aides, seeking forever to Hadrosians, Terkithyi or Amenanyu orcs.
advance in status and rank by snagging on These battles serve to honor the god of war
to the potentially successful and rich. The as well as remind the world that they are
leader of the Miniglir tribes is a Greater not to be messed with. The Vyrindians have
Kobold named Cajoin, whom some claim an ancient alliance with Belladas and
can physically transform into a lesser Covarte, and will honor any pleas for help
dragon. He dwells deep within the Kobold from these long-standing neighbors and
Catacombs, and some claim qualifies as a trade partners.
fifth member of the Council of Four.
Yllmar
Vyrindia Yllmar is a cluster of coastal cities ruled by
The mysterious, secluded mountain the regent Karish Denevar, who is
kingdom of Vyrindia is actually as much a appointed by the Emperor of Hyrkania to
vast city of temples and priestess-warriors hold and protect the land. Yllmar is
dedicated to Vishannu, god of war, as it is effectively a client state of Hyrkania, though
anything else. The mysterious amazons of few think of it as being anything other than
Vyrindia live a society dominated by women an extension of the empire. Yllmar itself as

Joseph Conaway (order #5438615)


a region has changed hands many times, as a long stretch of coastland and
it is centered along the land and sea mountainous regions. They are of such a
cooridor for invasion by Hettanar forces and diverse lot that few ever have a chance to
any other irate northerners who come unify in to a coherent kingdom for long, and
down along the coast. As a result, the only the Nordamani ever succeeded in
Yllmarians have become famous for two doing so. The Zarnians are firm believers in
professions: mercenaries and traveling the hard and unfortunate nature of life, and
merchants. live it to the fullest in as brutal a manner as
The region is noted for the famously possible. They revere the gods of the north,
impenetrable Marshes of Mist, haunted by especially Hargameth.
strange beings and lizard men. At the center
of the marshes is the Temple of Naril, a Zued
magical location dedicated to the god of Much can be said of the eastern kingdom
man and the sun. This temple is situated of Zued, ruled by the great Caliph and a
atop a mountainous spire that erupts from massive center of trade for the Bloodsea
the land as a most unnatural formation, and region. As such, more shall be provided
at its height is a temple and tomb, where later on this immense power in the east of
Narils body was lain to rest after the War of Lingusia.
the Gods. When no avatar of Narils walks
the land, his fabled artifcact, the gauntleted
Star of Naril, is taken to rest here until Zymhar
another Chosen One is called to claim it. The Zymharians are mounted along the
Currently, the gauntlet lies unclaimed. A northeastern coastlands of Lingusia,
mysterious elite priesthood and order of southern neighbors to the realms of Avilin,
paladins, separate from the Hyrkanian and frequent traders with the eastern
church, maintain this temple. kingdoms of Takkai. While there is much yet
to be explored and discovered in this
Zarn region, few Middle Kingdoms scholars have
The northerners of Zarn are a brutish lot of written upon this mysterious track of land.
barbarian kings and chiefdoms who inhabit

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Atlas of the Middle Kingdoms:
The City of Octzel
Original Documents by Lord Sid, Dean, Palomar Librarium
Updated by Valedar Gonn-Maskeros of
the Phaelernin Cartographic and Historical Research Society

I: A Short History

The northern most lands of Octzel are The Dawn of Octzel


located on the Tedermisha Peninsula, a land Octzel was founded around 500-530 by
upon which can be found the Veraggen Hyrkanian Naval forces of the time during a
Mountains, the Forestlands of Andesor, and period of mass insurrection and religious
the Capitol itself. Tedermisha, in the Middle conflict. It was suggested that this was a
Tongue and Old Tongue, means time marke dby the rise of the first son of
"homeland," for indeed the Capitol marks House Vestillios in Hyrkania, who seized
the homeland of most all Octzellan people. control of the throne from Abernan

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Usyllyses II, and insitgated an exclusive One of the most seditious and strongest
policy regarding the multitudinous lesser cults that opposed the Divinates' official
religions and cults which promulgated the status were the Followers of Enki. Their
coastlands of Hyrkania. His rulership leader was a doddering old man who took
favored the Divinate, and while war was ill and died, but in his place, a young acolyte
initiated by the supporters,of Abernan II who had been so vocal and charismatic in
who would not back down from the support Hyrkania that they dared not execute him
of the Sacrimori, most of the lesser cults for fear of great public riots beyond
were caught in the bloody middle. This imagining, was offered, and accepted, the
conflict would eventually be resolved by the role of spiritual leader. His name was Octzel
likes of Hodon Systalien and Wakaris Venn- Ta.
Nebaram, but until their intervention, the Venn Ta spoke to the people of the penal
Faith Wars were truly bloody. colony. He spoke of perseverance,
Octzel was believed to have existed in tolerance, and the right of all men to
some form prior to these events, as a worship any and all gods. The naval garrison
remote colonial garrison for sea vessels of was lax in its efforts to quench any such
the time. During these early years, the talk among the prisoners. They were
colony was called Noenday, or "No Man's employing the labor of the colony to-found
Land." This was entirely true, for in those a much larger community and to harvest
days, the lands of Octzel were savage, rife the wood of the forest lands to better use.
with the tribes of the Anyu, Mihidir, and The admiral in charge was disaffected with
more dreadful beasts. Kythians were said to the events of the Empire, and so there was
have been more prominent as well, no perceived need to question the religious
dwelling freely throughout any forested practices and interactions of the prisoners.
land they could claim for their own. Eventually, Venn Ta united all of the
Fifteen hundred years ago, the most prisoners under his charismatic leadership.
advanced ships of the time were longships, They believed in him, whether they
and travel southward was both costly and followed the ways of Enki or not. Even the
dangerous. Octzel was initially founded to excommunicates of the Divinate, or purists
support such expeditions, but was very of Slithotep who worshipped their god in
shortly seen as a viable means of ridding ways too unacceptable to the Divinate
the core Empire of unwanted religious would stand behind Venn Ta.
dissidents by Vestillios I. When at last Venn Ta decided to take
Had this not been the case, Octzel might action, he was met with the resounding cry
have remained as it were, to eventually be of victory by all of the prisoners. Thousands
the source of a great expansion into the had been deported to Noenday, and
savage lands for the Empire. Instead, with thousands rose up, swinging wide the gates
the import of so many persecuted followers to the garrison, and completely engulfing
of faith, events were set in motion that the naval base with almost no resistance.
would. forever change history. The Admiral, a man named Kasyrtan,

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willingly pledged his own services to Venn vision in 545, after having returned home
Ta, swayed by the man's amazing charisma. from his wanderings, teachings, and
Noenday could only grow from here. tutelage in magic. By 557, he had forged a
When word of the colony's freedom crude army of the most devout, who sailed
reached the shores of Hyrkania, reaction onward to Hyrkania, and to the glory of
was swift on the part of refugees who Enki's might. In the course of passage, a
sought escape from the bloody civil war, terrible hurricane struck, and decimated
Caught up in the conflict, the two sides of much of the fleet. Venn Ta himself was lost
the Empire were unable to come to a overboard, never to be seen again. Some
coherent resolution, nor were they able to ships that survived this saw this as a
spare forces to quench the unrest and warning from Enki, that Octzel Venn Ta was
revolution in Noenday. misguided, and turned back. Those who
It is said that, years later, Venn Ta went on were destroyed by the Naval
returned in disguise to the lands of Garrisons of Krythia, Kymir, and Kentoth.
Hyrkania, and walked among the people, After his death, the supporters of Venn Ta
teaching the ways of Enki and speaking of immortalized him as a martyr, and taught
the great new temple which was being that his lesson was one of humility and
erected to the west, at Tedermisha. humbleacceptance of the way things are.
Gradually, pilgrims would flood to the This resulted in the establishment of the
western free land, to escape the oppression doctrine of Enki, which is that change will
of the Empire. occur without the hand of man, and that all
Venn Ta had come to Noenday in 513. By things must be allowed to pass. This policy
523, the Faith Wars had cooled off, as of noninterference on the part of the
Vestillios was deposed and revealed for the church, while violated at times in the past
Immortal of Chaos he was. By 527, Noenday and present, has been the founding
had expanded to the size of a small city, a element of its philosophy ever since.
frontier fortress beyond reckoning. The first Octzel Venn Ta was given immortality by
foundations of the Temple of Enki had been his actions, and also by the election of his
lain upon the Sacred Island off the coast. proper name to the new city. Noenday is, to
The Garrison had been converted into a this day, still used to describe the garrison
keep, from which Venn Ta's trusted section of the Capitol, but Octzel itself, as a
councilors ruled. name to the city, and to the nation, serves
While pursuing his wanderings, Venn Ta to remind the people of the land where
came to study magic, and coupled his their roots are.
studies with the divine teachings of Enki.
History does not record the name of his The Time of Challenges
teacher, but this does mark the beginning
of the end for his sanity, as years later, Around 700 aw, a man named Donn-
Venn Ta would have visions which he Dadera was able to seize control of the
claimed were from Enki, speaking of the Council, voted in as Elevasos by the land-
conquest of the Holy Land. He received this holders and High Priests who had come to

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represent the land. The previous ruler, canal ducts and parapets that stretched out
Queen Nemen Seia, had died with no to protect the city bay. While much damage
identifiable heirs. Donn-Dadera was the was done in the war, Octzel itself was never
man who created the Great Palace, a directly seiged, and the war effort cooled
fantastic structure which remains, largely down after Quirak was killed by Wormi
intact and unchanged, to this day. Donn Vellsoth in 2021. Andor, once freed of
Dadera was also a worshipper of Slithotep, Quirak's control, spent the rest of his reign
and the strange symmetry of the Castle was correcting the damage he had done, and
maddening to some. In the centuries since working long and hard to make amends to
his strange rule, the castle has been the Hyrkanians for the damage done to the
modified quite a bit internally, but more coastal trade lanes.
than once, a mad king's folly has been
blamed on Donn Dadera's legacy. The Rennaissance
Furthermore, there have always been
rumors of extensive catacombs, secret Octzel's Rennaissance period began under
passages, and other hidden secrets within the auspicious rule of King Octzoron Vellos,
and beneath the palace walls. with Queen Kimote-Thon Vellos at his side.
Until 858 aw, no stone wall graced the Octzoron-Vellos was crowned king in 2068,
Capitol. When Queen Dellon Vellos took and by 2100, he at almost seventy years
control, the wooden walls used to protect old, he had brought peace to the realm and
the inner city were cast down, and great a perido of flourescence in the kingdom
quarries out of the Veraggen mountains which was sharply contrasted by the
were used to construct the Inner Wall of flagrant crusading wars of Hyrkania to the
the city. This was also the time of the War east. Kimote Thon-Vellos was approaching
of Territory, in which countless Anyu were fifty at this time, though she remained
slaughtered as southern lands were startlingly youthful. They had a single
gradually claimed by the greedy daughter, Ariandra Vellos, who by 2100 was
landowners, prospectors, and settlers. The thirty one years of age, and would become
Savage Lands were slowly shrinking. Queen in 2106. Queen Ariandra Vellos
The Great Outer Wall of Octzel was built engaged in a great deal of court intrigue,
late in the history of the Capitol, by political maneuvering, and clever
Octzoron Andor. Around 2000 to 2020, manipulation of what was a largely geriatric
Andor was the magical pawn of the court at the time. Her youthful career as a
Wizardly Advisor Quirak, who sought his troublemaker blossomed into a political
own dark plans. Fueling a great war tyrant who's force of will brought about
spawned by territorial rights, trade conflict, much social and political change. She was
and rutheless privateering, Andor, under aided by the long-standing Court Mage,
Quirak's control, forged a powerful military Lord Summunan, who himself had forever
and naval force. The Great Outer Wall was looked to be ancient, over 100 years old, for
constructed at this time, as well, and as long as he served Ariandra or her father.
master architects crafted the immense Summunan disappeared in 2172, in the

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service of Ariandra's grandson King many warriors, who saw their looting and
Galovarus Vellos, who was a nominally pillaging as putting them right into the
competent successor who prefered hunting Heaven of War. This wholesale slaughter of
and tournaments to politics and the chaos-kin would free the land from
economy. concerns over these dangerous non-human
threats until the present day, when their
The Reckoning numbers, hidden deep beneath the surface,
would upswell in to a horifying force of
In 2116, The Divine Forces of the Heavens newly awakened chaos and evil.
and the Abyssal Realms once again
manifested in a cosmic war, but this time Expansionism
the conflict resulted in a a decisive victory
for the Lords of Order, and the Courts of During this period throughout the 2100's,
Chaos were smashed in to oblivion, much effort at expansion in to the Northern
through betrayal and lack of organization. Wilderness was also underway, and many
Luckily, most of the conflict manifested in conflicts with neighboring kingdoms doing
Hyrkania, but the back-wash of power as the same ensued. The change in this event
the Balance swayed in favor of order happened when the knight Margda Dan
affected all beings of chaos and it's dark Malik and the Duchess Catea Gonn Aleric
servants. Many discreet nobles and citizens discovered a western route through the
of Octzel's lands who secretly worshipped Endless Oceans to the previously
the Courts of Chaos were exposed as they undiscovered lands dubbed Mataclan.
were marked forever more by the Curse of Within three decades, more than seventy
the Sherigras. Most fo these cultists were percent of all colonial exports, imports, and
killed or hanged, but some escaped to live development were going to this land. Even
on, and carry the faith forward in to a when activities dried up in the later period
dangerous era for them. sof warfare, Colonial Mataclan remained
King Galovaros was the first ruler to see strong.
the great changes begin in the land as a Also during this time, forces in southern
result of the Reckoning. First, the Great Octzel out of Cuordos and Pheralin began
Movement of the Purge of Man which had an expansionist policy into the fertile Valley
filled crusading warriors with bloodlust in of Ocentash. The regional governments,
Hyrkania has not escaped Octzel. Many lacking unification, coupled with the high
warrior companies engaged in wholesale density of Glythanyu humanoids who dwell
slaughter of the orcs within Mitra's Forest, here, made this a fierce local conflict. This
much of this brought on by regional conflict did not contributed fondly to the relations
at Lancaster and abroad with the Mihidir which Jnril, either, which saw those lands
Nation (The only Trollish kingdom left after aspart of its own, even if they didn't
the Thargonid Empire fell in the wake of the maintain garrisons for regular defense.
Hyrkanian crusades). The religious crusade Furthermore, the Cimmeran peoples
added a sense of rightness to the lives of reacted with great anger to what they saw

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as a violation of sacred territory. Lastly, the continued to push for the unity of the
prospectors and Mine owners of Easton southern territories. This was at last
actually appealed to Southern Hyrkania for realized in 2,258, when all of the old
aid, fearing that this was a move on the part territories of Ocentash were conquered by
of Octzel to seize control of the Eastonian Valance under Vorst's son, Baledar Vorst-
Mining Guilds and their territory, which was Drakanis. A viscous, futile war with the
without any argument the richest land for Cimmeran barbarians, backed by Eastonian-
all metals in the Middle Kingdoms. paid mercenaries, lasts until 2274, however.
Ironically, the southern provinces of
Octzel formed a tentative coalition under
the rule of the Duke of Pheralin, Gonn
Drakanis, who in turn used his political
maneuvering to declare a civil war against
the rule of Ariandra Vellos on the eve of her
father's death. Though the initial civil war
was only two years long, Valance
established itself as an idependent
cecessionist state, and this would
eventually lead to the end of the
rennaissance and centuries of war.

The Dark Ages

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

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and even Taknonorian lands were Octzellan Royal Armies. The Two Hundred
enmeshed in the conflict. Even Hyrkanian Years War continues.
military garrisons found themselves in At last in 2,469 Arvale became the new
conflict more than a dozen times with local king of Octzel. Arvale immediately sued for
agressor lords seeking to expand their peace and then gained fealty immediately
power across the ancient and sacred barrier from the regency of Halale, granting the
of the Nyralith Riverlands. provinces of the region tax relief, aid, and
By 2,324 a new power came in to play the recovery of territories taken by the war-
when Easton was conquered by Persedonia weary Valancians. In 2,471, after the
and became the new Northern Capitol of coronation of Bennaras Drakanis IV in
this southern young power. The Valance, Arvale Octzoron-Tendrosos VI sued
Persedonian appearance took Valance by for peace, and Drakanis IV accepted,
surprise, as a whole new warfront opened recognizing that his Valancian kingdom was
up to the distant South. By 2329, Malas fell on the verge of collapse from internal
to Persedonian forces, and the Valancians conflict, starvation, disease, and discontent
sought to gain an alliance with the Southern as well as serious attrition from
Hyrkanian states as a mutual defense Persedonian, Jhkanian, and Galvonarian
against this new threat. Fortunately, hostilities. Halale reluctantly backed off for
Hyrkanian and Persedonian warfare the time being, but local grudges continued
deterred any Persedonian efforts to attack to threaten peace.
Valance.
By 2,339 the war was everywhere and Octzel Recently
even Jhkan's capitol, Jnril experienced its
first sack and pillaging under the two- By 2,474, the Octzellan Kingdom was a
hundred years war. Border skirmishes and loose alliance of the Three Great Provinces
territorial disputes in the Macabeth of Royal Octzel, Valance, and Halale. The
mountains were common, but the upstart Royal Council is divided in to three voices,
Valancian Generals who tried to force Jnril and much effort on the part of King Arvale
to bow before them only forced the is spent in keeping the unity of his war-
Jhkanians in to a belated alliance with Royal weary lands together. Local conflicts
Octzel. continue to erupt, but in the agreement of
Now fighting a war on three fronts, unity, Valance's former king is now Regent
Valance agrees to enter in to treaties of of his territory, and Bennaras Drakanis IV
peace with Octzel in 2389. The treaty talks keeps the peace in his lands. In exchange,
last two years, and end in a disaster as the the full might of Octzel's Royal Army
territories of Halale become enraged at the worked regularly to protect the southern
prospect of losing coveted land to the provinces from Pesedonian incursion.
Valancians in th agreement. The Lords of Meanwhile, the Halale provinces chose
Halale declare official independence as a Davin Gonn Hroder as their regent, and his
result and arm themselves against the task had been an onerous one, for the
orcish chaos-kin of Mitra's Forest had

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recovered their strength in the last two earthquakes the vast bulk of Karaktu and
centuries, and are now said to be in thrall to the southern coast of Lingusia proper. It
a powerful new Lord of Chaos in the city of wiped out the Persedonian Empire and the
Trog, who is providing them with the city states of Caratea overnight. It sent the
training and resources to mount a powerful elvish lands of Silvias in to disarray and gave
army. For the last couple of years now the high elves an opportunity to drive out
frequent and vicious conflicts stemmed the long-standing invasion force of ashtarth.
from the onslaught of seemingly endless The celestial and metaphysical
waves of orcish warriors led by dark repercussions of the cataclysm were felt all
commanders and generals out of Trog. And over the world. The old powers of law and
then, unexpectedly, everything changed. chaos, already diminished with the Age of
Reckoning, were now forever gone. The
world of Linguisia was held in place by a
great network of lay lines of force, which
stemmed from the Well of Creation. These
ley lines were gone in an instant, and it
turns out they were there for a reason: the
ancient prehuman star gods, called by
scholars Krakens, were in fact held across
the world in ancient prisons erected by the
gods and powered by these ley lines.
Without the lines of force, the prisons
began to falter, and these ancient gods
have begun to awaken. Finally, the power
of the ancient gods, already diminished as
Octzel Today: The Cataclysm they ascended to the celestial realms of the
planes, became even more distant as the
In 2,476 the cataclysm changed loss of the powers of law and chaos were
everything, everywhere all at once, even in removed from the mortal plane. The world,
lands fairly distant from the source point of for the first time ever, was no longer
this great event such as Octzel. The tethered to the divine influences. It was
cataclysm was caused when the last vestige cast away on its own.
of the ancient forces which created the axis In Octzel, the cataclysm had the following
of law and chaos between the gods were effects:
lost forever, and the legendary artifact Persedonians stopping being
called the Orb of Oblivion destroyed the invaders and instead turned in to
great god-city of Nekrozahn and with it the pilgrims, refugees and settlers
Well of Creation, a gateway to the infinite The orcs of Mitras Forest lost
worlds. This magical cataclysm vaporized a leadership, but remained strong and
large chunk of the island of Laibros, and hostile, and worship of a new dark
wrecked through tidal waves and god in the woods, one of the

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Karakens beneath Old Chegga is said Active Power Groups in
to have awakened
The city of Trog in Hyrkania lost its Octzel
evil overlord, who was overthrown As the center of sea trade and overland
when his divine powers of chaos commerce, as well as the political center of
evaporated the land, Octzel has attracted a lot of
The coastlands of Octzel suffered attention from groups focused on change.
unsually turbulent activity, but were In terms of the city, this ranges from local
fortunately far enough away that no groups, such as the various guilds, regional
appreciable damage was councils, and other groups which are
experienced primarily interested in looking out for their
Earthquakes wracked the land, own interest and local events, to the more
causing untold damage inland, insidious organizations and lobby groups,
though not nearly as damaging as such as the Fire Knives, the Order of the
regions close to the epicenter of the Blade, and the Geomancers. These are
cataclysm groups with greater political backing and
clout than your average craft guild, and
Despite the many upheavals in the wake usually they have greater aspirations.
of this distant event, the main change in In an effort to provide a faily definitive
Octzel has been more social and religious picture of the Octzellan scene, all well-
than anything else. The kingdom remains known, insidious, or extremely powerful
divided in to three warring provinces. The groups shall be discussed as follows.
people remain a determined folk, as ever, Beware this knowledge, for to speak of
but now a new sort of desperation has set certain groups in the presence of a member
in, as priests of the old gods no longer seem could be signing your own death warrant.
able to perform miracles as they should, This information has been acquired from
and gods previously relegated to minor cult many different sources, and not a few lives
status are suddenly becoming very popular. have been lost in the gathering.
It is a time of great change for the religious,
as lesser powers, demigods and minor Reading the Profile:
deities who had not left the world suddenly Group Alignment: This entry reflects the
find themselves the most powerful beings alignment of the group as a whole, and its
left. Likewise, the very old, evil, and members specifically. You're not going to
otherwise inimical entities called the find a lawful good member of the Black
Krakens, of which at least one is known to Lotus Guild, for example!
dwell in the lower Dark beneath Octzel, Membership: The actual average number of
begin to attract followers, especially those members in an organization, and its spread
races who once worshipped the old chaos by species.
gods. Leader: The principle leader (and any
special secondary leaders) of thr group.

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Headquarters: The main building, district, Wormi, with an estate and an old
or region you can expect to make contact mansion, settled down in Octzel and set
with the group. about uniting the local thieve's guilds,
And now.... which previously he had been at odds with
because of then Guildmaster Spleen, who
Organizations of the Capitol: was later found dead. Before too long, the
three major guilds had been united, and
were under the indirect influence of
Black Lotus Guild
Wormie Vellsoth.
Group Alignment: Unaligned
Wormie struck a deal with king Octzoron
Membership: Approximately 250 humans,
Vellos, to act as an information supplier and
75 elves, 20 gnomes, 17 orcs, 10 half orcs,
informant on illegal activities which would
about 6 ogres, and a handful of oddities
affect the crown. By allying his organization
(one gorgon, a tiefling or two, some
with the King's own pool of informants and
hobgoblins, and one very angry dwarf.)
spies, Wormie insured that the Black Lotus
Leader: Colwyn Arandor (presiding); Wormi
Guild would stay a permanent resident. To
Vellsoth (supreme)
this day, the Black Lotus guild has
Headquarters: Vellsoth Estate, Tavern over
maintained at least a nominal allegiance
the Inn
with whoever is in power, and has often
Possibly the most infamous and powerful been seen as a sort of loose espionage
Thieves' Guild in Octzel, this organization service for the throne. This has almost
was established around 2025 by the never changed, and on only two occasions
legendary Sylveinurian Wormi Vellsoth. in the last couple of centuris have the Black
Short, youthful, and clever, Wormie was Lotus members been castigated or cut
responsible in his earlier career for loose, but always to return to grace with
defeating the Magelord Quirak three times the next regime.
successively. When Quirak was finally killed The Guild has, because of its role as an
the pallor which had been cast over octzel information supplier, become the target of
was lifted, and the ruling king was able to groups such as the Fire Knives, the Black
move on to other, better things. In his Society, and the Hooded Brothers.
thanks, he granted Wormie a special title, Periodically, when a regional Guildmaster
Vellsoth, which is a lot like "Auslander," under gets offed by some subversive group,
except with an aura of dignity and respect local turf wars flare up and all hell breaks
about it. Wormie's original Einurian title in loose.
known only to himself, and is presumably The Black Lotus guild has six districts,
not used by the adventurer to prevent which work the local territory in their own
retaliation for his nefarious deeds on his special way. By keeping the trust between
homeland family. In the centuries since, the six guild lords and a good relationship
Vellsoth has become a title unto itself with all, the Inner Court of the Black Lotus
amongst Sylvan Elves, and there are many Guild remains a strong and loyal
descendants of the legendary Wormi. organization. Wormi Vellsoth himself

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retains the title of Guildmaster to the Black most famous establishment, and more on it
Lotus, but he has not been seen in Octzel in can be found in the area descriptions.
over a century, haven taken a ship to the Personalities:
west across the Endless Oceans, never to be Colwyn Arandor (Half Elf Rogue-Wizard
heard from again. In his place, Colwyn 12, unaligned) is one of Wormi's many
Arandor, said to be one of his sons, is the sons. Born of Lady Grisaudia, a barmaid
official Guildmaster. Wormi once fancied, Colwyn was their only
The Black Lotus guild used to get much of son, and was largely raised by his mother
its income from peddling the Black Lotus in while seeking to become like his father. He
its granular, smokeable form, to the is almost 150, and is three quarters elf
wealthy upper class of Octzel, but with the (Grisaudia was half-elf herself). He send
absence of its founder, the control and several years as a mercenary under the
trade of such hallucinatory substances has Employ of the Caperishus Trade Company in
been lost, and lesser independent guilds are Hyrkania, and is said to have once been
in control of the black lotus plant trade offered a princess' hand in marriage in the
now. northern kingdom of Zymhar. Colwyn is
The Black Lotus guild also provides much like his father, but perhaps slightly
enforcement protection to local merchants. more dour and disposed to frequent
This process is nebulous as to the legal wanderlust. He has considered following his
nature of the racket. If you don't pay, then father to the west, but loves his native
your a target of robbery, but if you do pay, lands too much.
and someone else robs you, the Guild will Wormi Vellsoth (Sylveinurien, Level 20
track them down, bring them to justice, and Rogue-Wizard, unaligned) is a legendary
recover your stolen goods, if possible. personality of Lingusia. He was the
The Black Lotus Guild has Six districts, and controller, founder, and backer of the Black
while no single district has a permanent Lotus Guild. More than 500 years of age,
base of operations, there are four areas Wormi was one of the few Sylvan Elves who
which are known to be frequented by the never recovered from their youthful
Guild. This includes The Maze in the sewers, wanderlust, and he has been to almost
where raw recruits are dumped for fun and every corner of the world. Presently,
experience. There is an abandoned Bath Wormie is known only to have travelled to
House in the Inner City which has been used distant Mataclan and beyond. No one in the
as a gathering place for guild members. Guild has heard from him in over a decade.
There is the Vellsoth Mansion where Gabrios Celoth (Human Level 8 Rogue,
Colwyn Arandor dwells, which is actually evil) is the Guildmaster of the Black Lotus
used very infrequently by the guild, and is Slums District. Gabrios has led a hard life,
garrisoned by forty of the meanest and his cunning mind was stunted by
mercenaries that money could buy. Finally, terrible looks from leprosy, caused by an
there is the place where "The Seven" meet, ancient curse his family suffers from going
at the Tavern Over the Inn. This is Octzell's back to his ancestor, Jensturn Celoth.
Outcast from society, Gabrios loves to lurk

Joseph Conaway (order #5438615)


like a haunting spectre in abandoned in his capture, he was granted privateer
dwellings and ruined remains. He is very status for his Black Lotus connections, and
clever and capricious, and vindicative to his he later assassinated the former
enemies. Guildmaster of the Docks District to achieve
Vytaria (Human woman Level 10 Rogue, his new position. Damien is untrested by al
unaligned) is the mistress of the Red Light of his fellow guildmasters.
District. Within the "Dark Town" of Octzel, Brutus Kanorn (Half Ogre Level 8 Rogue-
as that section is called, the delights of man Fighter, evil) is the guildmaster for the
and woman alike can be found. Vytaria's Market District. He runs operations with a
women still peddle the black lotus, and her tight hand, and is a ruthless abuser to his
call girls work the streets for both cash and men. The other members of The Seven have
information. Unlike her predecessors, come at odds with him more than once, but
Vytaria is not truly insane, but she cares Brutus still runs things in good order, and
little for right or wrong, and delights in never challenges anyone's authority except
murder when given the opportunity. She in the market District. He brings in a lot of
has been known to instigate a street war cash from enforcement rackets, and runs
with other guilds, especially the Fire Knives, the best casinos in the City.
on more than one occasion. Shadditha Elas Lenorn (Human Level 14
Rancor Madagsen (Half Orc, Level 12 Warlock-Rogue, unaligned) is the only
Fighter-Rogue, chaotic evil) is the product noble member of the Seven, and is the
of an orcish mother and a human father, guildmaster of the Inner City district. She is
which is a really rare combination, if you a specialist in spying, court intrigue, gossip,
catch my drift. He is the purveyor of the and blackmail. Her select and small staff of
Mercenary District, and is often called upon ladies and gentlemen act as professional
by the other five guild districts to provide escorts to unwed or widowed nobility, and
muscle in times of need. Rancor is arguably are the principle source of information
the most legal proprietor of all guild which Shadditha relays to her royal
operations, as his enforcement actions are contacts. Shadditha is considered Colwyn's
really nothing more than hired blades right arm, as she is arguably the most
working for someone who pays the right powerful member of the guild outside of
price. The difference between his him.
organization and, say, the Heroskod There is a rumor amongst certain factions
Company, is that his Blades will work for within the guild (started, probably by
anyone, perform any task, no matter how Rancor Madagsen who has a grudge against
illegal. Shadditha for being spurned one too many
Damien Cordellos (Human Level 9 Rogue, times) that she has employed a band of
evil) is the Guildmaster of the Docks assassins to track down the errant lord
District, and runs all of the seaside rackets. Vellsoth and have him killed. No one
Damien is a Captain of the Royal Navy, and worries too much about this, however, As
sails on the Royal Naval Ship Goldensky. Wormi Vellsoth is widely regarded as a
Damien was once a well known pirate, but near-immortal in the eyes of his fellow

Joseph Conaway (order #5438615)


guildsmen. Even his years-long absence destroyed and sent to oblivion. Alas, far too
doesn't dissuade their faith in his presence many such beings were not of a chaotic
throughout the world. origin, and in the wake of the Reckoning,
many cursed being, Sharigras especially,
Black Society would come to cause the ranks of the Black
Group Alignment: evil Society to swell to new heights.
Membership: A very mixed compliment, of The Black Society is also filled by the ranks
about 70 or 80 undead (vampires, ghouls, of a special group, led by members who
and wights, mostly), a couple hagarant seek a cure to their affliction, or some form
lords, a lich or two, 25 or so lycanthropes of of pennance that will release the curse the
all types, and a medley of truly spooky gods have placed upon them. Such
oddities. members are more honorable and
Leader: Esidria Elas Phalliskoskis trustworthy than others, but beware! They
Headquarters: Lady Phalliskoskis' estate in still suffer from their natures, and there are
the Inner City, or House Markovin. those among the Black Society who prey
If there were an award for "Most upon even them, seeing these members as
Villainous Organization of the Millenium," hopeless romantics who fail to embrace the
the Black Society would get it. The name is true nature of their abominable existence.
informally used to refer to the elite core The Black Society also has links to the
group, which marks its private covens with Order of Set which is sponsored by House
two ancient cuneiform runes from the Markovin, a noble clan which has a legacy
Prehunate Script, meaning "Black, Dark, of vampirism. This branch of the Black
Dreadful,," and "Society." These two Society has come to clash with the
symbols, when found together are a clear hardliners of the inner group, led by Lady
sign that the unwary or unprepared should Phallikoskis, which seek political power on
turn and flee, lest his life be forfeit. the High Council, to better their dark
The Black Society has grown up over machinations.
several centuries, and has spawned out of The Black Society has several locations
the lonely interaction of outcasts, the which are likely to be inhabited by their
Damned, and victims of magical disease. As kind, or which are used as places of
Octzel grew to its vast and bloated size, gathering. The manor house of Lord Castor
more and more such kindred of the night Markovin is where his own faction gathers,
were attracted to its walls, as they found and it is located outside the Inner City, in
that in the immensity of the city, it was easy the south section of town. Lady Phallikoskis
to prey off of the weak and the unwanted. and her brood have an ancient mansion
Ironically, when the Time of the which is located in the Inner City, and is
Reckoning struck, the Black Society was surrounded by its own vast wall. This
largely unaffected. A few members went mansion borders the Inner City Mausoleum,
made, some were changed horribly or coincidentally, which is another favorite
turned to stone, and still more simply hang out. The Royal Gardens have long
passed on, their immortal souls of chaos been a romping ground for loose Loup

Joseph Conaway (order #5438615)


