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The Name of the World is Dissa

The world is called Dissa and is home to many people, beings and creatures. It is rife with
mysteries and legends and has rich cultures throughout. What follows is a brief history of the
world, its people, their jobs, unique people, places and things and the world itself.

The Ages of the World


The Maximum Magia
The first age of the world was named the Maximum Magia as it was filled with powerful magic
and great beings. This was the time of the Valheru. The Valheru were the first race on Dissa,
and among the most powerful in the known universe. Their nature was that of the fabric of the
universe. They rode on the backs of great dragons, travelling throughout the cosmos in search of
plunder. Arrogantly presuming themselves to be gods.

From the moment they are born the Valheru must fight for survival. As soon as they are born
they were taken by midwives from their mother, who takes the infant and finds a secluded spot in
which to leave the child. They are born aware and with each passing moment they gain a greater
understanding of the world around them. Within a summer’s span they are able to run down and
kill deer with a stunning mind blast. The only creatures they need fear are others of their own
kind.

During the Maximum Magia the Valheru used magic to create fantastic works that are only
dreamed of now. The Valheru could combine magics of all types into one. They also possessed
magics that no longer exist in the world today able to harness elements undreamed of today. It
allowed them to build monuments to themselves of stone and steel that towered high into the
sky. They created weapons of frightening power that could destroy this world and many others
and used them in their wars of conquest. As a result of their wanton acts of destruction
throughout the universe, energy was released from what was once amighty civilization. Reaching
a critical point, these energies exploded outward, covering the world and causing the age now
called the Darkening and all records were lost.

The testament to their power and ability can sometimes be found in the hidden corners of the
world. The Valheru towered over all enemies and their magic use was a natural extension of
themselves. Some of these devices can still be found and sometime awoken to the dismay of
those that discovered it. Places of power designed by the a ncient races for various arcane
uses called Lailons are hidden throughout the world. In times past, elder sorceries were used to
create golems of steel, fire, flesh, and bone, powered by the strange poison magics called
Warmachten can be found guarding these Lailons and in other places of forgotten power. Finally,
tekla relics are rare magical items and weapons that were crafted by the Valheru, are prized
throughout the world as the means to create them has since been lost.
The Darkening
After the Maximuin Magia came a time called The Darkening. A period of time where darkness
swept over Dissa destroying all it touched and changing the very face of the world. The sun,

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moon and stars were blocked by a cloud that covered the world. No real history survived this era,
only legends and tales. Some believe that this Darkening will sweep over the world again, while
others just say that to their children for obedience. What is known is that few creatures or beings
survived by hiding below the surface as dark forces went across the surface. Those creatures that
remained on the surface were changed and mutated from what they were, some for the good and
some for the bad. Some claim this was how the different races were born. Religious zealots think
that this was punishment levered on the Valheru for the attempt to overthrow the gods
themselves. Others continue to research to find out what exactly happened at this time and what
made The Darkening subside.

The Emergence
This age is named The Emergence because of the emergence of civilization after The Darkening.
During The Emergence the new races born during the Darkening began to assert themselves.
Many worked together, while others sat in the dark places of the world and grew hatred for the
others. Not all that grew to hate were touched by darkness. The new races were unsure how they
fit into the world, their lack of understanding and fear caused several misunderstandings and
disputes between different races.

Even among those of the same race rose differences, such as the Moredhel, or Dark Elves, who
now wanted to become the new rulers of the world. The conquest of the world by the Moredhel
led to direct conflict with the dwarves. The dwarves, either unable to tell the difference or not
caring to tell the difference, began an assault on all elves. This led to war between the dwarves
and elves. The elves were already divided with the light elves and wild elves facing the dark
elves, they could ill afford fighting on another front. As the dark elves and dwarves in an
unintentional and unknown alliance, pushed the light and wild elves to the brink of the defeat the
other races soon joined the war.

The gnomes sided with their distant cousins the dwarves. The Ogre and Centaur joined their fey
brethren the elves. The war was exploding outward and soon all races had picked a side, leading
to a Race War that covered much of the world in blood and misery. Finally the valley elves, long
hidden in their woods joined the fray. Their sudden appearance and magical power turned
against all sides caused the war to screech to a sudden halt. What had started out as an age of
growing and hope ended in blood and death. This brought a halt to The Emergence era.

The Beginning
After the Race Wars, with no one race able to claim victory or dominance, tribal warfare
dominated Dissa. Villages and small settlements sprang up across the world, only to be attacked
and raised by rivals and would-be conquerors. From this chaos, the strongest tribes emerged to
establish empires and kingdom finally bringing about some semblance of peace and order.
During this time the races began to find their places in the world. The dwarves rose to
prominence as workers of metal, elves became the protectors of nature, Hobbits discovered the
joys of many meals and the second generation of Dray was born. Humans continued to war with
themselves and any other race in their way; they were overcome with a feeling of Ius Humanum
or Human Right. They sought to dominate the world, this lead to the forming of the Quaran
Republic, a kingdom of humans who had made pacts with dark forces and elemental beings.

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They were powerful practitioners of necromantic magic; they learned and created many spells.
Most were of the blackest nature to fit their souls and dark masters.
The Qurans established a republic ruled over by demon possessed spell casters and strange
creatures that were combinations of undead and the living. The foulest atrocities imaginable were
performed in the Republic, blood sacrifice and the taking of souls were some of the milder
offenses that occurred here.
True written history was kept from this age forward. The Quarans wanted to document their
raise to power and rule of the world for generations. Their rule began the Quaran Age.

Quaran Age
The Quaran Republic was established on the continent of Jeslela in what is now known as the
Dead Kingdom. They practiced the darkest of necromancies and demon laced magic. They
struck out all over the world conquering many tribes and races. Its wealthy citizens were greedy
and decadent, conquering and enslaving neighboring kingdoms. Their influence extended
through conquest and dark magics into the far reaches of the world.
It was here that the most powerful Black Necromancers and Demonolaters were born and rose to
power. They sacrificed enemies, slaves, beasts, all to their dark gods and demons. They went so
far as to promise the sacrifice of the entire Xambrian people to their gods in return for
dominance over the world. They hunted down the peaceful Xambrians and slaughtered them in
great numbers in cruel fashion. They burned them, pulled them apart, set starved dogs on the
children while the parents watched as they slid down poles they had been impaled on. It looked
as if they would succeed when unexpected help arrived. The new kingdom of the Mainzish
people saw the Quarans as the demons they were and being a people that even than strove to
overcome evil could not stand by and let this happen. Quickly there valiant knights charged into
the Republic trampling many Quarans beneath their mighty steeds. Even so the Black
Necromancers did not worry as they took to the field and began casting their grisly spells, raising
their fallen warriors as undead. As the Black Necromancers began their spells the Mainzish
generals released their secret weapons. The Knights on the field split ranks and from behind
them knights glowing with holy power rode through, beside them rode wizards in white rode and
gray. These were the Knight of the Order of Light and White and Gray Necromancers. Their
powers matched and exceed the Black Necromancers and the Demonolaters. As these valiant
warriors strove against the Quarans in plain sight, the other natives of their land, the Vistani
gypsies secreted into hidden places and freed Xambrians and took and hid many items the
Quaran needed in their war. It was thusly the Quarans were overthrown it what would be called
the Raghosh Rebellion after the Mainzish prince Stas Raghosh who had lead the attacks. As their
empire crumbled, the fleeing Quaran s unleashed a horrible plague upon the world that cost
many lives, a time of sorrow which would be known as the Long Night of Weeping Eyes.
Though the Quarans faded into the mists of time, the atrocities they committed would ever stain
one of the darkest pages of Dissa’s history. In fact, their power and reach was so great some are
reborn and seek power again. The Xambrian race has never forgiven the Quarans for
slaughtering 90% of their race. The Xambrian survivors forever guard against these
Reincarnators, and through a special power granted to them from their murdered ancient hunt
down and destroy these abominations. It is rumored that Louhi is one of the Quaran who
survived the war and has used magic to prolong her life.

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The Rebirth
The actions of the Quarans and their attempt at genocide caused many of the world's smaller
kingdoms to look inward and reflect upon their own values. They decided the world need to be
rebuilt without grinding others beneath them. Most of the world kingdoms agreed in all or in
part with this feeling. The beginnings of the kingdoms that define the world day were founded
during the Age of the Middle Kingdoms. Thus, rather than being defined—as the last age had
been—by a single global power, the Rebirth was a period in which the major races asserted their
individual influences but not at the cost of others. It was a time of growth and learning.

Several of the great kingdoms of the world arose or reinvented themselves during this period,
setting laws and forming alliances. The search for clues about the Valheru and their magics was
started as their relics and ruins were found in the hidden places of the world. It was during one of
these search that a Valheru relic of incredible power was located. The Valley Elves again left
their forest kingdom to claim the relic from the other races. Several of the new kingdoms
disagreed with this. Battle lines were drawn and it looked like another race war was about to
begin.

Into to this perilous situation a young mage and his friend snuck. They gained access through
the mages skill with illusions. The pair were a young valley elf warrior named Paven and a
young human illusionist named Prismal. Neither wanted to see another race war so they had
decided to steal the relic and hide it. As they picked up the relic their touch somehow activated
it. It released magic energy of great power into the world and stunning the armies gathered
around it. When the armies regained their senses they found Prismal unconscious by the relic.
His hair had been turned snow white and his eyes had a strange light in them. Of Paven there
was no sign. Prismal could remember nothing after touching the relic.

It was soon discovered the energy had reacted with another relic on the continent of Shira. This
reaction split the continent into many islands and these pieces were somehow levitated into the
sky. Thus Shira became the Sky Kingdoms.

What was determined by the sages and wizards was the magical essence of the Valheru,
dampened by time, had been release back into the world. This allowed many who previously
could not affect the Weave to access it. This was the final age before the use of magic became
ubiquitous among the mortal races, the end of the Middle Kingdoms marked a significant turning
point in Dissa’s history. The release of the magical energy and its results brought about the end
of the era of Rebirth.

Age of Heroes
The end of the Age of Middle Kingdoms saw the beginning of the current age, the Age of
Heroes. This age of uncertainty has seen magic in the world reach new heights of potency.
Arcane forces seem to manifest on their own, taking form in new and sometimes fearsome ways.
This rising tide of magic has infused a new generation of heroes, giving unprecedented control of
magic to some and bringing forth martial heroes of great skill and cunning. The world has seen
the rise of mighty empires and heroes of good.

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While in the dark places of the world, ancient powers are stirring, waiting to reveal secrets long
forgotten. They have incentivized dark races giving rise to powerful ruk, goblin and other as
ruthless warlords. Other, less esoteric evil, has risen and seeks to again dominate the world.
Dissa stands upon the precipice of great change yet again, facing a threat unlike any the world
had seen before.
It in this, Age of Heroes, you now find yourself. Great deeds are to be done, powerful magics to
be discovered and legends to become. Don your mail, grab your staff and pray to your god;
adventure awaits.

Calendar
The Dissa calendar is a lunar calendar, based on the stations of the two moons. Each month is 28
days long and there are 12 months in the year (so there are 336 days in the year.)
Due to the strange rotation and illumination of the moons, each lunar station lasts seven days,
and these mark the seven days of the week. Each month begins at new moon (with the dark
moon covering Matera, the light moon), moving into First Quarter moon (with a quarter of
Matera visible), Full Moon (where Matera has moved in front of the dark moon), and ending in
Last Quarter moon (where the two moons have made a full orbit and are coming around for the
next cycle).

The months in order are: Nuwmont (midwinter), Vatermont (late winter), Thaumont (early
spring), Flaurmont (middle spring), Yarthmont (late spring), Klarmont (early summer), Felmont
(midsummer), Fyrmont (late summer), Ambyrmont (early fall), Sviftmont (middle fall), Eirmont
(late fall), Kaldmont (early winter).

The seven days of the week are: Lunadain, Gromdain, Tserdain, Moldain, Nytdain, Loshdain,
Soladain.

Newmont Vatermont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28
Thaumont Flaurmont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28

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Yarthmont Klarmont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28
Felmont Fyrmont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28
Ambyrmont Sviftmont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28
Eirmont Kaldmont

NM FQ FM LQ NM FQ FM LQ
Lunadain 1 8 15 22 Lunadain 1 8 15 22
Gromdain 2 9 16 23 Gromdain 2 9 16 23
Tserdain 3 10 17 24 Tserdain 3 10 17 24
Moldain 4 11 18 25 Moldain 4 11 18 25
Nytdain 5 12 19 26 Nytdain 5 12 19 26
Loshdain 6 13 20 27 Loshdain 6 13 20 27
Soladain 7 14 21 28 Soladain 7 14 21 28

Horoscopes

As in all regions, when you were born is believed to affect how your life will pan out. This is
largely believed to be due to numerous influences: stellar influences, the placement of the
moons, and the time of day. Each month is associated with one of twelve astrological signs:
Manticore (Newmont), Hydra (Vatermont), Centaur (Thaumont), Basilisk (Flaurmont), Chimera
(Yarthmont), Gorgon (Klarmont), Griffon (Felmont), Dragon (Fyrmont), Salamander
(Ambyrmont), Pegasus (Sviftmont), Warrior (Eirmont), Giant (Kaldmont).

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The traits of ascendancy depend on what week the child is born. Children who were born in the
first week are said to be Sun Ascendant, second week Land Ascendant, third week Sea
Ascendant, and fourth week Sky Ascendant.

Finally, the winds are said to influence your destiny. If a child was born while the sun is up it is
said that they are influenced by the Winds of Law. Children born while the moons are up are said
to be influenced by the Winds of Chaos, and those born while both are up are said to be born
under the Winds of Wisdom.

Traits of the star signs:

Manticore: cunning, ardent and brave.


Hydra: shrewd, self-centered, and resourceful.
Centaur: vigorous, strong, and generous.
Basilisk: robust, passionate, and domineering.
Chimera: Confident, charismatic, and possessive.
Gorgon: reserved, private and studious.
Griffon: warm, practical and steadfast.
Dragon: ambitious, cold and independent
Salamander: calm, practical, miserly.
Pegasus: enterprising, flighty, imaginative.
Warrior: astute, efficient and courageous.
Giant: selfish, strong and stubborn.

Traits of the ascendancy:

Sun: Proud, authoritarian, predictable, leans towards Lawful alignment.


Land: Earthy, steady, rational, leans towards Neutral alignment.
Sea: Creative, mercurial, unpredictable, leans towards Chaotic alignment.
Sky: Philosophical, versatile, tempestuous, no particular alignment leaning.

Winds of Influence:

Winds of Law: Fortifies lawful temperaments, sways neutral dispositions towards good, curbs
chaotic personalities.
Winds of Chaos: Undermine lawful tendencies, sways neutral dispositions towards evil,
intensifies chaotic behavior.
Winds of Wisdom: Tempers all dispositions with prudence, caution and common sense.

Races of the World


The world of Dissa is home to a great many sentient races. As with most races, one cannot
classify an entire race as good or evil. Exceptions to the norm always exist. Following are the
races that are considered “good” or at least not “evil”

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Centaurs (Homo Sapiens Equs) - Should you ever find yourself at
the business end of a centaur, don't bother running. He'll be
faster than you. He'll be stronger than you. And he won't even be
the one that gets you. It'll be the rest of his tribe that you didn't
realize was surrounding you until they've buried their arrows in
you. Descended from Fey, Centaurs are a proud race. With a
general love of nature and deep connection with the world at
large, Centaurs tend to be highly respected by all races. They act
Centaurs as intermediaries, and aren't afraid of a fight, too. While they are
famous for their archery while running, they are fearsome when
they get in close.

Humans (Homo Sapiens Sapiens) - Humans are short-lived in


comparison to dwarves, elves, and dragons. Perhaps it is because
of their shorter lives that they strive to achieve as much as they
can in the years they are given. Or maybe they feel they have
something to prove to the other races, and that’s why they build
their mighty empires on the foundation of conquest and trade.
Kelts, Human Whatever drives them, humans are the innovators, the achievers,
and the pioneers of the worlds. It is a topic of much debate if the
humans are the oldest or youngest race on the planet. Some
claim they are the direct descendants of a Valheru slave, while
others say they came about at the end of the Emergence.

Dray (Homo Sapiens Draconis) - The dray are a race of


intelligent dragon like creatures. They are tall, lean draconic
beings with scaly skin, hairless bodies, and clawed limbs. They
have no wings, though they do have tails. There are two types of
1st Generation dray: first generation and second generation. The first generation
dray not as evolved as the 2nd generation. Their claws are jagged,
their scales mottled and uneven, their bodies slightly bent and
mutated. The second generation are proud, refined draconic
being. Straight, ivory teeth are set in neat rows within their long
jaws. Their leathery scales come in a variety of colors, and their
long, whip like tails stretch out majestically behind them. They
hold themselves above most other races being very proud. They
2nd Generation are smart enough to recognize when a non-dray has contributed
greatly to their lands and will not hesitate to honor them.

Dwarves (Homo Sapiens Nanus) - Kingdoms rich in ancient


grandeur, halls carved into the roots of mountains, the echoing of
picks and hammers in deep mines and blazing forges, a
commitment to clan and tradition, and a burning hatred of
goblins and ruks—these common threads unite all dwarves.
Dwarves can live to be more than 400 years old, so the oldest
living dwarves often remember a very different world. This
Dwarf
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longevity grants them a perspective on the world that shorter-
lived races such as humans and hobbits lack. Bold and hardy,
dwarves are known as skilled warriors, miners, and workers of
stone and metal. Though they stand well under 5 feet tall,
dwarves are so broad and compact that they can weigh as much
as a human standing nearly two feet taller. Their courage and
endurance are also easily a match for any of the larger folk.

Elves (Homo Sapiens Sylvanus) - Elves are a tall, magical


people of otherworldly grace, living in the world but not entirely
part of it. They live in places of ethereal beauty, in the midst of
ancient forests or in silvery spires glittering with faerie light,
where soft music drifts through the air and gentle fragrances
waft on the breeze. Elves love nature and magic, art and artistry,
music and poetry, and the good things of the world. Elves do not
die as the other races; they fade away after millennia or more of
life. This gives them a broad perspective on events that might
trouble the shorter-lived races more deeply. They are more often
amused than excited, and more likely to be curious than greedy.
They tend to remain aloof and unfazed by petty happenstance.
When pursuing a goal, however, whether adventuring on a
mission or learning a new skill or art, elves can be focused and
relentless. They are slow to make friends and enemies, and even
slower to forget them. They reply to petty insults with disdain
Light Elves and to serious insults with vengeance. Like the branches of a
young tree, elves are flexible in the face of danger. They trust in
diplomacy and compromise to resolve differences before they
escalate to violence. They have been known to retreat from
intrusions into their woodland homes, confident that they can
simply wait the invaders out. But when the need arises, elves
reveal a stern martial side, demonstrating skill with sword, bow,
and strategy.

Felis (Homo Sapiens Felis Superiou) - The Felis s, commonly


known as Cat Folk, are a highly intelligent race of humanoid
felines. They have a large humanoid body with cat like features
(elongated legs and paws/feet, an extremely flexible spine, etc.).
Their bodies are covered in a short fur, very soft at birth,
becoming a bit coarser, although still soft as they grow older, the
coloring of which varies widely. Most Felis are born with a tail,
but a few are not. A Felis’ tail is not prehensile and is not strong
enough to be used in combat. If a one does lose its tail, it has no
effect on the individual. Some tribes actually bob their tails for
easy of dress or rites of passage into adulthood. For those that
have tails, it may be a source of pride. Certain colors are typical
of distinct breeds, however. Common stock Felis rarely have a
Cheetah Felis

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coat of a single color. Their thick fur provides additional
protection from extremes of cold and heat as it acts as an
insulator in both cases. This protection applies to natural
natu
temperatures only, magical cold/heat affecting them normally.
Their head is that of a great cat, although the features are not as
defined, being a bit more “softened” and human--like. A Felis’
eyes are slitted and of varying colors, usually green, blue or gray,
with the occasional black or white. Instead of fingernails and
toenails, they have retractable claws like a cat. The average life
span of a Felis is about 60-80 years.

Genasia (Homo Sapiens Elementa) - Those who think of other


planes at all con
consider
sider them remote, distant realms, but planar
influence can be felt throughout the world. It sometimes
manifests in beings who, through an accident of birth, carry the
power of the planes in their blood. The genasi are one such
people, the ooffspring of genies and mortals.The
The powerful genies,
however, don’t face such troubles when venturing into the
mortal world. They adapt well to the mingled elements of the
Genasia
Material Plane, and they sometimes visit
visit—whether
whether of their own
volition or compelled by magic. Some ggenies
enies can adopt mortal
guise and travel incognito. During these visits, a mortal might
catch a genie’s eye. Friendship forms, romance blooms, and
sometimes children result. These children are genasi: individuals
with ties to two worlds, yet belonging to ne
neither.
ither. Some genasi
are born of mortal
mortal–genie
genie unions, others have two genasi as
parents, and a rare few have a genie further up their family tree,
manifesting an elemental heritage that’s lain dormant for
generations.

Gnome (Homo Sapiens Gnomus) - A constantt hum of busy


activity pervades the warrens and neighborhoods where gnomes
form their close
close-knit
knit communities. Louder sounds punctuate the
hum: a crunch of grinding gears here, a minor explosion there, a
yelp of surprise or triumph, and especially bursts of laughter.
Gnomes take delight in life, enjoying every moment of
invention, exploration, investigation, creation, and play. As far
as gnomes are concerned, being alive is a wonderful thing, and
they squeeze every ounce of enjoyment out of their three to five
fi
centuries of life. Humans might wonder about getting bored over
the course of such a long life, and elves take plenty of time to
Rock Gnomes
savor the beauties of the world in their long years, but gnomes
seem to worry that even with all that time, they can’t get in
i
enough of the things they want to do and see.

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Hobbit (Homo Sapiens Hobbitus) - Hobbits are an affable and
cheerful people. They cherish the bonds of family and
friendship as well as the comforts of hearth and home, a blazing
fire and a generous meal; fine drink and fine conversation;
harboring few dreams of gold or glory. Even adventurers among
them usually venture into the world for reasons of community,
friendship, wanderlust, or curiosity. They love discovering new
things, even simple things, such as an exotic food or an
unfamiliar style of clothing. Hobbits are easily moved to pity and
hate to see any living thing suffer. They are generous, happily
sharing what they have even in lean times.
Hobbits
Irda (Homo Sapiens Princeps Unus) - Irda are a race of beautiful
and intelligent creatures and were one of the first races of the
new world. In Common Tongue they are called The High Ones.
They are typically tall and slender (six feet is common), dark
blue or green skin with black or silver or white hair, silver eyes,
and beautiful voices. Irda have the ability to shape change to
appear as other humanoid life forms, adjusting their height by up
to two feet. They are highly skilled in magic and are of a beauty
not even the elves can equal.

Lizardfolk (Homo Sapiens Lacerta) - Only a fool looks at the


lizardfolk and sees nothing more than scaly humanoids. Their
Irda
physical shape notwithstanding, lizardfolk have more in
common with iguanas or dragons than they do with humans,
dwarves, or elves. Lizardfolk possess an alien and inscrutable
mindset, their desires and thoughts driven by a different set of
basic principles than those of warm-blooded creatures. Their
dismal swamp homes might lay hundreds of miles from the
nearest human settlement, but the gap between their way of
thinking and that of the smooth-skins is far greater. Despite their
alien outlook, some lizardfolk make an effort to understand and,
in their own manner, befriend people of other races. Such
lizardfolk make faithful and skilled allies.

Lizardfolk Mok (Homo Sapiens Carinor) - Moks are primitive-looking


creatures that resemble furry, hulking Humans with thick manes
similar to that of male lions. Their facial fur is black, in a pattern
that gives Moks a ferocious skull-faced appearance, made all the
more frightening by the Moks' large canines and cat-like eyes.
Moks speak a guttural, growling language that is difficult for
other species to speak. The massive musculature and growling
speech of Moks sometimes gives the impression that Moks are
uncivilized and brutal, but Moks greatly enjoy music and are

Moks
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generally no less artistic in temperament than Humans. Moks
tend to have a strong, musky smell.

