Cyclopedia of Avertin

 

Aden, Ruins of

Located: Southern Dragonspine Mountains

At A Glance: A massive castle standing on a cliff overlooking the Caudine River. An overgrown cobblestone road winds its way up the steep hill from a ruined town at the base of the cliffs. Stories about ghosts and vampires living in and around the Ruins of Aden are common in most taverns and inns, even as far as Malingassa.

GM Info: About 500 years ago, the river pirate, Duke Aden was inflicted with vampirism. A reign of terror ensued, in which the entire town of Aden was annihilated. Next, every ship that sailed the northern Caudine was attacked. The crews fed Aden and his mistress and the cargo went into the treasure troves. Through the years, many adventurers sought to take the massive hoard of treasure rumored to be located in the castle. None who have gone there, have ever returned. When trade stopped on the northern Caudine river, both Waterton and Chalma sent expeditions to put an end to the vampires. Even though both expeditions numbered near 200 soldiers (with at least 2 Patriarchs each and a full accompaniment of clerics), only one survivor returned to Waterton. He spoke of armies of undead and described monsters never seen before.

Game Info: Duke Aden is a 500 year old vampire. His nameless mistress is at least 900 years old. When Aden first met the ancient vampriss, he fell completely in love with her. When he found out that she was a vampris, he willingly gave up his soul and became a vampire to spend eternity with her. Duke Aden and his mistress have an army of undead to protect them. Not only do they use normal zombies and skeletons, but the fossilized remains of dinosaurs that Aden's mistress animated. (see new monster listing for stats). The Adens rule without question a 30 league radius from the castle. (Aden and his mistress may be found under the Prominent NPC section.)

Alard Anorien

At a Glance: See Dragonspine Mountains

 

Argu^z

Located: Central Western Avertin

At A Glance: Argu^z is land of low rolling hills, dotted with occasional copses of trees. Small streams slowly meander their way usually from the north. This is the western portion of the lands controlled by the Plains People.

GM Info: These lands are almost uninhabited by humanoid or monsters. There is however, plenty of game and various wildlife. The soil is rich and would be an excellent place for settlements if not for wandering tribes of Plains People.

Game Info: The one common monster in this area is the ( ) dragon. A pride of these dragons make their lair in the old dwarven capital of Balad Nar and hunt throughout the eastern portion of Argu^z.

 

Argar Plains

Located: Southern Avertin

At A Glance: The Argar Plains are a massive expanse of low rolling hills, covered with waist high grass. There is many smaller animals, as well as antelope and herds of jensar. This area is the homeland of the fierce Katza.

GM Info: Weather in the area is extremely mild, with only a very occasional storm. Streams make their way down from the Yosana Hills and Halflingkill Hills to the center, where many large lakes and ponds have formed. There is a large marsh in the center of the Argar Plains, where Demon Lizards feed off of many game animals.

Game Info: The area has low mineral content, yet would be perfect for farming. The Katza never venture near Halflingkill Hills, for they fear the many ghosts and otherworldly creatures found there.

 

Arn Rush

Located: Southern Maldur, off of the Inner Solander

At a Glance: The Rush is a large slow moving river that lazily makes its way from Teardrop Lake to the Inner Solander Salt. It is the border between the cultivated fields of Malingassa and the wilds of Maldur Forest.

GM's Info: Arn Rush is an easily navigated river, with no known creature infestations. It is fed by melting snow from the Dragonspine Mountains. The river is broad and shallow. With strangely enough only two known fords crossing it.

Game Info: Malingassa constantly patrols the river with large shallow draft row boats. The different boats can hold anywhere from 10 to 50 soldiers each. The soldiers are equipped with crossbows, short swords and leather armor. The usually have a barrel of pitch handy for flaming arrows.

 

Asglohad

Located: Eastern Ashgar

At a Glance: Asglohad is a medium sized town in Ashgarland. It lies directly on the Solander Salt and usually has many ships plying its harbor.

GM Info: Here are probably the most aggressive and warlike people in all of Ashgar. They are noted for being among the best seamen found throughout the known world. They have sailed past the Burning Lands, into Eysta Salt and even sought to explore the legendary lands to the east. In their library, is found some of the most complete and accurate maps to be found throughout Avertin. They live by farming, hunting and fishing. They are the only ones to successfully hunt the great Gray Whale without the aid of magic. The ruler, Melnir Hairycheeks, would love nothing more than see the Sea Kings destroyed. To this end, he continuously sends ships south to pillage and raze as many towns of the Sea Kings as possible. As a young man, Melnir was captured by the Sea Kings and made a slave of a wealthy merchant. Being Ashgarian, he never fully submitted to slavery and was repeatedly beaten. He finally escaped, when he strangled his owner and stole the daughter and much gold. He is considered to be a living legend among the Ashgarians and already has many sagas written about his exploits.

Game Info: Pop: 6,500; Ruler: Melnir Hairycheeks. There are at any time 50 longships in and around Asglohad, each which commands 40 to 60 men each. These ships patrol the rocky islands around Asglohad, explore new lands and raid other towns.

 

Ashali-Theoini

Located: Central Maldur

At a Glance: Within the heart of the Forest of Maldur, is the kingdom of the elves. Known in the common language as High Elves, these folk live in deep contact with nature. Ashali-Theoini is the name of the major city of these elves. The city is built among the limbs of ancient trees, whose limbs can be as large as 10 meters in diameter. Most of the city is over 30 meters in the air. The houses, which are built around the trunks are connected by ropes and ladders.