Garou who dare to trod upon the sacred be created when they bite a mortal and
gardens of the Geomancers in search of share blood, rendering the blood of the
young lovers out for an evening's walk. The mortal impure. This is not always effective,
Biles, as they are called, where the Garbage and the process creates a special master-
dumps are located, are said to be crawling servant bond between the vampires, which
with the Lycanthropic Ratmen. In the has such psychological ramifications that it
northern quarters of the Inner City is the is done rarely. Old vampires who have
nearly vacant Mansion of House Dadera, traveled the land for centuries often have
the last remnant of the fallen family which as many as two dozen vampiric spawn they
worshipped Slithotep. Its dreadful crew are have created.
said to have followed and served Quirak While more about vampires and other
when he was alive, and to now reside creatures that belong to the Black Society
within the mansion and even Quirak's tomb can be found in the Bestiary of Lingusia, the
as part of the Hagarant Lords, the undead relevant details of their appearance in the
sorcerers who live only on hatred. Capitol and connection to the Black Society
The majority of the Black Society appear can be found here. As such, Lycanthropes,
to have a vampiric origin, and only another ancient magical curse that has
thelycanthropes seem to come in at a close afflicted man since time immemorial, have
second. There are three known ways to also come to belong in the society.
become a vampire, according to those While the lycanthropes are not immortal,
specialists who are necromantic students of it is suggested that they are part of the
the undead. First, followers of Set who society to serve as lackeys, assassins, and
betray the dictates of their accursed god warriors for the vampires, who often
can be damned with Setitic Vampirism, display impressive mental control over the
which has been seen in the Serpent Mage shapechangers. There are believed to be
Karukithyak and his followers (See the over forty Ratmen in the Biles of the city
section on Galent and Old Chegga for more dumps, and at least fifteen loup garou can
details). Vampirism can be brought down be accounted for. Certainly, there are more
on someone who was so evil and villainous beyond the city, dwelling in seclusion or as
in life that they are grabbed by Devonin and hidden murderers among man. All
offered a second chance to walk the land of lycanthropes are somehow bonded to the
the living, as a stalker in the night. Usually, moon, of course, and some speculate if they
such vampires are less potent than the ones are not linked also to the divine relationship
cursed by Set, and are often tricked by the of Selene, the Moon, and her son Slithotep,
Devonin into accepting their resurrection. madness.
When they return and experience their The third major party of evil in the Black
new, beastly life, they are either terribly Society is the Hagarant Lords. These are the
repentant, and seek to end their affliction, descendants of House Dadera and otherevil
or driven mad. A few, like Lady Phallikoskis people who, in their corruption, lost their
and her brood, embrace their horrifying souls entirely to the temptations of chaos
nature and revel in it. Finally, a vampire can and evil. Now, they are undead husks of the

Joseph Conaway (order #5438615)


people they once were, lurking in the Thanks to her, Quirak secretly live son as a
shadows of the dwellings they once owned possessing spirit, and has been responsible
or places they frequented, thriving on for many tragedies in the last few centuries.
corruption, evil, and hatred. They are
psychic vampires, after a fashion, for they
must feed on these dark emotions in order
to fill their empty selves. Though it is
unknown if they would wither and
disappear if they were kept from human
contact, it is clear that they can survive for
centuries at a time in isolation. The
Hagarant are also attracted to people of
great evil, basking in their nature. It is for
this reason that they follow Lady
Phallikoskis, and that others followed and
worked through the decades to try and
resurrect Quirak from his mysterious grave
(See Plot Lines for some ideas).
Other dark kindred belong in the Black
Society, but are almost always a minority.
An Ashtarth Vampire, the lucid Shadow of a
man ,who prowls the abandoned watch
tower on the Fifth District Wall, and the
changeling son of a noblewoman who was
spawned from the loins of a devonin high
lord, and claims his "father" tells him to do
horrible acts, are all examples.
Personalities:
Esidria Elas Phallikoskis (Vampire Level
14 Wizard, evil) is The Queen of the Black
Society, and is over seven centuries old. She
has a brood of dozens of vampires, ratmen,
and loup garou which she calls upon to Castor Elas Markovin (Vampire Level 13
enforce her control over the Black Society. Fighter-Wizard, unaligned) not as bad a guy
She dabbles in necromancy and divination, as one might think, but he is remarkably
as well as thaumaturgy. Lady Phallikoskis is clever. Markovin has connections with the
also known to have had relations with Circle of Necromancers, and is directly tied
Quirak, although the nature of their affair is in to the Order of Set which operates within
undetermined. She once worked with the this region. He seeks, some believe, to
Hagarant lords to attempt to resurrect perform an act which will grant his family
Quirak from the grave, with partial success. freedom from the curse which Set has

Joseph Conaway (order #5438615)


placed upon him, although the nature of his the dark kindred. Grath hopes this will
curse and its origins are lost in time, and make up for the wanton acts of evil he has
only he knows. Some suspect Markovin to committed under the full moon, when the
be as old as Octzel itself, but that is change takes his body and the beast
unproven. He has a core group of thirteen emerges.
highly loyal vampires serving him, and two
Vessilante, the Death Guardians, stand Fire Knives
protectively in front of his manor gates. He Group Alignment: Neutral Evil.
is the sonof his tragic father, Tevel Membership: approximately 200 humans,
Markovin, who was destroyed in the 30 elves, 40 ashtarth, 60 orcs, 30 half orcs,
machinations of Catea Gonn Aleric, who 10 trolls, 8 ogres, 5 gnomes, 10 lizardfolk,
unleashed the Reckoning upon the world in and a handful of others. This is only the
her attempt to steal the Orb of Chaos from Octzellan membership.
Mataclan. Leader: Minaria Augustus-Sorinos
Moria (Ashtarth Vampire Level 9 Ranger- Headquarters: An anonymous guild hall in
Rogue, unaligned) is the ashtarth vampiress the Guild District
who has fled to distant Octzel from her The Fire Knives are an international
homeland, where she was cast out of Dahik organization of illuminated conspirators
for her curse. She is a mistress of insects, who have supporters within Hyrkania,
and commands a horde of giant spiders, Octzel, and Jhakn. Rumors indicate that.
venemous centipedes, and black scorpions There are even members operating within
which guard her catacomb lair beneath the the empires of Galvonar to the south. The
graveyards in the Royal Gardens. Moria Fire Knives are a vicious predatory political
holds no personal allegiance, and goes with organization, motivated less by religious or
whatever side she sees fit to serve. Her moral principles than they are by political
curse is a mystery, for she is not known to gain. The mysterious Council of Thirteen are
have worshipped Set, but some believe that an unknown council of dissident political
she was bitten by a Setitie Vampire who radicals from across the Middle Kingdoms
once served Karukithyak, and for such who Work together to maintain long
shame, she was forced to leave her distance ties and support. Their agendas are
homeland. many and varied. Some employ magical
Grath Donn Hashanak (Human werewolf, prowess which is often learned from the
Level 8 Rogue, good) is an unwilling Cabal of Southern Hyrkania, while others
werewolf who was cursed in a bloody back- practice bastard magic, culled from the
alley brawl with some werewolves looking books of Blue Robes and Geomancers who
for dinner. He has since been indoctrinated dared to cross their path. Most members of
into the lower ranks of the Black Society, the guild are common men and kindred folk
and made friends with Moria. Unbeknownst who rely on stealth and swift assassination
to the Society, he is also connected to Kavar to accomplish their nefarious deeds.
Elabam, The King's Mage, and feeds the At its roots, the guild looks like some sort
Wizard information on the movements of of thug-enforcer type of thieves guild that

Joseph Conaway (order #5438615)


seems to have little direct connection to meeting place. They own a Guild Hall that is
their action. In some cities, such as Octzel, rented out regularly, except on dark,
their movements are silent and unobserved moonless nights when they convene for a
by most people. In Krythia, they wear their recap of their actions. They own
shield of stars surrounded by weapons warehouses by the docks, where imports of
symbol proudly, and are believed to be a special relation are often kept, or where
mercenary's guild by most people. In Jhakn bodies can safely be dumped. Members of
the existence of the Fire Knives is unknown, the Fire Knives learn as much as they can
as their movements are go carefully about the back alleys, secret passages,
concealed and hidden that not even close sewers, and catacombs beneath the streets
allies. know who they are dealing with. of Octzel.
Allies of the Fire Knives include the Riders Some would say that the Fire Knives go
of Ocentash and the Tower of Macabeth in beyond being a society of political
Jhakn it is believed that the dissident heir to assassination and into the realm of a secret
Takonor is a member of the Thirteen, as is society for the sake of secretiveness. Much
Macabeth II himself. In Octzel, they have of this is due to the fact that the three
few allies and many enemies, with barons behind the house lack the backing or
numerous competitive skullduggerous funds of a major political interest, and it is
guilds such as the Black Lotus Guild and the believed that none of them belong to the
Guild of the Spheres. The Order of the Blade Thirteen. Yet, since some claim that Fire
is also a direct competitor, but in a neutral Knives in Hyrkania such as Dame Magna
and friendly way. Halshaggin's raiders claim Mordent say that there is a member of the
to have several members who are or were Thirteen in Octzel, then who is he or she,
Fire Knives, but their true relations to the and what are they planning?
guild are unknown. Personalities:
The Fire Knives have the primary support Minaria Augustus-Sorinos (Human Level
of three Barons, and possibly other nobles, 19 Rogue, evil) is queen of the Octzellan
in Octzel. House Boron, House Killaman, Fire Knives, who despises the clamp of the
and House Agrapor are the primary backers. Black Lotus guild and the meddling of the
House Boron, of the Merchant Lord Guild of the Spheres in her own businesses,
Shadulos Elas Boron, and his wicked which are already semi-legal at best. She
daughter Teylayurana Sorinos are the most backs slavers, imports dangerous and
dangerous members. Hallergan Blacknails is sedctive foreign drugs, and her husband is a
another famous Anyu assassin. member of the Society of Necromancers.
Beside the illegal and secretive activities Minaria's heritage comes from great Fire
which likely take place in the shadowed Knife blood, and it carries on to her own
chambers of the manors of each noble daughter, who is the most famous assassin
house, the Fire Knives own property in the city, and is feared and respected by
through indirect channels throughout the all.
city. They own a trade and import shop in Kristos Admandar-Sorinos (Human Level
the Marketplace which leads to a secret 8 Necromancer-Rogue, evil) is the aging

Joseph Conaway (order #5438615)


necromancer husband of Minaria who Headquarters: Various, including the
dabbles in necromancy and thaumauturgy catacombs, sewers, and especially the
to try and extend his own life. He is a Maze.
villainous cur, and the marriage between Slithotep is the god of madness, insanity
the two has been formal only for better in all forms, and is the patron of schemers,
than a year now. Still, they respect each destructive spirits, arcane power, and the
other, and assist each other on dark will of the Id in the mind. The followers of
ventures periodically. Slithotep in Octzel embrace all of his
Talia Augustus-Sorinos (tiefling Level 13 darkest qualities and participate in devious
Rogue, chaotic evil) is the illegitimate games of life with the unwitting populace
daughter of Minaria, born to her after a and themselves.
liason with a summoned infernal being. Slithotep was dwelling in the mortal
Talia was nurtured and cared for by her plane, actually as a living fortress-temple
mother, until she was taken away by Fire deep in the Hyrkanian Deserts, when the
Knives to be put through such severe cataclysm struck the world. He is now one
training, insuring that she was physically of the few elder gods to still dwell in the
and emotionally scarred. She became the mortal plane, and has gained a strong surge
guild's premiere assassin in Octzel. of followers amongst former chaos cultists
Hallergan Blacknails (Blyskanyu Orc Level as a result of this.
10 Fighter-Wizard, chaotic evil) is Minaria's Slithotep is worshipped in secret because
right-hand man. He is an accomplished of the purile and horrifying nature of occult
mage, a tough fighter, and a tricky devil. practices related to him. The people who
Hallergan is approaching middle years, but see Slithotep as the embodiment of their
has worked hard to keep a lean figure, and souls are usually sick, twisted, and prone to
avoid the bloatedness so characteristic of all forms of madness and dementia. The
his people. His snout is stubbier than usual, cursing, spastic beggar who spits on you
perhaps due to some forgotten human and runs into the darkness of an alley is
blood in his ancestry, and he will often pass probably touched by Slithotep and finds his
without question in the city streets if he only moments of lucidity when he worships
wears heavy robes like a priest. He is a the dark god. The wicked old merchant who
master tactician when it comes to weaving beats his servants, rips off his clientele, and
his magic, and he can bring down some kicks puppies probably harbors a secret
rather impressive foes with little difficulty. enclave beneath his home from which
dreadful practices are performed.
Cult of Slithotep Slithotep's devout followers are
Group Alignment: chaotic evil sociopaths, madmen, and nihilistic
Membership: A handful of evil agents, murderers dedicated to extremes of
about 50 humans, 30 Sherigras, and 20 depravity.
ashtarth, along with a handful of plane- Within Octzel, Slithotep's worshippers
trapped devonin, tieflings, and hyshkorrid. have a long and secretive life. They are
Leader: Kalus Elas Ansevernorn disconnected, with the broad scheme of the

Joseph Conaway (order #5438615)


Cabal and the Black Circle of Hyrkania, been dead so long it is forgotten to
which are powerful organizations that hold memory, and most important of all, it holds
Slithotep among the Lords of Chaos which a strange, almost undecipherable script
they worship. Rather, the Octzellan which is rumored to be the original writings
worshippers are culled from the exiled of the Prehunate civilization. The thought
dredges of the ancient past, and can find that even one volume of writings speaking
their earliest worshippers in the form of the of Prehunate magical secrets might exist is
Dadera family and kin who were pivotal in a thought too horrifying to imagine. The
the early stages of Octzellan history. highest priest of Slithotep Kalus
Although the legacy of the Daderas has Ansevernorn, claims that the scribe of this
since fallen to their descendent Hagarant book, who's name is never mentioned, was
Lords (see the Black Society for more not the first worshipper of Slithotep as
details), the followers of Slithotep who some claim, but the last Prehunate follower
were first united under their banner of evil to survive the apocalypse which the gods
and madness continue to prosper in the rained down upon ,the heads of the ancient
nooks and crannies of society to this day. prehuman empire.
The Daderas came to Octzel because they If this is true, then it is small wonder that
were fleeing from the tyranny of a united the Octzellan cult is to be feared and seen
Hyrkania backed by the Church of Naril. as-far worse. While it is suspected that the
They also fled because they were exiled Dadera family might well have been able to
from the Cabals of the north for performing decipher some of the oldest writing in the
magics and acts too heinous to be allowed, codex, it seems that the modern cultists
even for the chaos priests of Hyrkania. This have only managed to glean information
is a hard thing to imagine, for the society from the more recent ancient languages
from which they came advocates total transcribed therein.
corruption, acceptance of evil, random acts The Infernus Maelificum has been copied
of violence, self mutilation, baby sacrifice, several times, and the original codex was
and other terrible things. damaged, part of it being lost in an early
But the Dadera family had a source of evil conflict between cultists, while other panels
which they worked from, an ancient Codex have been destroyed by priests of Naril,
which was said to have been written even Enki, or anyone else who simply
before the first Idean Codex was thought of. understands the need to rid the world of
This tome, in its modern title, is called the the book. Ansevernon, in Octzel, is believed
Inferus Maelificum, and it was supposedly to have had a partially complete copy of the
written by the first true follower of book, and rumors of an almost complete,
Slithotep, over six millenia ago. The few intact original from centuries earlier have
people who even know of this codex claim surfaced in the southern province of Rithias.
that within its ancient sheets, there are Only time will tell what comes of these
three languages, including the cuneiform of rumors.
the ancient tongue, the glyphic symbols of The priest of Slithotep practice chaos
an ancient empire far to the east which has magic, thaumaturgy; and are masters of

Joseph Conaway (order #5438615)


demonic lore. They are usually able to simply wont deal with them, and the Fire
harness devonin and other more dangerous Knives could care less.
demons to guard and protect their Personalities:
domains. Within the Capitol, there are at Kalus Elas Ansevernorn (Human Level 16
least three meeting areas, and a handful of Cleric of Slithotep, chaotic evil), commonly
perhaps a hundred worshippers. The first seen as a scheming socialite in the circles of
meeting site is located north of the city, the aristocracy, is a baron who owns a fair
about forty miles or so, on a secluded beach amount of property within the city walls.'
where nine ancient standing stones have While it is unknown to all, he is an
stood the test of time. Each stone was illegitimate descendant of old Gonn-
placed to represent a different gate into the Dadera, who was responsible for the
Abyssal layers,, and the terrible demon construction of the palace.
lords who rule within. The second site is in a Ansevernorn became obsessed with his
portion of the old catacombs of the city, family history and learned of his ancient
that run beneath the docks. Here, it is connections. He spent years searching for
believed at night the worhippers more knowledge, and eventually found a
occasionally commune in terrible, charnel copy of the Infernonomicon in the library
rituals with the Kraken race beneath the sea of a scholar in Hyrendan. He killed the
(more on Krakens in the Bestiary). Finally, scholar and took the book, to learn of the
within the twisted maze of the slums, teachings of Slithotep. He eventually
several abandoned or little used buildings became aware of the cult in the Capitol,
have been the site of sacrificial worship on and managed to gain control over it in short
the Warding day, when the followers of order. Now, he is one of the most skilled
Slithotep seek to call down the power of and terrible followers of the dark god since
demons to run amok in the city. Bellasco Strallikus in the Hyrkanian war of
The cult is not affilated with any other strife.
group, and it is at odds with many. The Ansevernorn has learned of the secret
Black Society is opposed to he cult of passages and catacombs which his ancestor
Slithotep, which seeks to capture vampires built into the palace, and has established a
so that they may cull strange potions from network of his own spies to prey upon
their blood. The lycanthropes of the society unwitting nobles. His exact motivations are
are neutral, however, and some members unknown as yet, but dire results could come
of the cult are also lycanthropes, seen as about if he chooses to take action against
gifted by the dark god. These are the Most the King.
dangerous of the weres, for they revel in
their bestial nature. The Hagarant Lords Guild of the Spheres
have worked with the cult on occasion, but Group Alignment: Neutal evil, Lawful evil
the ones allied with Lady Phallikoskis will Membership: About 100 humans, 60 orcs,
not. The Order of the Blade is aware of the 20 elves (some Naelythian), 20 or more
cult, and seeks to stop it whenever possible, Black Shambler enforcers, 10 gnomes, and a
as do the Sentinels. The Black Lotus guild small body of golem laborers and enforcers.

Joseph Conaway (order #5438615)


Leader: Lichelord Krenkin strange and desirable cargo, including
Headquarters: An office in the warehouse drugs, slaves, and masterwork weaponry of
district, a secret hall in the sewers high quality, along with the odd black
When the Guild of the Spheres first market magic item. The Guild of the
appeared in Octzel over three centuries Spheres seems especially interested in
ago, it sent shockwaves through the acquiring mithril, as well as specific rare
criminal underground. The Sphere was fast, magic items. They are also prone to picking
efficient, resourceful, and somehow always up great amounts of imported spice, opium,
managed to cut a better deal than the local and both black and blue lotus powders.
criminal guilds. A turf war erupted and for a The harbormaster and the taxmen love
time, the rogues and scum of Octzel were these arrivals, for they briefly provide an
close to wiping one another out. amazing boost to the economy, but the city
The war ended after about a decade, but officials despise them, for they flagrantly
mostly because the Guild of the Spheres purchase illegal and exotic goods, which
faded in to the background and seemed to they then try to smuggle by to avoid
lose some of its potency, though no one confiscation of goods through odd tariff
outside the guild knew why. Its members laws. The rival guilds are angry, because
who were present in the city continued on, they see the Guild of the Spheres as
but seemed to become just another hogging a specific market, and often, the
member of the pack. After a time, the guild product being transported on to these ships
disappeared entirely, and only dusty, were ripped off from their own black
encrypted logs of its presence wee left in market stock.
hidden Black Lotus Guild archives. The Guild of the Spheres works out of the
Now, several centuries later, things seem merchant district, primarily, and is said to
to be heating up again, and old faces own several warehouses, and now some of
thought long dead have returned. No one the run of the sewers and catacombs for
knows for sure just why theyre back, but their own use. They are believed to also
the Guild of the Spheres is definitely up to own warehouses in Drama, where the odd
their old tricks again... ships have also been seen.
Rumors abound that the old crime lord, a The Guild of the Spheres also is small in
being called Halistrak, has disappeared. In number, but has access to immense
his place, his former lieutenant, a scalawag humanoids that have been nicknamed Black
mage named Krenkin, is now the boss. He Shambers, due to their slow, rambling walk.
has assembled a new crew to work for him, These giant thugs are believed to be
and once again the streets are filled with magical constructs, huge ebony men that
odd folk and the occasional Black Shambler. seem to be covered in black ichor, with
Too, stars in the night sky once again fall corded muscles that can break a man in
from the heavens, and occasionally, rise up two. When killed, the dissolve into black
to meet them, too. tar. Krenkin claims they come from a realm
The mystery ships which once again sail in called Canopis,a land which hovers in
to port after a night of shooting starts carry darkness, and makes up one of the shining

Joseph Conaway (order #5438615)


lights which compose the constellation of undead and scheming to start a cosmic
Set. empire of his own.
Personalities: Krenkin is a follower of Set, and revels in
Grendak (Level 17 elite Adamantite Golem, evil, lies, and deceit in all forms. He is the
unaligned) Krenkins personal enforcer is a one who controls and orders the Black
monstrous golem which annihilates Shamblers, and his ultimate control over
whatever he sends it after. Grendack is them insures that none will ever mess with
implacable, and seems to have a him. Krenkin insures this control through
personality, although this is in fact a magical the use of Black Bane, a special substance
perturbation, a homunculi, hiding within his which is culled from alien plants of an
form. unknown system. The Black Bane, a sticky
Drosis Kar Nedan (Doppelganger Level 10 black paste, is fed to the Shamblers to
Rogue, evil) Krenkins right hand man and insure their obedience. It can also be fed to
negotator is a tricky shapeshifter. Drosis is a prisoners and enemies of the build, or
Doppelganger, and has already been used applied to a wound. The effects on humans
at least twice to forward a local deal or and humanoids is such that they become
agreement by replacing the disagreeable Very susceptible to suggestion, lose violent
party. Drosis does not work for cheap, impulses, and forget to restrain themselves
however, and Krenkin knows hes not too in their speech (by speaking honestly,
trustworthy, so he keeps a careful eye on without lies). Only Krekin can make the
him. Black Bane.
Lich lord Krenkin (Human Level 23 Wizard,
evil) Krenkin began his career as a rogue
who had a promising talent which was
nurtured by the arcane liche Halistrak. He
became an Ether Mage, a practitioner of
divination, ethermancy, and traditional
sorcery, and a lieutenant in Halistraks
army. Krenkin helped found the Guild of the
Spheres, and used it to provide valuable
resources to Halistraks interstellar empire.
Then, one day something happened to
Halistrak (no one knows what) and the
empire fell. Krenkin was eventually able to
make his way to Halistraks distant
stronghold on the seventh planet of the Hooded Brothers
system and broke in to his vault of secrets, Group Alignment: chaotic good, unaligned,
where he learned much about magic, and but any who have been wronged..
how to prolong his life as a liche. Centuries Membership: varied, but about 500 or
later, Krenkin has returned to Lingusia, more humans are dedicated to the cause,
along with a handful of elves, half orcs,

Joseph Conaway (order #5438615)


gnomes, and other kin, including some somehow evaded a death sentence, or
centaurs driven from the Verraggen region. political dissidents who have been wronged
Leader: Gustavo Athenar by the policies of the High or some senator
Headquarters: Never the same place twice and now seek revenge. They are as likely to
While there are many politically be found speaking of treasonous concepts
subversive groups and individuals in Octzel, in darkened, radical pubs as they are to be
the Hooded Brothers are not merely active setting fire to military wagons, or tossing
within the city, but abroad, throughout the plague-ridden dead cats into the office
land as well. They are branded outlaws and windows of the City Guard. They have no
thieves by the common man and the City single, permanent base of operations, but
Guard, but the Order of the Blade knows move fluidly through the city to avoid being
that they are really desperate men and pinpointed. No one knows how many there
women who have bought into the idea of are, but the order of the Blade suspects
anarchism and the overthrow of the king. there may be thirty or forty such members
Admitting or being identified as a member in the Capitol alone. The few who have-
of the Hooded Brothers is an instant death been captured speak nothing of their
warrant, and the members of this society brethren, and accept the torture and death
are hunted by bounty hunters with great they receive at the Gallows and the Tower
fervor. Other outlaw bands dislike the of Inquiry.
Hooded Brothers because they fear being Personalities:
implicated in the actions of these Gustavo Athenar (Human level 7 Fighter
anarchists, therefore being condemned to unaligned) Gustavo is as radical as they
death rather than imprisonment, hard come, and he is driven by the death of his
labor, or something less permanent. family by a cruel lordling named Castaran.
The Hooded Brothers are so widespread, Castaran rules from a small castle to the
having appeared in other provinces as well north, near the channel that runs between
as the streets of Octzel, that they are the mainland and Picadore, and when his
believed to be funded by a prominent noble taxmen went to collect, he doubled the
who seeks ends antithetical to the current expected taxes from those who had
regime. Others speculate that the Hooded particularly good harvests. Gustavo refused
Brothers are backed by foreign powers, and to pay, unable to produce the money or
point to the desperate lords of Ocentash, or goods to make the tax, and Castaran had his
even Southern Hyrkania. A few have even family beaten. The men who did the deed
noticed a possible connection to the Fire were overzealous, and killed his family
Knives, and think that the mysterious, before his eyes. Gustavo killed the men, and
unidentified member of the Thirteen might slew Castarn, and was later taken prisoner
be behind their actions, as well. and brought to the capitol for sentencing by
Whatever their underlying scheme, the the grand justicar. While held in the Tower
Hooded Brothers, at the front of the of Inquiry, sympathetic aristocrats who
conflict, are desperate men and women, despised Castaran freed him, and he fled
usually convicted criminals who have into the slums. Eventually, a mysterious

Joseph Conaway (order #5438615)


man approached him about joining the because by far over two-thirds of the
Hooded Robes, and he signed on. Since coalition are Octzellan in descent.
then, he has come to be their leader in the Furthermore, many of them, such as
Capitol, and he still communicates with the Captain Draskos, have sworn fealty to the
mysterious man who brought him in to the kingdom and pursue treacherous piracy in
fold. Hyrkanian of Jhaknian seas. As a result, it is
Alista Krone (Human Level 3 Rogue, good) very likely that
is, like Gustavo, a woman wronged by the roving adventurers who get involved with
system. She was wrongfully accused of famous, independent-minded captains
diabolism, and was tortured extensively by might in fact be dealing with members of
agents in the Tower of Inquiry before the North Sea Pirates.
Priests of Enki arrived for a testimonial, and Personalities:
discerned through their divine magic that Captain Abelman Draskos (Human Level 7
she was free of the taint of chaos. She was Rogue-Fighter, evil). Draskos is a scurvy
released, but no recompense was given. dog, a worshipper of Set and Haro, and
Since then, her beautiful features were consorts with the Black Society (through he,
forever marred by the tortures of the Tower in fact, is not in any known way
of Inquiry. She has fallen in love with supernatural). He is a principal supplier of
Gustavo and works with him and his crew to the Pirate Coves in the Northern wilderness
bring anarchy to the system. coastlands, and knows more about the
coasts of the north Baldric and Endless
North Sea Pirates Ocean on up to Autrengard than anyone.
Group Alignment: plenty of evil, chaotic of He is a daring, chivalrous sort of fellow,
all sorts, neutral evil especially. until you get to know him real well or find
Membership: very mixed, perhaps as many yourself on the opposite side of a conflict.
as a thousand different pirates of all types Draskos maintains a manor house and
and persuasion claim immediate small amount of land in which his wife, Lady
membership in the North Sea Pirates union. Estrela Huvirian-Draskos resides (Human
Leader: Captain Draskos Level 7 Rogue-Warlock, evil). She was a
Headquarters: Draskos sails on the Merry famous piratess who wooed him into
Dogs, a great galleon armed with dwarven marriage and retired after a conflict with
cannonshot. Hyrkanian bounty hunters left her crippled.
The so-called North Sea Pirates are Her reputation preceded her, and the
actually an informal coalition of senior Curatorium of Hella refused aid. She is a
captains and scurvy dogs of great repute, minor practitioner of divinitism and
who earned their fame and fortune by necromancy through the worship of Set.
plundering the sea lanes, either for the
empires, or against. Order of the Blade
The North Sea Pirates are regarded as a Group Alignment: Lawful good, neutral
mobile, yet significant political force within Membership: 300 soldiers, 60 officers,
Octzel and its coastal cities principally mostly human, some elves and half elves

Joseph Conaway (order #5438615)


Leader: Herod Dann Morn Personalities:
Headquarters: The Tower of Inquiry (active Herod Dann Morn (Human Level 10
investigations), The Military Garrisons Fighter-Rogue unaligned) is the most
(standing duty, main forces). famous of the Blades. Morn personally
Long ago it was realized that a powerful tricked one of Valances staunchest
kingdom required a powerful fist, an supporters and generals in to a one on one
organization which could do the dirty work duel, after slipping behind enemy lines, and
necessary for the King without slew the man, thus forcing Draskis to
compromising his majesty in the process. consider suing for peace. Morn started as a
Founded to be the key espionage service of palace guard, who accidentally uncovered
the throne, this special Knighthood is an assassination plot against the queen. His
known as the Order of the Blade. efficient means of handling the situation
Located in the Military Garrisons (training brought him into the Order of the Blade,
grounds) and the Palace (Offices), the and from there, he has managed to earn
Blades are a selection of handpicked men the ire of almost every thieve's guild,
under the control of Herod Morn. His duty brotherhood of assassins, political dissident,
to the King has been to keep the order in and supernatural being in the city.
top running condition, and to serve as the Morn maintains a contact with the local
hub of the King's own spy network. The thieve's guilds, but does not enjoy relying
military aspect of the order, in the form of on the information net of the Black Lotus
fifty highly talented knights who are often gangs.
not suspected of belonging to the order by
commoners and nobles, used to assault the Order of the Crown
enemy whenever a chance arises. The web Group Alignment: lawul good, neutral
of intrigue in the palace is immense, and for Membership: 2000 soldiers, 600 elite
its own purposes, the Blades serve as both cavalry
information gatherers and an immediate, Leader: The Chief General (Dalus Gonn
personally directed fist from the King. Mastakar, presently)
A group of adventurers looking to Headquarters: The Military Garrisons, and
participate heavily in city affairs, politics, abroad, as well as a station in the Castle.
and schemes, yet who are noble of heart, The Order of the Crown deserves
might find the Order of the Blade just their mention, for while it is not a motivating
cup of tea. This knighthood serves to allow organization, it is the most powerful branch
adventurers a chance to get into the thick of knights under the King. The Danns of the
of the plots and deviltry, and do something Crown are all dedicated to the King, and to
about it, all in the name of the King. a lesser extent the Appointed Chief General.
Advancement and rewards can be strong, They have sworn a code of chivalry that
too, for those who uncover really deadly requires they partake in very customary
schemes. activity on the battle and in combat, and
that they uphold truth and justice in the
name of the King wherever they travel. The

Joseph Conaway (order #5438615)


services of a Knight of the Crown are highly
prized by greater nobles everywhere; many Personalities:
such knights will seek a time of wandering Castelus Dann Kastrad (Human Level 9
in the land, acting in the best interests of Warlord, lawful good) is a wandering
whatever region of the kingdom they are knight, who dedicated himself to the Crown
passing through to resolve disputes. They years ago, but has traveled through many
are regarded as the equals of the senate lands and been on many adventures. His
Justicars with regards to their rights to personal wisdom is suspect however, as he
dispense justice, although this liberty is has a deeply troubled spirit from a mission
generally only granted to senior knights of he failed years ago, in which many
the order (Level 6 or better). innocents were killed by mihidir trolls. He
There are four hundred such knights that has not, as yet, found forgiveness in his
form the core of the mounted cavalry of the heart through his current actions, though
King's armies, and there are two-thousand he tries. Castelus most recently aided in
additional warriors who are part of the repelling a fleet of privateers hired by the
general mounted cavalry units that have Persedonians which tried to bombard
been trained as Knights of the Crown. They, Porondor Isle.
above all else, are one of the principle
reasons that the Capitol has not been Antiquarian Society, The Order of the
sieged in centuries. Enternal Seekers
Group Alignment: varied, but mostly lawful
Membership: about 12-15 members
Leader: Cuthan Dann Melidor is meeting
oranizer
Headquarters: They meet in the Librarium
of the Capitol.
Also called the Eternal Order, the Eternal
Seekers are a special knighthood which is
principally located in Midas. However,
several members of the order dwell within
the Capitol, and carry out the dedicated
pursuit of knowledge that their kind are
known for. For more on the Eternal Seekers,
look in the Atlas section under Midas. This
information will provide you with the
specific members of that order that are
relevant to the Capitol.
For now, realize that the Eternal Seekers
are a rather secretive collage of different
men and women who have discovered
unusual or new information, either on

Joseph Conaway (order #5438615)


people, places or things, which has had an especially about the Far East, for interested
effect on the world at large, or might been adventurers.
seen as having a long term effect. The On occasion, the order will become fairly
founding member of the order, the late but obsessed with some bit of knowledge or
revered Lord Sid was reknowned for his lore which is escaping them, and will usually
lengthy roamings across the Lingusian take time to pool some resources together
continent, and his lengthy accounts of the to hire and equip a part of adventurers who
lifestyle of the Karaktuan empires. within can secure the desired knowledge, artifact,
the Capitol, it is rumored that Wormi or tome for them. These often result in
Vellsoth is a member (or was approached), some enormously long treks, but the
and it is believed that other famous handful of men and women who have taken
adventurers have been asked to join. such jobs become very well traveled,
indeed.