Ogre (Homo Sapiens Imprimir) - Ogres are a race of large and


cumbersome fey whose overall size belies a natural gentleness
and grace. They are a highly wise people who live exceptionally
long lives despite their mortality and possibly due to this, their
minds are careful and methodical. They are slow of speech and
choose their words carefully and come across as somewhat
formal and reserved even when among close friends and
relations. Ogres are the children of Silvâin the Princess of
Wildflowers and Bâlis the White Brother, they are cousins of
elves and gnomes and most often live amongst these races.
Ogre Ogres generally portray the virtues of the gods whose dreams
bore them; they are calm, generous, and generally passive
creatures who delight in tending gardens and roaming the wild
places of the world, though if threatened their sheer strength and
unexpected speed makes them incredibly dangerous opponents.

Orc (Homo Sapiens Orcus) – Described by most as savages, orcs


actually have a proud history of honor, shamanism and warfare.
Though inherently a depicted violent race, orcs have shown that
they are more than capable of peace and great intellect. They are
a people of deep tradition and pride, and most would describe
them as noble savages. At one time the orcs were the chief ally
and force of Louhi. It wasn’t until the orcs discovered she was
using orcs to forcibly breed with demons creating the tanarukks.
These abominations forced on honorable and noble orc warriors
stained their racial honor. As the information spread the orcs
Orcs
turned on Louhi, slaying any tanarukk that found. Louhi had
underestimated the orcs sense of honor and it cost gravely. Their
defection and slaughter of many of her other forces set her back
years.

Tiefling (Homo Sapiens Daemonium Tetigit) - To be greeted with


stares and whispers, to suffer violence and insult on the street, to
see mistrust and fear in every eye: this is the lot of the tiefling.
And to twist the knife, tieflings know that this is because a pact
struck generations ago infused the essence of Asmodeus—
overlord of the Nine Hells—into their bloodline. Their
appearance and their nature are not their fault but the result of an
ancient sin, for which they and their children and their children’s
children will always be held accountable.
Tieflings
Xambrian - Survivors of an ancient race, sworn to avenge their
ancestors by hunting down the reincarnated necromancers of

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Quaran. Xambrians are tormented souls, sworn to carry out an
ancient vendetta against the enemies of their race. At any time,
they can receive “the Call” – a psychic message from the spirits
of their ancestors that informs them that one of their enemies has
returned to life in the form of a reincarnator. From that moment
on, the Xambrian will not rest until he has destroyed his target.
For this reason, they tend to be very fatalistic and morose, never
knowing when they are about to be sent off to face death once
again. They also tend to be highly paranoid, never knowing who
might be an agent of their ancient foes. Xambrians are 5 ½ to 6
feet tall and weight 120-180 pounds. They have bone white skin,
raven black hair, dark violet eyes, and hard features. Xambrians
Xambrian distrust wizards of all sorts, whether or not they are
reincarnators. They are very reclusive and tend to keep their own
counsel. Most people regard the Xambrians with a mixture of
dread and fear, as violence is never far from them.

Hybrids - Love can blossom between the most unlikely of


pairings and sometimes, one thing will lead to another and
before you know it, their genus have given life to an entirely
unique being. Hybrids are not uncommon in most realms. After
all, Humans mate with Orcs and Elves all the time. Hybrids will
look mostly like their the dominant parent, with characteristics
from the recessive parent. In Half-Orcs, for example, the Orc
parent is usually the dominant one, with the human genes being
recessive. In this instance, the Half Orc is usually green-skinned
and large, with a more human face. However, sometimes the
human is dominant, the resulting child looks mostly human, with
a slightly darker flesh-tone skin, but with the pointed ears and
oversized canine teeth.

Gnomeling (Halfling/Gnome) Dweoven (Human/Dwarf)


Dwelf (Dwarf/Elf) Wilddog (Orc/Dwarf)
Stoneborn (Gnome/Dwarf) Peredehel (Human/Elf)
Voldur (Elf/Orc) Impimir (Irda/Human)
Dryadalis (Elf/Irda) Earthtouched (Dwarf/Half-Elf)
Elome (Elf/Gnome) Gnomesti (Gnome/Half-Elf)
Hilling (Dwarf/Halfling) Lenneb (Human/Gnome)
Lillalee (Halfling/Half-Elf) Lillichildren (Human/Halfling)
Mungrel (Half-Orc/Half-Elf) Peatfolk (Gnome/Half- Orc)
Perorch (Human/Goblin) Perorchoth (Human/Orc)
Powrie (Halfling/Half-Orc) Sloth (Dwarf/Half-Orc)
Sylindy (Elf/Halfling) Thang-Agar (Elf/Half-Orc)

The Others
There exist three other races, two known and despise throughout
the kingdoms and a third that some believe on to be a legend.

13
Pohjolans - Pohjolans lack a moral sense. Their actions are
determined mainly by tradition and by the search for pleasure
and new sensations. Torture of slaves and prisoners is a common
amusement, and the otherness of the Pohjolans is manifest in
their aesthetics: they naturally prefer a mix of colors and
elaborate, baroque decoration and architecture. They are skilled
with magic, though psychologically similar to cats - with a
callous nature. Their self-centered ways are held in check by
rigid adherence to tradition. The society is devoted to elaborate
rituals that few have the courage to ignore. They grow up
Pohjolans
stepped in the evil traditions of the land and the worship of
Louhi.

Varyag - Part myth and part truth the Varyag are a testament to
the horrors of survival. Once a noble warlord clan loyal to the
gods, the Varyag were lead down a dark path by Xumaltet that
included feasting on the flesh of their conquered foes and
engaging in blood sacrifices.

Nephlim - Nephilim are the rare occurrence of a god mating


Varyage with a human, demihuman or humanoid. They appear with
human features but with an increase in strength as well as
cunning. They are considered rare.

Languages
As for everything else there is a plethora of linguistic variety in
the world. There are racial languages and regional dialects,
professional symbols and secret tongues. There are five
“universal” written scripts, and as many differing individual
languages as there are those to speak them.

Most people are semi-literate, that is, they know enough of the
written language to get by in their daily lives. The fact that
written language is not universally understood accounts for
many of the specialized sigils and runes within the world, as well
as the popularity of bards.

Literacy is most common among the upper and more


professional classes. It is also assumed to be common among
most adventuring companies, and considered as much a survival
skill as trapping or swimming.

Common Tongue: Almost all intelligent creatures one might


encounter can understand and speak common (the trade tongue
of humans, spoken with little variance all across the known

14
world), although they may pretend not to. From region to region, common may have different
accents and slightly different vocabularies as it becomes influenced by other local human and
non-human tongues. While a native of the Leodran Empire will be able to communicate with a
denizen of Sind, each will be aware of the other’s ridiculous accent. Aharian is the Common
Tongue.

In a similar fashion, non-human tongues each belong to the same linguistic tree, so that snow
elves, wild elves and elves etc. may understand each other (barring, again, local dialects and
accent). To humans, the elven “common tongue” is referred to simply as elvish, and the dwarven
“common tongue” as dwarvish.

The written common tongue is a descendant of Thorass, the original trade language. Most
individuals use runes for conveying information.

Human Languages: (Modern Language proficiency)


Aharian – Common Tongue
Amazon – Aiian
Atruaghin Clans – Alshedo (each clan has a different Tribal Dialect)
Children of the Horse – sign Language
Children of the Bear – Emoian
Children of the Elk – Bikian
Children of the Tiger – Flaiian
Children of the Turtle – Gugouian
Arakkadian – Bowiian
Bushmen – Engeian
Calshite – Chihiian
Citizen of the Celestial Empire – Chiseian
Druedain – Dokwomian
Easterlings – Faniian
Haradrim – Drouyoian
Icejewel Barbarian - Bapengoian
Kelt – Empipiian
Kleshite – Chaaian
Mainzish – Esuian
Mingol – Driian
Nithian - Fetwamikaian
Northmen - Bljkian
Azcans – Flurgoian
Pygmy – Fuian
Sindhi - Gajodzatsoian
Upworlder – Gechian (Prax), Mbaian (Glorrian)
Vistani – Kustemian
Zulu – Bloksoian

Non-Human Languages: (Modern Languages proficiency)

15
Pohjolan – Hekaian
Vayag – Huhian
Centaur – Tatteian
Dray
1st Generation - Inaian
2nd Generation - Inaian
Dwarf
Druegar – Ippuian
Frostreaver – Istemian
Hill – Nemoian
Mountain - Keynohipaian
Elf
Siylain, or "High Elven" is the basic language of the elves.
Dark – Knginian
Light – Miinian
Sea – Gluyuian
Snow – Kweian
Valley – Pakisuian
Wild – Kwuian
Felis – Liian
Cheetah – Madribian
Common – Genian
Cougar – Kunaeian
Panther – Miwpian
Tiger – Patsian
Genasia – Naaneeian
Air – Napian
Earth – Kameian
Fire - Ngaanchian
Water - Nokishian
Gnome – Nuduian, this language is spoken by all Gnomes.
Hobbit – Nwiggakian, this language is spoken by all Hobbits.
Irda – Onggangian
Lizardfolk - Oulamian
Mok – Mok
Ogre – Yufuian
Orc – Pageian, Kwokiian, Mouttaeian, Jenanapeian
Note, these languages are also spoken by goblins and most trolls. Orcish is a runic language,
where key sentence concepts are written as runes and things such as qualifying statements, object
pronouns, personal pronouns, possessives, and so on are added as smaller symbols, shapes, or
accents. A sentence may be only two or three characters long. The language is incredibly hard to
decipher and learn for a non-Orc compared to Elven, although it is easy for a Dwarf to learn as
their language is also runic.
Tiefling – Shviian
Xambrian – Ancient Ounitian (they are the only ones who speak this language and will not
teach it to anyone else)

16
Brownie
Bugbear
Bullywug
Dryad
Faerie - a shared tongue among sylvan fae folk
Genie Tongue
Jotun - Giant Common 3
Jotunhaug - Hill Giant 3
Jotunstein - Stone Giant 3
Jotunise - Frost Giant 3
Jotunild - Fire Giant 3
Jotunskye - Cloud Giant 3
Jotunuvar - Storm Giant 3
Gnoll
Priian - Goblin
Sfudaian – Dark Goblin
Yipyak - Kobold
Setaian - Ogruk
Plitakian - Ruk
The Were-Tongues of Lycanthropy 6
Thri-Kreen
Troglodyte
Troll 4
Viper

Hybrids – Hybrids do not speak a race specific language, they speak the languages of their
parents.

Ancient Languages: (Ancient Languages proficiency)

Language Spoken By
Truskan
Netherese
Rengardt
Auld Tharian
Jhaamdathan
Alambic
Thresk
Arkian
Eshowan
Telfir
Halardrim
Rauran

17
Reian
Noga
Kadari
Auld Cormanthan
Auld Wyrmish 1
Jotunalder 3 Ancient Giant

Unique Languages
Thieves Cant - Thieves' cant or rogues' cant, is a secret language (a cant or cryptolect) which is
formerly by thieves, beggars and hustlers of various kinds
Druidic - All druids are taught Druidic, and they are forbidden to teach the language to anyone
who was not a druid

Gutter Argot - Gutter Argot is an insane combination of human and demihuman languages
spoken throughout the underworld of humanity. Gutter Argot is spoken in back alley sales and
back room deals in every corner of Tariel. Due to the nature of the language, each person has
their own little nuances and puts their own spin on it. Therefore, even with the language, a
proficiency check is required every time a new person is spoken to in Gutter Argot.

Undercommon – a trade language spoken by the majority of intelligent races native to the
Underdark. Speakers of Undercommon included the aboleth, choker, chuul, cloaker, delver,
drider, duergar, dwarf, githyanki, githzerai, grimlock, kobold, kuo-toa, orc, rakshasa, roper,
shadow goblins, svirfneblin, and mind flayer races.

Ruathlek is the "secret language" or magical script of illusionists. Illusionists only have access
to this language upon choosing their class. It may be learned by others, but does not confer the
ability to cast magical spells.

Siylain: This is the elven alphabet, in which most elves render messages, either in common or
their native language. A beautiful script alphabet, Siylain often covers elven jewelry and
monuments in ornate designs. Siylain is rarely committed to paper, but when permanent records
are required, it is pressed into metal in the dwarven fashion. Elven histories are rare, since most
of the elves who experienced the historical events that would be in them are still alive.

Thorass (also called Auld Common): Thorass is the ancient written trade tongue and universal
language of the long-ago world. It is often found in tombs, underground ways, and ancient
habitations and is still in use among the scribes of the southern noble courts. It is the ancestor of
the common tongue. This language was used primarily for documents and trading records, as
well as histories, and as such did not achieve common usage. An inscription in Thorass translates
directly into common, although it usually uses a stilted and archaic form of phrasing and
vocabulary.

18
Sign Languages: (Sign Language proficiency)

 Dwarven Clan Signs 7


 Dewspeak (Lighthouse Keepers)
 Children of the Horse
1
Auld Wyrmish is the ancestral language of all dragons, and the tongue which they use when communicating with
each other across species lines. In addition, there are four common tongues shared by dragons of similar
temperament. One each for Chromatic, Metallic, Gem, and Linnorm dragons. Each dragon subspecies has its own
tongue, derived from auld wyrmish. These tongues may be treated as separate languages, though a knowledge of
auld wyrmish or one of the generic dragon tongues will serve the traveler well.

3
Giants have a common tongue used by all of their race and in addition have their own sub-languages. Common
giant and hill giant would be considered two separate languages.

4
Trolls speak in a variety of tongues, consisting of corrupted and debauched phrases and loan words from other
languages. Speaking troll refers only to the dialect of the Trollbark Forest and High Moors. Beyond this (say, in the
Great Gray Land of Thar), the speaker might as well be talking in Midani.

5
Undercommon is the trade language of the Underdark. It differs fundamentally from the common used on the
surface and uses sentence structure and loan words from the races beneath the earth.

6
Each type of lycanthrope has its own native tongue that is shared by the others of its breed. Each were-tongue must
be learned separately, and cannot be used with lycanthropes of different breeds. In other words, a person speaking
were-tiger cannot communicate with a were- bear.

7
There are numerous dwarven clans, each with their own unique set of signs. The most prominent are Clan Adbar
(in the area around Neverwinter), Clan Battlehammer (in the Spine of the World mountains north of Silverymoon
and the Barbarian Kingdoms), and Clan Griff (in the Galena Mountains and the Moonsea Region).

8
These are so-called “Secret Languages”, only available to members of specific classes or kits.

9
Rauthlek is the magical language of illusionists (as noted above). However, unlike illusionists, the people of
Nimbral have developed Rauthlek into a fully developed spoken language, covering topics both magical and
mundane.

Proficiency Scores

Like other Proficiencies, each language that a character knows has a proficiency score. This is
typically equal to the character’s Intelligence score, but may be improved by spending additional
proficiency slots and subject to other modifiers. The guidelines below can give you an idea of
what level of communication your character is capable of. The GM may also call for proficiency
checks for using a known language under certain circumstances.

Score Fluency
Recognizes and is able to produce the sounds of the language, but knows at most a handful
1-2
of words. Illiterate.
3-4 Recognizes and speaks a few simple phrases. Illiterate.
5 Moderate level speaking ability, around the level of a 4 year old child. Illiterate.

19
6-7 Can recognize written letters and numbers, but cannot read.
Adequately fluent, enough so that if spoken to slowly and clearly, and in simple terms,
8-9
will understand. Illiterate
Conversationally fluent, can hold relatively simple conversations, ask for common things
10-11
(food, drink, where’s the outhouse, etc.). Reads at the level of the average first-grader.
Good fluency in speech, able to converse at a normal conversational level, though with
12-13 unusual accentuation if not the character’s native language, and most idiomatic
expressions are difficult. Reads at the level of the average fifth-grader.
14 Adequate level of literacy equivalent to the average freshman.
Most idiomatic expressions known. Literacy at the level of the average secondary school
15
graduate.
16 Exceptional speaking ability, familiar with complex expressions.
17 Highly literate, at least collegiate level reading and writing skill.
18 Familiar with highly complex expressions.
19 Exceptional literacy, at the level of expert novelist.
Linguistics expert in speaking, reading, and writing, can accentuate perfectly in the
20
language, even if it is not the character’s native language.

The Will, the Word, the Dagger, the Bow and the Sword
While most go through life doing the jobs their father and mothers did before them there are
those that decide there is more to the world. Some possess gifts that set them apart from their
fellows; others use to determination and will to rise above. Whatever the reason is these people
rise above the rest of their group and become Adventurers!
Following is a list of the possible paths that are available to ne that chooses this world of danger
and glory.
Arcane Knight – The Arcane Knight follows the rules of chivalry like a Knight but studies
magic as well as martial prowess, engraving their suits of armor with runes that allow them to
cast spells. They wield martial and might and magical skill while wearing the heaviest armors
available.
Archer - Archers are masters of ranged combat. They prefer to take down their enemies from
afar and generally avoid close combat. Although some races, such as elves, certainly favor this
class and are well suited to it, any race can excel at being an archer, given enough training.
Archer Ranger – Archer Rangers combine the skills of an Archer with that of a Ranger.
Creating an Archer that is specialized in hunting monsters that threaten the edges of civilization.
Barbarian - People of towns and cities take pride in how their civilized ways set them apart
from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though,
civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen
instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in

20
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or
grasslands where their tribes live and hunt.
Bard - In the worlds of D&D, words and music are not just vibrations of air, but vocalizations
with power all their own. The bard is a master of song, speech, and the magic they contain. Bards
say that the multiverse was spoken into existence, that the words of the gods gave it shape, and
that echoes of these primordial Words of Creation still resound throughout the cosmos. The
music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells
and powers.
Barbarian Cleric – this priest is the priest of a culture halfway between what we think of as
civilized and savage. His people live at the very edge of or beyond the edges of civilization and
tend to be very warlike. Priests of this community perform the same functions as priests of
civilized lands. However, barbarians have more respect for the gods than civilized folks and
thusly more respect for this priest. They also gain some of the same abilities as their barbarian
warrior brethren, some have even been known to berserk. They are a fearsome sight that
sometimes cause fear in priest of the same god but that come from the civilized lands.
Beast Master - The beastmaster is a wilderness warrior who has developed an uncanny rapport
with animals. Though truly fearsome in battle, the beastmaster can be quite gentle when dealing
with creatures of the wild. A beastmaster typically travels with one or more animal companions
such as hawks and bears who show incredible loyalty to their humanoid friend. Though a
beastmaster prefers to spend his time in the wild with his animal companions, he is not averse to
venturing into civilized lands when the need arises. As long as animals may be found where he
travels, the beastmaster is at home.
Berserker - Neither Barbarian nor Fighter, He is ruthless, efficient, and precise. For some, there
is only rage. In the ways of their people, in the fury of their passion, in the howl of battle,
conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial
techniques, they are not soldiers or professional warriors—they are the battle possessed,
creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of
training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that
stand before them and the knowledge that the next moment might hold their death. These brutal
warriors might rise from all walks of life, both civilized and savage, though whole societies
embracing such philosophies roam the wild places of the world. Within berserkers storms the
primal spirit of battle, and woe to those who face their rage.
Chaos Sorcerer - Experts in the use of chaos magic, chaos sorcerers derive their power from the
terrible and wondrous forces of the planes of power and Elemental Chaos. Extremely impressive
founts of power, chaos sorcerers are often extremely dexterous as well, using their agility and
strong reflexes to slip out of the way of their own, often unpredictable, spells. Though their
magic can be dangerous uncontrolled, chaos sorcerers gain a number of important benefits, such
as resistance to all forms of magical energy, though on an unreliable and ever-changing basis. On
the whole, a chaos sorcerer's magic does far more good than harm to its caster.

21
Cleric – Clerics combine the helpful magic of healing and inspiring their allies with spells that
harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even
call down flames from heaven to consume their enemies. For those evildoers who will benefit
most from a mace to the head, clerics depend on their combat training to let them wade into
melee with the power of the gods on their side.
Druid- Druids revere nature above all, gaining their spells and other magical powers either from
the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of
transcendent union with nature rather than devotion to a divine entity, while others serve gods of
wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Old Faith, in contrast to the worship of gods in temples and shrines.
Duelist - Duelists represent the pinnacle of elegant swordplay. They move with a grace
unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades.
They may wear armor, but generally eschew such bulky protection as their grace allows them to
dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge
nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where
their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple
opponents with particularly well-placed thrusts of the blade.
Elementalist - An elementalist is primarily a nature based spellcaster. Extremely talented, an
elementalist is usually trained by a wizard or similar spellcaster, but finds little solace studying
the lifeless words of more lifeless men. Often, an elementalist is driven to his path by youthful
recklessness, finding freedom away from society and its followers. An elementalist finds
attunement easily with the constantly shifting energies of nature, and follows a more natural
method of magic than dusty scrolls and the words of wrinkly men.
Feyblood - Dedicated elf warriors take their craft seriously enough to have created a uniquely
elven fighting style. unlike the martial arts of other races, the elven fighting style, also known as
the bladesong (weapon mastery), emphasizes beauty and economy of movement over sheer
destructive power. However, the elven bladesong is deceptively dangerous, for all its seeming
gentleness and apparent grace
Fighter - Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence
with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with
some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond
that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
concentrate on archery, some on fighting with two weapons at once, and some on augmenting
their martial skills with magic. This combination of broad general ability and extensive
specialization makes fighters superior combatants on battlefields and in dungeons alike.
Gallowglass - Every respectable Lord or important merchant is in need of a specialized
bodyguard - one that puts the lord’s wellbeing before their own. The gallowglass is that person.
The gallowglass is a member of an elite order of mercenaries, gone beyond their original roots of
mercenary- for-hire, to form a brotherhood of bodyguards of the highest order. As such they are
held in great esteem for their services, which are not cheap.

22
Gladiator - The Gladiator fights for sport, either to get his kicks or for the amusement of others.
Gladiatorial traditions go back for centuries in certain regions. Many large cities have well-
established arenas and schools to support high-end games, but there are also circuits of lesser
areneas at smaller cities and even some remote villages and rural areas to a version of
gladiatorial games going. Of course most gladiators want to make it big, but since even the
smallest arena can have combats to the death, many do not make it.
Honorbound - The Honorbound is a sub-class of warrior who follows a strict code of honor,
known as the Warrior's Honor. Honorbound generally belong to special companies that have
long-standing traditions (an Honorbound without a company is considered a "company of one").
Some groups of Honorbound owe allegiance to a particular government, while others work as
elite mercenaries; some are professional duelists, and others are wanderers who fight for what
they believe is right or simply for the sake of fighting. Each Honorbound wears a special
emblem, chooses a particular weapon, and has a declared enemy of some sort.

Hunter - A Hunter is someone who fights with cunning and guile, they utilize dexterity and
speed to sneak up on their opponent or face them head on. A Hunter is a cunning fighter that can
dispatch his opponents before they even see him, or if he so chooses, can meet them face to face.
Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might
is matched by none in their forests. A Hunter is exactly what their namesake implies, they hunt,
whether their prey be animal or elf, orc or dragon, they always find it, and they always kill it.
Illusionist - Illusionists are magicians who specialize in the art of trickery and deception, using
their target's senses as mediums with which to display their abilities. They can disable and
confuse the senses, inspire action through fabricated thoughts, and even create apparitions which
walk about the world. They are mysterious figures, shrouded by lies and deceit, divorced from
the rest of the world. To befriend with an Illusionist is a task even harder than vilifying them, but
succeeding at it is a gift one will cherish for the rest of their life.
Inquisitor - Pain is a cheap price for truth. So say the inquisitors, divine warriors dedicated to
the cause of truth by any means necessary. Their greatest power lies in their ability to influence
others. Whether it be through threats, connections, lies or torture, an inquisitor is likely to get his
way. Inquisitors don't always dedicate themselves to a single church or religion, as the name
might imply. They're just as likely to follow solely the cause of truth.

Incantatrix - Although the spells and powers of incantatrixes are akin to those of magic-users,
these rare and mysterious individuals have unique spells and a dweomer craft all their own. They
are especially adept at countering and negating the magics of other spell casting creatures and
individuals, and at dealing with creatures who exist simultaneously on more than one plane (such
as certain undead). But at the same time, incantatrixes are woefully weak in physical combat of
any sort, and their offensive spells are severely limited. Although incantatrix spells resemble the
magics of many spell casting classes, the penalty paid for such breadth of ability is the lessened
power, by comparison, of most incantatrix spells.