GM Info: Ashloi - Theoni (People of the Forest) Around the bases of the tree city's trunks, live the Wolf Brethren. These are the descendants of the mutations created in Tessaly during the Inhuman Wars. The Brethren and the Theoni live in a communal symbiosis. The Brethren hunt and farm for the elves, while the elves produce fine crafts for the lower city. Visitors are welcome, so long as they obey all the laws, of which not destroying any trees is most important. The elves have many ballads of heroes who sacrificed themselves to save the ancient trees from creatures seeking to do harm (mostly humans.)

Game Info: Pop: 46,000 Elves, 38,000 Brethren, Ruler Tholendor Ashali

In combat, the brethren, because of their brutish strength, form the bulk of the hand to hand combat companies, while the elves use their longbows and magic. The city is unfortified, but unless powerful magic is used, no one could get within five kilometers of the city without being sighted by the many patrols of the forest. There are some trees in the area that are sentient. The entire area is under a fire resistance spell. No normal fires in the area can exist. The trees in which the elves resided are called Barodi (Tree of Life) The elves cultivate mushroom spores, from which they make bread. The sap of the tree is also edible, they also eat the moss that grows on the trees.

 

Ashgar, Eastern

Located: Northern Avertin

At a Glance: This is a land of harsh winds, low rolling hills, which reach up into mighty mountains and fearsome monsters. It is considered uninhabitable by most people living below the Ashgar Channel. For the Southerners, Ashgarland is considered the beginning of the Northern Lands.

GM Info: Eastern Ashgar is heavily populated by Humans, Snow Elves, the fearsome Dalfarian Elves, Dwarves and Giants. The days are usually cool to warm and the nights are quite cold. Although no formal peace treaty exists between the humans of the area and raiding sometimes takes place, humans are more concerned about protecting themselves from the Dalfarian Elves, who occasionally storm out of the mountains, seeking to drive out and kill all humans in the area.

Game Info: The major stumbling block between the elves conquering the humans are the Dwarves from Dverghome. There is no formal alliance between the humans and the Dwarves and although the Dwarves know of the humans, they hold them in contempt, believing that the humans are barely better than rodents. The humans on the other hand barely know about the Dwarves and regard them with caution, as mountain spirits.

 

Ashgar, Western

Located: Northern Avertin

At A Glance: Largely unpopulated, with large forests of pine and fir. Known for dragons and the famous Geist Lake.

GM Info: Very few humans inhabit Western Ashgar. Most settlements can be found along Earding Fjord. No Ashgarian will ever fight each other in the forests of Western Ashgar, it considered taboo, with dire consequences.

Game Info: The area is rich with gold, silver and copper, with more appearing as one goes higher towards the mountains.

 

Ashgar Channel

Located: Between Western Ashgar and Maldur

At A Glance:

 

As-salmon River

At A Glance:

 

Avernus

At A Glance:

(gr. without birds) entrance to the infernal regions noxious gas kills masonry rumored to be a gateway to other dimensions

 

Ba-albeck, Temple of

At A Glance:

The Black Tower

 

Balad Nar

At a Glance: See Endburg.

 

Bahrain

At A Glance:

 

Bjoernheim

At a Glance: Bjoernheim is the largest and oldest city in Ashgarland. The huge castle, Bjoernrock, has never been taken. Many ships sail into and out of the harbor. The town is known for its high quality weapons.

GM Info: Bjoernheim was founded by Bjoern Hammerfyst in 1297 AV, after his ship was wrecked on the rocks below Bjoernrock Castle. He was returning from a raid against Southerners for women and gold, when his ship was overtaken by a storm. After the storm, he found himself in strange waters. He searched for a month, but couldn't find his homeland. His ship was caught by another storm, and he was shipwrecked. Where his ship was destroyed, he built his new home.

Game Info: Pop: 15,000; Ruler: Hlafdan Bjoernson

At any time, there are about 100 longships of different sizes in and around Bjoernheim. Although the warriors of Bjoernheim number only around 400, the people of the city are almost all proficient with weaponry to a very high degree. Bjoernheim is the only city to be directly allied with the Huldre. In times of emergency, either nation can count on the other for full support. Some scholars believe that Bjoern Hammerfyst came from another world. Why and how he arrived on Potres, only the gods can tell.

 

Black Water River

At a Glance: The Black Water is a swift moving mountain river flowing south out of the Alard Anorien. The water is extremely cold. The mouth of the river is a cave, high in the mountains. The water is almost black from certain rich sedimentary deposits that the river picked up underground. No one has gone into the cavern mouth, because the water is shooting out at a tremendous force, covering the mountain side with an eternal mist.

 

Black Sea

At A Glance:

 

Burning Lands

At A Glance: A land of superheated sands and live volcanoes. Nothing is known to live here.

GM Info: The Burning Lands are a great wasteland of smoking pits and large volcanoes. To reach the interior of the Burning Lands, one must cross a belt of superheated sand. The sand is so hot, that without special protection, one's shoes and consequently feet are burned through within minutes. After the sand regions, come the smoking pits. Here, noxious fumes rise slowly into the sky. Visibility is reduced and the sun seems hidden behind a permanent pallor of smoke. The smell of sulfur is so intense, a person would choke if he were not somehow protected. Next comes the namesake of the area, great volcanoes. These volcanoes are open sores on the face of the earth. A constant flow of lava oozes out of the tops and meanders its way into the sea. Fleet footed Ashlopes inhabit the region, lining off of the sparse grass that clings to life around the dormant volcanoes. The deep interior is a regular inferno. The volcanoes spew forth ash and lava at an appalling rate. Nothing is known to inhabit this region.