Order of the Land


Group Alignment: lawful
Membership: 50,000 total throughout the
land, 6,500 within the capitol province
Rishaad
Leader: Brego Dann Astarik, others
Headquarters: varied, chapters at every
major keep and holding.
This knighthood is seen everywhere, for
they are part of the Provincial Militia, and
those landless knights who have sworn
fealty to the regional barons, dukes, and
other varying powers of the provinces. The
Personalities: order of the Land is seen as one large entity
Cuthan Dann Melidor (Human Level 9 with many different heads by the High
Wizard-Rogue, lawful good) is an aging Council, and this is partially true. The order
scholar who served many years in the is actually broken up into dozens of local
Octzellan Navy and saw a great deal of the chapters, with their own prescriptions on
far east. His experiences and careful diaries the code of the warrior, treatment of the
have earned him a place in the Eternal peasantry, and so forth. They do not have
Seekers. He is now retired, and works in the the power of a justicar until quite late in
Librarium of the Capitol, where meetings their career (level 10), so only the oldest,
between the dozen or so members of the wisest Knights of the Land are given to
order meet to discuss new finds, argue over legally executing legal matters.
old ones, and speculate about what is to Within Octzel's Capitol and its province,
come. He is a great source of information, there are at least thirty chapters of the
knighthood, each one sworn to a different

Joseph Conaway (order #5438615)


major noble. Some chapters are composed Set is an ancient god, a corruptor and the
of several groups, all dedicated to one embodiment of the serprent, which holds a
Gonn, and also dedicated to one of his special place in Middle Kingdom's
vassals. According to court records, there symbolism. His followers are those who
are a total of sixty-five hundred Knights of become entranced with the idea of power
the Land within the province of Rishaad in the mastery of lies, deceit, and
alone, of which four thousand are corruption. They are dedicated to the
dedicated to members of the High Council articulation of the power they see as
who hold property interests within the inherent in their corrupted beings. To this
Capitol or its province. When assembled, end, they seek spiritual, necromantic, and
the Order of the Land can mount an army of political vessels by which to execute their
over fifty thousand man in two weeks time. desires.
Personalities: The Order of Set is long-established in
Bregor Dann Astarik (Human Level 12 Octzel, as some of the city's earliest
Warlord, lawful good) is the senior occupants were worshippers of the evil god,
commander of the forces pledged to sent here under the guise of being more
protect the lands owned by House Dor, a benign pilgrims. They are a cunning, patient
staunch supporter of the King. Astarik is a lot, and are willing to work through multiple
dedicated man, who is content with his generations, if necessary, to achieve some
position, even if he is unhappy with the lack distant yet highly desired end. They are also
of action seen by his troops in recent years. heavily involved in the preservation of the
Damios Gonn Dor is a pacifistic man, and immortal soul from its entrance into the
while he has insured that his troops are in Realms of the Dead, and utilize devices
total service to the King, they are rarely called spirit traps to harbor their souls until
ordered into action for anything else. they can one day regain their lost body or
Astarik periodically will personally oversee possess a new one.
the votary activities of the local villages and A modern day cultist of Set is likely to
farm communities in the north-coast have many spirit jars, containing the
region, or accompany tax ventures, just to warlock and witch ancestors of his family
alleviate the boredom. The rural lands of that have pursued the worship of Set.
Gonn Dor's duchy are empty of any real Similarly, there are always hidden
threat, however. graveyards and catacombs, secreted in
unexpected and carefully hidden places
Order of Set where cultists bury their dead, carefully
Group Alignment: lawful evil embalmed and wrapped to insure
Membership: unknown; perhaps as many mummification. Thus, should Set come to
as a thousand cultists of all sorts hidden in rule, or new dark magic be discovered, the
the city bodies of the servants of Set will arise once
Leader: Skiskatitkan more. Such places are often rife with
Headquarters: old mansion in the slums, a undead as it is; restless spirits will inhabit
temple in the catacomb sewers the bodies, and become trapped within the

Joseph Conaway (order #5438615)


confines of their mortal shell, doomed to why he was transformed into a vampire by
roam the location of their burial. A hasty his god. He believes that if he can find the
spirit seeking return to its body, freed from duty that Set wishes him to ultimately
a spirit jar, will also become covetious and perform, then he will be relieved of his
predatory toward the living, or its buried symptoms. In the meantime, he has
treasures, and seek to slay any threat, while adopted a cunning and vicious lifestyle,
coveting those who have what they do not. dwelling out of an old, gutted mansion in
Within the Capitol, there is a small, the slums of the old city, and has concocted
seemingly loose sect of the Orders of Set, an elaborate place of worship in the
which have three principle followers. catacombs he found beneath. Dark horrors
However, it is in the interests of the cult to serve his beck and call, and many unwitting
look small, and conceal its true size. In fact, followers are also his victims. He employs
there are far more tendrils of the cult firmly discreet mercenaries to search for signs of a
entrenched in other groups and areas of the cure, or the key to his great deed, within
City than anyone could dare imagine. The the ancient tomb-complexes of Set in the
Necromancers Society, The Black Society, Arellian Hills.
certain members of the Fire Knives, and Aloron Dann Castik (Human weresnake
indeed everywhere else, cultists of Set lurk Level 8 cleric of Set, evil). Once a young,
in the shadows. professional warrior of the Crown, Castik
While it is unknown what the total goal of was riding through the badland trails of the
the cult is, each of the three main leaders Arellian hills when he discovered a small,
have seperate interests. There is also unnamed community of farmers that had
believed to be a higher order of leaders been plagued by evil serpents. He
within the cult, although it is unclear if discovered the source of the evil in a tomb
these mysterious figures dwell within the of Set which had been disturbed, but inside,
City, or in the countryside, near the Arellian the vengeful spirit of the forgotten priest
Hills, as some have claimed in the past, Kathakul possessed him, and corrupted his
based on the ancient Tomb-Complexes mind. Since that time, Castik has been in a
found in that area which have the mark of terrible mental struggle with the possessor,
Set upon them. Only dedicated, foolish who generated within his body the
adventurers are likely to discover the truth! lycanthropy of a serpent. Dwelling in
Personalities: comfort, disguising himself as a public
Skistatikan (Setite serpent-man Vampire servant and man of good, Kathakul uses
Level 9 Necromancer-Cleric of Set, evil) is a Castik to work on generating a new body for
former follower of Karukithyak and a himself, and establishes his power base
tortured soul. Banished from Hazer-Phennis within the city's cult network.
the underworld empire of the Setite Jydaeth Moristone (Human Level 12
serpent men, he fled a decade ago to the cleric of Set, evil) is a cruel priestess
Octzellan lands, and eventually found his dedicated to Set. She dwells in a tower
niche within the Capitol. He is a dedicated about fifty miles south and east from the
servant of Set, and does not understand Capitol, in the forest lands, where-her

Joseph Conaway (order #5438615)


people live in shunned horror of their extension of the royal government, and by
mistress. Jydaeth is not a creature of the others to be a sort of ultimate racketeering
night herself, but many follow her guild, with the power to bring pressure of
obediently, created through her Setitic magnanimous proportions down on anyone
magic. She is deeply interested in Octzellan who strays from its chosen path. The guild
politics, and dreams of one day ruling the has numerous office locations throughout
throne. He activities in civic matters keep the city, as well as the country side estate of
her living in the city, within a mansion and its current senior head master.
estate just outside the outer gates, most of
the time. When she is not here, her dark Personalities:
servants prowl the mansion's halls, and Guildmaster Corden Elas Masakor (Human
periodically escape to commit murder if Level 7 Rogue, unaligned). Corden is a
they think they can get away with it. dedicated man who is, if anything, a fair
man with an honest dedication to fair trade.
He is a known nemesis of both the North
Harbormaster Lithadros, who Corden has
had under investigation twice for bribery
and racketeering, with no proven crimes
revealed. Corden is an honored member of
the Royal Court, and has been invited to
several High Council meetings. The power
of the overguild is purely political, and the
need for military service has rarely arisen,
although many investigators are employed
to look into the accounts and affairs of
those who are suspected to be in violation
of trade or tariff laws as established by the
merchant houses and trade guilds.
Adventurers might well be appointed the
Overguild of the Merchant Societies
task of investigator, or they may be hired as
Group Alignment: unaligned
bodyguards if the possibility of violence is
Membership: at least 1,200 individual
foreseen.
merchants, 15 merchant houses, and over
13,000 laborers belong to the overguild
Rillian Mining Guild
Leader: Guildmaster Corden Elas Masakor
Group Alignment: lawful
Headquarters: chief office in the guild
Membership: about 40 merchant house
district
and a laborer membership about 10,000
The Overguild of the Merchant Societies is
strong
a master guild of sorts, which oversees the
Leader: Rodvis Elas Kolhuan
fair trade policies that have been agreed
Headquarters: head office in the Inner City
upon by the primary guilds of the city. It is
considered by some to be an informal

Joseph Conaway (order #5438615)


The Rillian Mining Guild is perhaps, next biribing oficials, playing lobbyist, and
to the Spice Guild, the most powerful single getting away with murder, he is known to
merchant enterprise in the entire city, let pay good money to hire adventurers to do
alone the province. Even the timber uncouth but necessary deeds for him to
industry of the Capitol Province is not as benefit his guild.
influential as the Rillian Mining Guild.
The Guild maintains offices in the Capitol,
out of which vast quantities of records are
kept, orders are issued, and decisions
regarding the mining activities of the guild
are made. It coordinates for more than fifty
different affiliates in the Guild, all of whom
rely on the Rillian Guild to insure fair trade,
work relations, and legal regulation. The
Guild keeps its member s happy by insuring
that the authorities almost universally
overlook the issue of slavery or the abuse of
indentured servitude with regards to the
larger operations, and that all of the Slaver Societies
principle owners of a given business Group Alignment: unaligned and evil
venture, as well as the guild itself, get the Membership: mixed, probably about 600
best possible cut from any valuable cache. active slavers in the region
The Rillian Mining Guild is dominated by Leader: no unifying leader
five major operations, which are all Headquarters: no central headquarters
principle suppliers to the realm, and as such The Slaver Societies are not organized into
tend to got the greatest return on their guilds, or even recognized as such by the
product. Smaller operations within the guild law enforcers of the city or the Thieve's
are generally directed toward public market Guild. Rather, they are independent
affairs, which have never paid as well as operations which are usually funded by
noble purchases. foreign interests or local profiteers seeking
Personalities: to get a hefty foreign profit. The core
Rodvis Elas Kolhuan (Human Level 3 leaders of these different slaver groups
Rogue, unaligned) is the current periodically meet in informal gatherings, in
representative of the Guild, chosen for his which they cautiously assess the progress of
undying charisma and promising diplomatic their peers and trade information that will
talents. He is respected in the Royal Court, be of mutual benefit. More than one such
and is believed to be a fine choice by the meeting has erupted into conflict, and the
five primary guild members. Kolhuan is, of slavers have almost universally proven to be
his own purposes, out to satisfy everyone incapable of the sort of unity seen in the
and collect as much personal gain as he Black Lotus Guild.
possibly can on the side. When he is not

Joseph Conaway (order #5438615)


Personalities: what competition would dare to tread upon
Regenak Altair (Human Level 5 Rogue, evil) their territory.
is a native who owns his own galleon and While one might imagine that the cut
works with the Fire Knives periodically. He throat import business would reflect its vile
sells slaves to foreign interests in southern nature in the guild, the Spice Traders Guild
Jhakn and further on down, to as far as is alarmingly neutral and fair-minded,
Galonia, where he gets the greatest profit. keeping well within legal and morally
Regenak has a company of dedicated men, acceptable parameters. This might well
many of whom were Galvonarian have a lot to do with Mitraic influence from
Mamalukes whom he purchased and then the church among core guild members, and
freed, offering them good wages for utter it may also have to do with the fact that
loyalty Some of. his men have gotten quite when it comes to 11legaI trade among the
rowdy during shore leave, however if a man spice traders, they tend to be secretive
gets in terminal trouble with the law, he will about it and work to avoid letting anyone
abandon them, or even have the audacity else in on the deal lest they have to share
to attend the hanging, shouting with the the profits.
crowd. This cold-heartedness serves to Personalities:
remind the crew that they are still his men, Esedria Moonstar (Human Jhaknian Level 4
even if not war slaves. Rogue, evil) is the present spokeswoman of
the Guild. A Jhaknian, she was a primary
Spice Traders Guild dealer for the Moonstar Trading Corp, run
Group Alignment: lawful by her father out of Jnril. Her consistent
Membership: 70 merchant houses, reliability, goodwill, and amazing charisma
approximately 22,000 membership in earned her the respect of her peers, and
merchants and laborers she was voted to replace the aging former
Leader: Esedria Moonstar spokesman. Unfortunately, this is all a
Headquarters: chief office in the guild clever act, and Esedria is planning to scam
district as much money from the business as she
The largest and most prominent import can and funnel it in to illicit activies.
guild is the Spice Traders, Guild. With more
than seventy different members, it is Velvet Blades
arguably the largest mercantile force in the Group Alignment: neutral
city, let alone the Membership: 50 humans, 14 half elves, 2
rest of Octzel. Many of its members are elves, 4 gnomes, 3 half orcs, 3 nymphs, 1
foreign interests, who import to Octzel ashtarth
spices and other rare goods that are Leader: Mindara Nestros
unavailable save through their channels, Headquarters: The Velvet Blades Brothel
and these interests use their power The Velvet Blades are an escort and
through the guild to squelch the possibility bodyguard service of professional mantyr
of competition, or to at least moderate (emancipated) women who are blades and
militant sorceresses. They are principally

Joseph Conaway (order #5438615)


hired by nobles seeking the company of a participate in a certain amount of thievery
lovely woman without the burden of burly and smuggling, especially with connections
guards accompanying him for a night out on held in the city of Urlu and Midas to the
the town. The Velvet Blades are, though south.
small in number, all highly proficient in both Mistress Kamina Entenere (human Level 9
armed and unarmed combat, while Rogue, unaligned) is the main agent for
remaining courteous and lady-like. these purposes, especially when it comes to
Personalities: the import of opium and hashish from
Lady Mindara Nestros (half elf Level 7 Galvonar and the southlands, which the
Rogue, good). On the side, several Blades will also supply to interested parties.
members of the Velvet Blades, including
Lady Nestros, the leader of the group,

Joseph Conaway (order #5438615)


Locations in the City of Octzel
Octzel is huge and ancient. It has a history population of close to half a million citizens
dating back to the first colony, Noenday, within the city limits, so it is a large city
and like all great and ancient cities, its even by modern day Earth standards. There
character is one of antiquity. People have are yet again those numbers of people
been living on this same site for almost two dwelling throughout the province of
thousand years, and the city has weathered Rishaad.
countless conflicts, storms, earthquakes,
eruptions, insurrections and sieges. Area A: The Bay and Expanses
Through it all, Octzel has stood firm.
Because of this antiquity, describing The ancient Bay of Octzel was chosen in
Octzel is not merely about letting you know the founding days of the city for its lush,
where all of the good taverns and weapon deep waters and ease of access to land. It is
shops are to be found. There are ancient also a magnanimous location for fishermen.
mysteries, forgotten districts filled with Even in the present, Octzel's bay is choice
haunted ruins and undiscovered treasures, for seamen.
and even stranger things to be found within The bay itself has been protected by the
its great walls. The city is populated by all construction of extensive balustrades built
sorts of heroic and villainous people, as on running piers out into the central
likely to be allies as enemies of any visitors. opening of the bay. At the center of these
Some are new arrivals; many have a great walled piers are the Sea Gates,
heritage going back countless generations. through which all ships must beg for
One thing is certain, however: adventurers passage before being allowed entry. In
have been getting in to all kinds of trouble theory, these great walled defenses will
on the streets of Octzel for centuries now, greatly facilitate the defense of the city
and theres no end to the mischief to be from sea in the event of a conflict.
had.
Each section of the city is divided into a Encounters
major district, and each district has a Characters in the bay are on a ship or
number of interesting locations described boarding a boat to sail ashore. The only
regarding it. Suggestions for random or encounters they are likely to have is with
planned encounters will be provided, and neighboring vessels seeking passage in or
specific entries will include background out, and the Harbor guard, which would
information and suggested NPC encounters flag-signal or lamp-signal for identification
you can employ as you see fit. Keep in and intent of approaching vessels.
mind, however, that for every described
location or NPC, there are a dozen nearby
about which nothing is known; Octzel has a

Joseph Conaway (order #5438615)


A1. Isle of the Grand Temple of Enki told to return to their studies, and to impart
Twelve miles from shore is a small island their knowledge to the next generation.
on which the Grand Temple of Enki has Aspiring missionaries return to become part
been built. This immense, towering of the inner clergy, and work their way up
structure to the goddess serves as a major the social ladder of the ecclasia.
navigational point for sailors, and is an There are more trivial, specialized-
architectural marvel to behold. The purpose ranks than anyone can imagine in
priesthood treats it very well, and the island the ecclasia. Someone working their way up
itself is a special retreat for the holy men the ladder of the church has a long climb
and women of the faith. ahead. This organization keeps the High
Priests of the church safe and secure in
The Church of Enki their positions, which are granted by their
Group Alignment: lawful good own personal wishes, alld not the system of
Membership: 2,500 strong, mostly human achievement.
Leader: Kistennia Delevaris The church-was founded on a principle of
Headquarters: The Temple Island of Enki non-interference, but that principle would
The Church of Enki is without a doubt the seem to have been violated time and again,
heart of Octzel. More than seventy percent as the Church of Enki is closely involved in
of the citizenry follow the teachings of the the affairs of the High Council and all
church, and at least fifty percent follow Provincial Councils.
Enki's path to the exclusion of any other The Church has a major temple that is
god. The church is about sixty percent beautiful to behold on a small island twelve
women, as Enki is still recognized as a miles from the coast of the Capitol. It is
fertility goddess. The church is a passive used as a navigational reference at sea, due
organization, and no member of the church to its towering spires and flags, and is a
belongs to any sort of established militia. welcome sight to weary seamen who've
The church advocates a process by which been away from land too long. Enki is a
acolytes go through a period of rigorous goddess of the waters, and is therefore
training to enforce their piety and increase revered by most all seafarers.
their knowledge, after which they learn to On land, the church has a smaller temple
appreciate the goddess as missionaries. The in the Inner City, and numerous local
length of time which a missionary is allowed temples in each district. The local temples
to wander depends on two things, being the act as places of learning, and common
faith of the acolyte in his or herself, and the knowledge is dispersed from here by the
desire of the acolyte to settle down or priests to anyone they can get to attend. It
advance in the church. Many missionaries is considered the law by writ of Octzoron
eventually join regional churches, or found Vellos that the children of all freemen and
their own church in the kingdom and journeymen attend at least five years
abroad, once they have completed at least tutelage in a teaching house of Enki. Many
five years wandering. Some missionaries are of the priests and missionaries strive to
out there forever, and have to be found and

Joseph Conaway (order #5438615)


bring knowledge to the commoners and where he periodically spends time assisting
servants, as well. in the gardens. He has no monetary
While it is true, what was said earlier, that worries, for the stipend from the church
the church is non militaristic, there is a and the King (he was knighted to the
special temple, located in Midas, which Crown) keep him in plenty. He is Kistennia's
teaches defensive combat to missionaries most fervent ally, and will train any young
who feel they need it. At least two such knights who come to him in the ways of
teachers dwell in Octzel, and offer their Paladinhood to Enki.
knowledge to priests or anyone who would
ask for it.
Personalities:
Kistennia Dalevaris (Human Level 16
Cleric of Enki, lawful good). Kistennia has
become the High Priestess to represent the
Church on the High Council, in the wake of
several members being demoted due to
scandal involving the support of armed
conflict to protect church lands in the
region of Halale. Instead, she has charged
that Knights of Halale who wish to petition
Enki for the divine right to defend her lands A2. The Sea Gates and the Watchtowers
may do so, but no priest shall spend the The Sea Gates are the several-hundred
church's wealth on a standing army. Her yard expanse through which ships must
conviction to the doctrine of Enki has pass to gain entry to the Bay of Octzel.
insured that the church will remain on its There are two main entry points, and no
advisory, non-action oriented course. ship can pass through without coming in
Benhurst Dann Malkor (Human Level 19 range of the heavily-fortified watchtowers,
Paladin of Enki, lawful good) is the most which are said to pack enough firepower in
famous of the masters of defensive combat. arbalests, ballistae, and bombards to
He has settled down to retire in the capitol, decimate any rogue vessels.
but will teach any who come to him and are
worthy. He is the master of the pole-arm, A3. Wreck of the Old Mariner
trident, and has studied and perfected his
In the bay of Octzel, about midpoint from
own version of Nakamuran fighting
the towers to the docks, is a navigational
techniques. He specializes in tricks like
hazard. The reefs of the bay are sparse, but
disarming a foe with a dagger or sword
guideships lead larger vessels through. One
using only a silk cloth, and how to turn your
vessel, about twenty years ago, sank below
opponent's attacks in on themselves, using
the waters after running astray and
their own force against them. For all of his
scraping her bottom off on a reef. The ship,
knowledge, he is a surprisingly gentle man,
the Old Mariner, sank below waters, then
and he is a friend of the Geomancers,
dislodged and sank three hundred feet to

Joseph Conaway (order #5438615)


the bottom of the bay. Salvagers worked traveling merchants or caravans peddling
hard to try and get what they could, but it and entertaining the rural folk are common
was far too deep to easily get to, and water encounters. Avernan nomads, who never
pressure was too much for deep divers. make camp any closer than this to the city,
Some claim that there was a king's ransom can also be found encamped out here.
in gold on the Old Mariner, and that the So close to the city, few dangerous
captain, who disappeared had a way of encounters occur, but bandits, members of
retrieving the wealth after the vessel had the Hooded Brothers, insane mendicants, or
sunk. The truth remains unknown as yet. very brave wolves seeking sheep are
possible encounters.
The Secret Entrances into the Old Grottos
Along the coast land and at one point B1. The Keep of Lellard Gonn Vinosi
beneath the docks are small caverns Lellard Vinosi (Human Level 5 Warlord,
burrowed from the earth by splashing lawful good) is duke of the rural estates,
waves that lead into the many grotto the King's personal manager of all royal
networks of the cost land. Children often properties. Vinosi is also the head of the
find these networks and explore them, but Regional Council for Rishaad, and a member
occasionally one does not return, and of the High Council. His keep, which is a
superstitions about primal fish-men who large castle that is heavy understaffed most
live in the grottos keep old sea dogs from of the time, is also used as a meeting place
searching them out. Ancient markings have for the Regional Council of Rishaad.
been found on the walls of some explored
grottos. Some secret societies use them for B3. Vellsoth Manor
meeting places. Wormi Vellsoth, the secret leader of the
Black Lotus Guild and an adventurer
Area B: The Rural Expanses extraordinaire, was granted this estate by
the late king of the realm, and he continues
Beyond the great outer wall of Octzel can to use it as a base of operations. The
be found the vast expanse of rural farms Mansion is almost a fortress in its own right,
which comprise the estates of the king and and is protected by a garrison of loyal
his immediate dukes. Boundaries in the mercenaries and thieves. There are rumors
form of county regions are complex and of catacombs and dungeons used for dark
intermixed, so defining the property of the plots beneath the mansion floors, but no
high lords in no easy task. one knows for sure. The mansion itself is
In this region, farmers, herdsmen, local located up on a hill, in a very defensible
craftsmen, and other jobs of a rural nature location that is hard to approach without
abound. One! of the most wellknown being spotted.
businesses to craft carriages is stationed
outside the city, about a quarter of a mile B4. Mansion of House Zellman
away, and designs carriages by comission Several miles from the capitol is the
only. Encounters Farmers, pilgrims, famous mansion of house Zellman. More

Joseph Conaway (order #5438615)


about this location can be found in the Headquarters: The Golden Temple
description of the province of Rishaad. This is another esoteric religious order
located beyond the outer walls of the
B5 The Temple of the Golden Seeker Capitol. Dedicated to the strange and little
This is another esoteric religious order known god Huuarl, the lord of time and
located beyond the outer walls of the change, the order follows a series of
Capitol. Dedicated to the strange and little Codices that are unrelated to the codices of
known god Huuarl, the lord of time and Hyrkania, and which are said to predate
change, the order follows a series of these codices by many centuries. They are
Codices that are unrelated to the codices of highly reclusive, and all the priests or being
Hyrkania, and which are said to predate the most proficient astronomers land. Some
these codices by many centuries. They are traveling priests of the order forty members
highly reclusive, and all the priests or being of the order) are contracted caravaneers for
the most proficient astronomers land. Some their services. Others are prophecy
traveling priests of the order forty members concerning the stars. The temple includes a
of the order) are contracted caravaneers for great hippodrome from which the stars can
their services. Others are prophecy be observed with magical implements. It is
concerning the stars. The temple includes a rumored that certain members of the Guild
celestial observatory from which the stars of the Spheres have approached the temple
can be observed with magical implements. for advice or information from time to time,
It is rumored that certain members of the but there seems to be no direct connection.
Guild of the Spheres have approached the Personalities:
temple for advice or information from time Ambor Liselin (Human Level 8 Cleric of
to time, but there seems to be no direct Huuarl, unaligned) is the leader of the
connection. temple. He is a quiet man with little interest
The temple is also known for an immense beyond his studies of the stars, and rarely
golden statue of their god, which has never enjoys being bothered. He does have a kind
been stolen, although rumors of bandits soul, however, and will take pity upon the
who plotted to do so and then befell a needy.
horrible death abound. The temple is a Adventurers looking for a means of
small affair otherwise, but has a private traveling in to Etherspace can approach
library and a retreat into which all good and Ambor for information. He is well-
learned souls are welcome. Only thirty or so researched on the matter, and can speak of
priests belong to this order, with a few on known instances when such magic has been
leave to travel as missionaries in distant performed successfully. He will usually
lands. point such curious folk to tomes discussing
The Oder of the Golden Seeker the golden age of ancient Hyrkania before
Group Alignment: lawful the War of the Gods, the ancient
Membership: 18 priests of mostly human Kadantanian Empire of the Amechian
origin, and a couple of unknown species region, and other such lost knowledge.
Leader: Ambor Liselin

Joseph Conaway (order #5438615)


Recently, Ambor has been receiving C1. The House of Grand Justicar Vindella
strange visions of an apocalyptic scene, a This is the stately mansion of the Grand
city being destroyed by a leviathan of the Justicar of the city. His estates are walled in
sea. oddly, the city of his dreams is no by thick iron bars and are heavily guarded,
coastal community he has ever visited, but as he is not a popular individual with some
the sense of urgency he feels about finding people.
out what city is imperiled is great, and he is
tempted to hire adventurers to escort him C2. House of Xarbos
on a quest to learn the true meaning of this Xarbos (Human Level 9 wizard NG) is a
vision. practitioner of sorcery in all forms, and
offers, his services, usually as a diviner, to
the aristocracy. His astrological readings
Area C: The Residential District and personal divinations are highly prized,
and his strange mansion, full of exotic
More accurately thought of as the rich artifacts and strange paintings are a
and wealthy district, it is here which the tantalizing site to the youth of nobility.
men of power and money dwell in the
Capitol. Bordering and overlapping the
markets and Inner City, the residential
district is one of the most highly patrolled
regions.
Businesses in this area cater to the
inhabitants, and include public bath houses,
tailors who specialize in ballroom
adornment, and housekeepers of all sorts.
Offices dedicated to medicinal healers,
private alchemists, and scientific
researchers are also found in this upscale
region. Encounters C3. Merchant Houses, Houses of Wealthy
Aristocrats of all sorts, dandies out on Midan
stroll, young women of the evening hoping There are literally dozens of houses for
to catch a gentleman's eye, and large, well- each street in this district, and each one is
armed city guardsmen are all likely to be immense, belonging to a sing wealthy
seen here. In spite of the city guard, family of Kelan or very prominent Midan
muggers will make there way into the status. Commoners who can get permission
residential district to stake out alleys and to pass through this area without being
other sites, hoping to catch a foolish man hassled marvel at the wealth and prestige
with a fat purse. involved in belonging to the upper class of
the Capitol.

Joseph Conaway (order #5438615)


C4. The High Teaching Temple Inner City, and a fairly large monastery,
The High Teaching Temple is a major located at the base of the Veraggen
school in which most noble children are Mountains. This monastery has about a
sent to study until their teen years. it is hundred holy men engaging in personal
segregated, and is extremely strict, but worship, scriptural duties, or other minor
imparts a rich ecclesiastical matters. At least fifteen such
education to those who attend, one which priests are sent into the city monthly to
makes the teachings of the lesser schools to maintain the temples and offer worship
the commoners look like drivel. services.
The church of the Middle Gods recognizes
C5. The Third Temple of Enki the many different deities of the Pantheon
This temple is the favored location for the of the Codices, and its members are on
pious aristocrats who want to avoid dealing good terms with both the Church of Enki
with common folk when attending prayers and the priests at the Temple of the
and ceremonies. It is a clean, extravagant Codices. Interestingly, no relations exist
temple that was built less than fifty years with the Temple of the Golden Seeker,
ago, and much of the interior mimics, in which itself worships Huaarl, who is
smaller scale, the Grand Temple. Behind undescribed in any of the common codices.
this temple i's a small rectory. Estarlun, the Senior Priest of the monastery,
knows that Huaarl is mentioned, in the
C6. The Temple of The Middle Church codices found in Hyrkania under care of the
A temple of the Middle church is located church of Naril, but that the Golden Seeker
in this district, with a conservative is spoken of as being a Prehunate, of the
aristocratic priesthood that insures all ancient order of prehuman sorcerers.
services offered here are oriented toward Estarlun (Human Level 9 Cleric of Naril,
the nobility alone. The temple also includes lawful good) is formerly of house Random,
a quiet hall, for use by any who wish to and was a Baron before renouncing his rank
study and utilize the private library of the and willing his holdings to his brother.
middle church. Estarlun took up the path of enlightenment,
The Church of the Middle Gods is found seeking the teachings of the Temple of Naril
throughout Octzel and abroad. In a way, in Hyrkyskos, where he studied for eight
Octzel's founder was responsible for the years before growing discontent with the
success of this church as much so as he was intrigue and political maneuvering of the
for the Church of Enki. The priesthood of church. After three years in a remote
the Middle Gods was founded on the monastery to the esoteric order of Nistur in
principle of tolerance and the equality of Hettanar, he returned to his native land,
faiths. All beliefs are tolerated within the where he joined the Church of the Middle
halls of the church, save for those which Gods. Here, he studies as he wishes, and
defile the others. extends his beliefs beyond that of any single
The church has three small temples in the god in the pantheon. In spite of at least two
city, including one Ancient temple in the times in which he has had to assist or deal

Joseph Conaway (order #5438615)


with trouble caused by his younger brother, this area, and because the stench from this
Estarlun leads a peaceful life. He is a friend, cluster of businesses far outdoes the fishy
also, of the Dabblers of Devilspire, and stench anywhere else.
communicates with them through letters.
He is also in good standing with the Order D2. The House of the Elemental Lords
of the Eternal Seekers in Midas. Within Octzel there is no formal Guild of
Magic which stands out, but rather,
Area D: The Fish Markets numerous smaller guilds. While the
Elemental Lords are not known to have
The fish markets are technically a part of guild status, they are recognized as a small
the dock district, but they have been so but noteworthy sorcerous organization.
long of such a particular character and The Lords are located in a three-story
nature that they are now considered a building which they own in total in the Dock
district unto themselves. The fish markets District, near the Southern Gates. There are
are marked by the vast quantities of perhaps five students of the art, and all
fishermen who drag in their catch of the seek the wisdom of Three old men, who
day, then sell them off in a flurry of furious study tirelessly and without a moment's
bickering with tavern owners, family cooks, pause on translating the Southern Tongue
housewives, and store proprietors. script of Galvonarian, Galonian, and
Numerous businesses here specialize in the Karaktuan tomes into the, Middle Tongue
making of all sorts of pemmican, to be sold for The Grand Librarium. The Palomar
locally or shipped abroad. Businesses Librarium in Midas also benefits, once the
catering to the well-to-do fisherman or copies have reached the Grand Librarium.
fisheries offer products (nets, line, hooks, In their spare time, the three old masters
boats, manpower, etc.) or advice (diviners will stop, take a moment to teach
or charmers who claim their magic will something of vague importance to their
improve one's catch). Fishing is big business apprentices, and then move on to more
in the Capitol. scribal work, esoteric studies, or such.
These are hard men to gain knowledge
Encounters from.
So close to the docks, you can have a lot The Elemental Lords will also periodically
of strange encounters here. Sailors, inscribe sorcerous enchantments upon
fishermen, hucksters, customers of all sorts, scrolls for sea captains. Such enchantments
swindlers, foreign merchants purchasing allow the appearance of a strong wind, the
pemmican or pickled sardines, and the control of that wind, or the combating of
cooks of noble families buying dinners are encroaching storms.
all possibilities. While they do not belong to any particular
guild or society in Octzel, the Elemental
D1. The Fisheries Lords and their select students are still
Worth mentioning in and of themselves, considered a group for purposes of
because there are so many of them along identification. They have been known to