23
Knight - Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty.
They are the envy of all men, the love of every woman, and the dream of each and every single
child. Knights are known to have a great moral compass that helps them through their daily life,
plus some have a great hair (which is by the way always a plus). It is no wonder why ladies
adore such men, even without looking at them.
Knights of Telatium - The Knights of Telatium are a small orders of the Arcane Knights that
use elemental magic. They do not routinely associate with the other Arcane Knights, keeping to
their own strongholds. They see themselves as holy knights, protecting the elements and the
Elemental Lords, who they worship.
Lore Master - Lore Masters are people who dabble in the arcane and divine arts as a result of
their particular penchant for old tomes, scrolls, books and grimoires. They often bury themselves
in libraries, researching old knowledge and as a result Lore Masters learn a large amount about
history, legends, faraway lands and so on. They will often go on long quests in order to uncover
more esoteric knowledge. Lore Wardens are often attached to the Church who find their
researches invaluable, but many clerical orders despise them because of their affinity with magic.
Lore Masters are entranced by the past. They believe in the circular nature of history and relate
the lessons of ancient times to the problems of the present to help guide their people along the
path to the future. As Lore masters proceed through life, they record the events of their own
times for posterity.
Lore Warden - Lore Wardens are people who dabble in the arcane and divine arts as a result of
their particular penchant for old tomes, scrolls, books and grimoires. They don’t have the
complete devotion to their studies as Lore Masters, they temper their studies in books with
martial training. Lore Wardens do study in libraries, researching old knowledge and as a result
Lore Wardens learn a something about history, legends, faraway lands and so on. They will often
go on long quests in order to uncover more esoteric knowledge on behalf of Lore Masters.
Necromancer - While others use magic to do paltry things like conjure fire or fly, the
Necromancer is a master over death itself. They study the deep and forbidden secrets that raise
the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery
over death provides. Perhaps they are serious and unashamed scholars, who reject the small-
minded boundaries held to by others. Each enemy they fell becomes an eager and disposable
ally, they become immune to the energies of death and decay, and ultimately harnesses the
immortality and power of undeath for themselves.
Pirate – So long as civilized creatures have shipped goods by sea, there have been certain
individuals whom have risked life and limb to take those goods. Sailing across the seas of the
world, taking what they can by any means necessary, these seafaring thieves are known as
Pirates.
Ranger - Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the
edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and
deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the

24
wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes.
Reaver - Reaver’s come society where warfare and raiding is a part of life. These warriors are
adept at sneaking up on targets and dispatching them quickly. They are also fierce hand to hand
combatants. These warriors follow the belief that honor and rules get in the way of winning a
fight. They only follow the code of the society they come from and the orders of the clan
leaders.
Scout - Any force on the move, whether it’s an army or an adventuring group, needs information
about what’s ahead and what’s behind and, more important, time to prepare for battle. A scout
can navigate difficult terrain at good speed, and she specializes in seeing her foe before the
opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she
wants to be.

Shaman - The shaman (or witch doctor) is a magician and a priest, a tribal personage who
communicates with transcendent dimensions where ancestral, animistic, elemental, and
otherworldly beings dwell. Through these connections the shaman can function as a spiritual
sorcerer, healing, divining, and enchanting, as well as communicating with the dead. Shamans
are not schooled as other sorcerers are. Rather, they answer an irrefutable calling from the spirit
world; typically this compulsion occurs at or before puberty. For many barbaric tribes and
savage cultures, the shaman serves as the conduit betwixt the temporal and spiritual worlds.

Sorcerer - Sorcerers are a highly disciplined class of spell casters who approach the study of
magic from a logical and scientific point of view. Though intrigued by the mysteries of ritua1
magic, sorcerers are more interested in the theory which causes spells to function as · they do,
and the known laws of science. To these spell casters, illusions are merely refracted light,
levitation is no more than the temporary relaxation of a gravitational field in a restricted area,
and so on.

Templar - Sworn to the defense of a temple site, the templar is a holy warrior blessed by her
deity with combat prowess and great endurance. Much like the paladin, Templars are highly
disciplined knights that wield heavy armor, martial weaponry, and the religious power of a deity.
Through a constant and undying fervor to serve their lords and their god, Templars gain
extraordinary divine and physical powers which they use to protect the land from the unholy and
the corrupt. As with knights and paladins, Templars are sturdy and resilient individuals who
possess a divine health and the best armor that one can procure.

Thief - Rogues devote as much effort to mastering the use of a variety of skills as they do to
perfecting their combat abilities, giving them a broad expertise that few other characters can
match. Many rogues focus on stealth and deception, while others refine the skills that help them
in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
Weapon Master - The weaponmaster is the undisputed fighter, a true master of weapons. Be it
gladiator, mercenary, general, or cutthroat – all those are proud to walk the way of the warrior.
Most weaponmasters begin their career as milita members, soldiers, or slave fighters, learning
their trade from an instructor or at an academy of war. But there are also some few self-taught
25
weaponmasters, travelling freely across the world, making a living as a sword for hire.
Weaponmasters have no common theme to them. While one is a shining example of chivalry and
manners, the next may be a bloodthirsty murderer. The weaponmaster usually is a party’s first
line of defense and offense, engaging their enemies with his weapons.
Witch - Witches are learned spell casters like wizards, but unlike wizards they gain their magic
not in schools but at the fringes of society, learning from the shunned and adopting folklore and
old ways that frighten common folk but offer great power. They bind pieces of their souls to
items that become tied to their very lives, acting as lightning rods for the energies of the
universe. It is said that the magic wokani use is descended from the oldest practices of magic in
the multiverse. Their mysticism manipulates fortune and the powers of the elements in ways both
wondrous and dark and terrible
Witch Hunter - Witch hunters combine magical training with combat expertise to battle the
spiritual forces of evil in the world. Ghosts and other evil spirits, demons and oni, and
practitioners of black magic are the witch hunters' sworn enemies, and they bring unique abilities
and expertise to bear in combating these foes.
Witch Knight - Witch Knights are the warriors of the mystic and arcane religions. They receive
power from a spirit or deity which has some connection to Magic and esoteric powers. They are
free thinkers, philosophers, and survivors, often existing in lands hostile to those of their beliefs
and religious persuasions. They redefine the relationship and roles of the being they serve to the
dominant faith, bringing new thought and explanation to old forms of thought. They are gifted
with unique abilities, an inherent talent for magic and the ability to see spirits and such, which
marks them as different from others in their society.
These are not the only paths to adventure. The Kingdom of Illisai has other professions found
only there:
Monk - Monks are self-reliant seekers of inner perfection and enlightenment. They strive and
train to achieve incredible feats through training of both mind and body, following a path of
wisdom and accomplishment under the guidance of a master or of a monastic order. There are
not one, but many different paths in tune with the different alignments and a monk may be of any
and of all of them.

Fakirs - Fakirs are ascetic monks striving to reach complete freedom from the physical body.
They believe in the inner freedom of mind regardless of the actual material conditions. Fakirs are
committed to the lives of beggars and cannot possess any money or wealth.

Kabukis - Kabukis are expert performers and martial artists. All kabukis know how to dance,
sing and tumble as part of their basic training, which involves twisting their facial features and
contorting their bodies more and more as they proceed along their unique path. Such twisting
slowly takes its toll as the kabukis' features become exaggerated, showing strong passions and
emotions at almost all times.

26
Ninja - Ninjas follow the path of Shadows in their quest for perfection. Master spies, thugs,
tricksters, acrobats and mystics, they progress in both the monk and the assassin class as a
multiclassed character.

Ronin monks - Ronin monks are wandering monk-warriors, sohei, samurai and bushi fighters
without a lord, traveling from place to place. Ronin monks are outcasts, having left society in the
pursuit of their quest for enlightenment or having been pushed to this extreme by external
circumstances. In many ways, Ronin monks are like rogues and bandits and resemble them
outwardly, but they follow a very different path on the inside since they have but disdain for
riches and social position.

Shapeshifters - Shapeshifters are trickster shaman wizards of the ancient religion, a belief
system encompassing the cult of the ancestors and the veneration of elemental and nature spirits.
Hanging in balance between the spiritual and the material world, they have learned the arts of
transformation and mimicry to the point that they can change their shape and shift their minds as
spirits do, allowing them to penetrate the mind of others and to communicate in their own
language and innuendo.

Swordmaster - Swordmasters or kensai are expert duelists and samurai striving to achieve
perfection through the Way of the Sword, a spiritual path and a philosophy of independence
towards gods and spirits alike. They have dedicated their whole life to honing their swordplay
and the intricate honor codes that regulate duels and displays of prowess in combat. For kensai
idealists, the world is not shades of gray but decisive opposition in which they have to vanquish
or die regardless of the issues at stake.

Many of the Mingol people and their cousins the Easterlings follow yet other paths.

Steppe Shaman - Shamans of the steppe practice a form of animism that draws on the power of
animal and nature spirits, but they also hold a great respect for elders (the living) and ancestors
(the dead). There are two distinct types of steppe shaman—black and white.

Horse Warrior - The horse warrior represents nomadic tribal horseman, that live in clans on the
plains or steppes of the world. At times, these clans might merge into tribes or small nations,
brought about by a variety of causes.

The Atruaghin Clans have a special position that is called a Shamani.

Shamani – A Shamani is similar to a cleric as they oversee the mystical practices of the
Atruaghin Clans. In addition they have much in common with Druids. They do not favor combat
but combine aspects of both Cleric and Druid with their own unique rites and rituals
The warring sky realms are defended by the Paxian Sky Knights and the Glorrian War Wizards.

Paxian Sky Knight (Knight of Arconis) – A Paxian Sky Knight matches Knight class in all
ways, except they are taught to ride a type of domesticated dragon.

27
Glorrian War Wizard - The Glorrinian War Wizard is perhaps the most respected (and
feared) of magic-users. The name of the class says it all. These battle-hardened indi viduals
focus on a special form of mental discipline that allows them to cast spells in the thick of
combat while using melee weapons.

There are two hidden spell casting groups that practice their craft in secret or semi-secret,
portraying themselves as something different than what they are.

Clockwork Mage (Mechanician) - The clockwork mage is unique. His abilities revolve around
building and tinkering rather than crafting powerful spells. Mechanicians (as the clockwork
mages are commonly known) cannot cast spells. Instead, they create devices with spell-like
abilities. There is no historical equivalent of the mechanician, but there are many stories
centering around individuals capable of creating strange and exotic machinery, particularly birds.

Mystic of Nog - The ancient empire of Nog contained within its boundaries a sect of wizards
who learned to not merely channel spells through their bodies, but to actually contain the
energies of those spells within their flesh. This ability allowed the Mystics of Nog to alter their
physical forms to a greater or lesser degree, though it did reduce their ability to cast spells.

Divinity
As diverse as the races that live there so are the gods that they worship. The gods of Dissa could
fill many books with their number, relationship(s) and status in the divine hierarchy. There are
different types of gods; Greater Lesser, Petty and Demi, one should note that Nephlim have the
ability to become Demi-gods by performing a great act for their parent god. Greater Gods are
gods of creation and control of elemental forces. Lesser Gods have a more focused sphere of
control but are only slightly less powerful than the Greater Gods. The Petty Gods are involved in
small day to day activities and serve the other gods. Finally Demi-gods are new(er) gods that are
still learning about themselves and their powers.

GREATER GODS
NAME SYMBOL ALIGNMENT WORSHIPPER’S SPHERE OF SEX
ALIGNMENT CONTROL
Domhnul Flaming Sword LG All Supreme God; Air And Sky M
Aescbourne Rippling water wave NG All warriors Seas And Water M
Conmhaighe Longbow CN CN Hunting, Archery, And M
Winter
Laochailn Gem encrusted silver NG NG Charisma And Beauty M
chalice
Death Death’s head N All Death M
Tighearn Scales LG All warriors War And Law M
Righ na Sidhe Ice blue sword NG Elves Sunshine, Elves, Arcadia M
imposed on a sunburst
Branwyn Heart over a cradle NG NG and lovers Love And Fertility F
Fionnghuala White clouds LN LN Atmosphere F
Aogail Faceless white mask NE All evil Death F
Damh Lightning bolt in CE All evil Evil M
black sky
Boda Crossed sword and N N Dooms M
axe
Aodhan Flame CE CE Mischief, Strife, Fire M
Ruaidhigh Hammer CG All Thunder M

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Tiamhiadh Decapitated head CE CE Underworld F
dripping gore
Nathir Sgiathach Scythe held in CN(E) Chaotic alignments Underworld M
clenched fist
Alhhard Red sword LG Good warriors War And Law M
Meadhb Crystal shard CE All evil Black Magic F
Miadhail Star NG Magic users Magic And Fertility F
Gaelbhan Horn LG Any good Gates And Open Paths M
Cinniuint Dice N All Fate And Luck F
Caer Cadhla Hammer and anvil LG Dwarves Dwarves M
Riagan Gold nugget LG Gnomes Gnomes M
An Beag Shield LG Halflings Halflings F
Hrothramm Ibis N Seekers of knowledge Magic, Knowledge, Guardian M
of the Dead
Gora Korun Bi-bladed holy LG Dray, Dragon Dray, Dragon Hordlings M
avenger Hordlings
Ki Iris N N Nature F
Dun na h-Eoin Crossed oak and LG Healers Healing M
mistletoe branches
Madarual Sickle N Any Birth, Death Changing F
Seasons
Lathander Rosey Pink Wooden NG Any Spring, Dawn, Conception M
Disc
Gorm Blue Lightning Bolt CG Wars, Storms, Justice M
Usamigares Five Pointed Star N Healing Messengers, Thieves F
The Goddess of Stone goddess with
Stone outstretched arms NE NE. CE Deserts and Sand F
Rhiannon Two-Faced woman,
one ugly, one N Any Witch Witches F
beautiful
Majora Bejeweled mask CE CE, NE Night F
Mujula LG Any Good and Shadows, Peaceful Night F
Neutral
Umannah Gold and Red Spiral LN Sun M
Bachontoi Open Book LG Read Wisdom M
Pasperus Green Star CE Southern Stars M
Bandorack Feline Eyes N Feline Animals, Felis M
Vernaha Hummingbird LN Pixies Pixies F
Trameron Dolphin N Seas M
Torrchas Jackal CN Fools M
Cilborith Glowing Sword LG Elves Elves M
Scodem Arrow LN Hunt M
Losborst A Bunch of Green CG Wine M
Grapes
Mosinylo Icicle N North Wind M
Corrno Lock Pick N Thieves M
Hei Gnarled Fist N Giants Giants M
Midor Crossed Daggers LE Orcs Orcs M
Dorak Olive Branch CG Peace M
Dacron Stone Hammer N Craftsmen, Markets M
Kolrak Mar Severed Human Hand CE Trolls Trolls M
Suthak Exaggerate female CG Fertility F
figure
Telstar Golden Star N North Stars M
Kazadarum Gold Hammer on N Dwarves Dwarves M
Purple Field
Penelopania Mithril Harp CG Bards Music F
Lord Skortch Burning Skull CE Pillage, Rapine and M
Thoughtlessness
Kuartme Crescent Moon LE Moon M

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Aladantle Glowing Gem CG Beauty F
Aniu Hourglass N Time M
Aya Flying White Bird CG Winds F
Eqni Diamond N Earth M
Ostyed Horn CE Natural Disasters M
Ihlwynd Withered Tress NE Pestilence M
Xirchirios Chaos Star CN Chaos Unbound M
Snow Covered Twig
Mesha Sprouting Leaves CG Seasons F
Thanatos Green Skull LE Death M
Teth Tufa Granite Triangle NG Gnomes F
Frenzik Red Whirlwind CN Warriors, Berserkers M
Two Hands Clasped
P’rofali in Friendship NG Peace and Comfort M
Kazaar-Freem Golden Coconut Shell LG Peace and Tranquility M
Love, Romance, Beauty, Fine
Hanali Celani Heart of Gold CG Art and artists F
Order, Hope, Light,
Paladine Silver Triangle LG Rulership and Guardianship M
Hand Partially Mercy, Hope, Benevolence
Zodal Wrapped in Gray NG and Compassion M
CLoth
Din N Power F
Farore N Courage F
Nayru N Wisdom F
LESSER GODS
Lioslinn Ocean waves CN CN Storms and the sea M
Sgeulaiche Harp NG NG and Bards Poetry, eloquence, and song M
Aoibheil Apples in a wicker CG CG and farmers Springs and eternal youth F
chest
Aelfraeda Looped cross LG Lawful beings of all Mothers F
types
Cadawg Mountain CG CG Strength M
Ciataich Evergreen bough NG Good alignments Nature F
Cearbhallain Crossed sword and CG CG Courage and berserk rage M
hammer
Fionnbhar Upraised sword CG CG Excellence and skill in battle F
Ciaran Closed eyes N N Sleep and dreams M
Eachthighern Two headed battle axe CG CG Strength and silence M
Eada cat CG CG Cats, Felis F
Duilliath Black sphere N N Darkness and night F
Dubhlaoch Egg N N Lizardmen M
Suileach Ocelot CE CE Vice F
Horned Rat Horned rat CE CE Skaven M
Pyremius Face of a NE Evil, including many Fire, poison, and murder, M
yagnodaemon humanoids Iron Orcs, and Night Goblins
Beltar Great fangs about to CE(neutral Non-Lawful beings Deep caves, pits, and malice, F
bite tendencies) Shadow Goblins
Llerg Head of a bear, CN Barbarians, Beasts and strength M
alligator or giant Berserkers, CN, some
snake druids
Faluzure Draconic skull NE M
Grond Dirt N Earth M
Hisskattakal Fire N Fire M
Warrish Air N Air F
Pulash Water N Water M
Cra’ssh Kightning N Lightning M
Cryonak Ice N Ice M
Rahstri Green Apple NE Strength in Revenge F
Vicon Purple Shield LG Visions F

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Zarkon Wandering River N Long Rivers M
Limtram Sheaf of Grass N Meadows F
Tangadorn Clouds N Sky Dwellers M
Margonne Black Circle LE Evil Plans M
Hercon Wand N Directional Magic F
Sasha A Balance LN Justice and Blind Beggars M
Frantilla A Bird’s Wing NG Flying F
Tyrebill Lamp LG Light M
Vivistat Black Skull CE Unexplained Doom M
Feninva A Drop of Blood CE Vampires Blood F
Bondorr Crossed Scimitars N Duelists. Blade Swords M
Dancers
Kodeus Hand NE Dexterity, Patron of Thieves M
Mawdorn A Cast Shadow CE Shadows M
Mondorent A Bone LE Tombs F
Murulu Dagger LE Assassins M
Promehene Olive Branch NG Time M
Beythorn Tree N Trees M
Tar-Ark Glass Human Figure NG Invisible Things M
Jedahad Bird Silver Feather CE Summer Storms M
Phelonious Black Crown N Ancient Kings M
Mungo Dark Cloud NE Nightmares M
Molna A Receding Road LG Travelers M
Teros Bear Claws CG Forests M
Dyranti Silver Erlenmeyer N Alchemists Alchemy M
Flask
Alinah Crescent Moon LN Moon F
Corptis Red Sword CN Battle F
Kala Ka Flame CN Fire M
Ragtha Fish LN Waters M
Tardome Falcon N Aerial Warfare and Falcons M
Mabont Red Eye NE Sight M
Selyton Red Cross (Greek) CE Pain M
Image of Goddess
Kuan-Yi Holding a Child LG Mercy and Child Bearing F
Pernatem Stone Statue N Sculptures M
Sky Blue Disc Waterfalls, Springs, Streams,
Eldath Fringed with Green N Pools, Stillness, Peace and F
Quite Places
Phread the Pupil-less Eye CN Unseeing M
Sightless
Rhada Snake CN Children F
two short swords war, conquest, victory, pride,
Vanya crossed over a vertical honor, strength
spear or a black
rampant lion on white
field
PETTY GODS
A jeweled wine F
Abondiance goblet, tipped over N Ephemeral Wealth
and spilling its
contents
Adassec A Ladder N Stairs and Ladders M
Aglaos A torch with a blue N Torches and Artificial Light M
flame
A length of cord or
Aglet rope knotted at both CN Frayed Ropes, Cords and M
ends Strings
Battle Blood Lust and
Amber Blood Amber sword shaped CN Feminine Protectiion F

31
Sword bead
A grinning black
Ammon Thrax moon crossing a CE The Black Sun M
yellow sun
Left pointing arrow
Anwyn Wood with right pointing LN Favors M
arrow beneath it
Apar A circle within a CE Misfortunate Explosions M
circle
Ariphas A single blue scale LN Fish Scales and Fish Rot F
An asymmetrical,
Arolohnso ungainly labyrinth N Labyrinths an the Undercity M
The Arrow of Law
behind a skeleton key
Arvirive set against a field of LG Keys of Law and Wands M
blue
Aspix None CN Butchers’ Alley M
Atanuwe A flanged Mace CG Unicorns, Death Magic M/F
The hands of a young
maiden and old crone Recidivism, Licentiousness,
Atra forming a heart or a CN Addiction, and Uncontrolled F
golden hookah pipe Urges
Ab A silver arm ring LN Oaths and Wells M
A spider web in the
Attrecoppea corner of a ceiling LN Very Small Spiders F
Venus flytrap
Audrum wrapped in a vampire N Carnivorous Plants N/A
vine
Auurus Argentus Ekectrum coin N Currency Debasement M
Three squiggly
diagonal lines running
Austura from bottom right to CN Southeast Wind F
top left
A jade eyeball, the
burrowing pupil of its
Averted Onlooker eye deeper than it has Random Despair M
any right to be
Avigiri A walking stick and LN Ordered Decay M
Hourglass
Azwa A profile of a giant Unknown Giant Stone Heads in the M
stone head wilderness
Baj’lique A leering baboon in CE Fertility, Lasciviousness and M
drag Lechery
Barococar A golden tablet or CN Absurd Architecture M
statue
Bartleby A quill LE Inactivity M
Bashiuus Cluster of grapes CG Wine and Merriment M
Beast of the
Unbidden
Challenges None CE Random Violence M
Behzd A set of mismatched
keys held by a piece N Lost Items M
of string
Beng Circle with two
arrows drawn through CN Vagabonds and Con-Artists M
Beori Stylized bee in a N Honey, Mead and M
hexagon Beekeeping
Berenedril Jester’s hat CN Folly, Stupidity and Blind M
Luck
An abacus strung with
Blentry constellations LG Tallies and Commerce F

32
Boden Writhing worm CG Soil M
Bogrump A humble turnip N Turnips M
Bokrug A gibbous moon CE Millennial Revenge M
Small idol held in an
Boulubek outstretched hand LN Lost Idols M
Bubulmax A six pack of abs LN Adventurers and Muscles M
Chaugnar Faugn Snub dodecahedron CG Deserts M
Chelk A smudged palm print CN Stains M
Any other gods
Jodji symbol broke in two CE Vandals M
A hunchbacked crone
Chixulub crowned by a fire and CE Decaying Orbits M
smoke serpent
Choozwiz A toppled signpost CN Non-magical Crossroads M
Chu-Bu Smoking brazier N Mahogany Idol M
Neusis construction
diagram of the interior
Chulug angles of a regular LN Heptagonal Objects M
heptagon
Churfaz A cyst above the left CE Filth and Cisterns M
eye
Clavibor Iron Lock LN Doors and Locks M
Clerchad A quill and ledger N Commerce F
A black dagger parted
Clobrek in two halves CE Sundered Blades M
Coprolias A golden trumpet CN Spontaneous Outbursts M
CorotusThallian A gibbon with bat CN Flying apes and other M
wings chimerical beasts
Bastard sword point
up, superimposed on a
Crom tall craggy mountain N Barbarians and Steel M
Cunnian A multi-hued N Potential Knowledge M
icosahedrons
Curdle A three-legged CG Blind Milk Maids F
milking stool
Cuvoun Unraveling thread N All-Natural Stitching M
spool
Davy Jones Locker NE Drowned Sailors and Watery M
Doom
Deeker Red Spot NE Petty Revenge M
Dekardinis 10’ pole N Delvers, Adventurers and M
10’ poles
Derral – small lights,
Watchmen, guards and
Derral-Orth (dual A large circle set atop adventurers
god/goddess) a smaller circle CG/CE Orth – Assassins, Thieves M/F
and Escaping Slaves
An angular, vampiric
Detriax looking skull CE Space junk and derelict Hope F
A pair of grooming
Digiskleros shears laid upon a LN Postmortem Grooming M
mortician’s sash
Diit’Wentii The shining CG Minutiae M
icosahedrons
D’in’injaht A tied tongue CN Raving, Ranting and F
Gibberish
Shields & Shield-Makers and
Dinud An egg within an egg LN eggs, egg contents & egg M
layers
Diplodias Withered corn stalk CE Crop Rot and Poor Harvests M