Game Info: The Ashlopes are not the only inhabitants of the Burning Lands. A new breed of Raj may be found here. These Raj live off of the Ashlopes and by hunting into the surrounding forests of the region. Other than occasional reports of dragons, nothing else is known to live in the region.

 

Carnak

At a Glance: This is a very large and bouistourus town. It sits between two low rolling hills. There is not much evidence of fortifications surrounding the town. during the day, it is usually quiet and peaceful. Merchants and farmers can be seen entering and leaving, but most seem to be gone at night. At night, the town explodes into a carnival like atmosphere. There is much singing and shouting. People stay up and celebrate throughout the night. Located west of Blackwater River.

GM Info: This town does not produce much. It relies upon its taverns and theaters for income. Many people make the long trip from Tarmak to see the shows. Of course, they are usually relieved of all items of worth before they leave. There is no organized law here. If someone can get away with something without witnesses, that person is free. However, if someone witnesses an act of deprivation, the guilty person had better hope that they are quick on their feet, because the inhabitants of the town love nothing more than a good chase through town and a satisfying hanging.

Game Info: Nearby, are a group of standing stones, erected soon after the town was first built. They are there to commemorate a great victory in defending the town against invaders. None go there at night however, because they are known to be haunted, not so much as by the dead invaders buried there, but by what is underneath. Some say the hill is actually an old city, laid to waste by an attacker and the uneasy spirits are jealous of the prosperity of the new town. These spirits actually protect the town from being destroyed, because the town is their favorite hunting ground for souls. They will only attack strangers to the town, leaving valuables behind for street urchins to find. The street urchins nicknamed the spirits the 'Black Angels"

 

This is a very large and bouistourus town. It sits between two low rolling hills. There is not much evidence of fortifications surrounding the town. During the day, it is usually quiet and peaceful. Merchants and farmers can be seen entering and leaving, but most seem to be gone at night. At night, the town explodes into a carnival like atmosphere. There is much singing and shouting. People stay up and party throughout the night.

 

 

Caspian Gates

At a Glance: This is a large fortress guarding the only pass through the Djiami mountains. A massive wall stretches between two steep cliffs and the fortress lies in the middle. On the western side of the fortress is a small mining town.

GM Info:

 

 

Caudine Falls

At A Glance: Caudine Falls is one of the largest waterfalls in the world. Before the Caudine forks actually come together, an offshoot river runs from the northern Caudine and traces its way directly south, joining the southern Caudine after a 100 foot drop. If ship captains are not careful when passing the falls, his ship may be swept into the swirling waters at the base of the falls.

GM Info: Many ships have met their end here. However, no ship has been found in the area. Many people believe that a large hole exists under the falls into which all the ships sank. This theory is also supported by the fact that even though more water is introduced into the southern Caudine, there is no evidence that the river gets any larger.

Game Info: A cavern does extend down almost a mile straight into the ground, after which it levels out and becomes one of the great underground rivers. At the beginning of the underground river, is a tribe of Raj, who look upon anything coming through great hole as a gift from Grummash. They do not take kindly to anything that survived the falls.

 

Castaly

At A Glance:

Bardic fountain-gift of poetry

 

Caudine, Area of

At A Glance: Area that stretches from Chalma to Waterton, including parts of the Dragonspine Mountains

 

Caudine Forks

At A Glance: The forks begin on the northern side of the Dragonspine Mountains and continue through narrow gaps in the mountains, where they rejoin on the southern side. Except for the Caudine Falls, the entire river is navigational. If one were to sail along the northern route, he would see many caverns of various sizes and many bones of ancient creatures protruding from the cliff surfaces.

GM Info: The northern route is never sailed on (see Aden, Ruins of). However, among the many caverns are a few that lead down into the heart of the mountains. Many a brave adventurer has gone down, never to be heard from again. Among the most famous of these caverns is one called Kent's Hole. This large cavern used to house ancient humans, many of their artifacts can be found here. Kent's Hole is also one of the entrances into the underworld. No one has ever returned from going into Kent's Hole.

Game Info: Deep down Kent's Hole is the Dripping Fang Raj tribe. This is a very well established tribe, numbering in the thousands. Long ago, they conquered a gnome kingdom and instead of slaying them, the raj made the gnomes into slaves, to farm and work for them. For this reason, the Dripping Fang is one of the most prosperous Raj tribes in the world. The tribe is lead by Karam Bloodfinger, who is counseled by an evil human wizard of unknown powers. Between the two, they have never lost a battle, nor let anyone live long enough to tell anybody about the tribe.

Chalma

At A Glance: This large city is situated on an island in the mouth of the Caudine river. The city has also expanded to the southern side of the river, where most of the merchants have their warehouses. A bridge crosses to both sides of the river. A busy port, Chalma never lacks in merchant ships or any other ship needed for any sort of water borne adventure.

GM Info: Chalma receives most of its revenue from trade, as the Caudine river goes directly through the Dragonspine mountains. Zaub is traded freely here, but is not allowed to make its way down the river. That does not mean that a healthy Black Market trade does not exist for Zaub or anything else for that matter. Most officials will turn their eyes somewhere else if they are left holding a bag of gold. There is a tall rock on the northern side of the island. It is called Leucadia's Rock. Criminals, convicted of a felony, are thrown from here. If they survive the fall, they are set free. This is unlikely though, as the drop is almost 100 feet down and the bottom is covered with sharp and jagged boulders. Precautions are taken to ensure that no magic is used during the execution of the sentence.