Joseph Conaway (order #5438615)


attend Council meetings, and are friends trustworthy man, and is firmly against
with Lord ' Summunan and other mages cheating. A priest of Mitra, Orlon is part of
about town. Their service of transcription of that most secretive and rare brotherhood,
Southern texts are also invaluable, adding and. his aknowledgement of that fact to his
an immense body of knowledge to the patrons leaves them with confidence of a
Grand Librarium. fair deal.
Resoras, Lendenestar, and Abshiran, all All sorts of sports, all legal, are available
of Clan Puthkin (Human Galvonarian Level here, and thirty men and women are
15 Wizards, good) are a most curious lot. As employed behind the tables or as
described above, they are ultimate scholars, arbitrators. he city guard rarely has to come
and while likely to have valuable services or here due to rowdiness, even though plenty
knowledge, direct aid is unlikely. They of drink is served, as Orlon keeps three
specialize in elemental magic. All three members of the Heroskod Company on
belong to the same Galvonarian clan, regular employment.
though their father was Octzellan. They are
members of the Galvonarian Sarakani, and Area E: The Open Markets
make return trips to their homeland once
every two years. During this time, it is likely The open markets, ringing the Grand
that an adventurer could find employment Avenue of Octzel, are the core of the
as a body guard with them. merchant activities and the hub of all city
business on a day by day basis. The open
D3. Tavern of the Stonymen Barrens markets are divided out in terms of the
The rough, rowdy tavern frequented by nature of their establishments, and
fishermen and others in the business. The according to Guild Writ, all like businesses
name comes from a legend, of an ancient must convene business in areas close to one
string of Islands that some claim sank another, to insure that there is no
beneath the seas long ago, on which sailors favoritism in terms of location or
were killed and turned into statues by ,A advertising.
gruesome basilisk. It hardly matters, What this grouping results in is a process
however, and the proprietor, Jorlon Wells, by which an entire street will be the
has no personal connection to the myth, "Leatherworking District" or the
and bought the business five years ago "Freemason Lodges," and those
when the older keeper died. businessmen true to the spirit of the Guild
Expect a fight to break out in this tavern Writ will actually turn down a customer and
at least once a week, and expect a lot of send him or her to a less fortunate guild
drunk and rowdy fishermen most of the partner if business has already been
time. The Barrens also sells its liquor bulk. favorable for that day. This doesn't happen
that often, however.
D4. The Orlon Gambling Halls Non-guild regions of the open markets are
The gambling halls of Delos Orlon are rife with competition between the few
some of the finest in the city. Orlon is a businesses of like nature, and crowded with

Joseph Conaway (order #5438615)


establishments of all types and varieties. Now into its 485th year as an
Many specialized shops are supported in establishment, the Tavern over the Inn is a
Octzel, due to the enormous wealth of the favorite place for thieves, mercenaries, and
aristocracy and the influx of foreign trade. eccentric people to gather and drink.
As a result, dwarven watchsmiths, ornate Walking into this tavern, you are likely to
armorers who specialize only in metal see a coalition of infamous thieves from the
engraving, toy shops, shoe shiners, Black Lotus gang kicking back for a drink
glassblowers and all sorts of sevice oriented and a game of darts, while plotting their
and specialized business abound. next evil deed in some strange thief's cant.
The open markets and Grand Avenue are Nearby, a band of orcs stir their grog and
usually the first sight to be seen by a chat with a recruiter from Halshaggin's
newcomers traveling overland to the Raiders, who has just about convinced them
Capitol, and they are readily acessible from that the mercenary guild can offer them as
the docks, so the impact of this wild, much violence as they crave. Adventurers
seemingly insane mess of businesses and rest in another corner, surrounded by a
customers can easily overwhelm a first time crowd of urchins who listen to their tales of
visitor. Many thieves, guild-sponsored and discovery from a journey to the Chaos
independent, take advantage of this to rob Mountains and the gold sought therein. A
the innocent and confused. Con men are one-eyed ogre rests in another corner,
also frequent, and sideshows are eating an entire roast mutton for himself. A
everywhere. Roadside bards who seek to serpent man surrounded by guards eyes
gain a large enough audience to gain everyone else warily in another corner.
sponsorship in a taven sing their tales of Patrons, desperate for help, rest at different
adventure and love Call girls who feel tables as they try to recruit someone with
themselves too good for the dark town the answer they seek. And when you finish
Come out in the evening and lurk about the your drink and stew, you find that your
taverns, seeking honest and wealthy men to purse is missing all of its gold....
snag. The Tavern over the Inn does, indeed,
have a wealth of comfortable rooms, and a
Encounters common room to crash in if you're feeling
Many have already been named. Thieves, cheap. The tavern itself is a one-story affair;
merchants, beggars, bards, mendicants, and the basement contains the forty two
confused visitors, con men, sideshow rooms of the inn, said to have been built
artists, thugs, peddlers, city guardsmen, and out of the sub-basement of and old
just about ay other encounter in such a warehouse that burned down more than a
metropolis can be encountered right here in century ago. The reconverted basement
the open markets. rooms are cool comfortable, and charge up
to 9 gold for the finest suite (or a silver for
E1. The Tavern Over the Inn the common room).
This is the place to go if you are seeking The secret truth of the basement rooms
employment as an adventurer of any sort. went to the grave with the original tavern

Joseph Conaway (order #5438615)


keep of the establishment. They were there Octzel who knows where he now is.
long before the old warehouse burned Grisaudia no longer handles the business
down, and even before that, they had been directly. When she is not living in her
around for centuries. old runic script in the palatial country estate, she is touring the
old Tongue marked them for catacombs to kingdom in her private coach with her
worship Slithotep. Followers of that dark personal guards.
god have been known to come here to
perform rituals, and pay healthy sums of E2. The Alchemist's Guild
money to gain private access to rooms with The guild of the Alchemist's operates from
no questions asked. here, which serves both as an office
Several maidens and a few burly men are location and as laboratories for the
the servants of the tavern. Two large half- members of the guild. They own some
ogres, named Oberos and Glimmer, are on warehouse property and private land
permanent staff as bouncers. Ogrish outside of the city as well. The guild
bouncers have been a long-standing operation allows for community property
tradition at the tavern, and the two use among guild members.
brothers faithfully carry out the tradition. The Alchemist's guild centers its opeations
In the rear of the upper quarters are in the Open Markets, where the new
spacious stables to accomodate even the Laboratories have been recently
most delicately preened steeds. The constructed, and out of which most
stablehands, a handful of young boys and apprenticeship teachings occur. A
the elder stabelmaster Gin Dranos (gnome neighboring office and storefront hold most
commoner 6, NG) are considered the finest records and account. Once, the Alchemists
stablehands in the city. Furthermore, no had offices abroad through the city, but too
theft has ever transpired in the stables, as it many unfortunate accidents prompted
is protected by Gin Dranos' secet surpise, a them City Watch to cite them for fire risk
guardian Djinn names Kalos which he violations and they had to move to the
acquired in a game of chance. It lives in his Open Markets.
jeweled ring, and serves as permanent The Alchemist's guild is not the seething
guardian of the stables. center of magical goods that a roving
The owner of the tavern is a kythian adventurer would like it to be. By far, the
woman named Grisaudia (Kythian Level 8 majority of Alchemist's studying here are
Rogue Level 16 Expert LN). Grisaudia was seeking clinical solutions to problems they
involved with the bar in its youth, and was are employed to solve, or driven to solve by
willed it by the former tavernkeep. Now, greed. The Rillian Mining Guild, for
she has turned it into a major and highly example, has long been a major purchaser
profitable business enterprise. She is of magic smoke powder from the
affiliated with the Black Lotus Guild, and Alchemist's guild, utilizing it in their mining
lets them participate in meetings here. She ventures in the Verragen Mountains and
was also known to have liasons with Wormi Loroden Hills. The Guild has in its employ a
Vellsoth and soem say she is the only one in number of silver dwarven artificers.

Joseph Conaway (order #5438615)


Alchemists with sorcerous knowledge He's likely to give adventurers the run
tend to specialize in the brewing of potions around who approach the guild about
and concoctions for purposes of divination, special projects, or offer to do it for them at
general sorcery and artificing. They have little or no cost, if he's personally intrigued.
produced, for example, a liquid which, Adventurers who foolishly take him up on
culled from the spittle of a dragon and their offer will suffer the consequences
mixed with meteoritic ore, then forged in when it blows up in their face!
dwarven fires for hours and folded over on
itself a thousand times produces a flaming E3. Murmering Inn
sword of terrible magnitude. However, only An inn which specializes in fine food and
one such weapon has been crafted to date, good wine, the Murmering Inn attracts a
by the Enigmatic Lord Dablios Random, wealthier clientel than usual. It is a fairly
since he has been the only one gutsy boring place with regard to events of
enough to ride into the den of a dragon and interest, but to eat here is a sign of prestige.
cull some spittle. Galon. Kenarnos, the-owner, hopes one day
There are nine old masters who run the that his Inn will be as popular and
guild, and a body of eighty students, of prestigious as the Royal Crown Inn.
whom less than a tenth are likely to excel
with their masters. Of these nine old E4. House of Augustus-Sorinos
masters, only two ever show any interest in Minaria Augustus-Sorinos (see
publicity or representing the guild, as the organizations on Fire Knives) dwells within a
others are lost in study, trying to convert walled, fortified estate in the open market
lead to gold and what not. district, and operates her numerous
Nalar Navornin (Human, Level 15 business interests directly from here.
Alchemist, lawful good) is the principle Minaria and her other family members are
speaker of the Alchemist's Guild, and Fire Knives, and beneath her estate are
represents it when necessary at the High catacombs that serve as meeting halls for
Council meetings. He owns most of his land the political assassins. Minaria is a ruthless
in about 100 acres of suburban property, on assassin as well as a member of the guild,
which he has a private mansion, and a and the bulk of her business activities have-
noteworthy body of serfs to till local fields. earned the hatred and fear of many
His lust for alchemical -knowledge prevents suspecting merchants in the area.
him from exploiting his more natural Illegal slavery, in which servants are
sorcerous talents. bought in the city and then shipped out to
Dalen Kor (Human Level 3 Wizard, good) lands such as Galvonar or Hyrkania as
is a bumbling alchemist who operates at the permanent slaves are also carried out here
front desk of the Inner City offices. He is and in several neighboring buildings, also
said to have been homeless for two years owned by Minaria. While she has never
now, since burning his house down in a been directly implicated in the slavery rings,
failed experiment. He's a nice kind of fellow, Minaria is suspected by the Order of the
but lacks coordination and common sense. Blade.

Joseph Conaway (order #5438615)


The mansion itself is a true fortress with brothers came to Octzel when the Agency
many armed troops of great skill, willing to of Bargan was established. They eventually
throw their lives away for the family. realized their true worth as bouncers and
Penetrating this structure would be a enforcers, and left the agency to become
monumental task. their own bosses in the city. They invited
many comrades from their homeland to
E5. Teaching Temples join them, and also met with the few
Several teaching temples of Enki, aimed at disparate half-ogres of the city, mostly living
the Midan, are located in the open market in squallor and under persecution of their
region. These temples usually have a small natures.
rectory with them as well, and the temple The service is currently operated by
halls serve as local places of worship as well Smiglar Nevill (Ogre Level 13 fighter
as teaching. It is difficult, without the unaligned), a descendant of the original
cooperation of Midan families, to get the brothers. Smiglar offers the meanest
children and urchins of the city to attend, looking, strongest, most fearful hired blades
but every morning the halls are full, even if in the city, including a couple minotaurs,
the priest-scholars don't always see the half ogres, a squat hill giant, and several
same child present more than a few times a bugbears. The Nevill Bodyguards have
week. thwarted extortion efforts against
merchants on several occasions, and this
E6. Szymalyns Opium House has earned them some enemies among the
One of many opium dealers in the city, organized thieves of the city. Unbeknownst
Szymalyn (Haikyndyr lizard man, Level 7 to many, Smiglar is actually a member of
warlock, good) sells his wares from a smoke the Order of the Blade, and his position as
house, where people come not to drink but head of the bodyguard service is used to
to inhale the opium. It's at expensive place deter the various protection and extortion
to get into, but the most decadent of rackets that the many thieves of the city try
Octzel's social circles frequent this place to carry out.
often. Szymalyn himself sells opium to any The price of a bouncer is usually 5 gold for
who will buy it, and espouses it as an two day's services, more if the place as a
excellent cure for screaming children. It is reputation for rowdiness. Their bodyguards
packaged in small ceramic vessels shaped go for as much as 30 gold a day. To get
like poppy seeds, and is imported from Smiglar himself is 100 gold a day, flat rate.
Galvonar and Argosea.
E8. The Merchant House of Brutus Kanorn
E7. The Nevill Bodyguard Service Brutus Kanorn is one of the ringleaders of
Founded long ago by two ogre brothers, the Black Lotus gangs (see organizations
The Nevill ogre clan has been offering their section), and he operates his extortion
remarkably civilized coutenances for rackets from this seemingly innocent
protective service now for as long as establishment. The business front is a
anyone can remember. The original glassblower, and the operation is real, but

Joseph Conaway (order #5438615)


behind closed doors on the second level, Encounters
Brutus and his cohorts work to extort as peasants, drunken sailors, birds stealing
much money and servitude from the crops, urchins, ratmen or other horrors
merchants as benefits them, while trying to from the sewers.
elude and outwit the City Guard, the Order
of the Blades, and other rivals. More about F1. The Farmlands
Brutus and the Black Lotus Gang can be The eslas of this region are a sullen,
found under organizations. reclusive lot, and are removed from much
of the inner city activities. Many of them
Area F: The Dikelands are here because they had no choice, and
the environment of the dikelands is
Rising tides and the need for more local miserable. Many commute from work to
farmland in the face of escalating their homes in the slums. The rich and
populations, as well as a touch of madness, wealthy are not welcome here.
provoked the old king Andor to decree that
great dikes wall up the dikelands area, E2. The Entrances to the Inner City Sewers
which was subsequently drained through The city sewers were built by long dead
the channel drainages already used to genius architects who took such liberties in
dump the sewage of the Inner City into the their designs that no map today of the
outer bay areas. The result of this sewer foundations really matches with
monumental task was a large, fertile area of what is down there. Built in the eleven
sandy soil used to grow root and tuber hundreds, the sewers were a welcome
crops. addition to the growing inner city problem
The dikelands are actually an example of of human waste, and they were extended
gross High Council spending to no good into much of the wealthy residential area
purpose, but they did prove that it could be during the sixteen hundreds. No other
done, as dikes of this size had never been region of the city has a proper sewage
built before. this knowledge has benefited removal system.
other cities since,' which risked losing Many areas of the city open up into the
valuable land to the slowly rising tides (tide sewage canals, but this location in the
levels have risen an two and a half inches in dikelands is where it all runs out. The
the last century, but no one can account for sewers themselves were largely covered,
this). and while many tunnels are too small for
The dikelands are now filled with root men to fit through, most of them are at
farms manned by eslas who hold fealty to least big enough to enter crouched. Some
the king's noble court, and the channels areas open into wide and tall tunnels, and
which carry both sewage and water out to some are said to border or even break into
sea. old burial catacombs or the grottos along
the coast. Somewhere in these regions are
meeting places for both the Fire Knives and
the Servants of Set.

Joseph Conaway (order #5438615)


F3. The Biles principally used for small businesses,
The garbage of the city gets dumped here, peasants and barons in the sea trade, and
in the biles, where some of it gets churned warehouses.
into the land, and most of it sits and rots. The docks are arguably the most colorful
The biles are a horrible place, and only the region of the city, next to the foreign
rathe are given the task of garbage men. quarter, but beside the temporary foreign
There are valid rumors of lycanthropic sailors who frequent the region on business
wererats living in communal nests in the or pleasure, it contains one of the oldest
Biles. expanses of true Octzellans. The fishermen
are the heart and soul of the Octzellan
F4. The Abandoned Watchtower community, and are rigidly given to the
In the crumbling northern walls along the preservation of antiquated or highly
Dikelands is an abandoned watchtower traditional ways of life. These families,
which is said to be haunted by anancient along the Docks, are at once exposed to the
Ashtarth spirit. on certain dark nights, some greatest influx of foreigners and react with
people can claim to see the ghost flittering a closer dedication to their own values than
back and forth along the ramparts. any other portion of the expansive city.

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.

G1. The Naval Yards


The naval yards are considered the pride
of the city by many individuals who have
heavily invested in the efforts of the
Octzellan sea trade. The naval forces of
Octzel secure the authorized trade routes
from pirates and foreign influence. They are
Area G: The Docks considered honorable and dedicated men,
The Docks are more than just the all of the highest dedication to the land and
shipyards, naval docks, and bay-side the king. The officers of the navy certainly
stretches which cater to the constant fit this description, but save for those who
business of a major port such as the Capitol. are part of the officers candidate school
It includes the stretches of local property located in the most pleasant section of the
owned by interested lesser nobles and fairly expansive naval yards, most of the

Joseph Conaway (order #5438615)


men you will meet in this region are vicious shipbuilders, and specialized mercantile
salty sea dogs of astounding disrepute. Cut- companies with over sea interests that they
throats who sought mamaluke slavery in are
the naval militia, viscious, predatory divided into two areas of control. In the
seamen who found the uncertain life of the north quarter, bordering the Naval Yards
pirate too risky for their sensibilities, and are the elegant and artfully decorated
any number of desperate men (with a very offices and estate of Baron Lithadros, the
rare woman of the Manatyr status who has North quarter Harbor master. Lithadros is
joined the ranks of the Navy's sea bitches) an old man, and is aided to a great extent
all compose the real Navy of the land. by his younger, inestimable companion
Nonetheless, stern officers and hardened Matapan Kelevornin, who has made
task masters who use the whip as well as obvious his intentions to succeed the North
the cutlass keep the navy in order. Quartermaster in his duties after death.
The Naval Yards are principally training Both men are in fact good friends, even
and maintenance grounds. There is a large though their public displays are often
open area for royal receptions of various argumentative and disagreeable. This public
sorts, and there are four major lords of the display is easily mistaken for disharmony,
realm in this area which have a principal but in fact is considered friendly disputation
vested interest in the fighting power of the among the two men. Lithadros intends to
navy. They all have estates nearby, in this make certain, through bribery and favor,
district. Most famous among them is that Kelevornin succeeds him.
Hederos Gonn Palador (Human Level 10 In truth, this bond between the two men
Warrior Professional), an esteemed admiral is also shared by their staff and their private
who earned his reputation through the guards, all hired on a private basis, and
point of his sword and the wit of his word. commissioned for contracts five years in
length. The nature of their contracts insures
secrecy in all matters conducted by the
North Quartermaster, and those who are
privy to Lithadros, inner council will soon
learn why.
In fact, Lithadros runs his own
racketeering scam, and does so with great
and secret efficiency. He avoids any sort of
labeling, and works hard to eliminate any
identification as a guild, organization, or
society. Rather, Lithadros and his men
should be seen as outstanding profiteers
G2. Office of North Harbor master who utilize the judicial and legal system of
Lithadros the land to their utmost effect. They also
The harbors are so large and rife with the manage to profit a great deal from the
private industries of both dock owners, exploitation of foreign trade and tariff-

Joseph Conaway (order #5438615)


enforcement. They might, for example, G4. Seaman's Respite: The Sailor's Way
allow certain trade items from the east into Within the walls of this salty old tavern
the port, provided they gain some sort of are a collage of the most interesting, long-
return, or a cut on the take for the product lived and audacious storytellers of the sea
once it is sold in the city. They engage in a to be found in any portside city. The tavern
certain amount of selective trading, and are itself is a quaint and gloomy locale, with
more than acquiescent to bribery from seating enough for no more than forty or
mercantile companies seeking to increase so, all very compact and personal. The
the harassment of rival companies. This sort barmaids are by no means pretty or young,
of inter rival encouragement has made but all have a certain kind of misbegotten
Lithadros excessively rich, as he and his charm about them that brings back the
cohorts prey off of the foolish efforts of predominantly older and retired clientele
competitors to affect each other's business time and again, to flirt endlessly with
interests. Grisma, Deledina, and Myraki. Myraki is an
especially appealing sort, for while she is
G3. Shipwright Yards not especially beautiful, she is light blue in
The shipwright yards along the docks of the tone of her skin, with opalescent eyes
Octzel are plentiful, and the majority of marking her for elvish kindred. Her skin
them are officially sanctioned by the King's tone, some suggest, places her with the
decree. Those which are operating without merfolk of the sea, said by some to be the
sanction are usually small affairs, and have most magical of the elvish races. Myraki
often gained a temporary Pardon from speaks little of this, however, claiming only
whichever dock master they operate under, that her mother and father believed her to
until their business has become prominent be a changeling, and that she was deposited
enough to validate authorization. at the Church of Enki to be cared for when
Shipwrights who specialize in building the young. A sadistic priest of the order scarred
great galleons of the sea are few, including her face at an early age, reducing what
only six major producers, all of which are might have been unfathomable beauty.
located in the region of the north harbor, Myraki feels no anger or regrets, however,
save for one. The exception is Paladom and prefers to talk about other stories.
Ships and Woodcraft, operated by the "Such tales of my youth are long forgotten
Suethendur craftsman Gengard Hambrose, in the past," she says. "I will not keep them
who is a noted friend and confidante of alive."
South Dockmaster Sevenfingers. As such, he The proprietor of the tavern is a hulking
is considered an ally or even and member of old man named Kalwart (human Level 7
the Black Lotus Guild by some, but is in fact Rogue Level 3 Expert LE), who gives no last
a neutral party who simply holds strange name and bears scars where a tattoo
relations. marking him a criminal might once have
been located. He established the bar fifteen
years ago when the former owners died. It
was a more popular Inn for dandies back

Joseph Conaway (order #5438615)


then, seeking pleasure and fun along the keeper of time. Selene is therefore given to
wharfs. Now, only the scurviest sea dogs a small but impressive temple with over
and naval personnel hang here, and all of thirty priestesses, half of which are either
them are friends or acquaintances of einurian or can claim some descendant
Kalwart. Kythian blood. The nature of the templ~e is
The tavern is very safe to conduct private such that anyone can enter and worhsip,
business, unless it involves the thieve's but only the navigators and the helmsmen
guilds, in which case Kalwart will pull out his of the seaside ships docked in this area tend
heavy crossbow and threaten to plug the to appear, usually to prostrate themselves
conspirators with it. There are rumors that before the goddess and beg for advice or
Lithadros and his crew have been known to pennance.
come drinking here on occasion, but never The matriarch of the temple is a half-
to discuss business. kythian woman named Pestereba
Dindovoron (half elf Level 12 Cleric of
Selene, unaligned), a stern task mistress
who sees to it that the temple and the small
retreat behind it are kept in fine running
condition. She is a rigorous adherent to the
Process of Prayers, as described in the
Idean Codices, and has an accurate copy of
the particular codex which details all myths
and processes of worship for the moon
goddess.
Recently, Pestereba has received visions,
which she has transcribed from her dream-
states into a new text, called the Codex
Infinitus Selenium. These dream states have
revealed to her obscure and mysterious
implications of the New Moon in the sky,
described by most as Selenius Minor. Some
of the women in the priesthood suspect
that she is the receptacle of visions for the
voice of the new god, and that she may well
be chosen to walk the land as a new sort of
G5. Selenic Temple
prophet, bringing
Selene is a goddess of the sea in these
forth the word of the newly born god.
lands, with only minor import among the
Church of the Middle Gods with regards to
G6. Office of South Harbormaster Damien
the keeping of time and the seasons.
Cordellos
Among the sailors and shipmen of the
Damien Cordellos (see Black Lotus Guild in
Endless Ocean, however, she is a symbol of
Organizations) has long been famous as the
good luck, a guide for navigators, and the

Joseph Conaway (order #5438615)


South Harbor master of the Naval Yards. Rumors of ocult practices within these
Cordellos own establishment is the abandoned structures abound, and the
domicile out of which he both lives and though of macabre practices are a common
secretly operates his sideline gambling tale to scare people with among the
operations. His personal involvement in the inhabited quarters .of this area.
affairs of the Guild are actually quite The warehouse district is also the center
minimal compared to other members of the of much common activity, as the majority of
Seven. He also carries out a lot of side deals great storehouses are owned by private
with mercantile companies, usually those merchants or trade companies, and are
who have been screwed over by the North often used for great auctions and markets,
Harbormaster Lithadros. He and Lithadros as well as storage. Mercenaries from every
are unpleasant bedfellows, and dislike company and plenty of private institutions
having to maintain professional public abound, as they keep careful watch on the
relations. wares of their masters.
Cordellos own confidante and bodyguard
is an ogre named Galathos Rorn (Ogre Level Encounters
10 Ranger NE). Galathos is a magically Suspicious locals, warehouse guards,
mutated monstrosity with gargoyle-like skin strangers among the abandoned quarter,
and a penchant for crushing his enemies' dock workers hauling product, and thew
heads with his bare hands, but he is also an occasional cultist are all possible likely
accomplished hustler and deeply enjoys encounters.
reading imported Aljhirian poetry. He can
play the lyre as efficiently as he can kill with H1. The Temple of Akuuris
his massive two-handed cleaver. This strange temple is certainly not
welcome anywhere else in the city, and it
Area H: The Warehouse District has found its peculiar, unadvertised home
here, within the desolate warehouse
Near the Naval Yards can be found the region. The priests of Akuuris are a strange
warehouse district. District of Flames is a and often foreign lot. They are periodically
name some might hear this region called by given to receiving visitors who have
the sarcastic locals, for it is true that more traveled neither by foot nor by sea to reach
fire .have been started in this area than any this destination, but have instead
other. Carelessness, rivalry, and fraud have participated in the complicated ritual of
all contributed to the destruction of dreamwalking through Ethenur (about
storehouses and loss of property. There are which more can be learned of in the Tales
also many great stretches of housing in this of the Bloodsea Avenger).
area, much of which is substandard and The two guardians of this ill-advertised
owned by the baron Gemnor Markovin, a den of mystery are two of the immense
relative of Tevel Markovin, which have been Tenatai, humanoid insects from the distant
intentionally withheld from use by the domain of Karaktu. The Tenatai, seen only
commoners for mysterious purposes by those who penetrate the inner demense

Joseph Conaway (order #5438615)


of what would seem to be an abandoned four great temples, called Curatoriums,
slum on the outside, are fearsome four have been constructed to honor the
armed, twolegged Thri Kreen with fighting goddess. The other three are in the Capitol
prowess to rival the fiercest Hyrkanian of Hyrkania, Krythia, and Jnril. The fourth is
gladiators. here, in the Capitol of Octzel.
The lord of this priesthood is named About nine hundred years ago, the faith of
Marakan, and he is a mysterious man who Hella was limited to small enclaves of
cloaks himself in darkness and secrecy from women who dwelled in nunneries in
his followers, so that not even his race is Hyrkania, with one located in Octzel. Their
known. Some believe him to be a Beast faith was quiet, withdrawn, and esoteric,
Lord of the Amechian lands, but even this is but people knew that the goddess granted
uncertain, as other speculate his powers of miraculous healing powers to her followers,
illusion. What is clear is that Marakan's and leprosy victims who forswore
control over the dreamlands is staggering, debaucherous and uncontrolled lives were
and he has been known to inflict crushing granted asylum and treatment by the
nightmares on his enemies. nunneries. Eventually all of that changed
with the first of the great plagues.
H2. The Curatorium of Hella Hella is an eccentric goddess, who
The Curatorium of Hella in the warehouse oversees the dualistic nature of peace and
district is sometimes referred in derogatory suffering, and sees to it that a balance is
fashion as the "Little slum," for it is true forever maintained. Her priestesses are
that the deviants and transients of the city benevolent pacifists, nonviolent in the
cumulate in droves around it, seeking the extreme, who learn to defend themselves
kindness of the priestesses within. with their bare hands and staves. Whenever
The Curatorium itself is a single massive the plague breaks out and spreads across
great hall, stretching for several, hundred the land like wildfire, people come to the
feet like some ancient bunker or long house nunneries in droves, begging for a cure.
of the past. With great arched walls The Curators of Hella do, indeed, offer a
depicting the seraphs of Hella in their quest cure, and administer to the ill and dying,
to allieviate the suffering, the halls are treating the terrible, bleeding boils that
always busy with the caretaking efforts of cover the plague victims. The plagues,
the priestesses. The Curatorium itself usually spwned of chaos, are believed to be
contains, in the rear chambers beyond the unnatural, caused by minions of chaos such
great hall, many cubicles for the priestesses as the Sherigras, who are said to be carriers,
as well as an ancient library of arcana that if not themselves affected.
can be found nowhere else, dealing The Curatorium in Octzel is a large, semi-
exclusively with the annals of the church. oval building with an immense arched roof
The faith of the benevolent goddess Hella that is ornately decorated with stained glass
is widespread throughout the land, and depictions of the saints, avatars, and
while many smaller temples of devotion can servitors of the goddess. It is arguably as
be found across the Middle Kingdom, only beautiful and well-crafted as the Temple of

Joseph Conaway (order #5438615)


Enki, and built in a comparable architectural formed by nobles themselves, working for
style. Behind the main temple is a nunnery profit in other lands, or even other
in which the studies of the Curators are provinces.
ceaseless, and the treatment of the pious Today, mercnary bands are limited by
and sick unending. king's decree to no more than 500 men in
The presence of the Curators in the an order. The rule was established during a
Capitol means that disease, pestilence, and period in the Two Hundred Wars when
sickness are not so widespread as they are some mercenary companies were doing a
in other lands and cities. Those who are little too well, with armies numbering in the
willing to foreswear the freewheeling thousands, and troops paid very well in loot
lifestyle of the city and adopt pious values and plunder. To avoid the threat of a
can receive treatment, and tithings are mercenary general becoming too cocky, a
especially expected of the wealthy. Many decree at that time forced the larger orders
people are turned away, however, for to break up in to smaller units, and those
reasons having to do with the cosmic that did not comply were shattered in
balance, and while the curators can heal the battle.
injuries and sickening spirits of people, they Now, the heritage of a milennia of warfare
cannot undo the scars or regrow lost limbs has made the Mercenaries' District a
resulting from such maladies and wounds. popular place for aspiring hired blades. As
Priestess Deneba Moors (Human Level 14 the time of warfare in Octzel seems to
Cleric of Hella, good) is the elder curator of receed, the use of such bands for low-level
the Temple. She is a shrewd, taciturn conflicts in place of local forces is remaining
woman who's scrutinizing eye can a steady source of work. Increased tension
penetrate the soul and read volumes about along the Jhaknian borders, threats of new
the true nature of anyone presented to her. orcish war bands emerging from Mitra's
She believes in orderly conduct, and runs Forest, and rumors of strong military build-
the curatorium in the strictest fashion. Her ups in other lands such as Persedonia and
priestesses are almost all last-born noble the Hyrkanian Chaos-State of Trog are
daughters, or the finest women of the practically guaranteeing good work for
commoners. She and her curators also run hired blades.
the Orphanage.
Encounters
Area I: Mercenaries' District Roving bands of young men who are in
training, on leave, or looking to get hired
Since time immemorial, warfare in Octzel are not uncommon here. A lot of bar fights
has been very martial to the use of in this area erupt in to violence.
mercenary companies. Such organizations Occasionally, press-gangs can be found
insure that the coffers of the king and his looking for easy marks to roll in to some
servants are not drained in maintianing service (although this is supposed to be
constant large standing armies, and in the illegal). A lot of illegal slave trade is carried
old days, mercnary bands were often out in this district, as well.

Joseph Conaway (order #5438615)


I1. Halshaggin's Raiders of one of the volumes, and Cord has
The company headquarters of the Raiders memorized it. Cords ability to take a
is a patchwork affair, a building which has handful of mounted riders, an army of ill
been gutted by fire several times in the past equipped foot soldiers, and a lot of guts to
due to strange conflicts from within, only to siege a heavily fortified castle--and win--is
be rebuilt anew. The building stinks of considered legend among military circles.
sweat, leather, and grease, and no one The Raiders are an expansive military
inside looks like anything less than a rough organization, and they are considered for
desperado. practical purposes to be part of the King's
For centuries, Halshaggin's raiders have own militia, as no one doubts that in any
been the fiercest, most despicably bunch of fight, the Raiders will always back the royal
bloodthirsty curs that the provinces have army. However, the Raiders have hired out
ever known. Human, orc, ogre, troll, and to provincial lords in numerous civil
half breeds are all part of this legendary, conflicts, and are most famous for the
highly mobile and utterly ruthless battles they have fought both for and
mercenary company. against the orc Tribes along the main roads
Halshaggin's raiders are almost seven- near Mitra's Forest. Cord and his crew were
hundred strong, and Cord Halshaggin most famous for the Recapture of Dagger
himself, direct inheritor of the company, Falls in the turn around of the Two Hundred
has been known to raise as many as fifteen Wars. Their successful actions in Dagger
hundred militiamen from little more than a Falls vindicated them of previous crimes in
few coffers of gold. The core of the the sacking of Pelsetern, where they backed
mercenary group is about ninety die-hard the troops of Halale who were trying to
veterans of bloody combat, who have plied repel Valancian occupying forces, but
their services across the provinces and even managed to rack up a high civilian body
into southern Hyrkania and Easton. Cord count in the process.
himself maintains a small estate, The Raiders employ a large number of
recruitment office, and training ground in indentured servants, prisoners, and foreign
the suburban expanses of Octzel, a mercenaries as well. These men are offered
testament to his cumulative wealth over a chance to prove themselves on the bloody
the years. battlefield, and earn their freedom in doing
Cord, and his crew have been branded so.
outlaws in some provincial regions, heroes Cord Halshaggin (Black Orc, Level 19
in others. His close connection to the High Fighter unaligned) is an industrious and
Council and the King has been decried by potent fighter, a worthy heir to the legacy
those who would have his head, and of his kin. He is the twentieth commander
commended by admiring generals of many to bear the Halshaggin name, and is a direct
a regional army. In the Manuals of Tactical descendant of the original Halshaggin, who
Warfare, where the companys founder, the is believed to have died on his final quest in
great-great-etc. ancestor Halshaggin is to the kingdom of Hotepsala to steal from
quoted numerous times, and is the author the Fountain of Youth about a century ago.