33
A gold coin stamped
with a newborn’s
Divine Worm face, eroded by tears N Stillborn infants M
Dogasfos A hand coming out of
a whirlpool CE Drowning and Drowned M
Two eyes
Drasheeng superimposed but CN Drunken Misperception F
slightly offset
Elder Air Varies LN Air, Wind, Breezes, Deserts, M
Elemental etc.
Elder Earth M
Elemental Varies N Earth, Soil, Stone, Mountains
Elder Fire Varies CN Fire, Flames, Burns, etc. M
Elemental
Elder Water
Elemental Varies N Water, Lakes, Rivers, M
Streams, etc.
A frilly handkerchief
Ellsbeth or a hennin and CG Damsels in Distress F
attached well
A pair of eyes on a
Eraisho six-sided die NG Protection from Angry M
Gamblers
A flaming ear or
E’rase gemstone within a CN Rumor and Gossip F
pair of open lips
A halo stretching over
Expiurge the horizon CG Chaos Embound M
Eye if Vengalate Two circle interlocked CG Non-Lethal Curses F
Fallen One An unmarked grave LG Fallen Warriors and Unsung M
stone Heroes
Fattu Feri Skull surrounded by a Corpse Candles and
burining green flame CN Messenger of the Tribe of the F
Bog
A broken compass
Feloren rose without cardinal Random Misdirection and Lost M
directions Travelers
A mortar & pestle set Spices Known & Unknown,
Fimtakar over three wavy LN Spice Traders and Sea F
parallel lines Travelers
Flissik A will-o’-the-wisp N Evanescent Ideas M
Floog A knot tied ‘round a LN Lost Things M
finger
A blackned frying
hand behind a flagon Corroded cookware and
Fluxalle of frothing mead CE brewing gone bad M
Gadfiel A prism CN Spells gone awry; Chaos F
Magic
Galdu Aurkitu Keys on a ring, a CG Things Lost and Found M
single sock
Darkness under bridges and
Galishma The left half of a skull CN disposing of bodies F
A bronze coin
Gilthigoet picturing a river N Magical and Forgotten Pools M
flowing from a pool
Ginny Milk Eye A white marble, pearl C Termagants and Viagos F
or gem
Glaria A broken hourglass LN Times’s Lawful Inevitability F
Glorfall Large tome wrapped CG Academic Arguments M
in chains
Glyrea An asp CE Serpents, Venoms, and F

34
Poisons
A seven –pointed star
Gnunnug atop a rainbow LN Number Seven M
God of the Iron A black urn CN Madness and Sacrifice M
Urn
God on the Silhouette of a
Mountain mountain surmounted CG City of Shazid Mom M
by a halo
Gor Nochri Twin gods of gossip rumor M
Two Starlings LN unfounded hearsay
Gar Nachri Two Starlings CN And baseless speculation M
Soot-covered smiling
Gorgonmjolk head of a medusa CG Steel and Metallurgy F
An open book in front Ogre god of Intelligence and
Go’Ruush of two crossed CE Subterfuge M
daggers
Guardians of the Gateways
Grand Planar Varies N and Byways of the Planes M
Gods
A fat warty toad
Grandpa Toadflap sitting on a coin N Frog god of stashes and M
caches
Dwarven adventurer
Groin carrying foaming mug NG God of the Battered Dwarf M
Tavern
Grugzaret Candle Snuffer CN Subterranean Darkness M
Dried rotting leaf
Gyttjan withering with worms CE Peat and Mire M
Haiah A man running N Judicious Retreat M
Whatever pleases Divine Imposter/ Herald of a
Harbordorim those who recognize CN (Forgotten God; see Monster M
him Manual)
Upper body of a blue
faced goblin,
clutching with both
Heka-Kup hands at his own CN Hiccups M
throat, set on field of
black
Heolstor Three white spirals
arrayed in a triangle N Breath of dying men M
Hexadron A Perfect Cube LG Cubes N/A
A pocketful of sand or Broken Dreams, Fleeting
Hlinjassa a tiny hourglass of CE Nightmares, and Lucid M/F
silver sand Dreaming
Spider God and Protector of
Hlo-hlo Spider CG the Dead Man’s Diamond M
Hoddypeak Hand held out in LE Fools, Simpletons and M
waning Village Idiots
An apple bloosom
encircled by a string
Hymenphalia of pearls or two snails LN Hermaphroditic Fertility Both
engaged in copulation
A hitching post, with
Hweegarl fist with a thumb N Hitching Posts M
sticking out
Insitor A serpent LN Serpents M
A face twisted in rage
with sightless eyes
Iracaeus wreathed in flames CE Flaming Fury and Blind Rage M
Ixomant A black circle CE Dark and Fear of the Dark M
Jabim A broken mask LN Broken Things M

35
Jaiden A jade crown LN Jade and Jade Carvers F
Jale God [Redacted] CN Delusion and Dissolution M
Jessra A white flag LG Truces, Armistices and F
Parleys
Jexvenna A black weevil CE Spoilage of rations F
Jhillenneth Aheadless bust having
six breasts CE Miraculous Horrors F
A frog head smiling,
Jonny Hopper winking and wearing N Revelry and Frog Kissing M
a fancy hat
Joogengeld A combined comedy
and tragedy mask of
disturbed visage CN Mockery, Sarcasm and M
Schadenfruede
Jus’enuf N/A N/A N/A Small Favors N/A
A skull with a sword
Kahladaht behind it and a rose CE Undeath M
held in its mouth
A basket in which a
spider has built a web,
Kakanuawana but is otherwise empty LN Yarn Destitution M
Kalantos Axe LE Axe Executions M
Kaldrabikkia A red, spear-shaped CE Violence F
rune
Karga Savasha White Crow NE Death Birds and Tengu M
Warriors
Ox’s head super-
Khaldranath imposed on a wagon N Draft Animals M
wheel
Khorissa A gnawed bone CE Ghouls F
A silhouette of smoke
Kilooloogung with its “arms” LN Arising Smoke M
upward
King Shroom Different from cult to LN Mushroom Kingdom M
cult
King Under the A crown placed over
Mountain the hilt of a sword LG Downtrodden and Oppressed M
Krythyle Two jagged blades CN Snares and Foot traps F
Kwunndle A dozen wavy vertical CN Misplaced Objects M
lines
Kypselus A blackened hand or Deals, Bargains and Creeping
orcish claw CN Corruptions M
A vial of white liquid
Lacta Lacrima carried on a chain CE Pointless Regret and F
Remorse
Lady of Cauldrons A crossed cleaver and Cooking, Food Preparation
spoon, set over a CG and Flavor; aspect of the Jale F
boiling cauldron God
Lady of Lost Five-point tesseract CN Mathematical Errors F
Angles star
Political Corruption &
Lady of Rains A coin broken in two CE Indiscretion; aspect of the F
places Jale God
Lady of Tasks Dying ants floating in
Forgotten a bottle of dubious CN Forgotten Tasks F
content
Little Lights Four small flames
against a black field LN Small Lights in Underground M
Places
Wooden cap with
Llewel nails jammed into it CN Bent Nails M

36
A spear wound ‘round
Lobon with Ivy LG Youthful Ambition and M
Naïve Hope
A doll of straw bound
Lord Bayleycorn around animal bones CG Harvest M
Lord Downall Forked Spiral CN Drains and Floods M
Lord Greensayne A blood-filed money LE Aspect of the Jale God M
bag
Four runes in a
language that no one
knows. But that
everyone implicity
Lord of Mediocre understands to Hackneyed Stories and
Plots translate as comedy, LN Unoriginal Tales M
romance, tragedy and
satire
Lubella Winged Cocoon N Transformations F
Lumagog A filthy, scabrous
scratching finger CE Itching, Festering Wounds M
Luriel A painted smile CE Temptresses and Cosmetics F
Machuk An anvil with a LN Crafting and Artifice M
grinning face
Magpie Princess A golden ring CG Magpies and Pregnant F
Mothers
Magrundi A bat within a brown LE Guano and Trogloditic F
ring Vermin
Maharb’aal A dilated pupil CN Remorse and Guilt M
Maladmim A sheaf of paper tied
with a red tie LN Bureaucracy M
Three concentric Right Angles, Regular
Mal-laM circles in the colors of LG Shapes and Symmetric M
res, green and blue Patterns
Crossed club and
Malnor multi-tailed whip LN Military Discipline M
Anthropormorphised
Man in the Moon crescent moon, CN Voyeurism and Aloof M
smiling Observation
A branch of barley, a
grapevine leaf, and a
Manguaca piece of sugar cane CN Alcoholic Stupor F
Slackers, Half-Assed Effort
Manidono An unmade bed CN and Loose Change M
Two crossed swords, Rare and seemingly random
Mar Nod one breaking the other CN fortune and misfortune M
during combat
Meer-Smah Dark Clouds LN Flatulence Prevention M
A lantern surrounded
Meifer by a glow LN Streetlamp lighters F
Mephassuros A silver conch filled N Mislaid and Unanswered M
with stars Prayers
A broken circle with
Merramorina four dots in the center LN Lawful End of Time M
Mespilus A medlar fruit N Medlar Trees and their fruit M
Micicara An empty gallows LE Vendettas and murders’ F
possessions
A broken bottle
Mico wreathed in flame CG Burning Oil M
Mixmalix Banana Skin CN Pranks and Pratfalls M
Moen Hepnir Stone Axe with a head Peaks, Pinnacles and
carved in the shape of N Summits of Mountains and M
a beast’s face Glaciers

37
Moorealeth A broken Circle N Lost Chapters M
A deteriorating
combination of the Venereal Afflictions and
Morbiphallugus alchemical symbols CE Sexual Dysfunction
for man and woman
Turtle head dripping
Mosht Al Blopp with slime CN Fetid Pools M
A wooden door,
Moslammin closed & held by an LN Shutting and Closing of M
iron spike Doors
A carven wood
Moss-Worn Goat phallus, left to grow N Sterility M
moss and fungus
Conical, yellow hat
Mystical Martan with short brim CN Pranksters and jerks; trickster M
Naaragiga An iridescent disk N Jellies and Molds F
Nanefesterad A friendly smile CE False Friendship M
A goat cuneiform
Nanny Binx pictogram of nine LN Physical and Intellectual M
strokes Sustenance
Nardrea A ledger LN Hidden Taxes and Caches of M
Time
Naught Unknown (Invisible) NE Invisibility and Invisible M
symbol Stalkers
Nazarash A shattered glass CE Broken Glass M
bottle
Small green frog Political Assassinations and
Neco facing downward as LE Contract Killings F
seen from above
Broken sword held
Neub within a teardrop CG Slain novice adventurers F
Neuph An unringing bell N Silence M
A scrap of paper,
covered in runes, Proper invocation of magical
Nhucyy emerging from the LN words and spells M
pupil of a severed eye
Nocton Zython Trident or Anchor N Hallucinations and Sailors M
Sunset with a crescent
Nox moon and star above N Twilight F
Nug A black sun ringed CN Madness M
red flames
Numanthoth A finger beneath an
eye looking upwards CN Gnostic Revelation M
A piece of well carved
jade, the exact deign
can be whatever
Nwee strikes the devotee’s N Boredom and Ennui M
fancy
Lost/Wayward, Moonlight,
Nyctalops A moon soaked with NE and Vampires M
red blood
Obnomeht Forceps N Dentistry and Teeth-Pulling M
Ochlos Volgus A burning Torch CE Angry Mobs M
Odxit Five vertical wavy N Unexplained Smells M
lines
A boil being lanced
Ogrimox with five needles CN Purulent Skin Conditions M
Okla A fang on a field of LN Dentists and Ivory Carvers M
red
Old Mother A cradle LG Lost and Orphaned Children F
Closed fist with

38
extended middle digit
Old Snicker (or face with tongue CE Insults M
sticking out)
A gong floating above
Ollollde an open palm N Hypnagogia M
Ooboora A golden bell or LN Clouds M
chimes
Bloody bull horns
Ooom with some scalp CE Blood. Power and Strength M
attached
Ophurton An abacus framed by NG Finances, Investments and M
coins Profits
Ormix A weighty LN Obscure Words M
A grinning toad’s face
Otda’Btatle with the horns of ram CE Toad-Demon God of Battle M
Otto A blue Parrot N Cheese M
Ouk A body with stumps CN Missing Limbs M
for limbs
Paffur A small figure LN Dreams and Premonitions M
Pakkaan Aurora Borealis N Northern Wilderness N
Paleonumis A golden coin, worn LN Retired Currencies M
smooth
Palester Olhm Leather Circle NE Death by a Thousand Cuts M
Panathoth A tongue of Fire LN Circulating Library F
Pandantilus A wooden crescent N Gong Farmers and Muck N
moon Rakers
Patchwork God None Varies Golems and Constructs M
Patisseria A golden whisk N Pastries and Desserts F
Pelchako A leveled Balance CE Tricks and Revenge M
A five-veined leaf
Perichronaos over a spiraling N The Age Outer Past N
figure-of-seven
Vagina dentate
Pherosathoola encircled by a snake NE Sexual Fear F
A pot of gold at the
Philespurio end of the rainbow CN Lies and Irrationality M
Polly A mug of beer with a LG Elven Barmaids and Taverns F
halo Workers
Pollycockle Hand holding stuffed LG Small Children and Youngest F
animal Siblings
Possum eyes peering
Possimium from a dark moon N Nocturnal Creatures M
A lidless eye staring
Qinmeartha eternally skyward into CG Creation M
a blazing sun
Quachil Uttaus An empty hourglass CE Age, Death and Decay M
Qualdoni 4 circles in a row N Crossroads and the Number M
Four
Quantum Ogre An image of an atorn CN Whimsy and Vagary M
Qu’pan A glowing eye CN Frustration and Madness M
Qurgan Quagnar A three-legged toad CN Three-legged Toads M
A potion flask with an
Qwarghourn explosion within N Miscibilities, Mixology, and M
Dyspepsia
Qzyma’a Eye in a forehead LG Synchronicity M
Raselorn Closed eyelid on a CN Fitful and Unpleasant Rest M
black field
A statue, often broken
Rasoob or neglected N Bronze M
Ratacus Gant A single copper piece CN Giant Rats M

39
Ravel/Unravel Knuckle bones of
sheep made into a pair CN Bad Fortune and Good M
of dice Fortune
Wavy Lines
Rhan-Tegoth emanating from a CN Madness, Yetis, and M
central point Remorhaz
An emblem of a
Rosartia shield bearing a N Things Long Forgotten F
stylized silver eye
A gambling wheel and Time Wasters, Entertainers
Ruslivia an hourglass LN and Orderly Amusements L
An eyeball gripped in
Sa’hwo a clamshell N Secrets Revealed M
Saint Biritus An overflowing Mug N Drunkards M
Saint Gunter A blue lotus LG Osmotic Knowledge and M
Illiteracy
A bowl with a pair of
Saint Vineria eyes inside it LN Eyes F
Teilo A golden ball LG Providence M
Dewi Sapphirus LG Salvation M
Iltud Crystal Chalice LG Triumph Over Evil M
Five droplets of blood
Satrum arranged in a circle CG Bloodletting F
Screbblo Upside Down Boot LN Cobblers and Quality M
Footwear
Snares, Entanglements, webs
Seppophis A spiderweb of CE and spiders F
barbed wire
Seshati Pyhatia A book covering a LN Scholarly Pursuits F
hand mirror
Sernis A black cloak CG Secrets and Whispers F
Knives, Scalpels and
Sertetti A scalp and an LE Methodical Serial Killers M
Hourglass
Image of man
clutching a
Silvarno manuscript and N Late submissions and Missed M
banging on a closed Deadlines
door
Skaal A fish-headed man CG Fish Out of Water M
Somnau An iron rod partially
wrapped in white N Forgotten Injuries M
linen bandages
Dakry Prism LN Tears F
Sican Blindfold N Sighs F
Tarchanna Black Disc CE Deaths Infinite Darkness F
Sousroga An empty house CG Interstital Spaces M
Sovereign Bastard A Broken Window CE Cretins, Shit-Heads and M
Trolls
Syizarkhog A book with torn out LN Forgotten Knowledge M
pages
A bark-scaled snake
Tallemaja with a cow’s head LG Huldras and Lamias F
Tarvin A glass of Alize N Adolescent Adventurers M
Tau Shears and a Torch LN Tombs and Cemeteries M
Teptrigor A turnip LN Prudery F
Termarr A broken Star LG Lawful Execution of Time M
Termas Tunneller A Two-Headed LN Root Cellars M
Hamster
Theb A chimney Pot N Chimney Pots M

40
A smile with theater Politeness and the Spouses of
Their Wife curtains as a N Theater Directors F
background
Iron candle-snuffer;
Thuf’s eyes on a black
Thuf field; a black field CN Secrets and Unexplained M
with no symbol Winds
Thwizeviblyz A baby-pulling a cat’s LG Baby Laughter; aspect of the M
tail Jale God
A pair of red eyes, or
Tix-ka-tix two vermillion circles LG Patience M
Tlacotani A bright green serpent
with an undulating
back and no tail; both
ends of its body have CG Sudden Inundation M
a serpent head
Tonya A child’s incisor CG Children’s Teeth F
A glowing mug of
Tremella bear, tankard or keg CN Pub-Crawling and Drunken F
Love
Tricruxia “Y” N Forked Tunnels F
Tsathoggua His furry toad-like CE Divine Slothfulness M
head
Starvation, Illusion and
Tsrura An emasculated horse LE Time’s Wintry End M
A rough stone
Turquoise Idol of cylindrical idol,
Communion carved with intricate LN Transformation M
scrolling symbols
Tuu Bih An empty circle or LN Empty Spaces Yet to be M
D’turmin’d square Filled
Tybesi-O A golden Spoon CE Food, Cuisine and Gluttony M
Print Errors, Mistranslations
Tyop Gibberish-Filled Book N and Minor Heresies M
Gray eel with a silver
belly curled up to
U’lla almost form a circle N Isle of Eels F
Undek Skull in Blue Nimbus CN Lost Souls M
Ungsi A knife cutting CG Knives M
through a nail
A flame encircled by
Uroborialis a snake swallowing its N Instinctual Wisdom F
own tail
Urglu A broken mirror CN Mutations F
Verlore A labyrinth N Lost People and Things M
A pair of dice rolled
Verthish snake-eyes LN Single Pips; Aspect of the M
Jale God
Three rats with their
Vexarus tails tied together CE Virulent Diseases and M
Treason
Vindico A pair of crossed LN Appropriated Credit M
Vindicatum quills
Vodei Four radiating fists of CG Seas M
water
A fake gold chain
adorned with a
Vydia number of colored CE Charlatans and Over- M
glass beads Promises
Hand warts or jewels
Wart Mother that resemble frog N Warts F

41
eyes
Whisper Will A baying dog or CG Crossroads M
crossroads
Wicked Skein A broken quill CN Unwelcome Messages F
Widderhoot-hoot Branch-covered moon N Nocturnal Hunting F
Xaxolx Any (burrowed) N Abandoned Altars; Guardian M
Xinraeil A silver apricot CE Neglected Orchards and F
Rotting Fruits
Xoox Crescent Moon N Remote Outhousing M
A trident with an
Xumaltet extended middle CN Primal Emotions and Savage M
prong Urges
A red drop of blood
Yeb ringed with black CN Madness M
flames
Yellow King The Yellow Sign or a Madness that comes with
pallid mask CN illness and old age M
Yemeles Tipped-Over Bottle LN Drunkards M
Yeolnuma A glossy black scarab CG Scarab M
Yessir A full visor helmet
with a fist held to the LN Absurd Orders Obeyed M
temple
Yggrd Stone arch with flame N Hearth-Tenders and Meal F
beneath Preparers
Elk antlers in front of
Yhoundeh a crescent moon N Elk and Elk Herding F
Societies
Ykelu Bloody Fang CG Wolf god protector of the M
Skapti
Yululun Tombstone CG Protector of Tombs and M
Cemeteries
Yurm Polyp N Self-Injury M
A cracked mirror
Ywehbobbobhewy dripping three drops CG Magic Mirror Portals M
of water
Yyy A lightning flash,
striking from right to N Questions and Riddles M
left
Zeekil Two blood-stained CE Needless Pain F
chain links
Zezeke Serpent eating own N Hurled Curses M
tail
Zikcub Bloody Paw LE Sickly Animals F
Zirkonia Golden ring in CN Shiny Things F
sunburst
Zumbiboo A handful of dust LN Dust M
A bronze coin with
the stylized shape of a
Zuurrt trilobite cut from the N Lost Lifetimes M
middle
Zyni Moi Coiled Snake N Protector of Godly M
Knowledge
Zzyzz Swirling red vapor
within a black void CN Irrational Fears M
DEMI- GODS
Dubh Battered meal bowl CE CE Sickness F
over a flame
Fuathas White dagger held in LE Evil alignments Hurt F
a pale hand
Dubh Ah Goal Black spider wed CE CE Fear M

42
Dublachan Withered tree branch NE Evil alignments Death M
Votishal Leather pouch LG LG Destroying evil M
Meara Image of female in NE NE and thieves Night and thieves F
dark robes
Saria, Sage of the
Forest Four Curved Lines in LN Forests and Children F
a Circle
Darunia, Sage of
Fire Animal Footprint CG Fire and War F
Princess Ruto,
Sage of Water Sapphire CN Water and Marriage F
Nabooru, Sage of
Spirit Yin and Yang N Vistani Thievery, Spirits and Deserts M
Shindra Drum LE Dancing Girls Dancing Girls F
Bukera Glass Scorpion LN Desert Tribes Desert Mountains M
Sinakad Ram’s Horn LG Any Good Mercy for the Trapped M
Kadrim Sparrow LN Small Birds M
Tika-Naha Fire CG Campfires M
Crondussa Eagle LN Eagles F
Patressa Sharks CE Deepwater Fish F
Braz-Kaen Cloud of Smoke CN Smoke M
Montintra Mirror LE Lightning and Mirrors F
Vidmor Honeycomb N Bees F
A Greek Cross with
the Symbol of the 4
Grismal Elements on each N Guardian of the Underworld M
Point
Shashak Burning Eye CE He is the Great Red Dragon M
Erion Bone Crown N Dogs M
Spider God Black Opal CE Spiders N/A
Zattaze CN Spells of Chaos M
Aarth Glowing Gold
Triangle on a Field of LN
Black

The Types and Casting of Magic


The world is filled with magic; the sight of someone casting a spell does not cause panic or
superstious rage (outside of some barbarian tribes that is). The sight of flying ships and magic
carpets is not uncommon. Magic items are not scarce but they do not posses legendary powers.
Magical relics can be found hidden throughout the world, those that find them often have to fight
off others trying to steal the item.

This is a result of the Ancient Races that existed in an era shrouded by the mists of time.
Magical sites, Lailons, can be found hidden throughout the land guarded by ancient magical
creatures. Relics created by the Ancients that cannot be duplicated today are prized by those that
find them.

There are two broad types of magic in the world, esoteric and celestial. Under these categories
there are further breakdowns. These are called branches. These branches represent the different
types of spell casters that exist in the world.
Category Branch
Esoteric Arcane
Chaos

43
Elemental
Necromantic
Phantasmal

Clestial Divine
Natural
Occult
Esoteric Magic
The source of esoteric magic throughout the universe is The Weave. The Weave flows through
lay-lines or Druidic Routes that flow throughout the land. The Weave powers all types of
esoteric magic. Spell casters that utilize esoteric magic follow two paths. The two paths are
Lesser and Greater.