Game Info: Chalma has a shaky alliance with the Desert Raj to the south. The rocs trade precious minerals gleaned from the Burning Lands in exchange for food and weapons. They have been hired at times when Sybaris has attacked. Chalma has a healthy trade with Malingassa, the Sea Kings and the Ashgarian Seamen.

medium taxes money is in crowns many mercenaries and large army much corruption most mercs stay in city protect king (from army) army patrols south to Ser’s flats high tax through river

 

 

Char Rush

At A Glance:

 

Citadel of the Sea Kings

At A Glance: seafaring people

 

Chulna, People

At A Glance: ancient human race pop @2,500 living in and around Fomor mountains. Proud people who know Kylin inside and out and almost all of the secret ways

 

Cliffs of Life

At a Glance: Limestone cliffs north of Malingassa. There are many tiny islands along the front of the cliffs. Many large natural caverns have been formed along the base of the cliffs, by the eroding actions of the ocean.

GM Info: It has been rumored that an old city of the ancients lies ruined, deep within the cliffs.

 

Coalition, The

At A Glance: is made up of the 6 southern countries. Each country is actually a Princedom. Each Prince has made an alliance with the others for defense and trade. Although their basic laws are the same, individual states have their own rules (do not be caught eating a pig in Najron!) The coalition consists of: Harad, Chalma, Waterton, Nostrand, Najron, and Khamasin. These are also the family names of the Princes. These states have survived for over 700 years and are well organized as well as protected. They have navies

 

Corru

At a Glance: Corru is a small fishing village, snuggled at the end of Sharktooth Bay on the west coast of Kylin. The town is noted for the large overgrown ruins just south of the town.

GM Info: A priest of , who lives in Corru, has examined the local ruins extensively. He is probably the only one in the lands who knows who or what lived there.

Crimmea

At a Glance: Crimmea is a Land of thick forest, mostly pine and oak, covering large rolling hills. The hills are small and low to the south, but gradually grow larger as they reach the Crimmean Mountains.

GM Info: Castles dot the landscape, but most are in ruins. Small tribes of Barbaric humans are scattered through out the area. Most tribes are very warlike and proud. Warfare is considered the ultimate purpose in life. The people are however very friendly and family oriented. There are no blood feuds between any of the tribes, because it is considered an honor to die in battle. The tribes do not attack each other's village, but send runners to ask other tribes to do battle, where they agree on a location and do combat. Combat is more like one on one. Ten men from each side will go into a clearing, shout insults at each other, then fight. They are very merciful to each other and will not attack some one who is seriously injured or outnumbered four to one. This only applies to Crimmeans. Any force who invades the area, is suddenly faced with the entire nation, which will kill everyone.

Game Info: Most northern tribes have moved out of the castles, but the southern ones keep theirs up for protection against invaders. a new tribe is formed when the population reaches over 200 males and the eldest son of current chieftain reaches 20 years of age, then the son takes 50 men and their wives and moves south, where they build a castle. They are protected during this time by the surrounding tribes, with whom they feast with. No one does battle with a tribe that has less than 100 males. Women do not fight in the tribal wars, but are taught how to fight, to protect the tribe in case of attack. Common weapons for combat include the Bastard and Broad sword, Battle Axe an short distance weapons (short bows, spears, hand axes etc..) These distance weapons are not utilized in inter tribe combat. They hunt boar, deer, bear, aophyn. They do have a blood feud with goblins, giants, trolls. There are about 8 known greater tribes of 500+ people, plus about 20 mid sized tribes, numbering in population of between 200- 300 people. There are around 50 minor tribes, numbering in population of between 50 to 200 people. Each tribe covers an area of about 100 square miles of land.

 

Crown Mountains

At a Glance: Four tall mountains that rise suddenly from the surrounding lowland hills. Each mountain is at the point of the compass; North, South, East and West.

GM Info: It has been noted that many griffins live among the peaks.

 

Dalfariglad

At a Glance: A relatively new city of dark elves. Dalfariglad lies in the central valley of the Helana Mountains. The dark elves are known as the Dock Alfar.

GM Info: The dark elves that live in Dalfariglad were driven out of the Inner Realms by others of there race. More tolerant than their underground cousins, the elves of Dalfariglad are still very bloody and warlike.

Game Info: The Dock Alfar no longer worship their spider goddess, instead they worship and gain power from denizens of the lower planes.

 

Damai

At A Glance: gets large quantities at the burning lands-Zaub

 

Danonar

At A Glance:

 

Death Gate

At A Glance:

 

Devil's Den

At A Glance:

 

Diavolnar

At A Glance:

 

Dolorous Mound

At a Glance: Dolorous Mound is an ancient barrow, rumored to hold vast treasures of some ancient king.

DM Info: The legend of the wealth of Dolorous Mound brings many who try to take the treasure inside. To this date, no one has been able to defeat the traps and guardians inside.

Game Info: Inside the mound, resides an undead Dragon, which has been transformed into a

 

Dragonspine Mountains (Alard Anorien)

At A Glance:

 

Duale River

At a Glance: Southern Border of Thunderdale

 

Durgrad

At a Glance: A Viking settlement.

 

GM Info:: Population: 400

 

Dverghom

At a Glance: -Dvergs inhabit surrounding mountains and hold back the Dock Alfar.

GM Info: Population: 4,000

 

Dwarfie Stone Isle

At a Glance: Known for mystic dwarven/magical rocks.

 

Dwarven Hills

At a Glance: Survivors of Balad Nor-depressed lot-always dream of reclaiming Balad Nor.