Joseph Conaway (order #5438615)


Cord is respected for his cunning, vicious Bender Gown (Half Orc Level 13 Fighter
mind and his mercenary attitude towards evil) is the Captain of the Watch in the
life. Like all members of his family, he was Tower of Inquiry. He is a brutal man, who
born of the Black Asp tribe in the region of started his career as a watchman but
the Umian Hills. Cord has been serving as a quickly became chief executioner and
Raider since he was six. Now, at the age of eventually captain of the tower. He
3, hes considering following his ancestor on operates on the principle that everyone is
a quest to Hotepsala. guilty until proven innocent, and teaches
that credo to his operatives.
I2. The City Watch Tower of Inquiry
The city guard is a constant presence in I3. Heroskod Company
Octzel. The City Watch is charged with the The Heroskod company is a mercenary
duty of keeping the peace and insuring the company with a lengthy history, much like
safety of the citys citizens. Most of its the Raiders, but with a flowing chain of
members are on rotation from the militia, command that holds its founder, Heroskod,
and in some circumstances it works with in honor without really remembering who
the Order of the Blade. The City Watch is he was or what he did. Herosokod Company
not uncorruptable, and there are plenty of was pronounced an independent militia five
guardsmen who have been bought off by centuries ago, and became famous during
one criminal syndicate or another. The City the Two Hundred Wars. Heroskod himself
Watch operates out of two principle was spoken of as a great tactician, and he,
locations, being the Twin Towers of the too, has been quoted many times in the
Inner City, where the officers garrison is Books of Tactics in Warfare.
located. The central prison for noted The company specializes in escort
criminals and nobles who have been services, and provides limited units to
sentenced to imprisonment, in the special interests, such as a town which has
Mercenary District is the famous Tower of been assailed by hostile orcs, and which is
Inquiry. Here is where political prisoners are not able to generate its own militia but can
held, and where torturings, confessions, afford to pay for one. Caravans, including
and executions are handled. The garrison at the Caravaneer's Guild, seek out the service
the Tower of Inquiry are a scary and sadistic of the Heroskod company with great
lot. frequency. Men and women who served
The average city guardsman is armed with and were discharged for dubious reasons
a lamellar suit, broadsword, dirk, buckler, from the Royal Militia or, provincial militias
short helm, and ceremonial cape. Most will seek out Heroskod Company if they
patrols also carry crossbows. Patrols are in want to continue military employment. the
groups of 2 to 8, and are usually mounted Company will take any able bodies.
when on a task or trying to show off. Foot Heroskod Company is responsible, lately,
patrols are usually most common in for the supply of men to Lord Vethroven, an
merchant districts. entrepeneur who is forging a new colony in
the Northern Wilderness. This has proven a

Joseph Conaway (order #5438615)


costly affair, however, and Captain Jhaknian Consulate, 4 The Tai'Kong
Gustavor has made efforts to see to it that Consulate, 5 The Aljhirian Consulate, 6 The
only the least valuable men are shipped to Zuedian Consulate, 7 the offices of the
Vethroven. Heroskod Company is also the Coristan Spices Guild, 8 High Pier Imports, 9
primary contractor for the Spide Traders The Argosean Consulate (which is
Guild, and receives many lucrative contracts effectively a refuge after the events of the
from the guilds affiliates and members Cataclysm), and 10 The Temple of the Jade
every year. moon.
Captain Gustavor (Human, Level 10
Fighter, good) is the archetypal myrmidon, J11. Temple of the Solar Codices
an efficient and responsible warrior who is This modest religious order with a very
filled with a strong sense of duty. He was small, non-descript temple is a dissident
brought into the company after he was branch of Narillian followers who are no
discharged from the Midas Militia for longer part of the Sacrimori Church as it
sleeping with the commander's wife. He has exists in Hyrkania, yet continue to follow
since made a formidable name for himself and worship Naril and the Lords of Order in
in the company. Gustavor will usually send a fashion typical of that eastern kingdom.
sub-commanders out on minor jobs; getting Their worship is modest and oriented
him to participate is expensive. toward benign and nondescript activities.
Several member of the order do practice
I4. Blades For Hire templar-like military skills, and perceive
The Mercneries' Guild of the Blades for themselves excommunicate Solarians,
Hire is also a hidden front for Black Lotus belonging to the esoteric Order of the
Gand activity. Here, Rancor of the Black Excommunicates.
Lotus Guild maintains his offices and small Personalities:
garrison of professional thugs, who hire out Golan Mar (Human, Level 3 Paladin,
regularly to merhants looking to scare the good) is one of the warriors of this peculiar
competition. On the surface, they try to order. He is a passive man, but well known
keep the operation legitimate, but behind for his combat prowess which he has
the scenes, a lot of skulldugery is going on. displayed in certain public contests when
The Fire Knives know this is a Black Lotus challenged. He is highly regarded among
branch, and have attacked it on more than this tiny priesthood. It is believed he was
one occasion to send a message to the excommunicated from the Hyrkanian
Black Lotus Guild. Rancor likes it that way, it Church for dereliction of duty, but does not
keeps things interesting. elaborate on why.
Pentaran Moore (Human Level 6 Cleric of
Area J: The Seaside Barrios Naril, lawful good) is the principle priest
This region of the city includes a number and scholar to support the church. A
of useful locations including: 1 The modest middle-aged man, he is a wealth of
Hyrkanian Consulate, 2 Mansion of the esoteric and blashphemous information
Hyrkanian Consul Magistrate, 3 The about Hyrkanian religion and politics. He

Joseph Conaway (order #5438615)


loves to discuss the subject, and is highly cause to be there, or meet the profile of the
critical of the entire Hyrkanian ecclasia, area.
both the Sacrimori and the Divinate.
Moore also maintains an obsessive Encounters
interest n collecting copies of the complete Nobles, dandies, high-priced consorts,
Idean Codices. He presently has nineteen of bards, and the city guard are all readily
the books in a near complete state. encountered at night on the streets of the
Inner City. By day, merchants on their way
Area K. The Inner City to petition the palace or dole out taxes are
all over the place, carriages and guards of
The Inner City is the oldest core of the the aristocracy travel about, and
great Capitol, surrounded by the original large units of the royal guard march
wall built almost a thousand year ago. through the streets on parade. Encounters
Within these walls can be found the in the Royal Gardens become more sinister,
wealthiest quarter of the city, as well as the as haunting creatures emerge by night, and
haven of the decadent rich. The palace, the by day the
royal gardens, and the most antiquated Geomancers maintain the gardens with the
great structures are ail prominent sights strictest care.
when traveling through the Inner City.
Were an adventurer visiting this city to K1. The Royal Gardens
travel to the Tavern Over the Inn, and Probably the greatest supernatural
inquire about where, in this city, one could attention in the city has been concentrated
find the most possible adventure for the in the vicinity of the Royal Gardens. Long
least amount of effort in searching, he ago, in the founding of "Noenday," the
would undoubtedly be pointed in the region where the gardens now lie was once
direction of the Inner City. It is here that the a sacred grove containing stone altars of
Black Society is known to hold its dark the Geomancers. Here, they conducted the
meetings within the mansions of its rituals of their ancient people under the
greatest members. The great tower of solstice and equinal moons, and other
Quirak once stood in the heart of the Royal particularly special astronomical moments.
Gardens, and now only crumbled remains Throughout time, and in spite of the efforts
and the tomb of the ancient sorcerer can be of many foreign influences, these original
found. The catacombs of the city are said to stones, or new ones have been maintained
have the greatest number of entrances in the same spots throughout the gardens
here, and some are even said to lead into for centuries; you just have to know where
the forgotten network of tunnels to the to look.
palace. Toward the heart of the city, around The gardens themselves weave through a
the palace, security is tight, and the royal bewilderingly lovely sylvan setting, with
guard will readily detain, incarcerate, and flora and fauna to accompany it. The
harass anyone who does not have sufficient lushest, most splendrous and pleasant
region is in the west and outer perimeter,

Joseph Conaway (order #5438615)


and is referred to as the Outer Gardens. The The Retreat itself is a fine pallisade with a
inner circle, closer to the section where great auditorium, surrounded by a cluster
Quirak's castle once stood, is overgrown of smaller marble houses. Here the
with weeds, darker, and less hospitable to practicing geomancers, the elders and
young lovers on a day's jaunt. The Inner promising younger generation of the clans,
Gardens, as these areas are called, have meet to perform their arcane magic and
been the site of many murders in the last learning. Many strange and wondrous tales
few decades, and many chalk it up to the and pieces of knowledge are spoken of each
restless spirits of the earth which lie buried day, and all are welcome to join in the
in the cemetary. Others note the canine auditorium to listen. When guests are
nature of at least three recent murders and present, most of the day's lessons are
cry lycanthropy. They're all right. imparted in the Middle Tongue, but when
none are about, the speak in their own
K1a. The Geomancer's Retreat special dialect.
The Geomancer's Retreat is, in fact, Order of the Geomancers
considered one of the most pleasant Group Alignment: unaligned
regions of the woodland gardens, filed with Membership: About 80 mixed humans,
the finest sculpted terrain and gardening elves, half-elves, gnomes, and some
imaginable. The outer court is a great maze oddities (dryads, satyrs, a nymph, some
in the sculpted gardens, formed over the centaurs)
centuries by the Geomancers, and seeming Leader: Maharius Netsapor
to forever change shape. Young aristocrats Headquarters: In the Royal Gardens
delight in learning what strange new, Some people claim that the Geomancer
magical direction the mazes have twisted were here before even Noonday was built.
and turned each year. Scholars who study the ancient records of
The heart of the gardens are laden with the founding regime cite references such as,
ancient stones and sculptures, carefully "Thrice a month, long ships laden with
shaped by the geomancers over the years prisoners would arrive, to dispense their
with their earth magic The newest stones human cargo upon the shores of Noonday.
are rough'; unformed, or simple geometric The soldiers would escort them out, and
distortions, while the oldest are superb geomancers would see to their comfort,
sculptures of human, animal, and unknown saddened at the coming days of hard labor
form. Three of the most popular such for these faithful folk," and an earlier
sculptures are "The Dragon," "The Fox," and reference, "The soldiers relied heavily on
"The Nymph." There is a story behind each the compassion and good relations which
one, held forever in the runic writing of the the geomancers had long had with the
geomancers at the base of each stone. Each beastly men of the forest, these orcs.
such sculpture was crafted over the The argument is that many early
centuries a bit at a time by generations of references to the geomancers not only
geomancers. indicate they were there when the colony
was founded, but had been there prior to

Joseph Conaway (order #5438615)


the construction of Noonday, and had which none have ever studied, nor has it
established relations with the local ever been written down. They learn this
blyskanyu orcs. Sadly, the early accounts do language in their own households as
not speak of the initial construction of children, and learn the language of the
Noonday, or what was found there when middle kingdoms when dealing with those
the soldiers arrived. The earlier accounts of outside of their community. While they are
explorers And/or and Cordon do make tutored by their own sages and learned kin,
some references, however, to men who they do also attend the temple schools of
dwelled along the coast, in harmony with Ink. All teachings in the community are oral,
the goblinoids, but they apparently spent and they hold no written language. The
little time with them, having already made geomancers pass their knowledge down
enemies of the orcs. If this is true, then the through oral tradition, and none other. This
geomancers are Octzel's oldest citizens, and is why so little is written about them.
date to a time when they were either some There are about forty older men and
mysterious forgotten tribe of man, or were women who study the path of geomancy in
the descendants of even earlier people who their temple at the Royal Gardens. Their
came to the shores of the Tedermisha duty is the maintenance of the gardens, and
peninsula before Hyrkania was united some also believe they seek to purge the
enough to send out explorers in the savage land of magical scars, caused by the
lands of the time. centuries of evil actions from Quirk and his
The geomancers of the present are a followers. they are devoted exclusively to
society of sorcerer priests, who practice the King of Octal and have always served
elemental magically. especially those the ruling lord, even when they felt he was
dealing with the earth, and carry out a wrong. The eldest spokesman for the
quiet, ancient practice of worship to people attends High Council meetings, if
Ga'Thika, the earth goddess who is said in infrequently.
the Codex of Creation to be the founding Periodically, geomancers have taken
mother goddess, and the embodiment of action if something terrible called for their
the world. The geomancers worship her attention. The event must be harmful in the
through quiet practice, meditation, and the extreme to the land, the people, or the
maintenance of the Royal Gardens. There fabric of the cosmic "lance. It is then that
are no more than three hundred such kin, the geomancers will look to themselves to
and they have a special section in the Inner find a representative to assist in healing
City called Charisma, which is their own damage done, and preventing further harm.
personal district. The people of the Personalities:
geomancers are close nit, live their lives in Maharius Nestapor (Human Level 12 Druid-
isolation, and almost never marry out of Wizard, unaligned) is a potent geomancer
their own family groups. As a result, their who has been said to lift great waves of
lengthy heritage has been preserved. earth into the form of a house, giant, or
The people of the geomancers are said to other mobile form. He is the current
have a different language of their own kin,

Joseph Conaway (order #5438615)


spokesman of the geomancers for the High return from the Abyss on the lifeblood of
Council, and a close friend of the King. his own dread followers, a spectral master
Sendra Peridas (Human Level 4 Druid, of evil. The second time, Wormi mused, he
good) Sendra Is a young member of the must have destroyed the body, but not the
geomancers, who at twenty has learned corrupt spirit itself. The third time, Wormi
much about the art already. She is tempted learned just what dreadful energies were
often, however, by the expanding world, keeping the sorcerer alive, and found it to
and seeks to gain the permission of be a pact with Koschtie, whom Wormi
Maharius to travel for a time. She is being bribed with diabolic knowledge and freed
courted by a dandy named Cale Windar from Quirak's control, allowing the Devonin
(human aristrocrat 3, LN) however, who monster to unleash its fury on the wizard,
does not want her to go. and bring down the keep as it did so. But it
didn't kill Quirak, so much as rip his spirit
K1b. The Graveyard asunder and banish it to Limbo, a hellish
Some unlearned sods might suggest to purgatory which even demons feared. The
you that dread Quirak built his immense, rip in space which Koschtie left behind hung
octagonal keep with only four windows menacingly in the middle of the ruined
atop the gardens, and that when it castle.
crumbled to dust, they buried the dead In answer to this, the architects of the
bodies found within on the same land, and city, comissioned by the Elemental Lords
so the cemetary came to be. The truth is and the Alchemists Guild under direction of
that Quirak himself built the keep over a the king, sealed the entrance into Limbo
much older graveyard, which had been used away, within the tomb of Quirak, and
by orcs countless millenia ago, and later by disposed of all relevant body parts and
the geomancers and then the colonists. The pieces as the could speculate might have
necromantic energy was immense, and been his within. Additional tombs and
deep beneath the catacombs of the land mausoleums were erected to restore the
were the remnants of the Hagarant lords, disturbed dead to their natural resting
dark and cursed minions of Slithotep who places, and the Hagarant Lords were forced
had once belonged to dread House Dadera. back into their darkened subterranean
The Hagarant lords and their undead ilk chambers and sealed away from humankind
were highly receptive to the freedom again, if not forever.
Quirak offered in exchange for unwavering Since then, disturbances have come from
loyalty and dedication. the site of the graveyards, and even under
When Quirak's domain was destroyed and daily watch and the scrutiny of the
Lord Vellsoth of the northern property and geomancers, strange things happen. Most
king of the Black Lotuses became a people avoid that small but devilish section
permanent and noble resident of the city, of the gardens, and wisely so. Most who do
all believed Quirak dead. He had been killed lurk about might be desperate for the
twice, Wormi was heard to say, by his own solitude the region brings, enough so to risk
blade. The first time, he had the audacity to the tales of vampires and werewolves and

Joseph Conaway (order #5438615)


ghoulish sub humans Still others might paintings as an unconscious release of the
indeed be these very beings, coming from dreadful knowledge he knew, and that
the Black Society. Some also come, claiming certain cultists of Slithotep claim he still
that there are certain graves which lead lives on, in some other-worldly state, in his
into older catacombs that in turn open up own murals. At least one or two acts of
into the mazelike city sewer and water duct vandalism are attributed to chaos cultists
system, which is a complicated, over-built seeking to reveal the hidden, older
mess. paintings of Destellan in an effort to free his
mad soul.
K2. The Wall of Dreams
When visitors arrive at the Wall of Dreams K3. Urian Row
in the Inner City, they are greeted with one The oldest and greatest of the Inner City
of the greatest works of modern and roads, Urian Row is the through-way by
antique art that the Octzellan people have which the outer and inner cities are
to offer. The Wall of Dreams is a great connected. It runs through the heart of the
ballustrade separating the richer quarters of wealthy quarter, right up to the Wall of
the Inner City from the Common Quarters, Dreams, and continues on to the heart of
and along its great wall is a plethora of the old commons and the Fountain of
murals done in relief depicting the life of Urian.
the common man in contrast to the The antiquity of Urian Row is easily felt,
aristocratic rich. The murals are strange, and anyone passing through might well be
sometimes surreal, and other times able to tell by the nature of old storefronts
startlingly life-like. New ones are that the Row was once the hubbub of the
periodically added over the remnants of city, the center of ail trade and commerce,
older works that have been destroyed by both legal and illegal. Now, it is a curiosity,
vandals, and the Guild of Fine Artisans are and a place by which the commoners can
paid a healthy sum by the City to maintain watch the nobles go about their business.
the wall and its depictions. The Beggar's Guild love to work the Row.
Some people claim that Destellan, one of
the original artists of the wall some four K4. The Walkers of Final Night
centuries ago, was mad, and a secret Octzellans do not like the dead. Too often,
worshipper of Slithotep, and that if you can as is the case throughout the Middle
locate or uncover some of his murals, they Kingdoms, the dead get restless and return
hold strange and horrifying secrets, clues to to haunt the living. As such, even in a land
the darker nature of the city hidden within that is favored by the benevolence of Enki,
the otherwise brighter, cheerier depictions there is a need for theworhsip of Death.
he was known for. The purpose of these The Temple of Final Night in the Inner City
revelations was unknown, but in the text of is built atop the primary entrance to the old
the period called "Falling Men," by the catacombs, and it is said that many magical
author and scribe Manascris Gonn Lenhon, wards are in place to guarantee that the old
he suggests that Destellan used the catacombs are never disturbed again. The

Joseph Conaway (order #5438615)


temple is a somber affair, reminiscent of a oversee women, children, and victims, and
classic mortuary, and is curiously absent of one who serves Kavishkar will oversee
garish or exemplary decoration for a executions, and those who are justly
temple. The multistory affair includes brought to death.
rooms for the handful of priests who ply Personalities:
their unsavory trade here in the upper Benelar Elas Greylore (Human Level 7
levels, though it is said that many rooms in cleric of Kavishkar, good) is one of the
the complex are empty or sealed forever. principle leaders of the church in the
The Walkers of Final Night Capitol. Benelar is a proud and arrogant
Group Alignment: Neutral man who focuses on his god Kavishkar,
Membership: 50 humans, 5 half orcs, 3 works closely with the City Guard in the
sherigras, and a handful of others Watchtower, and has the full status of an
Leader: Benelar Elas Greylore honorary Justicar.
Headquarters: Temple of Final Night Benelar has an unsavory sense of humor,
The Walkers of Final Night are the elite and is rarely invited to any formal matters.
order of the Pantheon of the Dead in He always insures that he reminds those
Octzel. They are dedicated to the full range who come to him with deceased loved ones
of the gods of the dead, and in the Eighteen to tithe generously.
Provinces, it is their duty to preside over the Recently, Benelar has discovered that
burial and mourning process of lost ones. In several wards in the catacomb entries have
Octzel, death is a process which is seen as failed, and he has sought out mercenaries
the transformation of the soul into the next to guard the entrances while he looks for a
world, where it will go on to a new meaning new wizard of sufficient skill to aid in
and a new beginning in another domain, resealing the entrances with new magic.
and the gods of the dead are there to
preside over this transition. Symbolically, K5. The Royal Crown Inn The First
the priests do the same, overseeing ritual This Inn caters to the passing royalty of
mourning and inhumation. The priesthood the land, and merchant princes both near
is structured, and some priests are and far who fancy themselves above the
dedicated to common burial practices, common man. The price of admission is
while others specialize in elite burials. steep (the lowliest rooms are ten gold a
The Walkers of Final night worship The night!) and the food extravagant.
Nameless One, Kavishkar, Karsyllym, Nonetheless, many a wealthy adventurer
Herme, and certain other less well known has sought out the Royal Crown Inn to
demigods. Each member of the order tends satisfy their craving for a taste of the good
to focus on a specific deity and orients his life.
studies towards appreciating the aspects of
the dead that that deity presides over. K5. The Palace
Thus, a priest focusing on the Nameless One This is the location of the rather fabulous
is likely to oversee the burials of warriors, palace of the king, of which so much has
while one who observes Karsyllym will been said and read, and so little is

Joseph Conaway (order #5438615)


necessarily true. That the palace is riddled
with secret passages is a known fact. That K7. The Halls of Justice
some of them were build in other The halls of justice are the seat of judicial
dimensions and placed by the mad architect activity, such as it is, for those who have
Dadera is less well known. been accused of crimes. In front of the halls
Adventurers traveling to Octzel at the are the gallows, with a wide open viewing
behest of the king will usually be presented space for the daily audiences.
to him in a grand atrium which is also his
public center of affairs, and is filled with the K8. Mansion of Gonn Aleric
cages and aviaries of the many exotic birds Here resides the house of fabled house of
which the king delights in collecting. Those Aleric. This is the family whose daughter,
who wander off the beaten path can easily Lady Catea Gonn Aleric, was known to have
get lost in the complex maze of the palace, committed dark heresies centuries ago, and
if they are not careful. who was banished from the land for the
necromancies she performed. Some claim
she survived her deviltry and dwells today
as a liche, though none can say where.

K9. House of Tevel Elas Markovin


Here resides the private abode, guarded
by extremely loyal soldiers, of Markovin,
about whom more can be read of in the
orders section under the Black Society
entry.

K10. House of Lady Phallikoskis


Here resides the cruel and ancient leader
of the Black Society, a location which often
serves as the hub for stange caballistic
actrivities for the secret order. More can be
read of its dreaded owner in the section on
the orders of Octzel.

K11. The Grand Librarium


K6. The Tower of the High Blades
The Grand Librarium is second only to the
This is the location of the order of the
Librarium of Midas, and filled with ten
High Blades, a knight order in the service of
thousand tomes of ancient lore. It is a trove
the throne specifically tasked with the
of ancient and esoteric lore for scholars and
protection of the capitol and its people
wizards.
from pirates, brigands, and other foes
One of the more notorious features of the
throughout the province.
Librarium is the Spiraling Watchtower, one

Joseph Conaway (order #5438615)


of the highest points in the city. It also Slithotep hidden in catacombs beneath the
contains an ancient planar portal, which can property.
be attuned to whatever planar dimension
the wizard is familiar with. K17. The Twin Towers
The twin towers are old light towers and
K12. Abandoned Bath House watch posts for the bay area, but they too
The abandoned bath house no longer are considered haunted, by a mysterious
runs, and is filled with sewage that has being named Moria.
backed up. It is a regular meeting point for
guild events by the Black Lotus. K18. Embassy of Silvias, and Headquarters
of the Protectorate
K13. Royal Bath Houses The embassy of Silvias is organic, a rustic
These bath houses are some of the finest villa overgrown with naturaly sculpted
in the land, and it costs one gold for an gardens and beautful abstract sculptures
hours admission. Much business is grown from organic crystals. It is
conducted here. remarkable to behold in its uniqueness,
and a popular site for star crossed lovers to
14 The Royal Crown Inn The Second visit.
This is the second building of the Royal Protectorate
Crown Inn. It is much like the first, but Group Alignment: good
usually only caters to extremely rich Membership: approximately 30 elves and
foreigners. half elves
Leader: Coradus Redlord
K15. The Mausoleum Headquarters: Einurian Embassy
One of the older mausoleums, this is As a by-product of the four hundred and
where many of the rich and wealthy citizens seventy year old trade alliance with the
of the capitol prefer to be buried, even if it nation of Silvias along the southern coast
is rumored that this is a primary location of off the Iron Sea, the Einurians were granted
reanimated undead in the city, due to the land and an embassy, with the right to
illegal corpse theft of necromancers and the maintain their own sovereignity on this soil
Black Society. for purposes of conducting just and proper
affairs with the Kingdom of Octzel. While
K16. Ruins of House Dadera the embassy of the Einurians remains a
This compound and its mansion within truly political affair, there are a handful of
contains the century-old remains of the agents who were later sent here, and who
supposedly haunted Dadera manse. Some have since increased in number at the
same it is the original Gonn Dadera himself request of the Order of the Blade. Officially,
who frightens the living away, but many these elves are considered bodyguards and
feel there is a more sinister element to the enforcers to the magistrate of the embassy,
compound. Rumors also abound of a cult to but within their unofficial capacities they
are honored guests of the highly secretive

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and extremely elusive Protectorate. no one hogs the wealth. He also deals with
Dedicated for millennia now to the the thieve's guilds, as both the Spheres and
extermination of the Chaos which seeds the the Black Lotus are known to try and roll
land in many different forms, the the Beggar's Guild on occasion.
Protectorate consists of specialists in divine
and sorcerous evil. The value of such agents L2. Bath Houses
in Octzel was seen early on, and while the The Bath Houses are an open institution in
protectorate consists of only a handful of theory, made available to the public for any
very specialized Einurians, they have proven who wish to bathe. The common area is
more than effective in aiding the fight truly open and enjoyed by all, but a special
against the corrupting evil which lies in the quarter of the houses is offered only to the
deepest catacombs and darkest slums of rich and noble of the community. The bath
Octzel. houses are a place in which illicit affairs can
Personalities: be conducted, business deals managed,
Coradus Redlord, (Elnurian Level 7 social events are held, gossip is passed
Fighter-Wizard, lawful good) along with about wildly, and occasionally one even
Pristia Golam (Half Elf Level 6 Fighter- takes a bath. The steam rooms are
Druid, good) and a handful of agents are especially popular, but a charge of one gold
working vigilantly to expose and destroy the is placed on entrants, so it is usually only
Black Society. frequented by the upper class.

Area L: The Guild House District L3. Caravaneers' Guild


The Caravaneer's Guild is the sponsor and
L1. Beggar's Run representor of all major overland trading
Located along one of the busies street companies which seek representation
sections on Octzel, the infamous Beggar's before the High Council. Overland travel
Run has become the home of countless and trade is an important commodity to
professional peddlars, entertainers, and Octzel, which is predominantly an inland
simple peasants seeking a hand out. Day by kingdom. The Caravaneers' Guild seeks the
day they pour out of the slums and the betterment of road warden protection for
Maze, coming here to seek a pittance for the safety of the caravans, the lessening of
some trick, offer of service, or just plain inter-provincial taxes and restrictions, and
kindliness. It works, at least often enough the funding of mercenaries and militiamen
that they come again and again, and over to take back the lands around Lancaster
time, a crude sort of Guild of Beggars has from the Mihidir Nation.
arisen, headed presently by the best of The Carvaneers' Guild is a major building
them all, the so called Beggar King Ton located in the Guild District at which local
Vodos (Human male Rogue 5, unaligned) a representers meet constantly to discuss
man who tries to keep the beggars under matters. Trading Companies which rely on
some control, to insure that they aren't the caravans for overland distribution of
overstaid in welcome and run out, and that

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imported goods from sea are also part of guild here is that a guild represents
the guild. common interests based on profession
There is a large, hundred-acre area of flat (Shoemaker's Guild, Leather Tanner's Guild,
land outside the city walls which is owned etc.) and the societies reflect the groups
collectively by the guild for the use of their who have special lobbying interests or long-
caravans, distribution of imported wares, term goals that extend past profession
and the establishment of temporary (Society for smaller Leather Taxes, Society
marketplaces to display wares direct from for a Safer Warehouse District, Society of
the caravan. This plot of land is also rented Retired military men who are now
out to interested parties, including nonguild merchants, etc.).
caravans, Performance Troupes, and The Grand Guild Hall, largest of all halls,
Mercenary Companies. and available for rent to all members of the
Kestron Kelan Medashir (Human Level 7 Craftwork Guild Societies, is located in the
Rogue, unaligned) is a portly, large man center of the Guildhall District.
with an expensive appetite. He is the Voice As there is such a frequent turn-over of
of the Guild, and is the man with whom any representors, it is suggested that whomever
adventurer worth his weight in salt should the adventurers meet, should they have a
approach regarding jobs or information. If strong cause, be a fairly self-interested
you can get on his good side, then he's lobbyist type who boasts of his concerns for
more than likely to give you first shot at the the common man and the decadence of the
really cushy or interesting caravan jobs. The High Council, and ooze the feeling of
Guild has always maintained an open- corruption or greed (or both). He will then
market attitude toward hired hands and try to squeeze the PCs for all they're worth!
protection for caravans, refusing to cater to
any single locate mercenary company or L5. Thiefs Point
guild. Once, long before the Guild District was
cleaned up, Thiefs Point had a bad
L4. Craftwork Guild Societies reputation as a meeting point between
The Craftwork Guild Societies is a mega- criminal guilds, usually to contest one
guild, which serves to represent the another in turf wars. Now, its a quaint
interests of craftsmen and artisans bistro that caters to the local wealthy
throughout the city. The guild elects new clientele, and provides a comfortable place
speakers every six months to present the in which to discuss business.
requests and desires of the unified guilds The bistro is is run by Measkar Dormin
and societies before theHigh Council. (Mishrag Minotaur Level 6 Expert LG), a
Each guild or society which belongs to the retired mercenary who made a fortune in
Craftwork Guild has its own meeting hall in spice investments and decided he was
the Guild District, the Warehouse district, or through with fighting. Measkar can claim to
whatever Commoners Hall is available for have served under both Ashtarth and Silver
rent if they're not that fancy or wealthy. Elf employers at one time or another, and
The difference between a society and a has some amazing tales to tell. He is a

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senior member of the Spice Traders Guild, thousand acres of land in the Smalton
and get a lot of business from his fellow community to the south, Trebitha is a great
merchants. schemer, but does not seek power,
eventhough she could take it if she wished.
L6. Necromancer's Guild Trebitha cheated death long ago, after
The hall of the Necromancers Guild is dying, by returning as a greater mummy.
sandwiched between the Tanners She has taken many pains to enact free will
Guildhouse and the monthly meeting site of and mobility on herself, and to keep herself
the Sail Makers Guild. t is unadvertised, disguised for polite company. Only a
and highly nondescript, as befits its handfulof her disciples know the truth of
inhabitants. Unknown to most, the guild her condition. She sees her coven of
house contains an entry to the sewers, and necromancers as useful pawns.
from there in to the deeper catacombs and
grottos beneath the city. L7. Spice Traders Guild
Within the aristocracy of Ocztel is a small, The greater portion of this city block is
secretive coven of women and men who composed entirely of the vast, multistory
practice necromancy. Their aims are all network of offices, meeting halls, and
unique, and their hearts are all dark. They warehouses belonging to the numerous
are almost always political schemers, and clients and members of the Spice Traders
some have a connection to the Black Guild. Regular protection is offered thanks
Society. None of these cabalists are nice to the paid services of the Heroskod
people, but they're not necessarily villains, Company, and this is widely regarded as a
either. safe haven for spice traders everywhere.
The necromancers are presided over by With more than seventy different
their elder magician, Trebiha Gonn members, the Spice Traders Guild is
Chastetor. She utilizes necromancy and arguably the largest mercantile force in the
scapulimancy from arcane texts for city, let alone the rest of Octzel. Many of its
divinatory purposes, and as most of the members are foreign interests, who import
knowledge of her students come from her to Octzel spices and other rare goods that
teachings, their foci are similar. are unavailable save through their channels,
The necromancers usually meet in and these interests use their power through
spatious yet private rented halls in the Guild the guild to squelch the possibility of
District or at the Royal Inn, where if you pay competition, or to at least moderate what
for discretion, you get it. The members of competition would dare to tread upon their
the aristicoratic cabal are better thought of territory.
as participating in a devious little social club While one might imagine that the cut
rather than movers and shakers. throat import business would reflect its vile
Trebitha Gonn Chastetor (Greater nature in the guild, the Spice Traders Guild
Mummy, Level 18 Necromancer NE), an is alarmingly neutral and fair-minded,
ancient woman who owns fully one third of keeping well within legal and morally
the warehouse district and almost ten acceptable parameters. This might well

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have a lot to do with influence from the venture, as well as the guild itself, get the
church among core guild members, and it best possible cut from any valuable cache.
may also have to do with the fact that when The Rillian Mining Guild is dominated by
it comes to legal trade among the spice five major operations, which are all
traders, they tend to be secretive about it principle suppliers to the realm, and as such
and work to avoid letting anyone else in on tend to got the greatest return on their
the deal lest they have to share the profits. product. Smaller operations within the guild
Esedria Moonstar (Human Jhaknian Level are generally directed toward public market
4 Expert, LE) is the present spokeswoman of affairs, which have never paid as well as
the Guild. A Jhaknian, she was a primary noble purchases.
dealer for the Moonstar Trading Corp, run Rodvis Elas Kolhuan (Human Level 3
by her father out of Jnril. Her consistent Expert LN) is the current representative of
reliability, goodwill, and amazing charisma the Guild, chosen for his undying charisma
earned her the respect of her peers, and and promising diplomatic talents. He is
she was voted to replace the aging former respected in the Royal Court, and is
spokesman. Unfortunately, this is all a believed to be a fine choice by the five
clever act, and Esedria is planning to scam primary guild members. Kolhuan is, of his
as much money from the business as she own purposes, out to satisfy everyone and
can and funnel it in to illicit activies. collect as much personal gain as he possibly
can on the side.
L8. Rillian Mining Guild Headquarters
The Rillian Mining Guild is perhaps, next L9. Headquarers of the Overguild of the
to the Spice Guild, the most powerful single Merchant Societies
merchant enterprise in the entire city, let The Overguild of the Merchant Societies is
alone the province. Even the timber a master guild of sorts, which oversees the
industry of the Capitol Province is not as fair trade policies that have been agreed
influential as the Rillian Mining Guild. upon by the primary guilds of the city. It is
The Guild maintains offices in the Capitol, considered by some to be an informant
out of which vast quantities of records are extension of the royal government, and by
kept, orders are issued, and decisions others to be a sort of ultimate racketeering
regarding the mining activities of the guild guild, with the power to bring pressure of
are made. It coordinates for more than fifty magnanimous proportions down on anyone
different affiliates in the Guild, all of whom who strays from its chosen path. The guild
rely on the Rillian Guild to insure fair trade, has numerous office locations throughout
work relations, and legal regulation. The the city, as well as the country side estate of
Guild keeps its member s happy by insuring its current senior head master, but its
that the authorities almost universally central headquartes contain the office of
overlook the issue of slavery or the abuse of records, the Master Bursars Office, and
indentured servitude with regards to the Employment Offices.
larger operations, and that all of the Guildmaster Corden Elas Masakor
principle owners of a given business (Human Level 7 Merchant Professional) is a

Joseph Conaway (order #5438615)


dedicated man who is, if anything, a fair Services at the Velvet Blades are charged
man with an honest dedication to fair trade. by the hour, and the rates are based on the
He is a known nemesis of both the North skill of the escort and the risk level of the
Harbormaster Lithadros, who Corden has client. Typically, 100 gold will get you an
had under investigation twice for bribery evenings escort for fairly mundane duties,
and racketeering, with no proven crimes of two or three levels of experience. The
revealed. Corden is an honored member of most expensive escorts include Lady
the Royal Court, and has been invited to Mindara Nestros (half elf Level 7 Rogue,
several High Council meetings. The power Level 8 fighter GOOD), who is the Madame
of the overguild is purely political, and the of the Blades. Lady Nestros is also known to
need for military service has rarely arisen, dabble in a bit of smuggling, especially with
although many investigators are employed her connections in the city of Urlu and
to look into the accounts and affairs of Midas to the south. She is a good friend of
those who are suspected to be in violation many of the City Watch.
of trade or tariff laws as established by the Mistress Kamina Entenere (human Level 9
merchant houses and trade guilds. expert courtesan, Level 6 fighter NG) is the
Adventurers might well be appointed the most desirable and popular member of the
task of investigator, or they may be hired as Velvet Blades. She does not come cheap,
bodyguards if the possibility of violence is and one evening of her escort services can
foreseen. cost upwards of 1,000 gold pieces.