Lesser Path casters must learn their spells and keep them in a spell book. They must chose their
spells for a day and memorize them. Their use of the Weave to power their spell burns it from
their memory, causing them to rememorize them their spells each day. Not all that casts spells
are able to advance to the Greater Path. Lesser Path casters are able to cast the same type of
spells as the Greater Path but are limited by their need to constantly memorize their spells. Other
than the requirements specified by each type of caster there are no other special requirements for
Lesser Path casters.

Mages of the Greater Path are those who have chosen to devote their lives to the study of magic,
not merely settling for the ability to cast spells which have been memorized, but rather to
understand the Weave and learn how to manipulate it at will. Any Greater Path mage must start
along the Lesser Path, achieving at least 5th level before they can begin to understand the Weave
and how to truly control it. The Greater magician progresses as the type of caster they are, except
that no 10% experience bonus can be collected due to high ability scores.

Lesser Path Casters


The casters that may only be Lesser Path casters are Arcane Knights, Knights of Telatium, Witch
Knights, Feybloods and Lore Wardens. These are not true wizards, they learn magic to
augement their other, martial, skills.

Greater Path Casters


The Greater Path casters come from what some call trues mages. These are the Chaos Sorcerer
Elemental Wizard, Fangshi, Glorrian War Wizard, Illusionist, Incanatrix, Lore Master,
Necromancer and Sorcerer. These are spell casters that only practice magic having no other
skills.

Lore Master/Warden
Lore Masters and Lore Wardens are able to call on both divine and arcane spells. They follow
the structures as stated above for both esoteric and celestial magic.

Requirements
To become a Greater Path caster the wizard must attain 5th level, have an Intelligence of 18,
Wisdom of 16, Constitution of 15 and a Dexterity of 12. They must seek training from those who

44
have already mastered the art. This intense training lasts 1 year + 1 year per three levels of the
lesser mage (round fractions up), and will cost around 20,000gp per year (payable before training
commences).

During the first year of the mages studies, his mind is conditioned for the learning ahead. He is
put into a focused trance in which he will spend the remaining years of his study. If for any
reason this trance is broken by contact with the outside world, the mage must spend an additional
year in training while his mind is reconditioned.

After the mages training is complete, because of his lack of practice in physical combat, he
receives only 1d2 hit points per additional level he gains. This is often made up for by the hit
points gained from the high Constitution score required to become a Greater mage.

For more information see the Greater Mage that follows.

Celestial Magic
This is the magic of the gods and is cast by their devoted followers. Celestial magic is powered
by the faith of the caster and the divine power of their god. Divine spell casters do not follow
Lesser or Greater paths for spell casting. They may call on any spell their god will allow limited
only by the number of spells their will grant them per day and the power of their god.

Depending on the status of the god they worship is how powerful of spell they may cast. Greater
and Lesser gods may grant their followers more powerful spells than Petty gods, who in turn
may grant more powerful spells to their followers than Demigods.

Celestial spell casters include the following: Arcane Knights of the following orders Light, Dusk,
and Darkness, Clerics, Druids, Lore Master, Lore Wardens, Shamans, Shamani, Witches and
Wu.

Titles
Once a spell caster has become a Greater Mage they may place the appropriate title in front of
their class name. This means a witch they follows the greater path is called an Enlightened
Witch, a Sorcerer is called a Greater Sorcerer. This is not used often, though some more
arrogant wizards will insist on being call Greater. There are no different titles for clerics or
druids.

Greater Mage
Ability Requirements: Intelligence 18
Wisdom 16
Constitution 15
Dexterity 12

Prime Requisites: Intelligence


Wisdom
Constitution

45
Races Allowed: Any allowing Mage (Teaching all branches of magic)

Because of the Greater mages devotion to magic and need to keep their skills finely tuned, a
greater mage can never be a multi-class or dual-class character.

The Greater mage casts spells by drawing upon the limitless energies of the weave and shaping
them into the desired form at the time of casting. Focusing these energies however, puts great
strain on the wizard’s physical body as well as his mind, requiring a minimum of 15 Con and 18
Int.

The wizard has a number of spell points which are used to cast spells; one point relating to one
spell level. A Greater mage using 3 spell points, could thus cast a third level spell, a second and a
first, or three firsts. Unlike a mage of the lesser path, these spells can be chosen at the time of
casting.

The amount of energy which can be used before requiring rest is equivalent to:

<previous level> + <level before previous level> + …

Thus a 5th level Greater Mage would possess 10 Spell Points (4+3+2+1 = 10).

The calculated Spell Points are shown on table 1, alongside the equivalent number of spell points
which a mage of the lesser path possesses.

When a lesser mage makes the decision to study the magic of the greater path, he must seek
training from those who have already mastered the art. This intense training lasts 1 year + 1 year
per three levels of the lesser mage (round fractions up), and will cost around 20,000gp per year
(payable before training commences).

During the first year of the mages studies, his mind is conditioned for the learning ahead. He is
put into a focused trance in which he will spend the remaining years of his study. If for any
reason this trance is broken by contact with the outside world, the mage must spend an additional
year in training while his mind is reconditioned.

After the mages training is complete, because of his lack of practice in physical combat, he
receives only 1d2 hit points per additional level he gains. This is often made up for by the hit
points gained from the high Constitution score required to become a Greater mage.

Table 1: SPELL POINT PROGRESSION


Level Greater
1 -
2 -
3 -
4 -
5 10

46
6 15
7 21
8 28
9 36
10 45
11 55
12 66
13 78
14 91
15 105
16 120
17 136
18 153
19 171
20 190

A Greater mage has an additional Spell Point per level of experience for every two points of
Con, Int or Wis he possesses over the class requirements.

The Greater mage can cast spells at half his level again by paying eleven times the spells level in
spell points and making a successful Con check. For example, a 13 th level Greater mage wants to
increase the effective caster level of a Dispel Magic spell so that its power will be as if a 19th
level mage ( 13 x 1.5 = 19.5 = 19 ) had cast the spell. He expends 33 Spell Points and makes a
Con check. A failed Con check indicates that the magician cannot handle the extra magic flux
and overtaxes his system, causing him to collapse (unconscious for 4d6 turns).
The wizard regenerates his level in spell points for every hour of sleep, or half his level in spell
points (rounded up) per hour of meditation. Whilst meditating, the Greater mage must be in a
relaxed, relatively quiet environment. He is aware of his surroundings, but can not perform any
actions without breaking his meditation.

If it is necessary, the greater magician can draw upon forces deep within his own being. The
magician can draw upon extra spell points equal to his strength and constitution added together.
This however is risky, each time the magician draws from these points, he must make a system
shock roll to stay conscious. Failure means that the magician falls into a coma lasting 4d6 hours
(the spell is still cast successfully). When these points are used, an equal number of points is
subtracted from each ability score, if the number of points to be subtracted is an odd number, the
greatest value is subtracted from the lowest of the two scores.

For example, a Greater mages life depends upon casting the 7 th level spell Teleport Without
Error to escape from the Shadow Dragon, who’s lair she has just stumbled into. Usually the
Shadow Dragon would be no match for this particular mage of the greater path, but at the end of
a long day, she finds herself with only 2 spell points remaining. She digs deep within herself and
finds the power to cast the spell, expending her last two spell points and subtracting 2 points
from her Con of 15 and 3 points from her strength of 11. The spell is cast and she rolls 86% on
her system shock roll. Again, 86 would usually be a passed system shock roll for her, but her
Con has been reduced by 2 points, meaning that she has failed by 1%. This is not her day, she

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awakes 14 hours later at home, away from the bothersome dragon, but very annoyed at the
prospect of having to spend the next week in bed to regenerate from her ordeal.

If either of these scores reaches zero, the magician will fall into a coma lasting a number of hours
equal to his level, after the duration of the coma has expired, he will die. Only the Heal spell can
prevent death, restoring ability scores of zero to but one point. Complete rest will replace lost
ability scores at a rate of one per day. Until the lost ability scores are replaced, natural healing
will be at half the normal rate and no spell points will be replenished.

When the Greater mage learns a new spell, it is added to his spell book in a similar way to the
lesser mage, although the Greater mage does not require the spell book to memorize his spells
from. A Greater mages spell book is kept only for reference, this is usually taken while out
adventuring to study from, but is not required for the casting of spells.

Part of the Greater mages training includes the teaching of two extra abilities; The wizard can
use ESP and Levitate with the same effect as the spells of the same names (Levitate can only be
used by the wizard on himself in this way), except that these abilities can be used at will, not
requiring verbal, somatic or material components, and each costing two spell points per turn.
Other spells can be cast or actions taken once these abilities are in effect.

The Greater mages THAC0 progresses using the same table as other wizards, although a Greater
mage is never proficient with a weapon of any kind, and as such has a -5 penalty to hit using any
weapon. If the mage was proficient with a weapon before his training, these skills are lost.

Wizards of the Greater path often carry staves with them, even though they are of little use to
them in melee combat. The wizards staff is seen as an identifying feature of his skills. For higher
level mages, these are often very ornate, and magical more often than not.

Although Greater magicians are able to use the same wide range of magical items as any Lesser
magician, they disdain from using any item which replicates a spell effect they could create with
their own powers. Wizards using magical items on a regular basis is viewed very dimly by the
Greater mage, seen as an obvious sign of weakness. For this reason the Greater mage, although
he may have many magical items in his laboratory to study from, will never take more than four
magical items out adventuring, and likewise will never carry more than this with him on a
regular basis.

Spellcasters who follow the teachings of the greater path are given the title ‘Greater’ followed by
their type, for example a Necromancer would hold the title ‘Greater Necromancer’ after his
training.

Organizations
There are many groups and organizations throughout the world of Dissa. Some support the
ideals of good; others champion the tenants of evil and yet more follow whoever pays the most.
Skilled adventurers may find themselves approached to join one of these groups or targeted for

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death because they opposed the group’s goals. They may not ever realize they were observed by
these groups.

The Lighthouse
The Lighthouse is a scholar's community, it is a place for knowledge to be accumulated,
preserved, and taught to anyone who finds the valley and is willing to serve their cause. There
are dedicated to promoting good, preserving history (including art and music of old) and
maintaining a balance between civilization and nature by keeping kingdoms small and the
destruction of animal and plant life to a minimum. Its location is hidden by magic and its many
agents, called Keepers go out into the world to preserve knowledge for knowledge’s sack alone.
Of recent times the Lighthouse, its leaders and agents are taking a more proactive hand in
supporting the causes of the just and good than before.
The Nine Overseers
The Nine Overseers are a group of powerful individuals whose purpose is to oppose evil in its
most powerful forms. They work through pawns and agents to avoid direct confrontations that
would cause grievous amounts of damage. They oppose Louhi and Drakken Loris especially.
The Council is made up of:
Prismal the Outrageous – a powerful illusionist and leader of the group
Jacko the Mad mage – a chaos sorcerer who is quite insane (it seems) but still works for good
Siguard Fafnirsbane – a warrior, priest and sorcerer who acts as the fist of the group
Rolth Tazor – a strong Lore Master who oversees the collection of relics and artifacts
Deckard Cain – a sorcerer who searches through history for clues about the ancients
Amson – a White Necromancer who stands staunchly opposed to Louhi
Sparrowhawk – a Druid/Sorcerer who strives to insure balance is kept
Emirikol the Chaotic – a powerful chaos sorcerer. He believes chaos and order must exist
together or no changes or advancements will ever be made
Nocturn Lycros – an Incanatrix and newest member of the group
Firebrand
The Firebrand is the worst nightmare of free and civilized folk everywhere: humans and
humanoids working together. Worse, the brood of Smolder, an ancient evil dragon, leads them.
As a Chaotic Evil group, the Firebrand is a barely contained mess with frequent murderous fights
breaking out in the ranks. However, fear and a lust for power are good motivators for even the
most undisciplined soldiers and with several dragons leading them and occasionally doling out
trinkets from their hordes, the Firebrand maintains a semblance of direction. The human general
of the Firebrand is Arnach Ironhand, who reports to the brood of Smolder.
Requirements: Members of the Firebrand must be Chaotic Evil in alignment.
Benefits: A member of the Firebrand takes an oath to die serving Smolder and her brood and to
extinguish the race of elves from the earth. They receive a +2 damage bonus against all elves.
Responsibilities: None. All work responsibilities are ad hoc. If something needs to be done and
a stronger member is around weaker members, they will be forced into service until its done,

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then tossed aside. Any monetary reward will be a random by-product of the assignment,
involving the taking of anything of value from the weak and helpless.

Heldannic Knights
The Heldannic Order is a grim brotherhood of warlike knights whose quest and devotion
is the eradication of Undead and the unification of the Empire of Lagir under pure Mainzish rule.
The Heldannic Knights, most of them powerful in the magic of clerics, are brutal and
bloodthirsty. They exterminated countless barbarian clans during the centuries of Heldannic
terror. The knights are extremely loyal to their order and are the embodiment of the concept “rule
by the strong”. They have no mercy for the weak. These enigmatic knights have no known allies
and have systematically rejected all diplomatic overtures.
A Heldannic Knight is recognizable for his dark, dull-gray plate armor; for his long white
tabard with its black, upright lion; and for his full-face great helm topped with the ominous
upright lion to make him appear much taller than he really is. These are heavy cavalry knights
with fully barded warhorses.
They normally travel and march to battle brandishing dozens of very large banners,
standards, and pennants bearing the order’s coat of arms. When a great cavalry charge is
possible, Heldannic Knights are likely to use heavy cavalry lances. Otherwise, half of them use
large shields and bastard swords, and the remainder use two-handed swords.
A Banner of Heldannic Knights (2-12 men) typically casts protection from good/evil
before combat. Their officer, the Knight Bannerette, is likely to also cast a blight spell and
remain at the center of his troops. The officer’s two remaining spells are often cure light wounds
and hold person.
Lower-level clerics of the order are students who reside at the various strongholds of the
order, or else act as squires or men-at-arms during conflicts. The Heldannic Order as a whole
is said to have up to 2,000 knights and officers (Knights Banneret, Lieutenants, and Captains),
and 5,000 students. Twelve High Priests (C12) under the authority of the Great Knight of the
Order (C25) rule the knighthood from the Fortress of Freiburg in the White Steppes.

Typical Heldannic Knights Table


Knight Officer
Armor Class 3 (plate armor) 2 (field armor)
Class and Level C2 C5
Move 12 12
Mounted 24 24
Attacks 1 sword or lance 1 weapon or spell
Damage By weapon type By weapon or spell type
No. Appearing 1 Banner (2d6 + 6) 1 per Banner
Save as C2 C5
Morale 11 11
Alignment LE LE
XP Value 30 425

The Eagle Guard


We bring light to the darkness.
We bring science to the superstitious.
We bring justice to the wicked.
Oath of the Eagle Guard

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The Eagle Guard has existed as long as Paladine has been worshipped. Elite warriors in service
to truth and civilization, these paladins are famous for being protectors of the weak and the
bringers of hope and light. They have always maintained their official headquarters and training
ground in the Holy Kingdom of Lashira but typically they are scattered across the known world,
acting in small groups.
Requirements: Only Paladins dedicated to the god Paladine can join the Eagle Guard.
Benefits: Members of the Eagle Guard add the bonus spells granted by the god Paladine to the
Paladin spell list. They can also Detect Lies once per day for every 5 full levels of experience
(once per day at 5 th to 9 th level, twice per day at 10 th to 14 th level and so on). At 10 th level
members receive a Cloak of the Eagle. This functions identically to a cloak of the bat except the
wearer polymorphs into an eagle.

The Crucible
The Crucible began as an informal band of supplemental mercenaries put together by the
Leodran Empire to combat raiding Ruks. Its effectiveness however, caused the organization to
grow and become a permanent part of the miltary to keep the raging hordes of Ruk in check.
Benefits: A character that undergoes training with the Crucible, which requires three months of
game time, receives a +2 melee damage bonus against ruks and ogruks.
Responsibilities: Optional. 25% (1-8 hours); Compensation 10 gp per week This entails joining
the Watchtower militia and requires a character to stay very close to that area and respond when
alarms are sounded.
Whether a character joins the militia or not, the Crucible pays 10 gp for every adult ruk scalp
bearing the markings of the Basin tribes.

The Freelancers
If you listen to rumor and gossip about the Freelancers you might think you are hearing
about two completely separate groups. To some they are a sign of the degenerate state of
nobility, using their arms, castles and training to prey on the common folk during this time of
strife and hardship. To others they are noble fighters willing to risk their lives to protect the
common folk.
The truth of course, is something in between. Led by Maximinius the Malformed, this
band of renegade knights has taken control of a string of castles that were designed to protect
from bandits but, they were also designed to allow easy interception of traffic along the road the
overlook.
While the Freelancers are most definitely bandits who largely hurt the common folk, their
ultimate target is to become their own nation like the Pelopi Pirates. As such some of them are
trying to protect commoners from depravations by others.
With a large military force and several castles to support, Lord Maximinius is pressed for
operating expenses. Eventually Maximinius may have to disband or gain access to a large fund
source.
Requirements: A character must be of Neutral to Good alignment on the good-evil axis to join
the Freelancers. A good character would never prey on innocent merchants as the Freelancers do
but some are joining of late specifically to join in the protection of those that need it. Evil
characters are expelled from the Freelancers for excessive ruthlessness. If they actually commit
grievous crimes, Lord Maximinius executes them.

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Benefits: Members of the Freelancers spend a lot of time in the saddle and gain a +1 bonus to
attack and damage rolls while mounted.

Red Dragon Mercenaries


The Red Dragon Mercenaries are one, if not the, largest mercenary bands that can be
found in the world today. They are usually hired by small kingdoms that need an army quickly
or large kingdoms planning for war. For them, one king is much the same as another: a client.
So competing claims to power in royal fight means more rich clients. In short, chaos is extremely
good for business. They can even be hired for discreet tasks, like rescuing a kidnapped family
member or scouting a region before armies move in. occasionally they hire adventurers for these
types of missions.
Not only has this program allowed the Red Dragons to take on more assignments, they’ve
found that adventurers are actually better suited to many tasks than their usual rough-hewn
mercs. The company still handles all the military contracts, as their mercenaries really are the
best at these kinds of jobs. But for assignments requiring more subtlety, they have taken to hiring
out on an increasing basis. The Dragons are led by the warrior known as Aylan.
Benefits: The Red Dragon Mercenaries pay by the assignment and they pay well. What “well”
means depends on the job and the qualifications of those they are hiring. Actual membership in
the mercs is unlikely to appeal to PCs, as they spend a lot of time sitting in one place waiting for
campaigns to be organized. Characters that do join for whatever reason will be paid a monthly
wage of 25 gp per level. Once a campaign actually begins, mercenaries have rights to spoils,
which generally amount to whatever the individual can personally carry off. Every character
class is welcomed as the mercenaries have learned the value of having a wide range of skills
when on campaign.

Aylan, Mercenary for Hire


Aylan always dreamed of being a soldier and enlisted in the army as soon as he was old
enough. He found the reality of a soldier’s life a boring mix of guard duty, manual labor
and very rarely the excitement of combat that he truly craved. Eventually he left the
world of the soldier behind and traded it for a life as a mercenary. He found this much
more to his taste. As a mercenary, he could take the jobs that interested him and no lord
was going to pay a mercenary’s wage to build a wall anyway, that’s what their common
foot soldiers were for.
After a decade as a soldier, and two decades as a mercenary, Aylan has finally risen to
the top of his profession. He is the commander of the Red Dragon Mercenary companies
and has a lavish office, comfortable home and beautiful wife.
Aylan finds this life stifling however, and while he performs his duties admirably, the old
soldier wants one last campaign worthy of him. His only requirements are that it be a
battle worthy of immortalizing in song and story and that, win or lose, he not return from
it. Aylan is determined not to die in his bed.
Race: Human MV: 120 ft. (90 ft. in armor) Class: Fighter Level: 9 AC: 1 HP: 56 #AT:
3/2 DM: 1d8+5 AL: N SA: Double Specialization (Longsword) XP:1,272
Possessions: Chain Mail +2, Shield +1, Longsword +2

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Cabal of the Dead Realm
The Cabal is a group of powerful Pohjolan Black Necromancer who set themselves up as a
twisted counterpart to the Nine Overseers. They seem to work for Louhi and seemingly have sworn
pacts of loyalty to her, but they all maneuver behind the scenes for more power. They are paranoid
individuals that some say are crazy. It is also rumored at least one of them is a Nefarian in disguise.
The only thing known about them for sure is their number is nine and their names.
Draxius Blackhand – Black Necromancer
Stridhur Dreadmore – Black Necromancer
Gemien the Decrepit – Black Necromancer/Demonolater
Verotia the Examiner – Black Necromancer/ Inquisitor
Coulen the Plaguemaster – Black Necromancer
Podrem Maleficum – Black Necromancer/Demonlater
Evraethir the Demon – Black Necromancer
Haupent the Soulkeeper – Black Necromancer
Gaetic the Serpent – Black Necromancer

The Mechanician’s League


Admits: The League will admit any mechanician of 3rd level or higher. There are no
racial or other restrictions.
Members: Currently, there are 42 members of the league, a number that is deemed
auspicious by the group for some reason known only to themselves. The majority of the society
is made up of gnomes, with that race comprising 20 of the League’s members. There are some
elves within the society, with only four members representing their race.
To join one must pass a series of tests. The initiate is given a week to prepare for the task,
then a week to finish once it is begun. Because time is so limited, it is advisable that the
mechanician spend the week before preparing as many mechanicals as possible to cover a wide
variety of contingencies.
The tasks that make up the test are widely varied but usually require talents that are only
available to a mechanical, such as the climbing or combat abilities, or its ability to shoot webs, or
whatever else. The test is different for everyone, and the more powerful a mechanician, the more
difficult the test will be. Determination and ingenuity are the hallmarks of a talented clockwork
mage, and the test is designed to bring these qualities to the forefront.
The contribution that the mechanician must make to the group is in skills, not monetary
goods. Every mechanician that joins the group must bring with him some craft that he can
practice to make the creation of mechanicals easier for other mechanicians. The skill must be
something that the individual can use to manufacture shells or other parts for a mechanical (i.e.,
metalworking, gem cutting, carpentry, etc.). The League will let any of these skills count as a
contribution. They will not accept money or other materials in place of this as a contribution.
Description: The purpose of the Mechanicians. League is to provide a common ground
for mechanicians to both exchange information and assist one another in the building of complex
mechanicals. It has lived up to its goals admirably, creating a clearinghouse for information that
few other groups, tom by mistrust or greed, can emulate.
Members of the League can always get access to information or expertise, though the
time it takes to receive the requested assistance varies depending on where the requesting
character is located and who may be nearby to assist in fulfilling the request. This is always at
the DM’s discretion and should be used to further an adventure or campaign whenever possible.