(mountain dwarves) Hill dwarves live in Izen-Nar

 

Earthold

At A Glance: major fortress of Malingassa

 

Edgewood

At A Glance: Land of the Guanch

Eisenburg (Izen-Nar)

At A Glance: Eisenburg is the home of the Hill Dwarves. Eisenburg armaments are the best made in the world today. It is rumored that as the dwarves dug into the mountain, they found a lake That was filled with rubies flowing out of it.

Shtaalburg limbs manufactured by dwarves confer protection +1, does extra damage, strength of grip goes way high weapon attachment small type and cancelable

 

Endburg (Balad-Nar)

At a Glance: Endburg mountain is the last great mountain in the Dragon spine chain. It looms into the clouds with steep sides covered with scrub trees and treacherous slopes. It is easily the largest mountain in the north. Here, was the ancient Dwarven kingdom of Balad-Nar. Today, Balad-Nar is inhabited by pride of Dragons (red). Surrounding human villages provide tribute of meat and are protected by the dragons from raiders.

GM Info: Although Balad-Nar is now the home of the dragons, a small clan of Mountain Dwarves have taken up residence in the smaller lower levels. These dwarves were the original builders of Balad-Nar, but a plague almost wiped them out. Remembered only in old legends and tales, they are a very reclusive people, hardly venturing to the surface. They once lived in a great city near the top of the mountain, but they moved into the bowels of the mountain away from the memories of their families and race dying. Before they left, they sealed off all entrances to the original city. No one has been inside the city that once housed over 100,000 Dwarves in many generations.

Game Info: Newendburg has only about 5,000 dwarves. Even though they are small and reproduce at a slow rate, they are starting to emerge as a prominent force in the northern underground realms.

 

Eysta Salt

At A Glance: map shows headwater of huge inland lake

Falhom

At A Glance: Native Kylin town pop 500

 

Fesheim

At A Glance: Originally human, now inhabited by Dock Alfar

Formor Mountains

At a Glance: Known for large numbers of Giants

Frograd

At A Glance: Southernmost town of Ashgarian people

 

Frozen Lake

At A Glance: The Frozen Lake gets its name from the fact that it is totally frozen solid. During the day, the sun shines down and is blinding unless one has some protection against it.

DM Info: Living on and around the lake are the Entari. The Entari live by hunting the great Mammoth herds that abound in the region. They utilize the bones of those great beasts. In order to swiftly find and hunt the great mammoth, they have built Icerunners-small ships able to sail along the Frozen Lake at incredible speeds. They use offal and peat moss as fuel for their fires.

Game Info: The Entari are basically a friendly, if grim race. They tolerate all outsiders, so long as they obey their taboos-which unfortunately for those that are uneducated-very many and varied. Failure to obey even the slightest taboo means instant death to an outsider and a bloody flogging to a tribal member. Typical taboos include never slaying the great beasts unless in need of food, staring at a wed woman, leaving the house with left foot first etc.. More to the point, anything involving threatening potential food sources or angering the spirits.

 

Garush River

At A Glance: Northern border of Malingassa

Geist Lake

At A Glance: Known for large number of apparitions

Gilesros

At A Glance: Outpost of Citadel of Sea Kings

Govrinis

At A Glance:

 

Gramm's Pass

At A Glance: Only a fool would go through this pass. One end leads into Mispek Moor - zombie filled. The other leads into hostile elven territories. Even the pass is known to have humanoid tribes that like the taste of humans

 

Grimaldi Caverns

At A Glance: These large caverns are located on the southern side of the Dragonspine Mountains, about 40 leagues north of the Caudine River. They are named so because of a famous bandit that made these caverns his lair. Grimaldi the bandit was a powerful man and good leader. His 'gang' numbered almost 400 battle hardened troops, with wizards and clerics aplenty. He ruled the surrounding area with impunity from the local governments, until one day about 20 years ago, he and his entire band disappeared.

GM Info: The Grimaldi Caverns are a series of large natural and man-made tunnels. Local rumor has it that some adventures went up to his lair to see what became of the mighty Grimaldi. All they found was left over scraps and a tunnel that had been filled back up. To date, no one has gone back up into the caverns, except for an occasional bandit or other refuse.

Game Info: Grimaldi is still alive and doing well, deep within the earth. He had commissioned excavations to enlarge the caverns. When workers broke through an old series of tunnels and investigated, they found that the tunnels led to a huge cavern, stretching almost two leagues into the heart of the mountains. In this cavern, were buildings of cyclopean stature. Bones of an unknown race were littered across the floor as though the people had died almost immediately. Seeking further, he came across a living god chained to a pillar. The chains were magical and could only be broken by someone other than the person chained. Making a deal with the unnamed god, Grimaldi freed him. Today, the cavern is the seat of a growing underground empire, whose presence has been felt by the Drow and Deep Gnomes in the area. Grimaldi's purpose in staying underground is unknown, but may have something to do with the god's powers.

 

Gunlad

At A Glance: Prosperous town near straights of Babel-Mandeb

Halflingkill Hills

At A Glance: Site of where last known halflings were massacred and wiped out - evil area

Hal Safliene

At A Glance: Great forest of Kylin - Totally unexplored - inhabited by strange magical creatures and unfriendly elves.

Harad

At A Glance: The northernmost kingdom of the coalition. Harad is ruled by Prince Yamal al Harad. The kingdom is bordered by the A's-salmo River to the north. The capital of Salmal lies on the coast. Approximately 50,000 people live in this kingdom, half in Salmal, the rest in villages and small towns that dot the country side. Economy based on trade, fishing and farming plus exotic material from the jungle of Keth.