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

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actually stolen the golden statue. Ryddera mad streak. Honsable charges modestly for
has been known to hire some of the best his services, but he's not the most efficient
body guards in town when traveling abroad, chirurgeon when it comes to difficult
out of fear of assassination. injuries; an alarming number of his patients
lose limbs, and he seems powerless against
M3. The Torchlight Tavern gangrene.
Among the brothel-taverns of Dark Town, Unfortunately, Consable has a hidden
the Torchlight Tavern is regarded as the element to his business. He belongs to the
most friendly and charming. The women local Necromancer's Guild, as well as the
(and some men) of this huge old Grand Fraternity of Necromancers, an
gaminbling-hall turned brothel are well- international order of wizards who seek to
paid, live in luxury compared to the sort of illuminate the dark arts, and some claim he
grime they might one have been used to, is descended from the dread necromancer
and are offered medical services by of the Chaos Mountains. Either way,
Honsable just down the street. The Honsable practices his art in his complex
Torchlight is also a secret temple to beneath the city in a section of the sewers
Phonatas, the goddess of love and ecstacy, which his undead minions have rebuilt. He
and in the inner courtyard rests a beautiful is especially fond of flesh golems, and
fountain of worship to the benevolent (but custom builds them from "left-overs" of his
sacrilegous) goddess. The matron of the patients. He employs Grafkin (goblin male,
house is Amania Verasada (Human female, Rogue 5, NE) to work as his grave robber.
Cleric of Phonatas 7, Rogue 3, GOOD), a Grafkin is an exiled goblin, once of Mitra's
very giving and kind woman who's religious Forest, but branded with a permanent scar
philosophy is very permissive and giving. of exile on his forehead. Honsable offers
She seeks to reform the more troublesome him safety for work.
and risky elements of Dark Town's brothels,
and has earned the ire of some other rvials
(especially Ryddera Sitor of the Golden
Succubus).

M4. Honsable the Chirurgeon


If you've got a broken limb, sword cut,
impaling wound, or anything else that's
going to kill you if you don't get treatment,
and you can't seek out the Curatorium or a
legitimate healer, then Honsable is where
you go. Creverlan Honsable (Human male,
Wizard (Necromancer) 10, Rogue 2, LE) has
been running his business for decades, and
he's a fine man, but people who get to
know him too well notice he's got a bit of a

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M5. The Esderlen Casino between his father and a summoned
The grand halls of the Esderlen Casino succubus.
(named after it's long dead founder) are the Together, Jendargan and Krabback send
stomping ground of Vytaria, mistress of out parties far and wide to import deadly
gaming and member of the Black Lotus animals, recruit famous warriors, and
Guild. Vytaria runs the casino as a sometimes dabble in slaves to spice things
legitimate operation, but also has an active up. They are known to pay the City Watch
high-profile prostitution ring which caters for prisoners from the dungeons who would
to the discreet rich. The front of her casino otherwise become lost in the sometimes
helps keep her clientele feeling legitimate. cruel prison system for an even mor
Some of the gambling events here have inglorious death at the hands of wild beasts.
been known to be illegal, however. Private The Charnel Pits have been raided and
fights (usually brawling combat, which shut down on occasion. Each time, its
requires no lisence) are sponsored, and the proprietors make good an escape and then
occasional duel of honor is conducted here move to another location where they can
with bets aplenty. refurbish a warehouse or open up a section
The most famous lady of the evening at of the sewers to continue their deadly
Esderlen's Casino is Dromari Lahanne (half sport.
orc, half elf, half human female, Rogue 3,
Expert 4, GOOD) an exotic beauty of truly N. The Caravan District
unusual looks who's half orc father and half When visitng the caravan district you
elf mother are perhaps a unique could find yourself fighting in, or gambling
circumstance. at N1. The Arena Pits. You could seek out
employment or find a caravan to travel with
M6. The Charnel Pits at N2. Carnival and Parade Grounds, and if
The source of illegal pit fighting is the you want to join the local army you can
Charnel Pits. Here, captured or summoned head to N3. The Militia Barraks and Training
wild beasts, professional gladiators, and Grounds. Finally, for a good deal on
desperate bravados gather to fight for big indentured servants, rare goods, and seized
money. Many are sponsored, and some property you can find your way over to the
come alone, but all agree to the one rule: N4. Auction House.
Once you get in the pit, no one gets out
until only one man is standing. O. The Slums
The fights are brutal, no holds barred, and Lots of rogueish business goes on here,
sometimes either rigged or altered at the although amidst all that chicanery very
whim of the Pit Master Jendargan Los impoverished people struggle to survive
(Dwarf male, Fighter 13 Rogue 4 NE) and his every day. Some noteworthy locations here
chief ally Krabback (Fiendish Orc Male, include O1. Collection House of Richtaven,
Fighter 6 Sorcerer 8 CE), an orc with an elderly scholar and professional retired
devonin blood from a bastard union monster killer who loves selling strange
equipment to adventurers seeking the same

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trade. The O2. Temple of the Middle Gods groups of Octzel. This insures that they will
can be found here as well, with its be supported by such groups, and gives
imprecise and nondenominational worship them some indirect contacts to call upon
seeking to avoid offending anyone. The O3. should the need arise. The Fire Knives are a
Opium Houses are thick in this area, and major purchaser of these goods. Members
while many merchants and businessmen of the Black Lotus also come to them.
gather here, little business gets done. O4. Finally, the Agents of Bargan are registered
Street Gang Turf is where young thugs hang and belong to the Craftwork Guild Societies,
out, looking for ways to get in with a as a charter Society member.
thieves guild or join a crew on a ship, and Baskyrd Donn Managan (Thyzakkoni half
finally there are O5. the Humanoid Barrios, orc, Level 6 Warrior, Level 6 Expert, LN).
where orcs, goblins, kobolds and other less Managan is the Voice to the Grand Council
savory humanoids make their homes when Bargan needs representation. He
segregated from the demihuman and operates in the Slums out of a renovated
human populations of the city. two story house. He rents out other rooms
in the complex to people willing to pay
O6. Agents of Bargan good money to sleep in a lousy place, and
The commercial-minded agents who pockets the extra cash. He is a great
represent the Underworld city of Bargan spokesman, and is periodically approached
are minor but still influential lobbyists who by commoners to speak for them at local
have worked hard to gain decrees from the council meetings for the district. He is older,
Council forbidding the unjust taxation of the and bloated, much like most orcs get when
humanoids at Bargan, or the levying of middle age hits. He has seen many
unfair taxes against their exports. Bargan is professional chirurgeons in the land to
responsible for the exportation of rare silk straighten his naturally crooked teeth, until
products that are spun from the abdomens they now line up perfectly, a smiling set of
of the Great Wyrms, which dwell in white choppers.
blindness beneath the southern lands of Managan employs eight Thyzzakoni
Mitra's Forest. The entrepeneurial orcs and understudies whom are also from Bargan,
Ashtarth who have collectively turned this and are all eager to serve him (all are Level
into a vast money-making venture under 1 or 2 warriors). He also receives periodic
the just and intelligent leadership of the visits from Kesselanta Mynorn (Ashtarth
Wizard Geblos Donn Bargan have managed Level 3 Warrior Level 3 Sorcerer, LE). She is
to integrate their cloth-wares into the one of the major sales representatives of
Octzellan lifestyle. As a result, their safety, the Wyrm Silks of Bargan, as well as a
even in the face of the new risk of war covert supplier of poisons to the Fire
against the Chaos Tribes of Mitra's Forest, is Knives. She passes through Octzel at least
guaranteed by Octzellan decree. four times a year, and has tempestuous
Bargan also produces strange, potent relations with Managan. She specializes in
venons from the spider-kin of the Divinational magic, with a smattering of
underworld, and harvest this for the seedier Chaos Magic.

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O7. Entrance to the Maze development or redemption. Xig Yon
The Maze is the terms coined by the appears in public as Draevus Elas Tospalar,
streetwise to refer to the vast slum district a human sorcerer and elder land holder of
which inhabits a fair portion of the Outer seemingly limitless financial means, and
City. Here, the downtrodden, homeless, greatest property owner in the slums. He
desperate, and downright dangerosu all uses his powers to insure that no one tries
gather to engage in illicit acts, larceny, to reform or tear down the Maze, and
gambling, bootlegging, drugs, murder, and instead uses his resources to continuously
even plain old survival. The Maze is an tear down and rebuild substandard and
inhospitable land. The City Watch avoids it, dangerous housing himself.
as no tax-paying citizen can be found Xig Yon employs the mihidir trolls which
within. The thieve's guilds see the Maze as a dwell in the city sewers as his personal
tool to be used, filled with cheap bravaods enforcers. He will send them out to rough
for hire, easy marks who spend money someone up or make them disappear if he
faster than they make it, and urchins ripe feels threatened. The trolls, having the run
for recruiting. The Black Society's members of the sewers, can appear just about
prey upon the folk within the Maze, as they anywhere in the city.
know that no one will be missed who enters
the Maze. The Maze is the center of O8. Black Lotus Turf
lawlessness within the city. This is the territory of the poor quarter
The construction of the Maze is likewise a protected by the Black Lotus Guild (see
mystery, for the getto of Octzel has a their Order entry for more on the Guild).
seemingly unique life all it's own. The They have fought many turf wars here, and
buildings seem to violate contruction laws have long established their residence here.
as a rule, either being to dangerous, too Within this poor quarter (which is near the
tall, or too narrow for common sense. Many Maze, but not a part of it's dark influence)
buildings are ancient, and have been here are the underground Guild Hall of the Black
since the time of the mad ruler Donn- Lotus, as well as the section of the sewers
Dadera. It is a little known fact that the which have been turned in to a Thieve's
heart of the Maze contains a Temple of proving ground, a venerable tradition going
Slithotep, the mad god, operated by a back the founding of the gang many
terrifying priest named Xig Yon (Hyshkorrid, centuries ago. Thieves which fail to pass the
Sorcerer Level 8, Cleric of Slithotep Level 12 test of the thieve's run are never allowed
CN) who was once a favored pet of the entry in to the inner circle of the Black
forgotten mad king. Xig Yon has managed Lotus.
this ancient temple nearly two thousand
years now, and has trained many selective O9. Daggers Rest
followers in the secret arts of the A famous bar and soup kitchen where the
priesthood. This is perhaps one of the down and out gather to tell each other tales
greatest secrets of the Maze, and also one of woe and horror, Dagger's Rest is
of the reasons it persists, with no hope of managed by Kaleen Drimari (Half Orc

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female, Expert 6 Cleric of Hella 1, NG) who which are lower than peasants. Rathe are
operates the joint as a sort of half-way convicted criminals, men who have fallen in
house, soup kitchen and bar all rolled in to to severe debt and cannot pay, women who
one. She receives much of her support from have been estranged by family and friends,
anonymous donors, usually wealthy and other luckless people who are unable
socialites who once fell from grace and to repay their losses to recover their rights.
found Kaleen to be a helping hand. Kaleen As often as slavers seek out these people,
herself was once a priestess of Hella, but these same people willingly come to the
could manage only the rudiments of the slavers, offering themselves to indentured
divine art, and so decided to turn her servitude in the hopes of a better life when
interest in aiding others to a more practical theyve served their time. Through this
means. manner, the slavers find a loop hole that
lets them operate legitimately, but all too
O10. Stronghold of the Slaver Societies often those same rathe are shipped off
From the outside, this collection of shore to lands where they never see
shoddy complexes appear to be nothing freedom again.
more than another wing of the slums, but Regenak Altair (Human Level 5 Rogue, NE)
once you wind your way inside and past the is a native who owns his own galleon and
foul guards, it becomes evident that this is a works with the Fire Knives periodically. He
bastion of evil. Here, thanks to the constant sells slaves to foreign interests in southern
need for slaves in other lands, rests the Jhakn and further on down, to as far as
black market for human flesh. Galonia, where he gets the greatest profit.
The Slaver Societies are not organized into Regenak has a company of dedicated men,
guilds, or even recognized as such by the many of whom were Galvonarian
law enforcers of the city or the Thieve's Mamalukes whom he purchased and then
Guild. Rather, they are independent freed, offering them good wages for utter
operations which are usually funded by loyalty Some of his men have gotten quite
foreign interests or local profiteers seeking rowdy during shore leave, but if a man gets
to get a hefty foreign profit. The core in trouble with the law, Regenak will
leaders of these different slaver groups abandon them, or even have the audacity
periodically meet in informal gatherings, in to attend the hanging, shouting along with
which they cautiously assess the progress of the crowd. This cold-heartedness serves to
their peers and trade information that will remind the crew that they are still his men,
be of mutual benefit. More than one such even if not war slaves.
meeting has erupted into conflict, and the
slavers have almost universally proven to be P. Sprawl of the Commoners
incapable of the sort of unity seen in the
Black Lotus Guild. P1. The Commons
Slavers in Octzel are marked men, for it is The great commons is a twisted network
a forbidden trade. Unfortunately, Octzellans of lamp-lit streets, looming multi-story
still adhere to the lowest class, the rathe, tenament complexes, and periodic homes

Joseph Conaway (order #5438615)


of the slightly more well to do, jumbled successful, enough so to make their way in
together in a great suburban sprawl. Most to the Inner City.
people of the commons would be Most wizards, merchants, and specialists
considered nominally well-off, but far more in the city are likely to have a residence or
often than not, it is an illusion produced by private shop in the affluent neighborhoods.
the persistance of its inhabitance, who Any number of wealthier middle ot upper
struggle daily to maintain their tenuous class encounters can spring from this area.
connection to wealth and affluence. A
merchant might have a nice house one day,
and go bankrupt the next. The commons
are simply a stepping stone for most to
either wealth, or more often poverty.
Some local gangs are known to roam
through the commons, trying to make a
name for themselves. Usually, the best of
these young gangs get recruited in to the
real thieve's guilds, but some thrive in the
commons and lurk here, dealing in illicit
goods, roughing up local shopkeeps or
otherwise innocent citizens for money. The
most famous of such punks currently is
Grole Durm (half-orc Level 4 Rogue, NE),
leader of the Maple Avenue "Fists." At 19,
he's getting a bit old for the role of ganger,
but his last petition to the Black Lotus Guild
was rejected when he failed, miserably,
P3. City Watch House
their entry test. Since then, he's been taking
his anger out on anyone who he can find on The City Watch House is the center of the
Maple Avenue that isn't too well armed. Watch Guard for the Capitol, in which the
standing militia and constabulary for the
P2. Affluent Neighborhoods region work to keep the peace. During
times of war, the City Watch is filled with
The Affluent folk are really not far
recruits and training activities are a regular
removed from the commons; they just
event. During times of peace, they tend to
happen to be able to afford a personal
be short staffed, overworked and
guard or two, some gates and fences, and a
underpaid.
few servants. In spite of such wealth, they
Cassios Dan Verok (Human Fighter 4,
are still struggling, mostly wealthier
Ranger 1, Rogue 2 LG) is the current Captain
merchants and lesser nobles trying to
of the Watch, and a devoutly lawful man
insure they don't go too deeply in to debt
who seeks to maintain the peace of the city.
and end up living in the commons (or
He is also well known for his investigative
prison), all while trying to get truly

Joseph Conaway (order #5438615)


talents, and has made a name for himself Army as a matter of course; unlucky ones
over the years by solving some high profile spend two years in the Royal Navy. All of
murders, including the case of Gamos, the them pass through here for basic training at
serial-killer werewolf with a taste for young some point.
elvish women. Cassios has gotten During times of peace, few soldiers are in
dangerously close at times to exposing training. In times of war, this is where you
elements of the Black Society, which reviles go to see where all the able bodied young
his presence and occasionally seeks to men in the city are located.
assassinate him.
Q2. Officers Camp
P4. Mainland Temple of Enki The officer's camp is a fairly pleasant
Not all men can afford to take a weekly neighborhood of housing for the lesser
pilgrimage out to the Island Temple of Enki, nobles, knights, and officers who remain a
and so the temple of the mainland serves as part of the standing army or have chosen
the religious center for most common men the military as a career. Most any officer of
and lesser noblity. Daily ceremonies are the Crown may be found holding residence
conducted here, and major holiday events here.
are centered around the temple. The
temple grounds contain the seminary Q3. Keep of The Order of the Crown
where a generation of young priests learn The Order of the Crown (see the entry on
the sacred teachings, and the complex also this order) holds headquarters here, and it
houses the school in which the children of is presumed that most members of this elite
Octzel's upper class receive tutelage. order will pass through it's gates sometime
Bimara Elas Vesada (human female, Cleric duringthe course of a year. While many
of Enki level 12, LG) is the High Priestess of members of the order are always on special
the mainland temple. She is elderly, at least assignment or abroad, a standing garrison
70 years of age, and revered by all who of forty men, as well as senior members
know her. She is known for her generosity, who now participate in strategic planning
and an eternal optimism. Bimara and tactical studies are always stationed
encourages all of her priestly understudies here.
to seek out their own path, and to do The Captain of the Garrison is Golan Dann
missionary work as a form of learning Vagerosos (Human male, Fighter 6, Paladin
experience. 2 LG), a warrior in his mid-fifties who was
once a Paladin of Enki. He resigned his
Q. Fort Noenday Paladinhood in his early years when he
suffered a nealry crippling blow while trying
Q1. Training Grounds to defend a community near Lancaster from
On any given day, hundreds or even Mihidir Trolls. Only a handful survived, and
thousands of troops in the King's Armies he felt too shamed to continue as a paladin.
can be seen training here. Most young men He later joined the Order of the Crown
of Octzel spend two years in the King's when his singular talents were exposed

Joseph Conaway (order #5438615)


during the Siege of Midas, and he managed
to lead an elite team behind enemy lines to
detonate all of the black powder in the
A Travelers Guide to the
hands of the enemy in their camp. Golan Kingdom ofOctzel
walks with a permanent limp due to his not-
quite healed leg.
The Northern Province: Rishaad
Q4. Primary Stockades and Q5. Barracks
The stockades are the heart of the King's Rishaad is the heart of the Kingdom of
Army, where the standing troops are Octzel. Consisting primarily of the
garrisoned day to day. Most young men Tedermisha Peninsula and the island chains
who reach age 14-16 in Octzel are expected north of it, Rishaad has long been regarded
to serve in the standing army, and this as one of the most fertile regions for
requirement is only relaxed in times of farming and produce. The expansive
peace (which has been rare of late). Andesor Forests, Veraggen Mountains, and
A special barracks exists in the stockade large northern isle of Picador are all part of
for the manatyr (emancipated women) who its lush bounty.
join the army, and who are part of their Rishaad's lush farmland is its principle
own unit. Additional specal barracks are resource, but its major secondary resources
available for recruits of orcish descent, include the mines of the Rillian Mining
garrisoned mercenary forces under the Operations in the Veraggen Mountains, the
king's employ, and foreign troops who have prospector mines on Picadore, the major
come under the banner of the king for fishing operations along the coast by local
some reason or another. fishing villages, the logging trade from
Andesor Forest, and the bustling sea port of
the Capitol itself.

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

Joseph Conaway (order #5438615)


wealthy country manors and estates empire of the Fertile Lands (as seen in the
belonging to the wealthier citizens of the texts and codices preserved from that age),
Capitol, both nobles and businessmen. and more modernistic styles of the period,
Some of the more interesting estates shall which from that type were startlingly
be mentioned below. baroque.

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.

Joseph Conaway (order #5438615)


expeditions relied on the discoveries of
Andesor Forest these earlier travellers.
Andesor Forest is not particularly large, Andesor forest is not a particularly
although it used to me. Once a great, dangerous place, but it does hold at its
expansive land of green stretching out over heart the rocky Veraggen Mountains, and
the low-lying foothills leading up to the that's where adventurers want to go. Also
Veraggen Mountains, the forest has been within Andesor is the town of Bethlow,
plied for the timber trade for seventeen described below.
hundred years, and that has had its effect.
Picadore island, bare of trees, the northern Bethlow
stretches of Loroden Hills, and the valley of Bethlow is a logging town which plies the
Lancaster, all barren grasslands due to the northern forest lands for the finest , most
centuries of logging. ancient wood with great strength to it.
The once vast Andesor Forest suffers from Bethlow has about a thousand people
the fact that the fast-running Shallink River dwelling in and around the town core. It's
runs in its midst, and provides a quick and location is primarily a matter of
ready means for transporting logs. While convenience, to exploit the Kelred river that
much of the southern loging trade has dried flows from the mountains and carries
up and concentrates on the eastern lumber out to sea where waiting barges at a
forestlands now, it is still a fact that any nameless riverside
hardworking commoner who wants to forge installation can tow the wood to the Capitol
his own house is most likely to come here or beyond.
for his timber. Bethlow's main source of law is the Baron
Andesor Forest is named after a man who Kestral (Half Kythian Level 5 Warrior, LN).
lived more than nineteen hundred years Kestral is a quiet man, who is studied in the
ago, although only the most studious of ways of forestry. Kestral is preoccupied with
ancient scholars could tell you this. the forest lands near the mountains,
Andesor's name went down in history when seeking signs of the last of the Kythians to
he sailed westward on behalf of one of the dwell in the forest. His father was a
ancient Hyrkanian kings and saw fit to land mysterious Kythian who wooed his mother,
in the inviting bay where Noenday and later and Kestral has sought out the identity of
Octzel would rest. His treck inland cost the his father for some time. He now fears that
lives of many hirelings, and he discovered the Kythians of the forest have finally left,
the ferocious, protective lands of the perhaps to the south, and maybe to the
Blyskanyu tribes. In his quest, however, he east, due to human encroachment.
and his companion Kedrion charted much Kestral lets most of the decisions of his
of the coastland of the then Savage Lands, small domain go to the Justicar Tramondin
and came back with this knowledge. Both (Human Level 7 Expert, LG) who has been
explorers named forests after themselves, appointed in the same position for thirty
and when, centuries later, colonies were years now by popular demand, and the
constructed, the leaders of these Warden Crevestar (Human Level 4 Warrior,

Joseph Conaway (order #5438615)


unaligned). Crevestar is a rough and tumble There are also ancient tunnels that have
man who can handle the loggers woodsmen been found and periodically exploited by
of the area with no difficulty. Together, they the mining companies. These tunnels
make an impressive team to manage the stretch into caverns that were once
rowdy, independent logging community. inhabited by the orc tribes as their principle
homelands. The tribes, now utterly
Veraggen Mountains exterminated or driven south, have left the
The Veraggen Mountains were an early legacy of their people behind in these
attraction to settlers of this land. The fight cavernous mausoleums. Adventurers are
to exterminate or drive out the Blyskanyu periodically employed to explore and chart
tribes was driven largely by the discovery of the passages of newly uncovered passages.
intense concentrations of gold in these Many of these sites open into natural
mountains. Centuries later, the lands have caverns with fantastic natural formations
been conquered, and the mining guilds that are meticulously exploited by the
have discovered that the gold was not as mining companies for the minerals and
plentiful as everyone thought. Rather, iron crystal formations. Culled into jewelry,
ores and other useful metals have been these products have a high sale value
found in quantity here. among the elite of the provinces.
The mines of Veraggen stretch There is a legend among local folk which is
everywhere. You can't really go more than a usually believed by some miners, that the
few miles before bumping into a prospector Veraggen mountains do, indeed, contain
or an active operation. Most mining hidden gold veins which are incredibly
operations consist of hearty digging crews, valuable, but which lead to the lair of the
which are either cheap labor or slave teams guardian of the mountains. This guardian is
from the Royal Prisons. Many private an immense dragon, which is said to have
mining groups actually purchase slaves or been sighted in 1230, and again in 2114.
indentured servants from the prisons. While The tales say that the Queen of the realm at
slavery is illegal in the provinces, this is that time, Emeni-Vellos, was a worshipper
usually overlooked with regards to the of the Devonin who called upon a dreadful,
mining guilds. dark-red dragon that had crystals encrusted
The recent development of gunpowder across it's metal scales. The dragon told of
and its application in mining has led to a in the history records matches the
frenzy for the he stuff. The only current description. It supposedly appeared and
supplier of the still enigmatic product in all destroyed towns and castles which opposed
of the eighteen provinces, however, is the her rule, and was said to have returned to
Alchemist's Guild of the Capitol (see their its lair, mortally wounded, when
entry in organizations and groups for more). insurrectionists rose up to drag the queen
The King has sanctioned the use of the from her throne and burn her at the stake.
powder to the Rillian Mining Corporation, Then men who fought the dragon were
and other independents must apply for almost all killed, and no account from these
purchase rights. men is ever given, though any number of

Joseph Conaway (order #5438615)


local folk in the mountains will claim they and decided to move on to better things. In
had an ancestor there, who usually survived Mendeshore, he is a veritable tyrant, and
with a missing limb or toasted complexion. refers to himself as baron of the land.
Whether or not the legend is true, and Goran tolerates him, as long as he gets the
whether or not the dragon spoken of in the job done. Both are Rillian stooges.
history records still exists, it is a rumor Finally, both the Black Lotus guild of
which keeps miners on their toes, and ever Octzel and the Guild of the Blade are said to
wary of any rare gold veins they find. work within Mendeshore. The gambling
Beside the prospecting and mining, there establishments are suspected to be run, or
are four interesting locations about the at least dominated by the Black lotus Build.
mountains. This includes Mendeshore, Mercenaries who work to protect valuable
Devilspire, the Lake of Woes, and the mines are usually members of the Guild of
Monastery of the Middle Gods. the Blade, though there are three other
local companies who do so as well.
Mendeshore
In the ring of mountains, at the shores of The Lake of woes
the Lake of Woes, is Mendeshore. This is a Crytosar Burnistis, a sage from Midas,
rowdy mining community, which reaps the once said this about the Lake of Woes,
profits of wealthy miners, trappers, and "Were I to set eyes upon, dwell close to, or
loggers who are looking for a good time but even think about this sordid lake, I too
don't want to make the two-and-a-half day would be filled with woes!" He's right. The
trek to the Capitol. Mendeshore is filled lake is filled with the garbage and debris of
with gambling establishments, pubs, inns, miners along the edges, and the water is
three houses of prostitution, and two uncharacteristically dark. This his is actually
temples, one to Herme, who is seen as a because of how deep the lake is in the
patron of miners, and the other to Mitra, middle. It actually drops almost seven
who is seen as the patron of hidden wealth. hundred feet down at the center! This is
Mendeshore has a local Warden and immensely deep, and while no one yet
Justicar who are recognized as official, but knows this fact, the sage Crytosar
are paid for by the Rillian Mining Company attempted to determine the depth with
to enforce law in the town. The justicar is rope and anchors on a sailing boat, and
Goran Redspeed (Human Level 4 Warrior, discovered only that he couldn't buy
Level 4 Rogue, unaligned), a salty dog who enough rope to do it.
retired a few years ago from the navy and Over the centuries, rumors of lake
now bashes heads with his mallet. He's a monsters have abounded, but in recent
ruthless guy who's easily bribed if you give years, the occasional miner who turns up
him good reason to accept your offering. missing is thought to drown and sink
His warden is Kolan Macdagor (human beneath the waves. Local fishermen and
level 3 Warrior Level 2 Rogue, evil), a lake dwellers say they do see sea serpents,
beastly man who once served as the and that these are the spawn of the dragon
executioner of Boloron before he got bored of Veraggen.