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For instance, in a situation where time is of great import, the character may receive assistance at
just the last moment, heightening tension as the character wonders if his help or information will
arrive in time to do him any good. The League may withhold assistance from characters who
constantly call for help until the character learns to rely on himself a bit.
The disadvantage to such free communication between members of the League is the
relatively common knowledge of their existence. The League freely aids those who ask. Most
societies have availed themselves of the services of the Mechanicians League, consulting them
on the construction of magical items and other devices. The mechanicians are happy to render
such aid, as it increases their own importance in the eyes of other wizards. For too long,
mechanicians have felt undervalued and generally scorned by the more traditional wizards. They
hope that giving assistance to all who ask will increase their standing within the magic-using
community and earn them the respect they deserve.
Unfortunately, it has done much to devalue them in the eyes of the less scrupulous
societies that have abused the goodwill of the mechanicians on more than one occasion. Because
of these abuses, the Mechanicians League is contemplating a new stricture on the type of help it
will offer. It intends to stay uninvolved in the creation of any item that will be used directly
against another society. The League knows that societies with less-than-pure motives have used
its services to harm less aggressive societies, and the mechanicians are not happy about that. On
the other hand, restricting access to its special abilities could provoke punitive measures. Those
societies that have used the mechanicians for so long may suddenly resort to violence in order to
retain the privileges they have enjoyed. This has thrown the mechanicians into a state of
indecision as they try to come to a consensus on what to do about this problem. Currently, things
remain as they have, with members of the League performing work-for-hire on a regular basis
for anyone that comes along.
The League charges for the services that it provides, depending on what is asked. General
knowledge is relatively cheap, costing a mere 10 gp per level of the speaker for a four-hour
conference on the ins and outs of clockwork magic.
If a mechanical is to be created for hire, the mechanicians will charge a lot for it and for
the handler that must accompany the mechanical. The cost for a mechanical is 10 times its
construction cost, plus 10 gp per hour of construction time. The handler that goes along with the
mechanical (almost always the one who created it) requires a 10 gp per day fee regardless of
level. The mechanician that accompanies the mechanical will do nothing except what he was
hired to do, and must be transported, fed, and sheltered for as long as his services are needed. If
the group that hires a mechanical and handler comes under attack, the mechanician will attempt
to flee the combat unless he was specifically hired to provide protection for the group. In all
other cases, he will require a bodyguard of at least two warriors to protect him as he leaves and
must be given these the instant combat starts. If there is any delay in providing protection, the
mechanician will demand a doubling of his fee and may, if feasible, leave the group and head
back for his home. A common phrase among hired mechanicians is: “This isn’t in my contract’.
The Mechanicians’ League is led by the Union. Currently, the Union is comprised of four
gnome mechanicians, each of whom has proved his loyalty and usefulness. They do not make
demands of their people, but their requests are always followed. The Union believes in leading
by example and performs as many unpleasant actions as they would ask of any other member.
This attitude has drawn the League even closer together, making the whole League seem more
fraternal and chummy than any other society. The League’s members stay in close contact with
one another most of the time. In any major city there will be at least one smith that can and will

54
get in contact with the mechanicians. These smiths never charge for this service, but they do
have access to mechanician knowledge and are the recipients of sporadic, but still frequent,
favors from the League.
While these smiths pass messages freely, they charge for any other services that are asked
of them. They give a 10 percent discount to all members of the League and give this work
priority over most any other.
Other societies may pass messages through these smiths as well, though only if those
missives are directed to the League itself. The smiths won’t be used as free mail carriers for
every wizard who comes along. Messages are passed from one smith to the next in the most
expedient manner possible. Messages are carried from city to city by trade caravans who may or
may not know the nature of the message, depending on their trustworthiness. The League is not
overly concerned with keeping these messages secret and will not get upset if someone reads
their mail as long as the message is delivered in its original form. If anyone alters a message, or
simply doesn’t deliver it, the mechanicians will do whatever they can to track down the offender
and give him of their displeasure.
While the mechanicians are not overly violent and have tried to remove themselves from
the wizard wars of the other societies, they don’t hesitate to protect their own. Harming a
member of the League, or otherwise interfering with its functions, is a deed that will be punished
harshly. While assassination is not something the League indulges in on a regular basis, they
have nothing against ruining an enemy’s life by more subtle means. Destroying a business,
revealing the untrustworthy nature of a merchant, or otherwise defaming or humbling a foe are
all methods they use with regularity. In severe cases, they have been known to use mechanical
assassins.
Members of the League do not run about revealing the existence of their group to all that
will listen, but they don.t exactly make a secret of it either. They regularly hold conferences for
all the members and, if asked by outsiders about the conference, they will answer honestly. If no
one asks, however, they don.t bring it up.
Goals: The mechanicians are striving toward a state of true neutrality among the other
societies. Above all else, they want to become a safe haven for all members of their craft,
untouched by the intersociety conflicts that plague other such groups. At present, they must
figure out how to separate themselves from other groups. By trying to be friends with everyone,
they have placed themselves in a position that will eventually become untenable. It is very
possible that the League will hire player characters to help them with this problem, pitting the
characters against a number of other societies.

The Red Eyes


Admits: The Red Eyes have very stringent entry requirements, and the group is unsuited
to PCs. Only human sorcerers are allowed to join, and then only if they are of nongood
alignments. Those with a particular ae to grind against nonhumans are especially favored.
Members: One hundred percent of the members of the Red Eyes are human sorcerers.
There are currently only 20 such members, but they are all extremely powerful. There is not a
member among them below 7th level of ability, and at least one of them is well above 15th level.
Initiation: The Red Eyes utilize dangerous initiations, many of which result in the death
of those who fail.
The Red Eyes employ spies throughout the world, and it is the task of these spies to
report on the location and actions of those who may make suitable recruits into the organization.

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These recruits are then contacted, often through the use of magic or supernatural intermediaries
and are offered a chance to meet with a group of high-powered interested parties. The wise thing
to do is to agree to the meeting, which is set for one lunar month from first contact. This gives
the initiate-to-be a chance to mull over who these interested parties might be. It also gives the
Red Eyes more time to probe the contactee for weaknesses that can be exploited for the benefit
of the organization.
At the meeting, the character will be given tantalizing bits of information concerning the
Red Eyes, their current projects, and the power that joining them will gamer. The name Red Eyes
never comes up and those who represent the society will not use their real names. Characters
who agree to side with the society will be congratulated and given a seal ring. This small piece of
jewelry is to be worn on the character.s smallest finger. Its sigil is a baleful eye cast in relief. A
character who refuses the ring will be attacked at once in an attempt to kill him. No one may
know of the society that is not a member.
Acceptance of the seal ring begins the character’s initiation. The ring attracts invisible
stalkers, which will pursue the character exactly one week after he accepts the ring. For three
consecutive nights, the character will be accosted by an invisible stalker, each with glowing red
eyes. To prove his mettle to the Red Eyes, the character must do away with each stalker through
the use of his spells. Success will notify the society’s members that the character is powerful
enough to be brought into the fold, and he will once again be contacted, as above. Failure results
in death.
At the second meeting, the character will be instructed to turn over all his material wealth
to the society, though he is allowed to keep all magical items, including scrolls and grimoires. If
the character balks at having to hand over all his wealth, the society will not hesitate to destroy
him. These high-level wizards do not condone rebellious behavior and are prone to fits of
violence directed toward those who do not instantly and completely conform to their desires.
Once a character has given up his material wealth, the Red Eyes will begin preparing the
character for his test. The test of the Red Eyes is always dangerous and contains a distinct
element of lethal challenge. The test will involve either the capture of an important figure in a
rival society or the destruction of someone or some creature that has thwarted the group in the
past. The character is given a lengthy description of the target, as well as any known abilities,
allies, and weaknesses. The character is then given 24 hours to complete the test, using only his
own abilities and any magical items currently in his possession. The use of outside agencies
(other than those that can be gained through the use spells) is strictly forbidden.
Success is rewarded with inclusion into the society and the granting of a name befitting
one’s position within the society. Failure always results in death, as the character is either
destroyed attempting to perform the test or is hunted down by members of the Red Eyes once the
failure becomes known.
Description: The Red Eyes are devoted to the Herculean task of ruling all the world.
Their plans for achieving this goal are very detailed and fill nearly three volumes of 500 pages
each. A number of these plans are backups or alternatives to the main thrust of their plotting, as
the Red Eyes are very thorough. Every contingency they or their supernatural servants and allies
could think of has been planned for and written down in meticulous detail within these volumes.
This work is known as the Codex Dominatrum, and is carefully guarded within the twisted
mazework of a dao whose interests parallel those of the Red Eyes. Though some societies have
discovered the location of this plan, none have braved the terrors of the mazework to recover it.
If any could, it would do much to bring down the power of the Red Eyes.

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Goals: First on the agenda of the Red Eyes was the creation of a very intricate spy
network. All of their agents are loyal to the end, though there are enough eyes on these men and
women that any disloyalty is dealt with quickly and with great vehemence. Disloyalty to the Red
Eyes is usually rewarded with a visit from a very aggressive invisible stalker. On rare occasions,
the aforementioned dao ally will provide specialized killers to deal with powerful or wily
traitors.
The Red Eyes have spies in virtually every city and village in the world. Their
information base has allowed the Red Eyes to begin enacting the second step in their plan,
destablizing the world. The Red Eyes society is very careful about making sure no one connects
them with occasional uprisings.
Their goal does present some unusual logistical problems for the Red Eyes as well. Many
rulers keep in contact and will discuss unusual activity in or around their lands. The rulers are
notably intolerant of open rebellion or the subversion of loyal cities. The Red Eyes must move
very cautiously to avoid the mobilization of legions to deal with an insurrection.
Some cities are starting to fall under the sway of the Red Eyes from the bottom up.
Peasants are paid well for small services, and their loyalty slowly shifts toward the man doing
the paying. A merchant here and there may discover that certain spells can do much to increase
his profit margin, and his loyalties begin to shift as well. Over time, these individuals begin to
find others of a like mind, and soon large sections of a city’s population can be counted on to
support a new ruler, planted and backed by the Red Eyes. At least, that is the theory. So far, the
Eyes have moved very slowly, and the evolution of this portion of their plan is far from
complete. Though things appear to be working, only time will tell if the full plan will come to
fruition.
While “trickle up” subversion of the populace is going on, the Red Eyes are working to
bring other sorcerous societies into line. These groups are viewed by the Eyes as the biggest
threat the group currently faces. While governments have control over a large number of troops,
mere physical force poses little threat to most of the members of this society. They can simply
use a dimension door spell to get to an area more to their liking until such threats dissipate. At
that time, they return using the same spell and take up their old schemes.
On the other hand, sorcerous societies are something else altogether. These groups of
skilled wizards can do much to bring harm to the Red Eyes, and, because of this, those societies
have to be eliminated or brought under control. This is a task that the Red Eyes take very
seriously, and one that is not handed down to spies or other subordinates. Each of the Red Eyes
has a society for which he is responsible. Each such Red Eye makes endless schemes designed to
subvert or bring about the downfall of his target society and watches very closely for the right
time to instigate them. Unfortunately, a large number of the other sorcerous societies have
hidden themselves, making it almost impossible for the Red Eyes to get to them.
This stalemate may be broken soon. The Red Eyes are planning to make a series of gaffes
that will apparently open them to attack from any number of enemies. This is all part of an
elaborate plan designed to draw other groups out into the open. As soon as a sorcerous society
attempts to pounce on a perceived weakness within the Red Eyes, the Eyes will strike at that
society with enough force to bring it to its knees. The only way to avoid this is if all the
sorcerous societies were to strike at the same time. This overpowering display of force will put
the Eyes back a bit, if it doesn’t destroy them out right.
In any campaign, the Red Eyes will be enemies of the player characters. They may
attempt to draw the characters into their schemes, but no character should ever be asked to join.

57
The Red Eyes are simply too restrictive a society for characters to be involved with them.
Characters who become aware of the Eyes should know that they are unfriendly and are to be
avoided at all costs.
As a recurring villainous group, this society has grand potential. Their plots are so far
reaching and so powerful that defeating them could easily become the focus of an entire
campaign. Destroying them should be near to impossible, a feat worthy of ch characters
aracters who wish
to become legendary.

The World
The world of Dissa is a large world, composed of two large main continents. To the south of
these is another continent but only some of it is not covered by frozen lands or active volcanoes.
Two island chainsns fill out the earth
earth-bound
bound lands. Floating above the Suntouched Sea are the
remains of a continent that was split by magic and in the resulting backlash ascended into the air.
This continent, now known as the Sky Realm, floats in the air above the Sunto
Suntouched
uched Sea largely
ignoring the lands below.
The first continent, known as Orai is the largest and is on the western hemisphere. Jeslela is the
second continent and is on the eastern hemisphere. The land to the south is known Akos and
makes up the southern n pole. The northern pole is mainly floating ice that only supports wildlife
that is well suited for its environs. The world of Dissa has one sun and three moons and is
composed mostly of water.
Dissa is a highly magical world, where the sight of mage cast
casting
ing spell might incite some interest
to see the result but will not draw a second look, except from Barbarians (see class description).
However, the magic of the world today is nothing compared to what it was years before. Five
eras preceded the current onene and has seen the return of potent magic to the world.

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Orai
Orai is the largest continent of the three major landmasses. The Sharvossi Desert, the
largest desert is also found here. Orai stretches from the
northern pole all the way to the southern pole. Just about
any type of terrain or ecosystem can be found on Orai.
Off the southern end of Orai can be found the lands
of Mooka, Sovereignty of Shana and the Pelopi Pirate
Kingdoms located in the Farissian Gulf and the Sea of
Tears. Its southernmost tip is home to the half legendary
Varyag and draws even with the Cliffs of Nyr.
The northern end of Orai is home to the Holy
Kingdom of Lashire, Doamin of Shonna and the ruins of
Jonos to name but a few locations. The most northern end,
called The Drifts, is a frozen wasteland that leads to the
fractured ice realms of the north and the Midic Sea.

Orai The Copper Gates, a mystical set of giant gates that


leads from Lake to Teleosh to the Windlash Sea is also
located here as well as the glass city of Rhavia. It is rumored
the Nine Overseers have a meeting place somewhere on Orai but it has never been found.
The Holy Kingdom of Lashire
Cultural Archetype/Flavor: European, Middle Ages
Primary Race(s): Human (Haradim)
Secondary Races: Elves, Dwarves
Language: Aharian (Common), Drouyoian, Keynohipaian, Miinian
Literacy: written langauge
Technology Level: Crusades
Subsistence Systems: Fishing, Industry, Agriculture (heavy)
Government System: Theocracy
Ruler(s): Ecumenical Patriarch, His All Holiness Cilric Jus (11th level Cleric of Paladine)
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Holy Kingdom of Lashire is a land devoted to the god Paladine, as such they
follow his tenets believing in order, hope, light, rulership and guardianship. The Kingdom is lead
by the Ecumenical Patriarch Cilric Jus who was voted in by a council of senior priests. The
kingdom believes in some religious freedom as long as the god(s) to be worshipped are not
enemies of Paladine, stand against his beliefs or against lawfulness itself. The main temple to
Paladine in the entire world can be found here on Lightguard Isle, guarded by templars and
visited by Knights of the Order of Light devoted to Paladine and his priests. They strive to be
seen as a beacon of light and try to stand in opposition to Louhi (see The Dead Kingdom).
Despite their good intentions there is a great deal of politicking that goes on between the clergy

59
as all move to get their views of what Paladine wants seen as the true path of the church. The
current leader His All Holiness Cilric Jus is different from previous leaders. He is a former
adventurer that came back to bring order to a church he thought was beginning to show signs of
chaos. He is a strong leader and has instilled some reforms to strengthen the church and their
opposition of Louhi. He has formed the standing army into a respectable force placing devoted
followers of Paladine that are also skilled leaders and warriors in charge instead of placing the
most senior Knight in command. While this ruffled some feathers the almost immediate
improvement of the military has quited most of the concerns. He has also built up the Lashira
navy and has them patrol the Sea of Tears and Midic Sea for pirates. He rules from the capital
city of Arshore off the Blinding Bay.
Haradrim humans are the main racial stock of Lashira though it does have many ports that lead
to other races being found there. Primary Light Elves from the nearby Kingdom of Nierrra (see
entry below) and Dwarves from the Dobarri Empire (see entry below) are found traveling the
kingdom and relationship with these two lands are strong.
Places if note within the Kingdom of Lashira are the Flickering Woods, The Four Sentinel
mountains, Lake Kusha and the Razorleaf Hills.
Republic of Ita
Cultural Archetype/Flavor: Barbarian
Primary Race(s): Wild Elves
Secondary Races: None
Language: Aharian (Common), Kwuian
Literacy: Written Language
Technology Level: Bronze Age
Subsistence Systems: Hunting, Agriculture (light)
Government System: Republic
Ruler(s): Conclave of Chieftains
Military Strength: No Standing Army, Tribal Raiding parties
Social Alignment: Chaotic Good
Description: The Republic of Ita is a republic of Wild Elf tribes that live in the Sapwoods. The
Republic itself is small consisting entirely of the Sapwoods. There is no central government per
se but a conclave of chieftains from the tribes within the Sapwoods. The Sapwoods itself fills
approximately 150 km and is home to eight tribes of wild elves. The Sapwoods is made up of
D’oko plants, Span-Oak and other deciduous trees. The wild elves tolerate relations with the
Holy Kingdom of Lashira as long as they don’t get to pushy with their religious beliefs. For the
most part the elves stay to themselves and are self sufficient.
Dobarri Empire
Cultural Archetype/Flavor: European, Middle Ages
Primary Race(s): Mountain Dwarves, Rock Gnomes
Secondary Races:
Language: Aharian (Common), Keynohipaian, Nuduian
Literacy: Written Language
Technology Level: Late Middle Ages

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Subsistence Systems: Mining, Industry, Trade
Government System: Enlightened Autocracy
Ruler(s): King Odgeokrónd Thunderhonor (Fighter 12)
Military Strength: Standing Army
Social Alignment: Neutral Good
Description: The Dobarri Empire is a dwarven empire that stretches to include both the Emerald
and Dusty Mountain ranges. It is a large empire that is ruled by King Odgeokrónd
Thunderhonor, a fierce warrior and crafty leader. The empire trades with the Holy Kingdom of
Lashira for most of its food needs, supply them with finely crafted arms and armor. They
maintain friendly ties with Lashira and are part of a mutual aid treatment with them. Through the
Kingdom of Lashira the Dobarri Empire has developed diplomatic ties with the Kingdom of
Nirra (see entry below). This has proven beneficial for all parties so far. The Empire has a large
population of Rock Gnomes that live within its borders. By ancient treaties the dwarves and
gnomes work together as equals for the betterment of the Empire.
Sind
Cultural Archetype/Flavor: Indian
Primary Race(s): Humans (Sindhi)
Secondary Races: many
Language: Aharian (Common), Gajodzatsoian
Literacy: written language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), Grazing/Herding, Industry
Government System: Autocracy
Ruler(s): Maharadhiraja (great king of kings) Rajadhiraja (king of kings) Chandra ul Nervi
Military Strength: standing army
Social Alignment: Chaotic Neutral
Description: The current kingdom of Sind encompasses a number of once separate mumlykets,
each ruled by a rajah (king) or mamarajah (great king). Over them all rules the Rajadhiraja (king
of kings) Chandra ul Nervi – also known as the Maharadhiraja (great king of kings), or more
properly, the Maharajadhirajaparamabhattarka.
Sind is paradoxically known for both its fabulous wealth and extreme poverty. While rich Sindhi
merchants trade silk, cotton, rice, salt and tea with foreign nations, poor farmers and craftsmen
can barely feed their family. The rajah’s golden palaces overlook decrepit tenements that the
poor of Sind’s cities the hardship of these destitute folk clashes with the fabulous wealth of
Sind’s nobility, the many rajahs and maharajahs. Common Sindhi get by, however, thanks to
their great faith in a vast pantheon of gods and to the help given them by a powerful clergy.
Foreigners often have difficulties traveling in Sind because of the incredible number of customs
and beliefs that affect every aspect of the daily life. Ignoring a custom, deliberately or
accidentally, can provoke anger among the population.
Custom, tradition and law have divided Sindhi society into five social castes based on hereditary
occupations. Children born into a caste remain members of that caste for life. The five castes are

61
Himaya (ruling caste), Rishiya (priest caste), Jadugerya (spellcasters), Prajaya (common skilled
laborers), Kuliya (servants and unskilled laborers). There is a sixth group, Gajanta (Unclean or
Untouchable), they live is sprawling ghettoes outside city walls and are considered so polluted
by disease and other maladies that they can never interact with society.
Jonossi Confederacy
Cultural Archetype/Flavor: Central Asian
Primary Race(s): Humans (Easterlings)
Secondary Races: Desert Halflings
Language: Aharian (Common), F
Literacy: written language
Technology Level: Bronze Age
Subsistence Systems: Agriculture (Light), Raiding, Grazing/Herding, Industry (jewelry crafting)
Government System: Confederacy
Ruler(s): Various Khans (male) and Khatuns (female), the position of Khan-i-Khanan (Lord of
Lords) is vacant
Military Strength: Warbands for each tribe
Social Alignment: Chaotic Neutral
Description: The Jonossi Confederacy is the home to the Men of Jen as they call themselves,
fierce, nomadic riders of no equal. The Confederacy consists of many tribes and encampments
that are sworn to a Khan or Khatun, they raid each other and their neighbors to test themselves
and display their prowess. They are extraordinary goldsmiths and jewelers. All the wealth they
accumulate is turned into gold and jewels, the better to carry it around. A powerful and
experienced Easterling warrior will often be draped in gold, gem-encrusted chains, bracelets,
finger-rings, medallions, and brooches. They are noted for their ability to use a bow while riding
at full gallop. Their bow, the Jennite bow is a specially-constructed short bow made up of layers
of horn, wood, and sinew, artfully glued together. Though it is the size of a short bow, and is
small enough to be carried in the hip quiver, it has the same stats of a long bow. Jennite bows are
of great value and can only be found in the Jonossi Confederacy. There is a path through the
Emerald Mountains that leads to the Holy Kingdom of Lashira. The Eastlerings have refused to
recognize any claim on that land and constantly raid throughout this stripe, making it a contested
area between the Holy Kingdom of Lashira, Dobarri Empire and the Jonossi Confederacy. It has
not led to a war yet, though some fear it might sooner rather than later. The Desert Hobbits that
make their homes within the Confederacy are generally left to their own devices as the Men of
Jen don’t pay much attention to races that cannot ride a Riding Beast.
(See Valley of the Five Fires for more)
Northern & Southern Argen
Cultural Archetype/Flavor: Barbarian
Primary Race(s): Humans (Arkkadians)
Secondary Races: Gnomes (Titans and Rock), Dwarves (Mountain)
Language: Aharian (Common), Bowiian, Nuduian, Keynohipaian
Literacy: Some written language

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Technology Level: Dark Ages
Subsistence Systems: Mining, Raiding
Government System: Tribal Chiefs
Ruler(s): No one specific ruler
Military Strength: warbands
Social Alignment: Chaotic Good
Description: Northern and Southern Argen is the divided homelands of the Arkkadian people.
Many decades ago Jonossi Confederacy united under a Khan-i-Khanan and split the land of
Argen. They did no more than split the land as they did not care about the mountains they drove
the Arkkadians to. The Arkkadians have become a fierce mountain barbarian people and raid the
Confederacy for survival. As noted as the Jonossi riders are, they cannot fight well on foot.
Thus the Arkkadians will strike a caravan and then fall back into the mountains where the
Jonossi cavalry cannot function. There still exists and mountainous region between North and
South Argen where the Jonossi Confederacy and the Arkkadians vie for control. While this is
not a drawn out war, neither side has a clear claim of control. If either side were to rally under
one leader the land would be contested no more.
Gnome Titans make their homes here as will. Their mentality and fierceness fits in well with the
Arkkadians. The Arkkadians, for their part, see the Gnomes as a valuable ally and treat them
with respect.
Domain of Shonna
Cultural Archetype/Flavor: European, Middle Ages with the art, literature and technology of
the Renaissance
Primary Race(s): Valley Elves
Secondary Races: Forest Gnomes, Centaurs, Ogres
Language: Aharian (Common), Pakisuian, Tatteian, Yufuian, Chysgoda Balog (The Black
Tongue)
Literacy: Written Language and Oral Histories
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), fishing, Hunting/Gathering, Forestry,
Grazing/Herding
Government System: Monarchy
Ruler(s): Queen Shylanas Winterfire (Soreceress/Illusionist 15/15) and King Thelean
Ravensinger (Feyblood 12)
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: the Domain of Shonna encompasses the Shonna Forest and is home to the reclusive
Valley Elves. It is a self sufficient land that magically protects its borders. The Valley Elves
guard their privacy seriously and have only allowed Forest Gnomes, Centaurs, Ogres and other
Fey creatures to live among them. They possess many wondrous tekla relics and items they study
and also use to defend themselves. Little is known of this Domain as no one has ever gone past
the Way Stations or Port Stations on their border. It is ruled by a King and Queen, though the
Queen is the true leader. Her husband the king has no issues with this and supports her above all

63
others. In many myths and legends there tell of The Lady of the Woods and many believe the
queen is that person.
Kingdom of Nirra
Cultural Archetype/Flavor: European, Renaissance
Primary Race(s): Light Elves
Secondary Races: Hobbits, Forest Gnomes
Language: Aharian (Common), Miinian, Nwiggakian, Nuduian
Literacy: Written Language
Technology Level: Late Middle Ages
Subsistence Systems: Forestry, Fishing, Trade
Government System: Monarchy
Ruler(s): King Jin'ra Mistcaller (Aeromancer 12)
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Kingdom of Nirra is the forest kingdom of the Elehdel or Light Elves. These
elves are the most common type of elves to be found interacting with other races. The kingdom
is also the Nirra Forest. The elves city Nirradaisll is the capital of the kingdom and a city of
sweeping beauty. It is also home to one of The Nine Trees of Amia (see entry in Flora), giant
mystical trees, planted by the elves in early ages from seeds of the tree Amia destroyed in ancient
wars. The tree and the city share the same name and it is fiercely protected by the elves. Many
elves and druids make a pilgrimage to see the tree. Hobbits and Forest Gnomes also make there
homes in the Nirra Forest. The elves take a older sibling approach to their treatment of the two
races, encouraging them to their best nd watching over them.
Dominion of Rhavia
Cultural Archetype/Flavor: Arabic
Primary Race(s): Human (Calishite)
Secondary Races: Desert Hobbit, Genasia
Language: Aharian (Common), Chihiian, Nwiggakian, Naaneeian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Grazing/Herding, Agriculture (light), Trade
Government System: Monarchy
Ruler(s): Sultan of Sultans Asmar el-Awan (Knight 9) and Sultana Shamaail al-Mansour
(Sorceress 8)
Military Strength: Standing Army
Social Alignment: Neutral Good
Description: The Dominion of Rhavia is a desert kingdom where nomadic tribesman train with
great cities. The Calshites are the rulers, though they enforce no laws against other races. Desert
Hobbits wander the Shavossi Desert in nomadic tribes and the offspring of genies and humans,
Genasia, are found throughout the land. They trade in silks and spices and some of the most
powerful sorcerers from history came from here. There is a College of Magic in the capital city
of Amache. Many who wish to learn the arcane arts travel great distances to gain entrance to this

64
school. One of the eight Great Cathedrals, where Lore Masters and Lore Wardens are trained,
can be found here as well. What sets the Dominion of Rhavia apart is that centuries ago its
former capital Rhavia was the epicenter of a magical catastrophe.
This event caused a massive blue and red lightning bolt to strike the city and an area surrounding
it. This caused the city, its inhabitants and all the nearby sand and sandstone to turn to glass.
The former city of Rhavia is still there, it is just a city of glass now with horrifying glass statues
of the former residents. Legends and rumors abound of mystical and mundane treasure that
survived the catastrophe that can be found in the city. There are also stories of strange glass
creatures that protect these items. So far no one who has entered to find these treasures has
returned with treasure or their sanity.
Kingdom of Kalioban
Cultural Archetype/Flavor: Savage
Primary Race(s): Humans (Mingols)
Secondary Races: None
Language: Aharian (Common), Driian
Literacy: Written Language
Technology Level: Savage
Subsistence Systems: Raiding, Banditry, Trade
Government System: There is no organized central government
Ruler(s): Various Chieftains, Shamans, War Leaders, etc.
Military Strength: Various tribes and raiding parties
Social Alignment: Neutral/Neutral Evil/Chaotic Neutral
Description: The Kingdom of Kalioban is the home of the Mingols. Mingols tend to be
nomadic wanderers who stake out large swaths of territory and then dare any to cross their lands
without asking proper permission. The need to travel is so great for these folk that they have
taken to the seas, raiding and traveling as they see fit.