 

Harappa

At A Glance: totally lawless king is in name only, but has many mercenaries

 

Hartros

At A Glance: (shattered islands) ancient civilization, destroyed by volcanic activity (magical?) Survivors fled to town of Mark

Helvana Mountains

At A Glance: uncharted mountains to the north

Hierro Island

At A Glance: Cave Filled

Highlands

At A Glance: Tribal humans

Holga River

At A Glance: western most border of Ashgarian people

Hyko Island

At A Glance:

Iceheim

At A Glance: A small town located in the most northern part of Argar.

GM Info: Iceheim is probably the least aggressive of all the Ashgarian peoples (excluding Pesland). Located in a large cove, it is protected from the harsh north winds. The people live by fishing, limited farming and the trading of hides from arctic creatures. Even though they are non-warlike, most would think twice about attacking this small town. The warriors developed their skills hunting and battling creatures such as Polar Bears, Winter Wolves and the dreaded Remorhaz. The leader, Hlodvar has recently given his son, Arngrim the Bold, a longship and 60 men to explore to the west, where rumors of a warm land full of forests lay.

Game Info: Pop: 1,500; Ruler: Hlodver Night-Sun. Hlodver can if needed call up over 500 warriors at almost a moments notice to protect Iceheim. Another 800 can be assembled within a hour(the women fight alongside the men and are noted for their viciousness). However, Hlodver (and Iceheim) would be very reluctant to battle anyone not directly threatening their homes.

 

Inner Solander

At A Glance: large channel between Kylin and Mainland

Isle of Death

At A Glance: undead live here, used to be large city

Izen Nar

At A Glance: Home of the Hill dwarves

Jasper's Pass

At A Glance: safest route between east and west

Jarland

At A Glance: pop 500

Jutland

At A Glance:

 

Juteland

At A Glance: pop 800

Kaelnar

At A Glance:

Karku'k

At A Glance: citadel of the mountain dwarves

Kent's Hole

At A Glance: See Caudine Forks.

 

Keth, Jungle of

140,000 square miles of dense jungle. Not much is known about it except that almost all that have gone in, never returned and the ones that have returned, have tall tales of strange and savage races, exotic cities, massive ruins and fell beasts. The ancient Dragon, Marnutanakun, lives in the Jungle. She is said to have birthed some young. The jungle lies in a depression surrounded by sheer cliffs. It is commonly known that a race of lizard like creatures live deep within the jungle. They have a relatively high civilization. They have metallurgy, although they do not mine. They retrieve metal of high quality from the ruins of Ashra and Al-Bator, two cities of the ancients. They avoid contact with the outside world. they are meat eaters and do enjoy the unfortunate human that they capture at times. They number about 100,00 plus those that live in the South.

 

Kylin

At a Glance: Eirenenkos - island of the western coast of Maldur

 

In ancient times, Kylin was inhabited by the Chulna’s. They were conquered by the Kylin, who ruled the island for hundreds of years - neither race was very numerous. When the plague was introduced by an old fisherman who was lost, most of the Kylin died. Some of the old Kylin towns were later resettled by the mainlanders and the rest forgotten.. A few Kylin still live deep within the forest of Hal-Saflieni, in an ancient city, most of which is deserted. They have gone feral and are known cannibals.

Kylin pop: 8,000, living scattered in small tribes, numbering around 400 people each.. They war on each other, for captives, which they try to keep alive. Once a month, they have a feast, in which the captives are divided into pieces, so that all may get a portion of their magic.

Kylin itself seems to be constantly under a cover of fog. The eastern portion of Kylin is slightly volcanic and when the cool ocean breezes go over the land, it is changed into a heavy, dense fog.

Lake of the Sun

At A Glance: Holy lake of the Ashloi-Theoni

Land of the Midnight Sun

At A Glance: Ice Riggers

Land of Mist

At A Glance: Constant mists - land of witches

Lefat Forest

At A Glance: Southern border of Malingassa

Levous

At A Glance:

Loshwood

At A Glance: Magical wood, northern border of burning lands

Ludograd

At A Glance:

Lynol Swamp

At A Glance:

 

Maiden Castle

At A Glance:

Maldur, Forest of

At A Glance: A vast expanse of wood covering approximately 2,500 square kilometers. It is filled with a strange people called Nagori and stranger beasts. The forest is located north of the Arn Rush, between the Northern Sea and the Dragonspine Mountains.

GM Info: The forest is comprised mostly of beach and oak trees, with pine concentrated in the north. This is an ancient forest, with most of the trees being at least 1.5 meters in diameter, with some in the center being over 10 meters in diameter. The people inhabiting this forest are aboriginal and very primitive, superstitious and quite fierce. Rumors abound of how they were once numerous and advanced. There are also rumors of a large lake near the center of the of the forest. In the middle of the lake is supposedly and island with an ancient and deserted (?) city, which was the original capital of the Nagori. No one knows for sure, because anyone who has gone in to take a look, has never come out alive again.

Game Info: Presently, many High Elves live in the southern reaches of Maldur. Their capital is called Ashali-Theoni. Wolf Brethren (Shulaka) live with the elves and also have settlements in the western part of Maldur.