Joseph Conaway (order #5438615)


leader can be found in the section on
Devilspire Organizations and Groups in the Capitol, as
The tallest mountain of the ring is called this establishment is closely tied to the
Devilspire, for it is at the top of this great church affairs in the city.
mountain that the ancient castle of House The monastery does not have any
Karo is built. The castle soars into the sky, defenses beyond its stockade wall, and its
and is a mass of towers clustered around a men are all highly monastic, seeking their
central round body. It is almost impossible own quiet studies. They participate in
to siege, though angry miners once thought scribal pursuits, and the monastery is
about using dynamite to blow the thing off believed to hold a great trove of previously
of its perch. In any case, the castle is nearly unseen texts of religious import.
magical in its construction and placement,
and the Geomancers are said to have been Morison
involved in building it. This is a small logging town of little real
The Karo family is hundreds of years old, import. It is built near a fair sized river
and is a long line of scholars, lorists, and opening, and as often as six times a year,
mages who provide divination and advice to ships stop and cast anchor. The town no
the desperate. The current member of the longer serves as a major source of logging
family to dwell here is Artonian Karo, the exportation, although this is still major
Dabbler on Devilspire (Human Level 10 trade of the town, but competition from
Sorcerer, Level 2 Aristocrat, unaligned). He Bethlow has made things tough around
is a riddler, a poet, and a practiced magician here.
who will occasionally grace the shining The town has a prominent baron named
courts of the Capitol and woo the ladies. Bendesar (Human level 1 Warrior,
He's said to be a friend of Wormie Vellsoth. unaligned). Bendesar is a nondescript man
In either case, Karo is opposed to any who lets the people do as they will, Find
mining on Devilspire, and will send troops relies on the trickle of logging product to
from his small garrison to beat errant keep him satisfied. He spends much of his
miners into submission. The local people of time travelling to Chudeza, where he is a
the lake see him as strange, but appreciate well known carouser. During these times,
his stand on the miners, as it makes the the keep is left in the hands of his Warden,
east side of the lake more tolerable. Krenan (Human level 2 Rogue, evil), a real
scurvy dog who likes to push people
The Monastery around.
On the outer, western edge of the
mountains is a walled, stone and wood villa Three miles down the coast of Morson is a
which houses the monastery dedicated to small bay which is partially hidden from the
the Church of the Middle Gods. Two dozen sight of the sea. This bay contains the
followers work within these halls, serving remnants of a ghost town called Benor,
the interests of many different compatible which long ago dried up and was
faiths. More about the monastery and its abandoned when the loggers moved

Joseph Conaway (order #5438615)


elsewhere. To this day, pirates have been There are a number of barons on the
known to maneuver their ships into the island, but the major barons include
cove to hide from pursuers or to rest and Kasador, Roman, and Belegan (the cattle
recuperate. They usually make the three barons), and in the city rules Lord Manshin,
mile trek to Morson during this time, and with a number of baronets beneath him.
that is when things get exiting for the town. Firegrove gets its name from the dusky
Beyond Morson are about a dozen or so red grass that covers much of the island.
communities of fishermen, foresters, and This grass, green with firey red stripes,
farmers, stretching out along the coast and creates almost red fields from its beds, and
into the forest. Morson itself has a is a curiosity to the island. Removing the
population of about eight hundred, and grass to try growing it elsewhere has been
there are perhaps another six hundred unsuccessful, and the Geomancers claim
people along the coastland. that the island has special properties which
allow the grass to grow. This might have
Firegrove something to do with the volcanic nature of
Picadore island is a heavily exploited the mountains, and the vast amount of
chunk of land. Mining operations in the basalt and volcanic soil which the grass
mountains of Picadore search for the grows in.
occasional rare or valuable vein. The forests
have all been cut down, and three major Chesterlun
cattle barons let livestock roam free. In fact, Sitting between Picadore and the
Firegrove is the primary source of beef for mainland is Chesterlun, tightly squeezed in.
the Capitol. This rocky little island is nondescript and
With a population of eight thousand, holds no life save for that of the watchman
Firegrove is nothing to laugh at. The land is and the light tower. This great beacon was
rich with farms near the town, and beyond built to assist ships in navigating through
that are the cattle lands, running up into the waters of the channel between the
the mountains. Ranchers --spend a fair island and the mainland, which cuts about a
amount of time protecting the cattle up day off of travel time by sea. It also guides
there, as ogres still dwell deep in the many fishermen who ply the channel for
highest peak, and prey upon livestock. How product, and the barges which haul wood
these ancient humanoids have survived so from the river mouth the comes from
long in the heart of man is anyone's guess, Bethlow.
but they manage. The keeper of the light tower is Reves
Stealing cattle is a problem on Picadore, Anderon (Human level 1 Expert, awful
which is usually caused by pirates. In fact, good), a youthful man who earns his living
the local militia are specialized in dealing by fishing and drying the product for
with pirates. Three drakkhars are kept to pemmican. He knows a lot of interesting
dispatch the small but efficient militia if tales about the two islands of the coast, and
pirates should attack. has seen a lot of strange things in his time.
He has a hobby of star watching, and has

Joseph Conaway (order #5438615)


documented many interesting phenomena the moonlight, and when they spotted
that have crossed the night sky, including a Maluk, they chased him for a mile before he
meteor which fell into the channel about got away. Now Maluk wonders and worries
three years ago. about what will happen when his naive
guests finally do see creatures from the
Smalton water.
This is an insignificant community. In the
area of Smalton over a thousand farmers, Indor
fishermen, and herdsmen dwell, but in the Another community of farmers and
so called town itself, only Maluk Colman fishers, Indor is also wellknown for its
(human level 1 Expert, unaligned) resides. wineries, which cull the finest wine in the
Maluk is the sole occupant of the town. land from grapes of its own fields, and
He's not even a nobleman. imported from Diom and Locknor, Indor is a
Maluk operates the Smalton Inn, a bed community of about twenty-two and is
and board establishment that is quite nice, ruled principally by baron Koget, a mild
though it can't handle more than ten guests mannered man who leaves most of the
and twelve horses at a time. He employs governing to his gossipy wife, Flores.
some local youths to perform chores for Indor has never been known for much in
him, and Maluk himself is proprietor and its life beyond the vineyards, but it is the
cook. place of residence for the family Perilan,
About once a month, Smalton is invaded which dwell in a manor outside town. The
by debutantes and bored young nobles family of Perilan is looked at suspiciously by
looking for something fun to do, so they the locals, for they are known sorcerers.
take a day's journey on he cobblestone road Arcus Tallus-Perilan (human liche level 25
south to Smalton to get away from the city. wizard, unaligned) is the last line of the
Maluk has gotten to where he can predict family, and he has traveled far and wide in
their visits, and hires extra help at that his time, bringing back tales from lands as
time. distant as Tai'Kong. He preserved his life
The nobles spend their time in the late through undeath, though he hides this fact
evening by the sea shore, looking for signs well, and remains a quiet scholar and
of mermaids and other marvelous sites, alchemist, pursuing planar discoveries and
which in stories spread along the coast are unfathomable secrets. He is known to hire
said to appear here on moonlit nights. adventurers to recover obscure tomes and
While it seems that no noble visitor has yet artifacts.
glimpsed them, Maluk knows this to be
true, having seen creatures emerge from Stetson
the waves more than once. However, the Were Stetson and Indor placed side-by-
beings that appeared were not gentle side, they might disappear into a single,
mermaids, but terrible, fish-like humanoids slightly larger entity. Stetson is a
who left massive tracks on the upper shores community of about three thousand,
of the beach. Their saucer eyes reflected spread out over a large area. The local

Joseph Conaway (order #5438615)


community is dominated by fishing, adventurers get past this, they will
farming, and vineyards. Unlike Indor, there encounter a guard house along the
is no noteworthy family dwelling here, and cobblestone road running south along the
it is ruled by Baron Krestos (Human level 5 coast. Here, caravans are checked for
Fighter, lawful good), a stalwart man who proper records and evaluated for taxes for
served as a commander in the Kings armis any owed taxes according to Rishaadian
for years, and waits for the chance to do so law. A few miles south, and the borders of
again. He has many stories to tell those who the province await. There are four wardens
are interested, and in hi's youth, he fought employed by Krestos to patrol the hill-lands
the Agents of Set that dwell in the Southern to the east, and to see if any Caravans are
Loroden Hills. seeking to avoid the guard station.
Krestos dwells in a stately manor
decorated with military symbolism atop a
plateau at the outskirts of Stetson. Once

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Appendix I: The Dragon Lords of Lingusia
A Note about the appendices: These are sometimes winged humanoids. They
excerpts, bits, articles and scenario dwell in the curetn era mostly in the
outlines which dont quite fit anywhere Silver and Cimer Mts feeding on
else, and which have languished unseen anything they can get their claws on.
for decades sometimes. I thought it The chargun margraks have been rarely
would be fun to include some of the seen anywhere except in the armies of
more useful bits here, in the appendix. primeval warriors in Amech as great
riding beasts, and appear as a cross
Thousands of years ago the dragon lords between a tyrannosaurus and a
and their massive hordes of warriors deinonychus. The serpents are very-long
entered the prime material plane of and coiled beasts, capable of wrapping
Lingusia to wage war over the control of themselves around a Hyrkanian war
this dimension. They all too soon found galley. The dragon lords are probably
out that Lingusia was some sort the largest existing creatures on
dimensional trap, having very few ways Lingusia, extending several hundred feet
out and plenty of ways in. But, being of in any direction. There are several
the type of species that enjoys a good known dragon lords, being as follows
fight, the dragon lords bashed it out with above stats. All dragon lords have a
anyway. This war left quite a few scars distinctive color and humanoid
on the planet surface and the native's appearance.
history. Eventually the dragon lords
settled down into their long hibernation Necronimus Damniskovus (purple):
and let their armies wander. The Necronimus is one of the younger and
grounded dragons, or chargun margraks more adventurous of the dragon lords.
roamed across the world to be He collects great quantities of platinum
discovered by civilization as being an coin and has an incredible horde of it
excellent beast of war. These ground stored in his den. His lair is in the cone
dwellers slowly spread out and hid from of an active volcano in the Cimer mts.
the world around them in dark deep He takes on the human appearance of
caves. The serpentine dragons took to an incredibly tall old man in his fifties.
the water and have resided there for
ages now, serving as beasts of war for Krokinimor Guru (green): Guru awoke
the undersea kingdoms. The dragon from his deep and hidden lair among
lords, majestic winged kings of the the flatlands of the Great Plains. Since
draconian, simply went to sleep, with he awoke, he has lumbered across the
occasional reawakenings. The marlacks plains terrorizing orcish peasants and
and other dragonborn kin appeared as eating livestock. Guru cannot fly due to
humanoid dragon headed, tailed, and an old war wound. Gurus favorite sport

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is combating daring Cymeeran and his talent. Gar takes on the appearance
Ocentashian knights who think they can of an impish young man in a long grey
defeat him. cloaks.

Draggo Yshtralik (yellow): Yshtral is Drakonus Smygaunus (gold):


known only in the myths that come Smygaunus is undoubtedly the most
from traders of far off lands to the east. racial, snobby, and self centered dragon
He is said to be a great dragon that of them all. He spends his time lying in
dwells on the mythical isle of TaiKong. on his bed of gold in the Lone Mountain,
His form is said to be that of Khozakani occasionally deciding to teach the lesser
warrior. beings a lesson by getting out and
eating a few local peasants. Smygaunus
Draviskus Barauchanus (black): Barauch has no humanoid shape, feeling too far
is a terrible stalker of the night in the above the "inferior beings of humanity.
Amech jungles. He inspires fear in the
locals and forces them to worship him Drakon Shaikor (gold): Drakon is the
as a god. He is cruel, powerful, and the kindest and most considerate dragon
most cold-blooded of all the dragon lord of the lot. He long ago left his
lords. His only wish is to rend his foes hidden lair in Zued to roam the world, in
limb from limb. His humanoid shape is an effort to learn of the world's
that of a primitive Neanderthal man. cultures. His form is that of a young
warrior in golden armor.
Garkonik, son of Drako Charolisk (red):
Gar is the youngest son of the late Draskino Crassimos (copper): Crassimos
Charol. Gar has gone and begun his is a rare dragon lord and little in known
studies in the art of human wizardry, of him. He is said to appear as a wizened
since his mother cannot teach him the little ancient man in his humanoid form
art of dragon wizardry. He has found the and spends all of his time in
magic of Lingusia to be incredibly easy philosophical studies.
to learn and is already reknowned for

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Appendix II: THE ISLAND OF THE WATCHING
GODS
Nakamura islands, and others believe
can find its origins in the natives of
Karaktu. Either way, it is clear that the
small ecology of this remote island has
given rise to a unique form of worship
unseen anywhere else.

The humans who dwell on the island


have remained culturally untouched for
centuries, perhaps even millennia, and
have developed their own lifestyle,
religion, and system of government. The
island, being so remote, has long since
been stripped of most natural resources.
At one time it was rich with trees, but the
obsession of its people with the creation
of their ancient idols led to the eventual
deforestation of their land, as they drew
great stones from the quarry at the base
of the volcano, using stripped logs to rol
the carved stones to the beach. Ritual
burning and a steady need for resources
that was outstripped by the growing
population have turned much of the isle
West of Karaktu, about 250 miles in to a barren track of land.
south of the coast of Galvonar in an
isolated region where the ocean The wise priests of the Watching Gods
streams tend to run only from the might well have stepped in and
Mataclani coast is an island marked by prevented this decimation, seeing the
its curious watching-gods; traveling devestation their people wrought in
along the southern regions of this zealous furor, but were in turn
volcanic island you can see dozens, confronted with the discovery of a rival
perhaps as many as a hundred colossal god by tribes not in favor with the
statues staring with stone-carved white followers of the Watching Gods. These
eyes out into the Endless Oceans. tribes instead found a follower within an
Beyond that can be seen the single, ancient monument that could be traced
massive volcanic cone which dominates to the Pre-historic empires of ten
the eastern end of the island. thousand years ago. This god, called
the Water-Devil by the non-worshippers,
In fact, this fifty mile island is the manifested itself directly and promised
epicenter of a remote cultural group that magic and prosperity in exchange for
some say could trace its roots to the total devotion. Its interests had nothing

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to do with sparing the land. other tribes. The Water-Devil is
said to take terrifying form within
Within the last decade, dissident the ancient temple ruin, and is
tribesmen have turned to a new cult, suspected to have lived there
seeking aid from the heart of the since before the pre-history of
volcano, which is seen as a mystic the ancient empires of the world.
center of power. There, a new priest
named Akumas has claimed to discover Difficulties on the Island of the
a new god, a Bird-God called Serethak Watching Gods:
who is the King of the birds. These new
cultists have attempted to subjugate the Intertribal conflict. The island's
other tribal groups through their new resources are drained, and the
bird magic, and use their control of the ancient quarries of the volcanoes
feathered folk to sustain themselves. have been shut down, but the
The sacred monument at the height of tribes of the Watching Gods wish
the volcano is protected by fierce to return to the old way of living,
thunderbirds, sent from the heavens by no matter how unlikely. Travelers
Serethak himself, the cultists claim. could find aid here if they enlist
to protect and serve against the
The three religious-tribes are therefore: actions of the other tribes.
The Tribes of the Bird-King Raids. The tribes of the
Serethak, led by Akumas, and Water-Devil have taken to
dwelling in the Mystic heart of cannibalism for survival, and see
the Volcano. other tribes as subhuman. They
The Tribes of the also still have access to the
Watching-Gods, who are also knowledge of how to build sea-
called the Wind-Lords. The worthy vessels useful for
oldest religion of the land, these crossing the ocean, though they
tribes are united by Hotumak, a lack the resources to make one.
fierce warrior who believes the Thunderbirds, Rocs, and
Sea-Devil to be a demon, and other bird problems. There are
has the back-up of the priests to many strange birds which the
support him. These tribes dwell volcano tribes have gained
on the western end of the island, control over, and the most daring
using the rocky cover of the warriors of the bird cult have
beach heads and cliffs to avoid learned to ride these fantastic
detection from their enemies. beasts as war mounts.
The tribes of the Water-Devil, The Sea Devil. Dwelling
whom they call H'edolin. Led by beneath the waters are more
Hesemerath, the chosen horrid abominations like the
priest-chief of the Water-Devil, creature lurking in the ruins,
they are centered aroundan including a race of Kuo-Toa that
ancient ruin, excavated from the prize the skins of humans. On
earth in the northern regions of Those rare occasions when the
the island. There, the cultists sea dwellers raid, is is one of the
practice cannibalism and work few ways all of the dissident
their water magics against the tribes will unite for a time.

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Encounters on the Island of the Roll Encounter
Watching Gods: 1-5 Sea Wolves (1d6)
6-10 Kuo-Toa (2d8)
Encounters on the islands are 1 in 6 per 11-40 Tribesmen (2d12)
eight hours; tribal encounters are 41-50 Striges
subject to the location the PCs are at. 51-53 Rocs
Some encounters necessitate being 54-67 Land Sharks
near the shore-line. 68-77 Sharks
78-79 Aboleth and Kin
80-82 Undead
83-88 Weresharks
89 Foreigners
90-00 Wild Dogs

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Appendix III: Quest Seed: Search for the Orb of Oblivion
Note: This was the introduction to the latest The Orb has been lost since the Day of
campaign arc of Lingusias long tale. It eventually Reckoning, when the orbs of Life and Chaos
leads to a period known as the Time of Cataclysm,
when the Orb of Oblivion is used by the last of the
were brought together and fused with the
prehunates to destroy the Well of Ceation at the Orb of Oblivion. Many thought a new orb
center of the world. This act destroys Karaktu and had been created, and in a manne rof
devastates coastal lands of the world, as well as speaking, they were right; the Orb of
disrupting forever more the planar portals across the Oblivion is no longer the same, all-
world, trapping outsiders in Lingusia permanently. In
the course of this campaign arc, the sacred orbs of
comsuming madness-inducing object that
Order and Chaos were lost in the planes, effectively looks upon the true nature of loss and
ending all remnants of the law/chaos war. The death that it once was. The orb, all three of
campaign arc set up the next major story arc for them, are coterminous in one object now,
Lingusia, which will deal with the consequences of all and the right user can evoke the right
this, and a much changed world, 1,100 years in the
future from the time of this campaign setting. Ill
element; life/order, chaos, and
probably release that material as a supplemental oblision/death have all fused in to one
book that stands alone sometime in the future! mass, essentially.
A new priesthood was charged by the
Background wounded god Aurumurvox with stealing the
Two years after the defeat of Queen orb away to a secluded location. The orb is
regent Taelythia Mandragora, her most a focal point of creation; it can never leave
trusted advisor and general, Lord Callisto the prime material plane, and Auramurvox
Darkarav, is wracked with guilt at his failure could not wander the celestial realms while
to protect her. While he led the retreat he healed, free of his old task, and still care
against the overwhelming forces of Trog, for the orb. As such, he recruited an elite
the regent stayed behind, and used her priesthood of dedicated priests, most from
battalion of elite paladins and knights to the Church of the Middle Gods, to do his
hold off the hordes long enough for the bidding.
remaining army to escape. They found an ancient subterranean
Since then, Lord Darkarav has sought complex in the Great Desert, found beneath
many avenues for revenge in her name, and a buried ziggurat which was once a temple
to reclaim what he sees as his lost honor at of the ancients. Here, they restored the lost
the retreat. About two months ago, a complex and placed the orb in its sacred
mysterious being called Erzak of place.
indeterminate species and nature appeared Over three centuries, many events
before him, and offered some insight in to a happened which led to the downfall of the
power source capable of annihilating the priesthood and the abandonment of the
newly risen Lord of Chaos: The Orb of temple. Not many decades after it was
Oblivion! Unbeknownst to anyone, Ezrak is created, an army of demons led by the
a servant of the Prehunate Diannysos, who Shadow Lord Helvarak tracked down the
has dark intentions with the orb. location of the orb. As it turns out, the

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strange energies of the orb were creating his honor and gain revenge for his queens
rips in the fabric of the prime material death at the same time. By recovering the
plane. The priests accommodated by orb, he can master its power, and use the
integrating these gaps in to limbo and artifact to slay the Chaos Lord of Trog,
beyond in to the architecture and Xauraun Vestillios, and set right the many
protective traps of the complex, but could wrongs committed upon the world. He
nto close these portals. Unfortunately, commissioned his most favored legionnaire,
Helvarak discovered the gate to the Plane Commander Eldar Dann Kravos, to take his
of Shadow and passed through it with an legion of soldiers in to the Great Desert, led
army of demons to lay waste to the priests by the map of Erzak, and recover the orb.
of the temple. Only a handful of the most This was two months ago; the legion was
powerful priests and paladins fought them never heard from again.
back, and the high priest Aramach bound Unbeknownst to Darkarav, the entity
the demon lord to A Silver globe. The Erzak (who is really a minion of Slithotep)
demons did try to steal the orb, and almost sold his information to three different
got it; but the nature of the orb prevented entities. He went to the Beast Assassin of
it from being taken in to the outer planes, Xauraun and told her of the legend, and
and it released a great wave of energy how it would make her favored. Lady
which destroyed the demons and many Tenira, warped by Xaurauns magics in to an
priests. awful engine of destruction, took a moment
Aramach, mortally wounded, instructed from her conquest of the Southern
his surviving followers to devise traps and a Hyrkanian lands to dispatch her most
mechanism of securing the temple heart trusted soldiers, orc captain Voge Maradon
from intrusion. He even used the soulbound and orc assassin Yladda Kraem to
demon lord as a guardian against one of the investigate if the orb was real.
entry mechanisms as a bit of irony. When Simultaneously, Erzak spoke to the Black
he was about to die at last, he ordered his Circle agent Kalta Dymassiris of the orb.
survivors to seal the complex and abandon Kaltas is a member of the Black Circle
it, and to never speak of the location again. faction which opposes Xaurauns reign, and
He knew no planar being could take the continues to venerate the Demon Gods,
orb; he had only to insure no mortal would whom Xauraun is spending most of his time
try, either. subjugating to his rule in bloody combat in
To this day, Aramach haunts the temple as the Abyss. Kalta sees the orb as a means to
a spectre seeking to warn good beings away an end for her faction, and a way to attain
and to frighten or slay evil beings, but his true necromantic power for her and her
power has waned in time, and he finds he followers.
can hardly manifest any spectral power The legionnaires of Darkarav did get close
now. to the temple, but were ambushed first by
the orcs and then the necromancers
The Present ashtarth and undead. The second battle left
Now, Lord Darkarav sees a way to restore all but a few for dead, and commander

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Kravos was mortally wounded. Kravos has a comes to them and offers some information
small gem, a Gem of Finding, which is and a map, explaining that the commander
attuned to the sole relic Erzak gave him: a was on a quest for an unspecified nobleman
small stone statue depicting the god to find an ancient holy relic.
Aurumurvox. This came from the temple,
and with it, the gem can find the origin in Seeking the Orb as Well
the statue. One of the PCs may be on a quest for the
orb. The Order of Justicars, pledged to serve
The Patrons the powers of Kavhishkar and Karsyllym,
PCs have several lead-ins to the quest: have been made aware of the fact that the
orbs location has been compromised (Ezrak
Lord Dale Ravan set off alarms when he found the temple).
Dale Ravan is the high-wizard and Mage- The order is where descendants of the
Councilor to young Kalterys Mandagora, the secret society of the Priests of Aurmurvox
daughter of the fallen queen and regent of took residence, and they have dispatched
Hyrmyskos. When Copmmander Kravos left loyal allies to seek out the temple and
his post with his men, it was against the insure it is kept safe. Such allies will be
orders of the regent. Ravan discovered given 100 gold to aid them in their journey,
through his spies and magic that General and told that they may be able to trust Lord
Drakarav sent Kravos in to the desert, and Ravan as an ally, but no one else they do
he wants to know why this happened. He not hand pick.
will pay each PC 100 gold (per PC) up front
to equip theirselves and 250 gold each on The Current Situation:
return with the info of the commanders The orcs and ashtarth have been sparring
fate and destination. He also enigmatically for control of the temple. The most recent
hints that he will pay an additional sum of push was by Voge and his men, who had to
2000 gold to the party if they bring him fight a second wave of undead legionnaires
whatever the commander sought. He to secure the temple once they found it,
seems not to know what it was, where the ashtarth priestess Kalta was
though.just that he did seek something. using the soldiers to excavate an entrance
He will also give the PCs three healing to the temple (only its spire was visible
potions and one potion of invisibility, along before). The orcs drove the ashtarth away,
with a Letter from the Regent granting who decided to make a hasty retreat and let
them investigative and official powers as the orcs do the dirty work for them, anyway
Justices of the Court. now that the temple entrance was exposed.
This excavation delayed the foes enough
Friend or Family Member that the PCs are able to first find the
One or more of the PCs were co- slaughtered battlefield of legionnaires, with
legionnaires, friends or family to Kravos, evidence of ashtarth and orc foes, and to
and have been trying to learn of his find the barely alive Commander Kravos,
whereabouts when the mysterious Erzak who informs the PCs of his quest and gives

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them the gem, demanding that they see the chaos in antechambers leading up to the
quest through in the name of the general central temple. They have not even got a
and on their honor as Hyrkanians. clue as to how to open the main chamber
When the PCs make it to the temple, the doors, and have been dealing with the
orcs will have sent a contingent in to the threats from strange extraplanar beings
complex; a garrison of soldier orcs are wandering in from the portals to limbo and
camped outside, to guard against ashtarth beyond.
incursion. The smaller force led by Voge and Meanwhile, a very large force of zombies
Yladda have entered already, and and a smaller contingent of ashtarth lurk on
depending upon the benevolence of the the periphery of the encampment and
DM, the bodies of more than one orc can be temple, waiting for the orcs to reveal their
found within the temple as warning against prize so that Kalta can take it. When the PCs
specific traps. The key thing, though, is that show up and throw a monkey wrench in to
the orcs went the wrong way and got hung the entire affair, Kalta decides now is the
up investigating (and trying to remove) to time to move, and she proceeds to head in
shadow orbs, echoes of the orb of life and after the PCs penetrate the temple.

Appendix IV: An Adventurer's Guide to Karaktu


Karaktu is an island cluster located south vast expanse that was to sink, creating
of the Iron Sea, beyond the shores of Karaktu. This cataclysm erased the ancient
southern Lingusia and the Middle empires of the time, and now little, if
Kingdoms. The northern regions of the anything, is recalled of their ancient
Karaktu Islands are swept by an splendor.
east-moving gulf-stream, while the south is Karaktu's people are the distant
touched by the returning westerly stream. descendents of the survivors from that
These creates an ideal circumstance for cataclysm, as are the original peoples of
overseas trade in Karaktu; it has become an Galvonar and Amech. Unlike other
excellent center of trade and commerce for survivors, however, the kingdoms of
both the west, east, and other more distant Karaktu have retained much of their ancient
realms that are only rumored to exist in the heritage, and have not totally forgotten the
civilized Middle Kingdoms. twisted, decadent ways that once angered
The island cluster was not always isolated the gods enough to annihilate their
from land. At one time in the distant past, empires. Much of this is due to the ancient
before the cataclysm that erased he original God-King, Karaman Teskulos. Twelve
empires of ten-thousand years past, hundred years ago, he was a priest who
Karaktu was a continent unto itself, worshipped the ancient ways, and
connected to the southern reached of uncovered the secrets of the last great city
Lingusia. At one time the great Iron of the ancient Karaktuan Empire. Utilizing
Mountains were landlocked, part of this these secrets, he learned the ways of the

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ancient magic that could be used to contest as several other city-states in different
the wills of the very gods, and though this areas (Hollinthe and Sablin among them)
deception attempted to rise to power in the united in a revolt against the God-King.
sea-kingdom of Argosea. At last, his power Taking the name of Shillarthe, the
was secured when he gained control of the city-states struggled, successfully, to
Magical Helix, the source of unlimited, overthrow the rulership of Teskulos, only to
exponential magical energy that so many find itself trapped in a conflict that has not
have sought over the centuries, but never yet ended. The main problem was that the
found, or controlled. city-states of Shillarthe never united, and
The Helix gave him an unlimited base for have so remained tentatively in alliance, a
magical domination, but his mortal form few of them even reuniting with Argosea.
could not contain it without total burn-out. The wars that are carried out by the many
Furthermore, to successfully integrate it and varied polities of Karaktu are not the
would it entail rising to godhood, and that main cause of death and conflict, however.
would draw the undesired attention of the Rather, the age-old sport of gladiatorial
very beings that had destroyed the ancient combat is the main form of justice and
empires thousands of years before, for just resolution in the islands. Originally going
this very reason. Prudentially, Karaman back to the pre-united tribes, the
Teskulos chose to draw from it as gladiatorial combats were later exploited by
necessary, and developed a complicated Teskulos, and provided as a valid means of
hierarchy of followers who worshipped him dispute and conflict resolution. It was far
as a god. He utilized the Helix to grant them more profitable to train a few skilled
powers, and now rules Argosea through its gladiators and send them in the area to
power, maintaining an army of loyal priests, defeat your opponents warriors, rather
a complicated network of spies among the than spend costly money on sieges,
lords of Argosea, and a foreboding army of property, or other major efforts.
magically-armed troops who are loyal to the The gladiatorial combats became so
death. popular, and were built up so much so in
In the last two centuries, internal strife Argosea that even minor nobles train at
has caused a weakening of power, and least a small group of warriors to act as
Argosea was never quite able to recover. their personal "representatives of justice."
Laibros, its closest neighbor to edge ward- single warriors will hire out as gladiators to
east, is an Amazonian society that utilized the highest bidder, and free-agent warriors
the security of their jagged mountain peaks have become very popular. Mostly serving
and vicious jungles to thwart the efforts of the middle-class who cannot maintain their
Teskulos' conquering. Likewise, the own warrior stables, these free agent
free-roaming herder tribes of the Plains of warriors are given an immense amount of
Talanabro never, no matter how hard status throughout Karaktu. Only in the
Teskulos tried to subjugate or exterminate island-state of Hollinthe is this process
them, succeeded. But the worst event came considered abhorrent.
when the western cities of Argosea, as well There are other strange influences in the

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Island chains, such as the ruins of the and benevolent soul who seeks pacifistic
ancient Empire which existed eons ago still answers over violent ones, but do not let
maintains crumbling remnants across the their demeanor lead you to think they are
land, much of it buried beneath the earth or anything less than violent killers under the
under the sea. Some of the most intact right circumstances.
structures have become the cities and Two and a half millennia ago, the elves of
dwellings of the strange kingdom called the Middle Kingdoms suffered a split, in
Bakeno, which translates into "Devil Lands." which a portion of the population which
Bakeno is an even more vicious realm which worshipped the dark forces of Dalroth were
is ruled by an elite caste of sorcerers who excommunicated from their native land and
have twisted their subjects into horrid people of Silvias. The people of Hyrkania
beasts (or perhaps, some say, they have believe that these outcasts, branded with
done the reverse to animals). These dark skin and called Ashtarth, migrated to
sorcerers are inhuman, said to have bred the Hyrkanian Deserts to dwell beneath its
with demons, and some even believe them cold sands. They are incorrect, however; an
to be the last living remnants of the ancient even stranger portion of the Ashtarth
empire of the past. headed south, to take up residence in the
On the island of Tenetor, the Fire southern tip of Karaktu's main islands.
Salamanders, called Kitaz, dwell in and These twisted dark elves followed the Black
beneath the earth, reveling in the power of Dragon Lady Shattakona, who wished to
their volcanic island. These horrid beasts harness the demonic nature of the outcasts
surge out of their cavernous dwellings every into her own brood. A breeding program
decade to pillage and plunder their began, that eventually created a bizarre
neighboring island communities, and society in which dark elf and dragon would
occasionally trying for a major coastal city. mate, to create twisted offspring such as
All across the islands, in smaller numbers the Were Drakes and the Proto-drakes.
but with a past as extensive as that of the Eventually, these people came to be known
humans on the islands are numerous after the name of their land, the Yenetai.
minotaur clans. Some think they migrated They have adapted well to the culture of
her thousands of years ago from Cretea, the island kingdoms, and maintain
others think they have always been here, favorable but sometimes tense relations
but the Mishrag are definitely a fearsome with Argosea.
force. Most of the Mishrag are loyal agents Other species that have a play in the
of the God-King, serving Teskulos with a affairs of the islands include the undersea
fury and piety that allows their most devout empire of the Aquatic Deep Lords, who are
to become members of his elite cult. Small hated by all land-living races. In the plains
tribes, however, go against their societal of Talanbros and on some small islands exist
grain and fight Teskulos vehemently, twisted animen called the Wemics, believed
serving another god, called Seth. Still others by some to be the product of Bakeno
have left the land entirely, to seek their experimentation from long back. Cyclops
peace elsewhere. A good Mishrag is a kind kin, Fomorian Giants, Harpies, and

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Jackalweres have all taken to living in the to this, but are frequent enough to allow for
islands, although only the jackalweres are frequent crossovers.
believed to be native. Bugbears,
interestingly, have often come in Warriors: Fighters, Rangers. Kits: Amazons
Dwarves also dwell here, old tribes who (of Laibros), Beast-Riders (of melanomas),
once lived in the Black Mountains of the Gladiators (anywhere), Myrmidons (of any
Middle Kingdoms, and who renounced city), Noble Warriors, Pirates/Outlaws, and
allegiance to the Iron Dwarf kin of the Spell casting Warriors (new kit), Assassin
neighboring mountains and migrated to this (from Dragon).
land.
In the midst of all this conflict and Priests: Priests of Rulership (Agents of
violence, the island kingdoms stand out as Teskulos), and priests of most Aljhiran and
the center of trade in the Left Parallax. Middle Kingdoms religions. Especially:
Karaktu has a rich trade with the rest of the Vishannu, Hargameth, Ashturak, Seth,
world, which allows it to support a larger Elisin, Phonatas, Miles, Damon, Enka,
population by far than an ordinary island Kathack, Wolfon, Golan, Marc, Death,
chain would be capable of. It relies greatly Dalroth, Shaven, Sumitra, Daigano, Retire,
upon its imports, as well as the trade Shalikuriva. Talanbros herdsmen are
brought from exports, and so all cities Shamans who draw their magic from the
within Karaktu strive for good foreign elemental forces. Kits: Amazon (of Laibros),
relations. Aljhira, Easton, Galvonar, Crates, Nobleman (any city), Outlaw (anywhere),
and Argued are the nations with the Peasant (anywhere), Prophet (anywhere),
strongest trade ties to Karaktu. Octzel, Savage (Shaman of Talanabros).
Jhakn, Zymhar, Hyrkania, Tai-Kong, take,
and Kin'Tatsu maintain partial trade with Wizards: All mages, specialist and
Shillarthe, Laibros, and/or Amasses, but not otherwise. Elemental mages are especially
all three, or even more than one. Some (like common. Kits: Amazon (of Laibros), Militant
Avilin) have no formal agreements; their Wizard (of any city), Mystic (anywhere),
free traders make relations on an individual Patrician (any city), Witch/Warlock
basis. (Bakeno).