It is a long narrow kingdom that dominates its area. It even has settlements in the neighboring
kingdom of Tavir. To the Mingol relations are a simple thing; they war and raid everyone. Even
other Mingol tribes aren't safe from their trepidations. Despite this simple and violent tendency,
Mingol traders are found in every major, and many minor, cities all across Dissa. When not
perfecting their gift for slaughter, Mingols apparently make gifted craftsmen and merchants. Still
when traveling across their lands all must be careful. There is no organized central mingol
government. Some tribes might grant free passage to a caravan, then the very next tribe might
strike killing all in the group and taking whatever goods are found for themselves . The Mingol
mindset is one of extremes. They seek great challenges and pleasures; the thought of a timid life
is considered a nightmare. Even a Mingol merchant or barkeep is a potential danger. This rather
dangerous attitude toward life has made the Mingols many enemies and few friends. All dealings
are on a tribal basis, and while one may become a great friend, there is seldom a chance of
having much luck with the next petty chieftain. Still the Mingol mindset isn't a foolish one. They
have a great gift for strategy and common sense; their elderly (the few who survive that long) are
some of the wisest, plain-speaking folk found in all the lands.

65
Through their raiding and expanding the Mingols control the fabled Copper Gates. This is a
large canal that allows one to travel from the Farissian Gulf, through the Lake of Teleosh to the
Suntouched Sea. Ancient magic built these gates and no ne is sure how they work. The Mingols
themselves control the area around the gates but none have been inside the workings of the gates.
It is believed a Warmachten guards the gates.

Kingdom of Tavir
Cultural Archetype/Flavor: Barbarian
Primary Race(s): Human (Kleshite)
Secondary Races: Human (pygmies)
Language: Aharian (Common), Chaaian with many dialects and variations, Fuian
Literacy: No written language
Technology Level: Bronze Age
Subsistence Systems: Hunting/gathering, Fishing, Trade
Government System: None known, but there are hints of a Great Chieftian somewhere in the
land
Ruler(s): None or Unknown
Military Strength: Various raiding parties and warbands
Social Alignment: Chaotic Good
Description: The Kingdom of Tavir borders the Kingdom of Kalioban and there is no great like
between the two. The Kingdom of Tavis is home to the Kleshites. The kleshites are a small
quick race of dark-complexioned men. They live throughout the jungles and challenge any to try
and lay claim to their lands. Many think these are a primitive and barbaric folk, but there are
great and ancient cities found deep within their steamy jungles, and according to what little
evidence is available, the kleshites built them.

Traders from all over Dissa make their way to the jungle borders for trade. They are watchful but
friendly and have traded with most that come to the edges of their lands in peace. If any try to
penetrate too deep into the dense jungle the kleshites will hunt them down; with the intention of
driving them out or simply killing them. Whichever the discovering tribe decides is easier. The
Kleshites have regular and frequent skirmishes with mingol nomads on the continent's interior
and similar problems along the coast with would-be mingol raiders.

The Mingols established two towns in the Kleshite territory. They hold a port city of Morrodi
and a large town along the trade route between The Shrouded Stones. It is a constant fight for
them to keep the towns but for the most part as long as they do not try to enter the jungles the
Kelshite and their allies only harass and watch.

The Kleshites are joined in ther jungle by Pygmies. Superficially, they look much like the other
tribesmen, only shorter. They have dark skin, black hair, and stand 4’ to 5’ tall. The pygmies are
a hunting/gathering people. They have no crops or herds. They live in harmony with nature,
never threatening wildlife populations; they don’t even cut down trees. The men are hunters, and
carry spears and small bows. Their arrows are often poisoned when hunting game. Women are
gatherers of plants, nuts, crabs, insect larvae, and wild honey. Some tribes use large nets strung
across game trails to capture small game. The women act as beaters to drive animals into the
nets. They often paint their bodies in green and yellow paints to blend into the jungle and are

66
extremely secretive, as well as highly protective of their territory. Pygmies are the ultimate
jungle guerrilla warriors. What they lack in strength and size they make up for in stealth and
preparation. They always avoid direct, frontal attacks, weakening enemies through attrition and
attacks against weak or isolated individuals. They almost never show themselves in battle, fading
like ghosts into the jungle. They also rely on rumours spread about them that breed morale-
destroying fear in their enemies. It is the alliance between the Kleshites and the Pygmies that
keep the Mingols at bay.

Hidden within the jungle of Tavir is another of The Nine Trees of Amia, it is what the jungle is
named after and no one other the the Kleshites and Pygmies know where it is and have ever been
to see it.

Mooka (Mahh ka)


Cultural Archetype/Flavor: Barbarian
Primary Race(s): Moks
Secondary Races: Centaurs
Language: Aharian (Common), Mok, Tatteian
Literacy: Only Tatteian has a written form
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), Fishing, Industry, Trade
Government System: Pedocracy
Ruler(s): Council of learned Moks and Centaurs
Military Strength: All members of both races can fight and will if challenged
Social Alignment: Chaotic Good
Description: The lands of Mooka are an island nation in the Sea of Tears. They are also the
ancestral lands of the Moks. Mok are primitive-looking creatures that resemble furry, hulking
Humans with thick manes similar to that of male lions. Their facial fur is black, in a pattern that
gives Moks a ferocious skull-faced appearance, made all the more frightening by the Moks' large
canines and cat-like eyes. Moks speak a guttural, growling language that is difficult for other
species to speak. The massive musculature and growling speech of Moks sometimes gives the
impression that Moks are uncivilized and brutal, but Moks greatly enjoy music and are generally
no less artistic in temperament than Humans
Moks are a physical people, quick to display anger and joy in a rough-and-tumble fashion.
Among themselves, injury from such horseplay is rare, but among other species Moks have a
reputation for being casually violent and dangerous to be around. Despite their powerful builds,
ferocious appearance, and fearsome reputation (or, more likely, because of these traits), Moks
live in relative peace with their neighbors.
A tribe of Centaurs made their way to Mooka and found they fit in quite well with Mok society.
These centaurs were welcomed to the island and in time became intergrated into the Mok
society. Both races now function together with nothing more than some arguments over sporting
events and other contests of skill and art.

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The many forest, rivers and lakes of Mooka provide for much of the inhabitant’s welfare. They
welcome merchants and bards in with new wares and tales of the outside world.
The southern tips of the island, it should be noted are home to some Pelopi Pirates of the Pelopi
Pirate Kingdom. Originally the Pirate King wanted the whole island. After his first captain came
back and informed him of the islands current inhabitants. The plans quickly changed. A Mok
warrior could destroy a pirate ship with nothing but his hands and centaur archers would riddle
the boats as they attempted to make land. Once on land the Pirate King held no illusions about
what would happen to his ground forces. He sent delegates to the Moks and Centaurs and
formally asked for two small areas on the southern tip of the island. It was agreed they could
stay there on two conditions. One, they would never use Mooka as the base in a war, raid or
attack of any type, and Two any merchant that docked at a Mok trading port would be left alone
on their return trip. When the pirate captain asked what would happen if they didn’t agree to
these terms, the centaurs showed them Moks crafting large ships, large enough to bring Moks to
the rest of the Pelopi Pirate Kingdom. The accords were signed in minutes.
Pelopi Pirate Kingdoms
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Any
Secondary Races: N/A
Language: Gutter Argot and just about anything else
Literacy: No written language
Technology Level: Early Middle Ages
Subsistence Systems: Raiding and Banditry
Government System: Confederacy
Ruler(s): Pirate Captains
Military Strength: The Pelopi Pirate Kingdoms maintains no standing military. Instead, the
individual pirate captains and their crews are all expected to join in the defense of the kingdom.
Social Alignment: Neutral
Description: The Pelopi Pirate Kingdoms is a subtropical island cluster. The islands’ coastal
waters are renowned for their danger to passing ships. A number of underwater mountain ranges
and spurs of jagged rock lie hidden just beneath the waves, providing a natural barrier to
invasion. The sea floor is also littered with the wreckage of hundreds of sunken vessels—a silent
testament to those who ventured too close to shore or were driven up on the rocks by bad
weather. The changing tide continuously rearranges these wrecks creating an unchartable sailing
hazard. Large ships must drop anchor off the coast and send smaller boats in to forage or trade.
At night, the beaches are said to be haunted by the ghosts of drowned sailors.
The Pelopi Pirate Kingdoms are a haven for pirates. The pirates of the Pelopi Pirate Kingdoms
prey upon ships from every nation of Dissa. Merchant galleons traveling to and from Mujabi are
their favorite targets, but the pirates are not picky and those who venture upon the high seas must
always keep a wary eye on the horizon.
The Pelopi Pirate Kingdoms have no true government. Policies are unofficially decided by a
handful of prominent pirate captains who dwell in and around the city of Dydus. These laws are
then imposed upon the local populace. This informal pirate council is self-serving, but generally
tries to attend the needs of the city that has become their haven. The most notorious of these

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pirates are the beautiful and deadly elven piratess Shiival, the fearsome Northern raider
Forkbeard, former noble Krim Kestrel, the possible insane Captain Jack Sparrow and the pirate
brothers Figo and Hanatos Verdane.

The people of The Pelopi Pirate Kingdoms are a mixed lot of ruffians, outlaws, and exiles (and
their descendants) from all over Dissa. They are fiercely independent and treat mainlanders with
complete scorn—at least until said mainlander cracks a few skulls. Most residents make their
living either as pirates or by catering to the needs of pirates (prostitutes, innkeepers, fences,
shipbuilders, etc.). The few farmers and herders who eke out an existence on these islands
provide most of the food for the city and are under the unofficial protection of one pirate captain
or another.

Kingdom of Gadon
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Hill Dwarves
Secondary Races: Gnomes
Language: Aharian (Common), Nemoian, Nuduian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Mining, Industry, Trade
Government System: Monarchy
Ruler(s): King Kelog Ironstorm and Queen Yngy Battlefury
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Kingdom of Gadon in a Hill Dwarf kingdom on the edge of the Kingdom of
Kalioban separating that kingdom from the Republic of Cheddar (see entry below). The hill
dwarves are fierce people that pride themselves on their craftsmanship. The kingdom is ruled by
a king and queen with several Oathkeepers sworn to them. For the most part the Mingols leave
the dwarves alone as it would require a concentrated effort to beat them and not enogh of them
will work together to do this. Also gnomes have settled with the dwarves and their skills in
magic bolster the dwarves in times of war. They trade mainly with the Republic of Cheddar to
the south though there does exist some trade between the dwarves and at least one tribe of
Mingols.
Republic of Cheddar
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Hobbits
Secondary Races:
Language: Aharian (Common), Nwiggakian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), Trade, Herding/Grazing
Government System:
Ruler(s):

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Military Strength: No standing army
Social Alignment: Lawful Good
Description: the Republic of Cheddar is the home of the Hobbits. Their fondness for food and
drink lead to a Hobbit accidentally naming the Republic Cheddar as he confused someone asking
what the name of the republic was with the proclamation naming the land. The hobbits are
known throughout the world as the best growers of leaf (tobacco). They play no more a part in
the world than this, even the Mingols see no real reason to attack them as the last time they tried
the Hobbits didn’t seem to notice and just kept feeding the food and ale until the Mingols were
drunk and in food comas. The Hobbits then loaded them back on their boats and gave them a
push to get started home, loaded with food, ale and leaf. Ever since then Hobbit of the
Brownlocke subrace have taken to visiting the Mingol tribe that came to the Cheddar Republic
and insist on spending time with their “ancient” friends. The Brownlocke’s have no fear and a
strange ability to taunt that sets the Mingols in fits, they can’t get rid of them and they eat more
than any two Mingols. The Mingols still have no idea what happened or what to do about it.
Karkos
Cultural Archetype/Flavor: Savage
Primary Race(s): Varyag
Secondary Races:
Language: Aharian (Common), Huhian
Literacy: Runic Language
Technology Level: Dark Ages
Subsistence Systems: Raiding, Trade, Hunting, Fishing, Agriculture (light)
Government System: None
Ruler(s): Tribal Leaders
Military Strength: No standing Army
Social Alignment: Chaotic Evil
Description: Karkos is home to the Varyag. Cannibals, the Varyag are raiders, barbarians and
berserkers who raid from their homes Karkos. These worshippers of Tiamhiadh are feared, hated
and hunted. However, it has not been un-heard of for Varyag mercenaries to find homes in
various armies during times of war.

Some of the clans of the Varyag are open, building villages and trading posts. Those that become
indebted to them, be they slave or serf, eventually find themselves as potential meals to their
masters. Other Varyag hide their true identity and sell their swords as mercenaries, secretly
taking flash for their defeated foes as secret payment for their work. Others, hide in caves and
dark holes beneath the earth

Besides these savage Varyag clans and mercenaries, there are also Varyag tribes and villages
trying to redeem themselves and their people by reinventing their culture and ways. Not every
Varyag village is a ravaging den of cannibals consuming human flesh in the name of the god
Tiamhiadh. Unfortunately for these “cleansed clans,” the perspective of the majority of the world
is that they are savage cannibals and nothing more.

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They raid anyone they can find and take prisoners for labor and food. They are fierce enemies
with the Druedain who reside in Gorbian Bogway. Both races hate each other in a way that
borders on fanaticism.

Sovereignty of Shana
Cultural Archetype/Flavor: European Renaissance
Primary Race(s): Irda
Secondary Races:
Language: Aharian (Common), Onggangian
Literacy: Written Language
Technology Level: Renaissance
Subsistence Systems: Trade, Industry, Agriculture
(heavy). Fishing, Forestry
Government System: Monarchy
Ruler(s): Her Sovereign Illuminated Queen, Queen
Amberyl Talanador
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Sovereignty of Shana is home to the Irda or High Ones. These beings
understand magic and science in a way that begins to rival the Ancients. They are powerful
wizards and stalwart warriors. They practice restraint, open mindedness and fellowship. They
know more about magic than any other race and are even more beautiful than elves. They strive
for peace but let no one mistake this for weakness. Some of the most powerful Lore Master and
Sorcerers as well as fighters have come from the Irda. They are self sufficient and travel only to
gain knowledge and see the world. One of the Great Cathedrals for the training of Lore Masters
and Lore Wardens can be found here, some say it is the greatest of all the Cathedrals.
Surrounding their island realm is calm seas and warm weather, in fact there are no storms unless
the Irda call them and the temperature never drops below 72 or goes over 85 degrees Fahrenheit.
This is due to a magical shield the Irda places around their island, not only does it allow them to
control the weather, but allow them to control who finds them. The shield may be used to hide
the island is the Queen so commands and it also allows the Queens Harbor Masters to know the
alignment, true reason and race of anyone visiting the island. The Queen can also command the
shield to repel all magical attacks directed at it for the defense of the islans. The Irda, not
surprisingly, have never been invaded.
Gorbain Bog Way
Cultural Archetype/Flavor: Savage
Primary Race(s): Human (Drúedain), Lizardfolk
Secondary Races: Various Humanoids
Language: Aharian (Common), Dokwomian, Oulamian.
Literacy: No written language
Technology Level: Dark Ages
Subsistence Systems: Hunting/Gathering, Fishing, Raiding

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Government System: Tribal
Ruler(s): Various tribal chiefs
Military Strength: warbands
Social Alignment: Chaotic Good
Description: The Gorbain Bog Way is the largest swamp in the world. Many a person has
entered never to be seen again. However, that does not prevent some from not just living but
thriving there. The human Drúedain and the Lizard Folk both make the Bog their home.
Drúedain are small, swarthy people of primitive culture. They cover themselves in blue tattoos
called Woad and will normally fight completely naked. They are feared and looked down upon
but more civilized races as they show little fear and are quite adept at moving stealthily.
Drúedain do not fight in the normal army vs. army sense. They attack from ambush and at night.
Druids hold a high place in their society and every tribal chief had a Druid advisor they listen
closely to. The Drúedain are mortal enemies of the Varyag, they consider them blasphemous
and evil and will give them no quarter in a fight. Drúedain have been none to take someone on
sight they just believe to be a Varyag.
The other race in the Bog is the Lizardfolk. Only a fool looks at the lizardfolk and sees nothing
more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in
common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk
possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
basic principles than those of warm-blooded creatures. Despite their alien outlook, some
lizardfolk make an effort to understand and, in their own manner, befriend people of other races.
Such lizardfolk make faithful and skilled allies.

There is a small area, near the center of the Bog called Crosin, it is the closest thing to a city
there. Here both Drúedain and Lizardfolk live and work in harmony. Woe betides the foe that
thinks the size of the settlement makes it an easy target. The combined forces of Drúedain and
Lizardfolk once sent a Dragon screaming in fear. They are not to be trifles with.

The White Steppes


Cultural Archetype/Flavor: Barbarian
Primary Race(s): Human (Northerns), Snow Elves
Secondary Races: Furchin
Language: Aharian (Common), Bijkian, Kweian
Literacy: Runic Languages
Technology Level: Savage (Bronze Age)
Subsistence Systems: Fishing, Hunting, raiding, Whaling
Government System: Tribal
Ruler(s): Various Tribal Chief and Warleaders
Military Strength: No standing army, everyone fights
Social Alignment: Chaotic Good
Description: The White Steppes are the frozen beginning of the northern pole. The temperatures
range from -20 to 50 degrees at its warmest, windchill can drop the temperature by 5 to 20
degrees. The people that live here are tough, solitary ones. They seek help from no one and

72
think those that can survive here didn’t need to surivie. The Northern humans, tribe of Icejewel
Barbarians that split and settled here have good relations with the Snow Elves that have settled
here. Both races work with and watch over the Furchin (Ice Hobbits) that live on the steppes.
That is not to say they coddle them, as that is a quick to find out how fast a Furchin hunter can
gut his prey. They work together to insure their communities are solid and to tackle large
problems like goblin invasions, frost giants and other large arctic predators.
In theory some of The White Steppes belong to the Holy Kingdom of Lashira, but they have
seen no need to try and push through the snow and ice to do anything about it.
The Drifts
Cultural Archetype/Flavor: Barbarian
Primary Race(s): Human (Icejewel Barabarian), Frostreaver Dwarfs, Ice Gnomes
Secondary Races:
Language: Aharian (Common), Bapengoian, Istemian, Nudian
Literacy: Written and Runic Languages
Technology Level: Savage
Subsistence Systems: Fishing, Hunting, raiding, Whaling
Government System: Tribal
Ruler(s): Various Tribal Chief and Warleaders
Military Strength: No standing army, everyone fights
Social Alignment: Chaotic Good
Description: Welcome to the Drifts home of the Ice Jewel Barbarians, who are some of the
world’s largest and strongest people. They have very pale skin and hair, and eyes color is most
often blue. Icejewel barbarians are trained with weapons and other skills from the time they can
walk. They are fast allies with the Frostreaver Dwarves that work the ice like it was metal and
fight with drinking. Ice Gnome can also be found here and they do follow the other two races in
training to fight and protect their own. The Drifts lead to the broken glaciers of the northern pole
and temperatures range from -60 to 38 degress. These hardy people make their homes solid and
warm and there is no concern about race or sex, everyone works together for the safety of all.
Icejewel barbarians send their young out on the ice to become adults. They must slay something
by themselves with only the weapons they can fashion from what they find. The bigger the beast
the more honor. It is not uncommon to see a lone Icejewel barbarian chasing a Frost Giant to
claim it as his kill. This fits in well with the dwarves thinking, the gnome see no need to send
their young out to learn. They teach through rigid training and not sparing the rod.
There is one thing to say about children, they are watched over by all. Children are considered
special and if a child is in trouble help will come, race is never even thought of, just to help the
child. Angry lessons may come afterward but their safety comes first.

Jeslela
The continent of Jeslela is the eastern most continent and is considerably smaller than Orai, but
that does not limit the amount of danger found here. The Dead Kingdom is here and ruled over

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by Louhi. The many undead and humanoids that live under her rule make almost daily sorties
against the other kingdoms. Not to be outdone in their devotion to Louhi the Cabal of the Dead
Realm, a group of powerful Pohjolan Black
Necromancer who have set themselves up as a
twisted counterpart to the Nine Overseers, send
horrid creatures out into the world to cause chaos.

The Empire of Lagir is also here and it is here that


is the highest concentration of vampires and
lycanthropes in the world can be found. The
vampire city of Selene is also hidden somewhere
in the Mountains of Want.

All is not lost though, the heroic Mainzish knights Jeslela


from Lagir eagerly fight evil wherever it can be
found and the fearless Felis have a historic treaty
with the Orcs of the Commonwealth of Figan and together they are the frontlines against Louhi. The
mysterious and dangerous Ronin and Sword Masters of the Kingdom of Illisai travel the land setting
right wrongs as they find them. The most well known is Sword Master Jack a powerful sword master
who hunts and slays nefarians with his powerful sword.