 

Malingassa

At A Glance: Malingassa low tax through river army patrols Maldur Earthfast has own patrols

Malingassa has a deep mine under the city that has Zaub

Mark

At A Glance:

Mispek Moor

At A Glance:

Moonlake

At A Glance:

Moonros

At A Glance:

 

Mossberg

At A Glance:

Muelheim, Ruins of

At A Glance:

Mysan

At A Glance:

Necca Plains

At A Glance:

Necca River

At A Glance:

 

Nedstun

At A Glance:

Nerhom

At A Glance:

Nifleros

At A Glance:

Nostrand

At A Glance:

Palamos

At A Glance:

Paldu'r

At A Glance:

Patasis

At A Glance: Ancient ruined capital of Damai - partial Subterranean

 

Pegnitz River

At A Glance:

Pesland

At A Glance: This small hamlet is unwalled, unlike an other Argarian town.

GM Info: Pesland is the only place that does not condone warriors fighting. It is also never attacked. The reason for this is that once a year, in early Autumn, it swells to almost 10 times its size during the Great Gathering. During the Gathering, thousands of Argarians converge at Pesland to trade, hold tournaments and hear the great ballads. This is when the Agarian Plainsmen meet with the Seamen. The seapeople trade fish, salt, hides and coral for horses, cattle, and precious metals. They also trade weapons. Plainsmen bows made from the yew trees of Mirkwood are always sought after as well as the iron weapons of the Seamen.

Game Info: If anyone were to kill or seek to do injury to any Peslander or to anyone else during the Gathering, this would put the entire Argarian nation at war with the offender and his home. This was done once when a young warrior from Muelheim raped and murdered a Pesland peasant girl. Today, no two stones lay on top of each other in Muelheim and someone is called a Muelheimson in deepest insult.

 

 

Plains People

At A Glance: live in Wilds of Rekam

Plains People-comparable to Scythians

Yurts

ride on shaggy ponies

Goblets made from skull of enemy

shamans w/spirits

Deep within their territory is a city of the ancients, from which they got all metals a small village is there of all people who are unable to ride/fight and their wives-it is an honor to live there 'close to the forefathers' Buried like Indians on outskirts of city

(Guardian Spirits they become and protect city from any non Arg^uzian)

skin is russet red in color w/long braided black hair

use fetishes-feathers, bones medicine bags

weapons: long spear, saber and/or long dirk, short hornbow

everything is adorned (carved, painted etc..)

Any that die in battle, stay dead for 2-3 days, then they become animated and walk to the far eastern or southern part of the lands to do battle with any who try to come in.- powerful ancient magic used to protect the lands.

each feather hanging form hair is a coup (one kill of another warrior)

Deep within their territory is a city of the ancients, from which they get all metal a small village is there of all people who are unable to ride/fight and their wives it is an honor to live there, because it is so close to the forefathers Buried like Indians on outskirts of city

Guardian Spirits they become and protect city from any non Arg^uzian

skin is russet red in color w/long braided black hair

use fetishes-feathers, bones medicine bags

weapons: long spear, saber and/or long dirk, short hornbow

everything is adorned (carved, painted etc..)

Any that die in battle, stay dead for 2-3 days, then they become animated and walk to the far eastern or southern part of the lands to do battle with any who try to come in - powerful ancient magic used to protect the lands-turn undead does not work

each feather hanging from hair is a coup (one kill of another warrior)

Regis

At A Glance:

River Maghan

At A Glance:

Rockspur Hills

At A Glance:

Rogland, Island of

At A Glance:

Rudgilhad

At A Glance:

 

Santorinos

At A Glance:

Sar Marghan

At A Glance:

Sardini

At A Glance:

 

Sarma

At A Glance: The Indians of Sarma come from the great western land, crossing the land of Ice and Snow, living off of the animals a tribe of 200 people started the journey when threatend with extinction from southern tribes and an uncommon drought. the journey lasted for 3 months, before they found Tabres, just destroyed with much food in storage etc.. they then went south along the great road into their present lands

Shaglad

At A Glance:

Sharktooth Bay

At A Glance: Known for the many specimens of fossilized shark teeth found on the river banks

Sheelin

At A Glance:

 

Shires, The

At A Glance: This loose confederation of independent towns are fiercely independant.

DM Info: Most of these shires have either a small keep or tower guarding them. This area north of the Caudine is heavily populated by semi-nomdic tribes of humans as well as other creatures.

GM Info: Adventurers wishing to start a kingdom will find this area the quickest way to start one, however, keeping it is another story, as the other shires will vie for control as well as the nomads to the north fight to keep their territory from shrinking.

 

 

Shynna River

At A Glance: East running river. Its head waters form the entrance to Gramm’s Pass

Siloverai, the

At A Glance: high honor part elven warrior race, which constantly seeks to expand. They are made up of small clans, which constantly fight each other. If they were to band together, western Malingassa could be in trouble

 

Sjo^rn

At A Glance:

Skroglad

At A Glance:

Sladros

At A Glance:

Snow Water Lake

At A Glance:

Socotra

At A Glance: feuding warlords actually bandits common crop is Circeae, a drug in extensive use throughout world

 

Solander Salt

At A Glance:

South Wood

At A Glance:

Spiderhaunt Woods

At A Glance:

Stoneford

At A Glance:

Storm Haven

At A Glance:

Straights of Babel-Mandeb

At A Glance:

Sudenhom

At A Glance:

Swamp of Luc

At A Glance:

Sybaris

At A Glance:

Inflation by mixing money no merc's Army small, but loyal high entry taxes for those who wish to enter anyone caught without passpaper is thrown in jail inhabitants are tattooed at birth possible reason for PC spies

Tarmak

At A Glance:

 

Teardrop Lake

At A Glance:

Tessaly

At A Glance: does not rule, only rules: yearly tax, actually small, no reading or writing in any form, no magic use

Tessalian Mage Guilds

Tessalian Courts only magic allowed is 1 Gem of Truth

Wizards guild in Tessaly

 

Sphere of warning in Tessaly any raj in 30 leagues sets it off

In Tessaly, the mage guilds are divided up amongst the specialties at the gates, all mages are treated with utmost respect

 

Tharkop

At A Glance:

Thirndal

At A Glance:

 

Thunder Dale

At A Glance:

 

Tomb of Danoes

At A Glance:

Tronden

At A Glance:

Tsarang Mountains

At A Glance:

Tuan

At A Glance:

Ugenhos

At A Glance:

 

U'ldan

At A Glance:

Ulfhom

At A Glance:

Vestland

At A Glance:

Vestland Hills

At A Glance:

Vestura

At A Glance:

Wall of Bjoern

At a Glance: Built originally because of raids by Dock Alfar.