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

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Karaktu proper, however, and the God-King template:
places heavy restrictions on their
movements in the Capitol city. The Half-Blood Yenetai:
This form of yenetai is most common.
Castles & Crusades Classes: Assassins are a Such yenetai have draconic blood, and can
common and almost noble class down in shape change in to the draconic and half-
Karaktu, and can be found among many dragon forms, but cannot manifest as a full
cultures, though especially in Argosea and were-dragon.
Shillarthe. Knights are found down here as Elf form: The base yenetai (the ashtarth
well, though they tend not to be so virtuous form) is the same as the ashtarth elf. Use
and lawful. Yenetai may choose to belong this as the default for designing a yenetai
to either of these classes with no special character, with the following changes: they
story explanations required. are not light sensitive anymore, but lose all
magical talents except the ability to cast
Proto-Dragons and other faerie fire once per day. Yenetai exchange
the usual ashtarth ability modifiers for the
Karaktuan Races following: +2 Strength and Constitution and
Proto-dragons of the yenetai appear to be -2 charisma and wisdom. The feral instincts
large dark elves with scaly, reptilian
of the dragon aspect make them less
features. They stand from 7-10' in height
sociable in civilized realms.
on average, with shiny black, metallic skin.
Yenetai are a form of lycanthrope, so they
The typical yenetai has at least one
are susceptible to silver attacks, which
distinguishing draconic feature, such as a
cause double damage. Unfortunately, they
thick plated skull with two protruding horns
were created by alchemical means, not the
and definitely draconic aspects, or wings
magical disease, and so are not immune to
and horns, maybe a tail, and sometimes
normal attacks. However, every time a
even claws and black, scaled skin covering
yenetai changes form they heal 30% of
their entire body. As a free action, a yenetai
damage done to the previous form.
can change from a pure blood elf form to
Likewise, yenetai heal faster, 1 hit point an
their scaled half-dragon form at will.
hour in damage done.
Likewise, they can also spend one round
Yenetai can choose to be fighters, mages,
at will turning in to their fully half-draconic
priests, rogues, bards and any multi-classed
form (called the marlack form in the Middle
combination there-with. They often favor
Tongue). When not focusing on either the
kits for gladiators, nomads and desert-
pure dark elf or pure half dragon form,
dwelling cultures. If you have the Shamans
yenetai will naturally slip back in to their
book or Barbarians they may choose classes
mixed-breed appearance. Finally, on nights
from those, as well.
of a visible moon, the yenetai may change
Proto-dragon form: when the yenetai
in to a pure were-dragon form, that of a
changes to an elvish form with draconic
horse-sized black dragon.
traits, he gains the following perks: +1 AC,
To build a yenetai, use the following
winged flight (60 movement) or claws (1d6

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plus strength damage) and heat/acid These shape changers learn to harness their
resistance (absorbs the first 5 points of innate ability by their third level of
damage from each). About 20% of yenetai experience, as it requires time and practice
in this form also get the tail. to manifest. Once it becomes possible, they
Half Dragon form: gains both the wings and may alter themselves into a small (12-16')
claws as above, plus a bite (1d4 damage dragon-like form that looks like a small
plus strength), tail with tail slap attack black or red dragon. In this form they have
(1d3+strength damage) and a +3 AC bonus. full speech and communication abilities.
Half dragons can either belch flame or spit Were-Drakes may muster up the strength
acid three times per day, doing 1d4 damage to shape change into their forms three
per two levels of the base character. So, a times a day, increasing by one per level
12th level yenetai fighter could belch 6d4 after third.
damage acid attacks, for example. Each In their elvish form, the Were-Dragons
attack has a 15 foot range. look like normal Yenetai, but they have
reptilian, yellow eyes, and usually have a
The Full-Blood Were-Dragon Yenetai: shiny tone to their skin. They have all
Perhaps one in twenty yenetai (usually modifiers of normal Yenetai, and also age at
spawned from the relations of a half-blood the same rate.
with a full black or red dragon, or born from Certain were-dragons prove to be true
alchemy), lead to this special breed. To Dark Dragons, usually manifesting as such
create a true were-dragon, use the rules sometime after puberty (which, for elves, is
above for creating the other forms, then about 80-100 years of age). These true
add the following additional form: dragons eventually manifest sorcerous
Full dragon form: yenetai manifest this form powers unparalleled in most mortals. Such
only under the full moon. In this form, the creatures are not playable as PCs, but as
yenetai adopts the features of a very young creatures, treat them as Black Dragons with
(age category 2) black or red dragon. The unlimited self-polymorphing between their
statistics for this dragon are as described in two forms, and an additional 1d10 levels in
the Monster Manual, and suppress the mage or cleric. A few (about 30%) might
physical traits of the yenetai from other manfest 1d10 levels of psionicist instead.
forms. This particular form is a dragon in
miniature, not an actual very young dragon, Other Races of Karaktu:
so the yenetai do not grow larger for a very Aavions Bird-men Dwelling in the many
long time; yenetai who live to be a five mountain ranges of the Fractured Islands
hundred years old or more advance to age Beastman more commonly called animen,
category 3 in their dragon form, and yenetai and they are found everywhere
who reach the venerable thousand years of Firbolg rare, but coveted for their use in
age are age category 4. No one has seen the Great Arenas
any larger; yenetai lead rough lives. Gnoll rapacious desert nomads and a
Were-Dragons are the rare but desired bane upon all neighbors
offspring of black dragons and Yenetai. Lizard Man found throughout the

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southern islands of Creation, a world forge of planar energy
Minotaur the classic fierce breed dwells in the southern reaches of the island of
strong down in the south Laibros. This meeting of two potent but
Mongrelman cast off experiments of the oppositely charged artifacts leads to a
old sorcerer kings cataclysmic shockwave of destruction that
Wemic proud centauroid race, with a severs Lingusia from its normal planar
strong sense of justice. Lingusian wemics tethers for centuries, and sends devastating
call themselves the Zedranai, and may also earthquakes and floods through the islands
choose to be rangers of up to 12th level. of Karaktu. The devestation is so severe
Laibrosi The amazon women are that almost no major coastal population
otherwise human women, but with a survives, and many smaller islands are
strongly matriarchal culture completely immersed by the repeating tidal
waves of destruction. In the wake of this
The Fate of Karaktu: time period is left a lawless expanse of
In 2488 or thereabouts, the last of the devestation with a handful of survivors to
Prehunates trick a party of adventurers in pick up the ashes.
to tossing the Orb of Oblivion in to the Well

Appendix V: Galent, Old Chegga, and Karukithyak


Note: This text comes from a module, The Doom in among his comrades. But, indeed, my
Old Chegga which I ran as a tournament adventure research has indicated anything but .....
of marathon lengths at conventions. It was a real
hoot to run, and I really wish the whole content of
the module was still intact, but unfortunately I only Born of the Haikindyr woman Sillist and
have these excerpts below, which I extracted from the Setitie warrior Hyllusk, Karukithyak was
very old saved files surprisingly intact. I have done one of the few chosen damned. As anyone
minimal editing, so apologize in advance for any of a learned nature knows, there are a small
oddities.
percentage of infants born into the world
with a physical quality unique to them
Excerpted from "An Observation on
alone, a "gift" which is often powerful and,
Neighborly Influence," The Book of Sid, in
simultaneously, horrifying. Karukithyak was
Palomar Library, Midas.
born with the rare malady of Vampirism.
One fine example of a foreign individual
Karukithyak's inherent nature led him to
significantly influencing certain aspects of
constant misery as he strived to maintain
our early history lies within Karukithyak.
his thirst for blood, despite the general
With a name meaning "The Damned Lord",
hatred of him by the tribe. He studied
one would presuppose that this serpent
maguc under the Wandering Mage Killinysk,
man Necromancer was held in high esteem
a Haikindyr sorcerer who cared not for

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Karukithyak's nature .... or perhaps, saw the by some historians, indicating that
advantages of befriending one with it. Karukithyak was not, at first, accepted by
the local orcish tribes, and that the
As time passed and the Vampyric Lizard necromancer was forced to use his dark arts
Man grew to adulthood, his full potential as to subjugate the population. This historian,
a mage was revealed. With awesome however, had the advantage of befriending
magical prowess, Karukithyak murdered (or the Gohondash tribesmen, and to my
so he believed) Killinysk once he had delight, they allowed him to enter the
learned everything the ancient sorcerer sacred Barrow of their most powerful
knew. He then raided the ancient Tomb of shaman, Gunuggush-. Despite the bestial
Collhuandyr, the legendary Necromancer and grisly pagan practices of the orcs, I was
Haikindyr of Galvonar, and deep within the able to get direct transcripts of the ancient
bowels of the sculpted earth he found shaman's writing skins, preserved forever
massive tomes from which he could learn within his burial mound with all of his other
the dead one's knowledge of Necromancy. possessions (and, of course, the shaman
himself).
Historical archives within the more
civilized areas of Galvonar indicate that Analyzing these writings, I found a more
Karukithyak eventually went on to enslave or less complete, if sketchy, history of the
many human and Haikindyr races with his times, including the arrival of Karukithyak.
awesome knowledge, until massive revolts The Setitie Necromancer did, indeed
and other untold circumstances resulted in subjugate the population and in grisly
his overthrow. What is known for a fact is details. Apparently, he also expounded at
that, in 1350, ten years after being driven great lengths as to Karukithyak's
from his native lands, Karukithyak traveled worshipping Slithotep, a most peculiar
to the lands that are now known as Octzel. circumstance, as most Setities are sworn
from the earliest possible age to obey and
At that time in history, the Kingdom of follow the mystical desires of Set.
Octzel was no greater in size than the
Duchies of Rishaad, Alutoz, and Craidas. As outlined in our own Octzellan history
Thus, little can be said about what texts within the Palace, Karukithyak
Karukithyak did for the two decades that he eventually forged an army out of the tribal
resided within the demesne of Chegga, a orcs of the time, and they marched on the
then new and formidable underground human colonies and towns. If not for the
fortress constructed within Mitra's Forest. most unusual circumstances to follow the
first few weeks of this one-sided war,
Chegga was originally no more than a Karukithyak would have won. But thanks to
series of hallowed caves and rooms used by the sorcerer Herdonak, then Wizardly
many a primitive orc for residence when Advisor to the king, this was not to be.
Karukithyak arrived. Local archives, in the
form of petroglyphs, have been deciphered According to the preserved diary of

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Herdonak, he was possessed by the Forest, the local residents, and foreign
vengeful spirit of Killinysk, determined to merchants from other duchies. It has seen
bring ruin upon the head of his former little foreign trade, however, and despite a
pupil. The double-bond of two powerful relatively good location, it has not grown
mages to one body, accompanied by a overly large as southern towns have.
dozen battle-hardened veteran warriors
and other skilled individuals, was enough to Galent is located within the Barony of
defeat Karukithyak, in an epic battle. Hroder Kratim. The Kratim family has
maintained its control for almost as long as
The details are not entirely clear, but the town has existed, and has never seen
according to Herdonak, Karukithyak's true any under its family name elevated beyond
defeat came at the hands of Set, whose the title of Baron. The present Baron,
wrath was called down upon the heretical Hroder, lives a solitary life within his keep
Setitie by Killinysk. An enchanted shaft of as he slowly approaches middle age. There
lighting struck wood impaled Karukithyak, is some rush on the part of his cousins and
killing him. Before the body could be relatives to get him to marry, but he refuses
permanently destroyed, however, it was (see the character files for more on Hroder).
spirited away by Karukithyak's high priests,
and a laborious effort was made to remove The town itself is tour typical, relatively
the wood and resurrect the body. The boring location. There is not a lot going on
serpent men, unable to touch the wood at any one time worth the interest of an
themselves without meeting a swift death, adventurer, although, lately, things have
was unable to remove it. Meanwhile, the been perking up a bit. Galent has most
great army of orcs and undead were everything one could hope to look for,
crushed, their leader gone. without an excess or real choice, of course.
For a typical town ruled by what would
The God Set, disappointed in his minion's seem to be a typical Baron, it is surprisingly
failure, cursed Karukithyak to remain low on really poor districts, beggars, and
transfixed in a "half death", the wooden the like. Most people who live within the
stake keeping the body dead but the soul town or general area are employed, or can
trapped for seven centuries, at which time readily find work as farm/ranch hands and
the Necromancer could rise again to this so forth. In any case, the bulk of the town
day, no one has seen or heard of him. All revolves around its trade, and is the center
they know is that on the night of the Blood of life for families from miles around. It has,
Red Moon, Karukithyak will return to the a brothel or two, yes, but is largely a
realm of the living. "wholesome" community.

The Town of Galent The following list provides you with a


ready way to look up just where the various
Galent is a long-established trade center locales and residences can be found within
for both the neighboring tribes in Mitra's the town. FOllowing it are a few buildings

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that have been elaborated upon, but for the The Cobbler
most part, I will let you add detail as Hunin the Scribe
necessary: Carpenter's Services
Ambroshe Gambling Hall
Kimurian Troku, Geomancer Gryphon Butcher & Imports
Grocer Market Arena Sport Pits
Ancheron's Noble Hostel General Tenement (vacancies)
Chithirdan Coppersmithy Garkin Loans & Debt Collections
Chuinor the Astrologer The Ropemaker & Twine
Messolar the Linguist Serpent's Coils
Fletched-Feather Inn River Tavern
General Smithy Chonuskin the Armorer
Scriptorium Basket Makers & Weaving
Hotompon Legal Services Leatherworkers
Temple to Mitra Papermaking
41. Vishannu Weaponsmithing Pig's Day Open Market
7. Kul-Homen the Scholar Grain & Feed Distributor
Liandra's Inn Morning Star General Store
Mastielle the Healer The Cobbler
Galent Bakery Binn the Cabinet Maker
Shop of Fine Scents Shizahn the Sorcerer
Leatherworking Johon's Stables
Drommer's Pottery The Southriver Mason
The Horseman Chutuskin Tailoring Shop
General Court House Cronin the Barber
Open Market-Jonin's Purple Sky Winery
Cattle Auction Stables Dyes, Herbs, & Tailoring
Weaver & Tapestry Menolosk's Charms&Potions
Hindia's Pleasure Hall The Locksmith
Open Market-Tullisken's Linolle's Clothery & Dye
Hausturin's Fine Skins Crossroads Tavern
The Tap Winery & Imports Boar's Tusk Tavern
Redeye Pawnshop Jailhouse & Law Offices
Loorin's General Store & Trade
Vacant Building Special Notes
Honusk the Scribe Crossroads Tavern: This is the place most
Meera's Winery & Tavern adventurers are likely to frequent. Located
Vacant Building at the old Crossroads (back when Galent
Slum Hall was nothing more than the Keep), this Inn
Jon the Sharpener and Woodcutter and Tavern caters to most out-of-town
Honosh Leatherworking customers. Its owner, An Ogre Magi of

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indeterminate age, purchased the business level and four upper rooms around the tree
from its prior owner who built the Tavern (with locked doors) at night. The Magi
some fifty years ago on the very spot where Tavern Owner, who often acts as Barkeep,
a huge tree grew, off of which dozens of has developed a kind or relationship with
criminals and despots had been hung, the dead man, and will stay up nights to talk
either by the neck or in cages, to die. Since to him. Lokenze can hear and see a lot of
then, such public executions have moved stuff no one else can, who isn't dead....
south to the new crossroads, but the
memory of the former still remains. The Magi himself has no name, but he has
a seemingly endless number of stories to
In fact, the Tavern & Inn was built around tell about his prior adventures, and the
the old tree, the base of which can be seen scars (and muscles) to prove it. He keeps a
taking of a sizeable portion of the Tavern's massive, seven foot long spear hung above
center. The four rooms which touch upon the wine racks, with a rubies encrusting it,
the tree on the second level are rarely used, and has often showed off his skill at
except to intentionally humiliate someone wielding it.
unfamiliar with local tales, or by those one
betting dare. This is because the tree is The tavern offers numerous sports, such
haunted in a most unusual way. as dart-throwing, arm-wrestling, and the
like. It has a fine selection of drinks and
In Octzellan burial customs criminals are meals, cooked eitehr by the Magi or his
hung on specially marked trees, so that Woman Friday, a plump elderly lady named
their spirits are trapped within the tree. Hichia. The prices are reasonable, and the
These trees are "undead", so to speak; they twenty rooms available on the second story
have no dryad, or spirit, within them, yet (not counting the four bordering the tree)
they live. Instead they take the soul of go for 5 GP a night.
those killed on or close to them, preventing
the criminal from reaching the afterlife. Serpent's Coils: This is a brothel/ tavern/
arena/ exotic circumstances locale all rolled
Lokenze, however, was so insane and into one. The building itself is pretty
vengeful that the tree actually took his body innocuous, but walking inside reveals a very
as well, and since that time, his skeleton has seedy, scum-of-the-earth center of business
lived within the tree, and occasionally for such disreputable people as would like
emerges to either taunt and torture those this place. There are numerous exotic
who are beneath the branches of the tree dancers with flair of Southern Styles that
(which stick out of the tavern) or to kill weave in and out of the Tavern T-ables, and
them. in the center of the establishment is a vast,
seven foot deep hole in which resides the
Lokenze never comes out during the day, biggest serpent anyone has ever seen.
or when the Tavern (on the first level) is Some thirty feet long, this fellow is th-e
populated, but he does roam the lower property of Histeria, the woman who owns

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the Serpent's Coils. but a potion of vampire killing is beyond his
ken). His prices are reasonable, from 50 to
Histeria raises snakes, and has dozens of 500 gold as per the difficulty involved.
them available for sale, as well as assorted
items made out of their skin. She has
potions from snake's innards and scales that
supposedly eliminate impotence and'
increase male vigor. She has snakes trained The Legacy of Baron Hroder & Karukithyak
and bred to kill, or to act as pets. She has all Baron Hroder was the ruling baron of
this, for healthy (but negotiable) prices. Galent before he was turned into a Vampire
by the mad Karukithyak. The campaign
The tavern also has numerous "private consequences left him quite dead, as well
booths where just about any carnal as several others. Subsequently, his next of
activities with one or more of Histeria's kin was appointed ownership by the
dancers can go on, for a fee. residential judge, and then affirmed by the
Menolosk's Charms & Potions: Menolosk is King. However, none were discovered, and
an aspiring young Mage from Hyrkania who by popular demand and the judge's own
moved here three years ago, convinced that decision, custodianship of Galent was
with his skill he picked up at a Wizard's awarded to Kul-Homen, who was granted
College, he could make a killing in a town of the Barony for his courage and dedication
"simple- folk". Instead, he found that his to Octzel during the crisis. Kul-Homen was
tricks and abilities were not that the scholar who uncovered the vampiric
uncommon, and so he struggles along, plot, and has previously been knighted for
making what he can, and selling it. He has a his researches. Working with him, now in
30% chance of having the ability to produce charge of reconstructing the damaged
a potion, talisman, or other item that might barony's forces, is Val Sidiri, a fierce
be requested, although the procedure could commander in the Royal Army elevated to
take several days, or even weeks, and he Baron and given military charge in Galent.
cannot perform very complex magic (A There is some strife between her and
potion of Invisibility is just possible, or one Kul-Homen.
of Healthy Plant Growth is very reasonable,

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Appendix VI: The Temple of Mitra
Revised and Excerpted from "The Doom in oozes with magic.
Old Chegga"
At the end of the House a set of steps
The Temple of Mitra is an ancient religious stairways leads up an end wall. It is set at an
complex located in the heart of Mitras almost impossible angle. Although anyone
Forest, not far from the Chaos Mountains. It using the stairs will feel as if they are caught
is a large, tall tower situated in an open in an Escher painting, going up the stairs
clearing, with four temple houses, each poses little problem. At the top is a single,
aligned in one of the four cardinal plain altar. There are no decorations, for
directions around the tower base. that matter, throughout the entire House of
No one knows exactly what mysteries lurk Worship. On the altar, however, can be
within the tower, and only Wormie Vellsoth found numerous fetishes, food offerings,
is said to have ever breached the tower and minor gifts, and the like all presented to
lived to tell the tale, but the four temple Mitra and Chaos in the hopes that its owner
complexes on the outside have some will get the luck or wish he requested.
interesting details:
House of Huriggii: This is the Second of the
House of Chaos: This is the first house of Great Houses. Dedicated to the Elder
Mitra. Dedicated to the Father of the Gods, Dragon Huriggi, this temple is open on all
it has served as the center of worship for sides with vast, intact stain glass depictions
orcs throughout the forest for centuries. A of ancient history. The roof is held up by
well-worn road from the north leads up to colossal, decorated pillars in the form of
its always open entrance. Inside is a vast, dragons swirling into the air. In the center
open cathedral like area, with torches that of the House is a huge tomb which takes up
never seem to quit (or which are kept alight most of the free space. Carved in stone,
by the priests at Haggedash). The walls are upon the tomb, is the form of a sleeping
at sloping angles up to the roof, and the dragon. The only entrance is firmly closed,
overall interior architecture does not seem and would require chipping through the
quite right to the naked eye; the place rock to open.

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the protector of The Temple of Mitra.
This is the vast temple dedicated to
Mitra's first lover, the Great Huriggi. Now Legends say that Themigorin was a man,
slain by the Warlord Kohandorn of Zarn, or perhaps an orc, who defiled the Temple
this magnificent Dragon Lord has been of Mitra, and to pay for his crime, the
entombed in this, the Fourth House. There Goddess transformed him into its eternal
are few items in the way of offering here, guardian. Others say that any creature
and what is here is meant to pay homage to which defiles her Temple will become yet
the great dragon of the past. another part of this spliced together being.

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,

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and an increased risk that the angered spirit The Temple of Mitra: Located at the center
will not leave and stay, instead, to torment point of the four Houses, this huge tower
its relatives. rises 500 feet into the sky. There is a single
entrance at its base, sealed by an ancient,
Dead heroic orc PCs might do well to be Cold Iron door that no magic can touch, by
buried within, IF they have earned Mitra's the will of Mitra. It is said that anyone who
favor! gets it open and enters as a defiler will die
horribly, anyway!
House of Chegga: This is the House of
Chegga, dedicated to the once great Over a century ago, a band of vile and
Gechkhana tribelanders, then corrupted by profane orcs broke into the temple, when it
Karukithyak and abandoned after his death. was still open and quite abandoned. A
Most recently, it was used by Karukithyak chosen warrior unwittingly did the bidding
after his rebirth in an effort to summon of Mitra and destroyed them, then
Mitra with a Magical Helix that he might summoned her; she appeared at that time,
steal her life's energy and become a god. thanked him for his services, and sealed off
the interior from prying mortals forever.
The temple itself is bare of anything Supposedly, the most wondrous,
except the following: Every four feet, inset spectacular architecture in the world can be
in the walls, can be found grooves and found within, and its defiling by the orcs
niches for statues. In each groove and embittered Mitra against the open door
niche, still as death, can be found a Lizard policy.
Man Warrior turned Vampire! It is possible
that PCs might not notice these things are There is a single set of stairs winding
alive until they start moving in for the kill. around the temple, big enough for about
While many of them were killed after three people to walk side by side, all the
Karukithyak was destroyed by the way to the top of the Temple. It is at the
adventurers who defied him, well over two very top that Karukithyak will have gone,
dozen have remained here, bound in their with the released Helix, to summon and
undeath to defend the House. enslave Mitra.
When Karukithyak defiled the top of the
In the center of the room could be found tower, his body was left there, impaled and
a circular pillar of stone, blackened by a disintegrating, upon the shaft of wood
searing heat. Above the stone is a bizarre cursed by Set to destroy him. Since then, all
crystal formation, hanging in mid air but that is left is a blackened stain, and the
burnt out, almost like a shed skin. shaft, lying there. Periodically, unusual and
often horrific things happen at the top of
Finally, there is a single double door exit the tower, where excess energy from the
at the far end of the hall, probably open if magical helix he created, accompanied by
Karukithyak is off to cast his spell! his restless soul, are still to be found
operating and plotting.

Joseph Conaway (order #5438615)




Appendix VII: the Dreamlands of Ethenur


There are three ways to discover the lands things unknown and unknowable These
of Ethenur: First, you dream yourself there, people believe that Ethenur is the heart of
second, you can breathe deep the Blue creation, and yet only a step away from
Lotus and enter by hallucinogen, or third, entropy. They see it as the first attempts of
you can stumble upon a pre-historic Well of Malakor at the formation of order out of
Dreams, found in the most ancient of ruins chaos. In a way, all three of these theories
and most arcane castles. are correct.

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

Joseph Conaway (order #5438615)


moment they left or perhaps days later. destroy were trapped within the Monoliths,
Furthermore, when inside Ethenur, the days forced to contemplate a puzzle, task, or
are formless and random; constant, dense some other aberrant schemata that would
clouds cover fills the very fabric of the sky, eternally occupy them. Only a few have
and the notions of night and day exist only escaped.
in the mind. Sleep is impossible in Ethenur,
because the travelers are, in effect, already The City of Nith: This huge center of planar
engaging in such activity in order to be attention is dominated by demons, angels,
there. However, the need for rest and devils, Insectoids of the Insect Kingdoms,
recovery is still necessary, but all of this is the "ghosts" of those hallucinating in the
without actual sleep. real world with Blue Lotus, priests of
Akuuris, and those who have been sucked
Landmarks of Ethenur into Ethenur through the Wells of Dreams,
Yes, technically there is or can be a map of and not allowed back through. Nith can be
the Dreamlands, but it is ever-changing, and horrifying in its complexity and nonsensical
the locations of its many fabled locations organization to those who travel here, and
can shift with but a passing vision or dream. the locals take eager advantage of the lost
As such, those who attempt to navigate the and lone.
Dreamlands with a map will quickly find
themselves going mad. The River Eldarion: Known by many other
names, such as the River of Death, the River
Noteworthy locations include: Styx, and a thousand other incarnations
throughout the Planes of Existence, this is
The Wells of Dreams: These wells, dotting merely a portion of something that winds
the formless gray grass and cloud through the cosmic scheme of things. The
landscapes of Ethenur, are portals leading Ferryboat of Death, a colossal Steam
to wells that exist in ancient ruins powered ferry of the Lord Death,
throughout the world of Lingusia. There are sometimes known as Charon, and always
many such holes, and those unfortunate the one who gives passage across his river
enough to find them usually do not return. can be found winding through, with the
parties of entities beyond mortal imagining
The Monoliths: A century ago, or perhaps a transpiring on board. A frightening thing to
millennia the infernal Demigod Zaldare encounter!
escaped from his eternal prison in Limbo by
ripping the fabric of space and time into The Monastery: This is the last and most
Ethenur. Conquering the city of Nith, durable of the Absticators' monasteries,
Zaldare exiled or imprisoned the Monks uncorrupted by Zaldare, and recently
who ruled the city, called Absticators, to the restored by an Absticator who escaped
edges of the Dreamlands. Other dissidents imprisonment, supposedly, from his
of the new regime were also dealt with. monolith.
Those who were too dangerous to exile or

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The Fields of Dreams: Amidst the formless
expanse of grassy gray fields manifest huge
areas of "psychic dream energy," where the
masses of dreams of both individuals and
communities, of an especially strong sort,
manifest and maintain effect for hours,
days, or even years. Some say that the rift
into Limbo was created by a dream of
Zaldare's which manifested in this eternal
"field," a dream so powerful it became
"permanent." These fields of dreams are
the most dangerous, unpredictable and
terrifying places to be in all of Ethenur.

Valley of the Insect Kings: Nestled within a


valley of mountains so large that, even Major Powers of Ethenur
though the edge of the chasm leading to
them shows only tops, they are in fact The Priesthood of Akuuris, especially those
of the Thri-Kreen, is a sort of vigilante Police
dozens of miles in height, is the Valley of
force of the Dreamlands.
the Insect Kings. It is there that the
Centipedes and other intelligent insects The devils of Zaldare claim to rule Nith, but
can anyone really rule in a land dedicated to
hold their empires; almost any monstrous
the entropic change of illusions?
insectoid can be found here with an
intelligent counterpart, operating their The Insect Kings, especially the Cilbadrin,
conspiratorial empires against the ways of Centipedes, Spirit Centipedes, and Phase
Spiders.
both Ethenur and beyond. The Thri-Kreen of
Aljhira who are dedicated to Akuuris The serpent men of the mortal world seem
constantly seek to injure these scheming to have branches or perhaps even origins
empires in any way possible. here, where small groups organize into
powerful driving forces which manipulate
The Rift of Limbo: Here the dreamlands are dreamland effects toward their own ends
interrupted by a colossal rift that leads into on the Prime Material Planes.
Limbo, from which Zaldare and his devils Absticators, the mysterious Monks of
escaped their eternal imprisonment from Ethenur who were deposed by Zaldare.
The Lords of Nothing, who manifest out of
Limbo to rule Nith. This is a dangerous place
the Divine Wind of Nihilism, are driven
to stand around and see what happens....
toward pursuing the goals of the
Armageddon Church, a monolithic cathedral
which is said to contain the clock that
counts down toward the end of creation.
Their aims are mysterious and they often

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work as assassins for arcane mages who Immunities: +1 or better to hit; cold iron
manipulate the energies of Ethenur. will also work. Special:
Pyramid Head: Once per round the strange
Denizens of Ethenur pyramidical head of the Absticator will emit
one of the following: cloud-kill, lightning
Observers bolt level), Heal, or Harm. Once per day it
(alignment: any; HD 5D12+8, Attacks: by may emit Disintegrate.
weapon (usually swords; 1D6 dmg) or Levitation: May levitate at will.
psychic blast (stuns target for 1D4 rounds), Noted for having a phantom energy body,
AC 19, Primes: M; Special Attacks: one with no substance other than kinetic
Eye: The observer's eye can cast, once per energy (imagine a phantom limb on a total
turn, Charm Person, Charm Monster, body scale, but with the ability to have
Truesight, Infravision, Detect Invisibility, effect as if it were never gone) and a single
Know Alignment, Detect Lie, Detect strong pyramid for a head, these mysterious
Good/Evil, and Detect Charm. Other: Can monks are driven by the need to find an
teleport once/hour without error, and may object of interest, one they can focus on
fly at will. and attempt to unravel, whether it be a
The Observers are a race of green skinned puzzle box, a riddle, or a human body.
humanoids who are otherwise normal save However, they are doomed to meet this
for the lack of any facial characteristics with an equal and opposite task, which is
except a single large eye. They one they must eternally pursue but must
communicate telepathically at will, and never allow themselves to complete; to do
maintain strange, unusual alliances within so entails their death.
Nith that often serve to contradict the goals Many Absticators were trapped by Zaldare
of their species at large; they might, for at monoliths with puzzles that he forced
example, take alliance with two sides on a them to take as their focus, in either way,
dispute, and work to gain from each side, such that if they complete it, it will kill
therefore hurting each other in the long them, and if they take it as an anti-focus,
run. They always appear in groups of three, then they will never escape, for to solve the
with a neutral member and two other puzzle means death anyway.
members who are opposed in alignment. The Absticators seem to be monks of no
They serve in Nith as the judges of the loose particular cause; it is unknown who or what
judicial system. they worship. Their speech is always
difficult for sane, coherent beings to
Absticators understand.
AL Chaotic Neutral, HD 7D12+3, Attacks:
Chill Touch at will, weapon (usually The Lords of Nothing
daggers+1, 1D4+1), AC: 20, Primes: P and Alignment: Chaotic Neutral, HD 6D12 (40
M; Special: Absticators always have 1D6+1 HP), Attacks: 2 hands (1D6 each),
levels in Illusionist, Wizard, or Cleric; scrambled face, mental blast; AC 17,
Primes: M; Special: All Lords of Nothing

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have 1+1d4 level as Illusionists; Special: Whether they are a real manifestation of
Ethereal weapons do double damage, reality's end, or a strong, lasting impression
normal weapons do half, and magical of a potent dreamer is unknown.
weapons are normal damage.
Scrambled Face: May induce Phantasmal Other Creatures: The Beasts of
Killer or Feeblemind once per combat Vestikauntus, huge long-legged riding
round. beasts that graze the grey grasses of
Mental Blast: Target suffers 1D6 INT loss Ethenur. They have, amazingly, stats not
(recovers at the rate of 1 per round; brain unlike that of the Tarrasque, but are totally
dead at 0 INT), useable at will. docile and can be killed by a Slay Living
The Lords of Nothing are the mysterious spell. Animates are not unlike golems,
heralds of the Nihilistic Monastery that undead, and other animated creatures;
holds the Doomsday Clock. They appear as their forms are many, and they proliferate
bulky, robed figures with faces not unlike Ethenur with wild abandon, often gaining
TV static and silver hands; their inner intelligence that they could never have in
masses are a rib-work of strange and reality, but not always.
crystalline tissues. The Lords of Nothing
travel in packs, and often train Thought Illusions in Ethenur
Eaters to serve as Ethereal Hounds. Some All illusion magic (Phantasmal Force, etc.)
packs of Lords have been seen riding has the effect of seemingly changing, in the
Nightmares and working with Mind Travers, reality of Ethenur, whatever it was cast
Priests of Dalroth, and other Nihilistic upon into whatever it pictures.
agents. Furthermore, all illusion magic always has
The Lords of Nothing act as the maximum effect in Ethenur. This is a
mercenaries of doom, seeking out anything disturbing fact for many creatures and
and anyone who would possibly do travelers.
something to set back the Doomsday Clock.

Joseph Conaway (order #5438615)


A Note About The Maps
I have made a lot of maps for the world of Lingusia over the years. In fact, I have maps going back to the
early eighties, and I have maps I drew yesterday. Its a weird compulsion, something that afflicts a lot of
world building GMs, I suspect. I make no excuses! Well, except for my hand writing. Perhaps someday Ill
make a digitized, clean copy with legible print, but for now these maps are all that exist.

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 maps (and how they go together) work like this:

The Middle Kingdoms:


Octzel, the Western Side; Hyrkania, the Eastern Side
Yllmar/Draiin map: just north along the coast from the eastern side Hyrkania and Middle Kingdoms map

The North:
Zarn and Autrengard, north of Yllmar/Draiin map
Vagendars Woods/Caelernin just east of the Zarn map

Amech and the East:


The Hubinde Lands map is the western side
The Cymeer map is the north-eastern side
The Zued/Naminthia map is the south-eastern side
Cretea is at the bottom of it all, the southern-most map

The World Maps:


Two parts, the west and the east. The west also depicts two continents that are effectively mysteries.
One is IlMadhar. The other is..unknown.

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!

Joseph Conaway (order #5438615)


Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)
Joseph Conaway (order #5438615)

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