Waterton

At A Glance: Waterton is an independent city state at the end of the Caudine River.

GM Info: Waterton is in the middle of a genocidal war with the Guanch, a primitive people living to the south of the city. Most of the illegal Zaub trade comes down the Caudine and is sold here.

Game Info: Pop: 23,000; Ruler: High Lord Bunstraf

Waterton is a city built on trade. It has alliances with over 15 other cities and states. The cause of the war with the Guanch is unknown.

Watertown does not allow Zaub trade although there is a heavy black market in it Leaders tend to look other way however the ambassador screens all entrances (known) and exits of the city

 

Western Downs

At A Glance:

Wilds of Rekam

At A Glance:

Yosana Hills

At A Glance:

Yunna

At A Glance: tribes of cannibals

Yunna wild tribes numbering between 20-100 people

Warlords 30 great warlords hundreds of minors 30 great warlords support the gangs in call houn

 

 

 

 

 

Races

Rabian

Ashguza nomads

Scythian nomads

Qari people of Raq and Naria

Srul Coalition

Hagar Qim giants

Guanch cave dwellers

Yunnan

Ganan

Hykoian

Amerusian horse nomads

 

Devil's Den

Dranidor

 

Gem Lake

Hookhelm

Huldre - snow elves of Helanval Mountains

Istil

Lacroita

Leucadia's Rock

At a Glance: (See Chalma)

Muhland

Poder

Quickstream

Sidhe Elves

Sudeland

Thael

Varmhos

Yal-Souen

Zyndra

 

areas of dead magic and/or wild magic

 

From war of the ancients: Frozen lake, sentient trees of Maldur ksolic forest burning lands

 

nastrond Swamp of the Dead

Narakath Hell 28 levels each with a thousand more

 

Frozen Sea-Ice runners 1 great frigate most are 1 or 2 person rigs

Ice drill Technology: Aluminum Heat provided by Tame (with Torque) dragon

Translations:

-land

-heim home

-lad

-dal dale

-grad castle

-burg fort

-had

-kop

-sat

-ros island

-rog rock

Maghan Moon

Hogla Swift

 

The Western Realms

Aceldana: An area covering 36 square leagues. This is a place of low rolling hills, short grass and scraggly bush. However, many bones and rusted pieces of armor can be found, pushing their way out of the ground. Here, one can see the Djiami Mountains rise majestically into the sky.

GM Info: This is where the last battle of the Great War took place. Over 20,000 troops of the Grand Alliance and more than 50,000 Raj perished here.

Game Info: This area is populated by undead. They prey on anybody and anything entering the region. Nothing of value may be found here.

Bad Lands: Since the Great War, this land has been a tortured graveyard. Very little grows here between the Toxik Forest and the Djiami Mountains. It is a land of low rolling hills covered in short grass on a thin layer of soil. An occasional scraggly bush breaks the contours. Mostly Prairie Dogs, Jack Rabbits, Jen Cows and Pack Rats live here eating the short grass and seeds. They get their moisture from the early morning dew. An occasional coyote may be found, but not much else.

DM Info: Hating open spaces and light, the Raj tend to avoid this area. It is not unheard of though that a Rah patrol may move through.

GM Info: There is rumored that a dragon makes its home in the Djiami mountains and hunts Jen Cows in the Bad Lands.

Bengantz River: The Bengantz runs from the Fley Mountains into Lake Dregonti - although free flowing and drinkable, the water always seems brackish and sour to taste

Black Tower, The: The Black Tower is the Southern most fortress of the Cardon Wall.

Brael: Brael is a small trading town centered in the middle of the Pallene Peninsula. This is where most of the southern hamlets bring their merchandise for sale in the north.

Bratton: Arch of Teleportation from Bratton to the Burning Lands-there is no return arch however. Allied with Evanberry, Trades with: Kazan, Waterton, Maiden Castle; Enemies with: Tessaly

Callhoun: This large city is what many people believe humanity may come to resemble in the future. Not a single building does not show extreme signs of deterioration. The inhabitants of this city practice cannalbism on each other. Almost all have gathered into 'gangs'. These gangs fight over territory almost as fearlessly as for food.

GM Info: Once each ten-day, the gangs stop fighting and converge into a market square to receive food and equipment. These items are furnished by local warlords, who support a particular gang. The ancestors of the warlords made a pact that they would only serve a ruler who could take and hold Callhoun. As of yet, not even the Tessalian Mages have been able to bring the extremely fractious groups under sway. In Callhoun, anything goes. Much Zaub can be gleaned from ancient treasure hoards. There is also rumored to be an ancient mine, which supposedly produces Zaub. In all of Ghalan, this is the only place where the Mage Guilds allow magic. Of course, they send large patrols to deep the Zaub inside of Callhoun. Anyone caught with a trace of Zaub is instantly slain.

 

 

 

 

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