Republic of Shandus
Cultural Archetype/Flavor: European, Middle Ages
Primary Race(s): Felis
Secondary Races: Hobbits
Language: Aharian (Common), Liian, Madribian (Cheetah), Genian (Common), Kunaeian
(Cougar), Miwpian (Panther), Patsian (Tiger)
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), Trade, Industry
Government System: Monarch
Ruler(s): The Lion of Shandus, His Eternal Radiance, King of the Plains, King Ethereal Flame
(Lion Felis)
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: Despite its name the Republic of Shandus is a monarchy. This is the land of the
Felis, or Cat Folk. Felis live in small groups called Prides. Each Pride consists of 10-40 Cat
Folk, led by any of the sub-species. Tribes consist of 2-5 Prides led by a Tiger, Panther, Cougar
or Cheetah. Clans are made up of 3-5 Tribes, usually led by a Tiger or Panther. Nations are
composed of 3-5 Clans, led by a Lion. The king is a Lion Felis and they only one of his kind.
These are the legendary rulers of the Cat Folk Nations. Upon the death of a Lion, the strongest
Felis of that Nation is metamorphed into a Lion. Lions may be of any class.

Felis get along well with most other races although they do not interact often with them. The
elves tend to see Cat Folk as proud, but misguided and treat them with kindness and respect.
Dwarves view them in a better light than they do elves, due to their reputation as fierce warriors.

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Gnomes tolerate the Cat Folk, while halflings are utterly fascinated by them. Centaurs often
interact with the Felis, trading and making alliances when needed. The Cat Folk have no natural
enemies, although both werejackals and werewolves have been known to raid smaller prides.
These raids are very rare because the Cat Folk will gather in strong parties and hunt down the
offending raiders. Interbreeding between Felis and other races is impossible, due to their sterility
outside of their own race.

The Dead Kingdom


Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Human (Pohjolan)
Secondary Races: Cyclopians, Troll’ocs, Goblins, various other humanoids and Undead
Language: Aharian (Common), Hekaian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy) Raiding, Hunting, Grazing/Herding, Industry, Mining
Government System: Dictatorship
Ruler(s): Louhi
Military Strength: vast Standing Army
Social Alignment: Lawful Evil
Description: The land of The Dead Kingdom is inhabited by fierce and evil humans. They all
worship Louhi as their queen and goddess. The evil and mystical bent Pohjolan and many
humanoids and Undead live in the Dead Kingdom and all swear loyalty to Louhi and form her
armies. They export nothing except evil and Louhi plans to conquer the world for herself or, if
failing that, destroy it. She is served by her son Tapio who leads her forces and is attended by
thirteen evil knights. They only reason Louhi has not conquered more of the world is the
opposition of the Five Overseerers and good aligned nations and once crucial thing.

Louhi is opposed within her borders by the strange creature Draken Loris, a living Black
Necromancer with all the powers and immortality of a Lich. He controls Undead creatures and a
small cabal of Pohjolan sorcerers and works to overthrow Louhi. Draken Loris does not have the
power, yet, to do so but he has enough that Louhi must devote time and resources to finding him
and his allies.

If she were ever able to destroy Draken Loris many nations would tremble and fall.

Commonwealth of Figan
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Orcs
Secondary Races: Cyclopians, Goblins and Half Orcs
Language: Aharian (Common), Pageian, Kwokiian, Mouttaeian, Jenanapeian
Literacy: Runic Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (light), Hunting, Trade, some Raiding
Government System:
Ruler(s): The Grand Warchief, Protector of the People, Chosen of Midor Hugbernzirn
Strongbinder

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Military Strength: Standing Army and various Militia
Social Alignment: Lawful (Good/Neutral/Evil)
Description: The Commonwealth of Figan is the new nation of Orcs. Once allied with Louhi,
they left her service as they saw she had no honor. After a fierce battle they won free of her
influence and control and established the Commonwealth to oppose her. That does not mean they
have sworn themselves to good, just they feel she has dishonored them and will have their
vengeance. Now, having established themselves a true nation, seek to grow past their violent
history and begin a new age of prosperity for their people. Though it is not an easy commitment,
as traditions amongst the orcs die slow.

Orcish society is one filled with honor, traditions and battle. From a young age, an orc is taught
how to fight without a weapon, and when he comes of certain age he is given the weapon of his
choice so he may hunt and defend his clan. Female orcs are also taught how to fight, but later on
as they mature are rather tasked with more suitable chores such as tanning, cooking, gathering,
and building and, in some clans, farming. This is not to say that female orcs can’t be warriors.
Unlike many other societies, orcish women have often joined with their mates into battle, and are
more than welcome to do so. Fighting or hunting together is considered by an orc the best way to
create bonds of friendship or even love.

Traditions are very important to the orcs, and most clans have a great variety of different
traditions they follow. These traditions can be anything from the way they speak, their customs,
or simply by their appearances. Most traditions within orcish society are likely several hundred,
if not thousands of years old.

Between the Commonwealth and the Dead Kingdom is constant contested area. The Orcs
regularly patrol this area and violently react to any of Louhi’s forces they find here. They have
also established an escape system for slaves of Louhi that break their chains and seek freedom.
Though proving one’s sincerity to the Orcs is a ardous and dangerous task many slaves are
willing to risk death in this way if it is a chance for freedom.
Nidai
Cultural Archetype/Flavor: Egyptians
Primary Race(s): Humans (Nithians)
Secondary Races: Desert Hobbit, Humans (Bushmen)
Language: Aharian (Common), Fetwamikain, Nwiggakian, Engeian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Trade, Industry, Agriculture (heavy)
Government System: Autocracy
Ruler(s): Lord of the Two Lands, High Priestess of Every Temple, Cleopatra VII Thea
Philopator (Fi/Pr 10/15)
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: Behold the land of a thousand tombs, where water is the staff of life and the rulers
descend from the Immortals. Much has happened in this magical land. Divided and reunited as
the Kingdoms of Nidia, it is now the greatest nation in Dissa. Nidai is a desert kingdom where

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Aht-Ras are ridden across the golden sands and spires reach toward the heavens. It is a magical
land, where battle-barges float above the desert sands, and great mages scheme to wrest
supremacy from the hands of the Pharaohs. They command unnatural forces and tap into the
power of their pyramids. Even the lowliest are capable of tapping into this pool of ambient
power.
And still, secrets of power and wealth yet untapped lie in wait for those who are brave enough to
explore the Kingdom of Nidia. Many colleges of magic can be found here and necromancy is
seen as the highest calling a mage can attempt. They believe their ruler is divine and descended
from the gods and their voice on earth. They entomb their pharaohs in great pyramids and bury
many servants and soldiers with them. They have opened trade with the orcs in the
Commonwealth of Figgan and they travel the seas to find new places.
(See Kingdom of Nithia for more)

Federation of Habira
Cultural Archetype/Flavor: Aboriginal
Primary Race(s): Human (Atruaghin Clans)
Secondary Races: Elves (wild)
Language: Aharian (Common), Emoian, Bikian, Flaiian, Gugouian, Sign Language (Horse
Clan)
Literacy: No Written Language
Technology Level: Savage
Subsistence Systems: Hunting/Gathering, Agriculture (light), Grazing/Herding
Government System: Each tribe rules themselves
Ruler(s): Various tribal chiefs
Military Strength: Each tribes had bands of warriors
Social Alignment:
Description: The Federation of Habira is land of plains and as such its people are nomads.
There is no one set ruler and if something of great importance a council of Great Chiefs is called
and the decision is voted on and then present to a council of elder women from all clans to be
blessed or returned to the council. The people believe in totem spirits and only take from the
land what they need to survive. When hunting every piece of the kill is used for food, tools,
clothing or weapons. Anyone who believes the Atruaghin Clans that inhabit the Federation are in
for a nasty surprise if they attempt to conquer or dismiss them. The Atruaghin Clans choose to
live the way they do and are well aware of the world around them. They are some of the fiercest
warriors in the world as well, capable of using stealth and frontline tactics with equal ease.
(See Atruaghin Clans gazetteer for more)
Leodran Empire
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Human (Kelt)
Secondary Races: Hobbits, Gnomes, Elves
Language: Aharian (Common), Empipiian, Nuduian, Nwiggakian, Miinian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (heavy), Trade, Indistry
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Government System: Monarchy
Ruler(s): Queen Boadicea and King Ualan MacThorcaill
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Leodran Empire is one of the largest empires in the world, with colonies and
territories as far as the Windlash Sea. The empire considers itself the stalwart wall against which
Louhi and the Dead Kingdom will forever break upon. They have strong trade and military ties
with their neighbors. Their ships can be found in any port in the world and their known for their
explorers and scholars.
Two great Colleges of Magic can be found in the empire as well as one the Great Cathedrals.
Towers of Necromancy train Necromancers in the ways of the White and Gray necromancers
and the largest chantry for the training of Arcane Knights is in the city of Ledora. Druids are
revered for their knowledge in Keltic lands and serve as advisors to the King and Queen. It is
rumored the most powerful Druid in the world in Druids Sleep somewhere in the Leodran
Empire and will awake in the empire greatest need to aid and with him he will bring a legendary
hero to rule and bring peace. Many people have tried to find the Druid and Hero but none have
been successful and some have never returned.
Empire of Lagir
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Human (Mainzish)
Secondary Races: Dark Elves, Dray (2nd GEN), Orc, Vistani
Language: Aharian (Common), Esuian, Knginian, Inaian, Mouttaeian, Kustemian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (Heavy), Trade, Industry, Mining
Government System: Autocracy
Ruler(s): King Vladislava Radu VII and Queen Marianna Bothezat
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Empire of Lagir is home to the Mainzish people. The Empire of Lagir is a land
rife with vampires, gypsies and crumbling ruins. Mainzish people are very superstitious and
many vampire legends hail from here, including such infamous figures as Ivan the Terrible and
Vlad the Guillotinist. It is legend that the vampire city of Selene is somewhere in the Empire of
Lagir. The empire is home to many castles and keeps all built with stone and gargoyles and
other creatures adorn the walls and are featured in art.
White Necromancy is accepted here because of its usefulness against undead, Gray Necromancy
is frowned upon and Black is forbidden by law and punishable by death. The Empire has the
many Inquisitors, Knight and With Hunters that roam the land to destroy evil. They have strong
ties with the Leodran Empire and send explorers out into the world.

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What they are best known for are the Knights of the Order of Light and Inquisitors that come
from their land. Some of the best known and most dedicated of these professions come from the
Empire of Lagir.
Yuosi Dynasty & The Kingdom of Illisai
Cultural Archetype/Flavor: Oriental
Primary Race(s): Human (Citizens of the Celestial Empire)
Secondary Races: Bungayas, Kappas, Kitsunes, Tanukis, Tengus
Language: Aharian (Common), Chiseian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Fishing, Trade, Industry, Agriculture (heavy)
Government System: Autocracy
Ruler(s): His Imperial Majesty, Sumeramikoto ("the Imperial person"), Grand Emperor who
rules all under heaven, His Majesty Yoshihisa Yuosi and Noble Jade Empress, Empress Regnant
Yanagisawa Taira
Military Strength: Standing Army
Social Alignment: lawful Good
Description: The Kingdom of Illisai is a place of learning, culture and government, with a proud
history that chronicles nearly three thousand years, spanning the rise and fall of eight great
Dynasties and over seventy Emperors. With its extensive history and stable governance, the
Empire exerts a mighty influence over its neighbors. It is said that when the Emperor stamps his
foot in the Capital, the earth shakes in Koryo; such is his power. Illisai is also a land of many
complexities; a land wise in the ways of the world and its sophistications. The Yuosi Dynast has
ruled the Kingdom of Illisai for the last eight decades. They are a wise and learned people that
can be accepting of others, if ones follows the codes of honor, hospitality, friendship and many
others. It pays to have a guide in this land. One the Great Cathedrals is here as our magic
colleges, the colleges here also teach elemental magic as it is core to their beliefs. They have
learned strange fighting techniques sometimes using nothing but their hands.

In fact one of the esteemed masters of the Disciples of the Northern Wind can, and has, taken on
a fully armed and armored raiding party of thirty warriors and emerged victorious and unscathed.
The feared ninja can also be found here and as well as the honorable Samurai.
(See Mad Monks of Kwantoom for more)

Jaragir
The Provinces of the Ancients makes up most of the continent of Jaragir’s livable landmass. Its
southern lands are cover by ice and called the Frozen Naught. It is here the ancient Azcans live
in a large jungle. Few know all the mysteries one can find there but many try their luck to find
out. The notable warrior/explorer Alabaster Vanguard, more commonly known as A’balar
Alabaster has made many forays into the jungles. He once found a golden idol or great value
and mystic power but lost it to a competitor before he could return with it.

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The world’s largest volcano chain, The Furions is also found here. Most of this land is
unexplored frozen waste. A legend of a lost civilization hidden in a mystical, harmonious valley,
gently guided from a lamasery, a earthly
paradise – a permanently happy land,
isolated from the world. Tthe people who
live there are said to be almost immortal,
living hundreds of years beyond the normal
lifespan and only very slowly aging in
appearance, exists but it has never been
proven.

Provinces of the Ancients


Cultural Archetype/Flavor: Aztec/Incan
Primary Race(s): Human (Azcans)
Secondary Races: Any Jaragir
Language: Aharian (Common), Flurgoian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Hunting/Gathering, Agriculture (heavy), Fishing, Trade, Industry, Mining
Government System: Monarchy
Ruler(s): King Acamapichtli
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The most populous of the Azcan lands are tropical rainforest. Beneath the thick,
verdant canopies that stretch high in the sky, the land is remarkably flat. The vine-covered trees
do not blot out the sun; plenty of sunlight reaches the forest floor, which is overgrow shaped
forest stretches from the Bay of Riches to the Bay of Cioz. The Azcans welcome any to their
lands as long they follow the laws. The air of the empire is warm and humid, blessed by their
gods with rain every night. Although the land cleared by the Azcans is not rich, the regular rains
help them coax maize and vegetables from it.

The Provinces of the Ancients is one of the largest single nations in the world. The people, The
Azcans, are copper-skinned, dark-haired men and women,shorter than what is considered average
height. Men and women both wear their hair long; men bind it only with headbands, while women
may use headbands, tie it in ponytails, or wear combs. Men almost never have facial hair. Most
Azcans, men and women alike, wear a short-sleeved, knee-length runic, belted or unbelted. The
tunic is often a dull tan, but is sometimes dyed in brighter solid hues. The Azcans go barefooted or
wear sandals. Some men prefer a kilt-like skirt instead of the tunic. Most Azcans of either sex
also wear jewelry (strings of beads, golden bracelets and anklets arc favored). Azcans carry
bronze daggers, bronze-tipped spears, and bows, among some other weapons. They don leather
armor tunics and carry plain round shields when going into battle. They are extremely stealthy
and ard to corner in their home jungles. All magics are practiced here, even Black Necromancy.
One must be careful for a Black Necromancer may be filling a needed position for a tribe and
killing them may incite the wrath of the entire tribe.
(See Sons of Azcan for more)

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Sovereignty of Yaras
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Valley and Wild Elf
Secondary Races: Ogres, Centaurs
Language: Aharian (Common), Pakisuian, Kwuian, Yufuian, Tatteian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Hunting, Agriculture (light)
Government System: Geriatocracy
Ruler(s): Council of Elders
Military Strength: No army, mainly 100 Oltec soldiers and the other resisdents
Social Alignment: Lawful Good
Description: The Sovereignty of Yaras is a small free state the Oltecs people encourage and
protect. Valley and Wild elves are here for one thing to protect one of the nine trees, Yaras’na.
With them are some centaurs and ogres. King Acamapichtli even sends a rotating honor guard to
aid them. He does not seek to annex or disturb them as long as all my pilgrimage to the tree and
honor it.
Toggosh
Cultural Archetype/Flavor: African
Primary Race(s): Human (Zulu)
Secondary Races: Human (Azcans)
Language: Aharian (Common), Flurgoian
Literacy: No written language
Technology Level:
Subsistence Systems: Hunting/Gathering, Fishing
Government System: Monarchy
Ruler(s): King Shaka
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: Toggosh is the home of the Zulu people. This is a race of tall black men and
women. Zulu men wear leather or linen loincloths; women also wear loincloths, though some
wear simple strapless wraps reaching from torso to hip. These garments are often plain, but arc
sometimes woven with designs: horns, wheat-sheaf patterns, and spiders are prevalent patterns.
Zulu wear their hair short, and it is naturally tightly curled in most cases. The Zulu like jewelry;
they wear beaded necklaces, cores (lengths of copper or gold bent into a circle and worn like a
necklace), earrings, armbands, bracelets. and anklets; these arc made of copper, leather, gold, and
silver, and decorated with feathers, carved bone, and semiprecious stones.
Zulu warriors carry spears, javelins, and knives. They use few other weapons. In battle, they
utilize shields but wear no body armor.
The Zulu are fierce warrior known to be able to run for days without tiring. They have good ties
with the Oltecs though occasional raids occur from both sides. Though they live close to the
southern pole the presence of the volcanoes in The Furions keeps the temperature warm.

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Shards of Isan
The Shards of Isan is an archipelago of eleven islands. It is the home of the Dray and the
Amazon warrioresses. The Infernal Rift, a fiery cut
into the land that is rumoured to be a doorway to the
hells is found on Starfall Island. Other important
sights from Deganna’s Library to Xenocar are hidden
and scattered through the islands. The Shards are in
the Suntouched Sea almost halfway between Orai
and Jeslela. The sunken trunk on the great Amia tree
lies to the north of the Shards.

Isle of Years
Banajr Isle
Republic of Gonai (Isle of Honey)
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Dray (1st Generation)
Shards of Isan Secondary Races: Dray (2nd Generation)
Language: Aharian (Common), Inaian
Literacy: Written Language
Technology Level: Early Middle Ages
Subsistence Systems: Agriculture (Heavy), Fishing, Mining, Industry, Trade
Government System: Monarchy
Ruler(s): King Trourash Crirthesuandith
Military Strength: Standing Army
Social Alignment: Lawful Neutral
Description: The Republic of Gonai is home to the Dray. The drays are a race of intelligent
reptile like creatures. They are tall, lean draconic beings with scaly skin, hairless bodies, and
clawed limbs. They have no wings, though they do have tails. There are two types of dray: first
generation and second generation. The first generation dray not as evolved as the 2 nd generation.
Their claws are jagged, their scales mottled and uneven, their bodies slightly bent and mutated.
The second generations are proud, refined draconic being. Straight, ivory teeth are set in neat
rows within their long jaws. Their leathery scales come in a variety of colors, and their long,
whiplike tails stretch out majestically behind them. The Dray have a well developed navy and
strong army made up mostly of 1st generation Dray with only 2nd Generation Dray allowed to be
officers.

The 2nd Generation Dray are the upper class in the Republic with the 1 st Generation Dray taking
on the roles of servants and laborers. Some say it is close to slavery but both Generations of Dray
feel that it is the correct way of things and have no issues with it.

Dragonfall Isle – Dragonfall is one of the larger islands in the Shards of Isan. Its name.
Dragonfall is quite literal. An ancient dragon fell from the sky and its bones can be found
scattered across the island. The legend says one lone warrior faced the king of all dragons, larger
than dragons today in single combat. With one throw of his mighty spear he had slain the
mighty beast but with its dying breath it crashed into the hero killing him as well. His spear has

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never been recovered and anyone who takes a piece of the dragon’s bone will suffer a curse until
it is returned. The larger the piece the larger the curse,

Forlorn Isle – Forlorn Isle is one, if not the, smallest islands here. Its most prominent feature is
a small hill. No one lives here or visits.

Isle of Gems – The Isle of Gems has a tall mountain dominating its space. This peak, called
Illuvan is a nesting area for some dragons. It got its name not from dragon treasure, though there
is some there, but because of the dragon eggs that are laid there.

The Watcher’s Isle


Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Human (Amazons)
Secondary Races: None
Language: Aharian (Common), Aiian
Literacy: Written Language
Technology Level: Roman
Subsistence Systems: Agriculture (heavy), Fishing, Forestry, Hunting, Tade
Government System: Monarchy
Ruler(s): Queen Aphromia
Military Strength: Standing Army
Social Alignment: Lawful Good
Description: The Watcher’s Isle is the largest island in the Shards of Isan. It is home to the
fierce warrior women known as the Amazons. They are sworn protectors of the Well of
Memories. Outside the Amazon Queen and her closest advisors know what the Well does. The
Well is a repository of ancient magic from before the Deep Gloam. The Amazons guard the well
so the magic will not be used for evil. They also fear if someone just releases the magic another
Deep Gloam will occur. They are on friendly diplomatic terms with the Dray in the Republic of
Gonai for trade but hide the existence of the well from them and everyone else.
Isles of Holding – The Isles of Holding are five island clustered around one another. The
fortresses of Greed, Wraith and Treachery can be found here as well as the pyramid of Xenokar.
The forts are manned by Heldannic Knights who watch Xenokar closely. It said that strange
things visit the pyramid to include flying vessels of never before seen design. The Knights want
one of these vessels and the advancement they could get out of stripping it down.
Starfall Isle
- Talinor’s Grave
- Infernal Rift
Nortaga’s Rest
Godslayer’s Grotto
Isle of Rest
- Ydrael’s House
Inconspicuous Isle

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Skovin, the Pillars of Sorrow
Skovin, also known as the Pillars of Sorrow is an
archipelago to the east of Jaragir. Not much is known of
these islands other than the fact the Dark Elves make this
their home and many tieflings and fey’ir come from here. Its
most famous place is Port Ignas a holy site located in the
center of an active volcanoes crater filled with lava.
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Dark Elves, Tieflings
Secondary Races: Some Humanoids
Language: Aharian (Common), Knginian, Shviian
Literacy: written langauge
Technology Level: Early Middle Ages
Subsistence Systems: Trade, Industry, Fishing
Skovin
Government System: Autocracy
Ruler(s): King Ducrah Vandras Sorcerer 15/Fighter 12
Military Strength: Standing Army
Social Alignment: LE to LN
Description: Skovin, The Pillars of Sorrow is home to the Dark Elves, those elves that follow a
martial and evil path. They build strong walled citadels and practice dark magic. They are lead
by King Ducrah Vandras leads with an iron fist. The dark elves see themselves as better than all
the other elves from long forgotten war by all but them. One would think they would hate the
Light Elves the most, but it is the Valley Elves, guarders of secret magics that they hate.
Tieflings also make their home here and with their demonic taint are welcomed in by the Dark
Elves, there are even some true Half-Neferians (See Monster Manual) that rise to power here.
Race does not restrict one any but the highest nobility and the kingship. As not all Tieflings are
evil, those that aren’t most make a choice. Some flee the islands their first chance to protect
themselves and their family who see their feelings a shame on the family.
Others disappear from their families but do not leave. They call themselves the Outriders and
they have banded together to watch what happens in Skovin and report to the Nine Overseers. To
be caught is to be tortured to death over days, weeks or months. The Outriders see it as their duty
to prepare to stop the Dark Elves from dominating the world and will strike through
assassination as well as blatant attacks to get the job done. The Outriders no their life will be
forfeit if caught but they do not care. With their help the Nine Overseers have been able to avert
several disasters. The Outriders report to Rolth Tazor and Siguard Fafnirsbane. They also have
begun taking non-Tiefling members but only those they can prove beyond a doubt are not a spy.
Siguard assists with this process and to date no spy has infiltrated the Outriders.
Yobishi Isle
Untouched Isle
Viliar’s Isle

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Siutesh Isle
Pillar of Bones
Maiden’s Isle
Ivytalon Isle
Oves & Nim
Darksoul Isle
Mt. Bobakesh
Isle of War
Sil’Narsh
Isle of Voices
Isle of Fate
The Wrathkiln
Isle of Lightning

The Sky Realms


The remains of a fourth continent cracked and sent to the sky the day the day Prismal and Paven
activated the tekla relic, the Sky Realms float above the Shadow Gate in the Suntouched Sea.
Once a proud race, now called Upworlders, lived here and fought against the nefarians and
fiends that tried to enter through the gate. Now political division and civil strife have pited the
wizards of the Glorrian Alliance against the Sky Knights of the Kingdom of Prax and little
attention is paid to the Shadow Gate.
Sky Realms
Cultural Archetype/Flavor: European Middle Ages
Primary Race(s): Human (Upworlders)
Secondary Races: N/A
Language: Gechian (Prax), Mbaian (Glorrian Alliance)
Literacy: Written language
Technology Level: Early Middle Ages
Subsistence Systems:
Government System: Monarchy/Council
Ruler(s): Queen Elise Brynnha/Council of seven magic-users known as the Aglari Council
Military Strength: Standing Army
Social Alignment: Lawful Neutral
Description: The Sky Realms comprise several dozen islands of floating rock, which occupy a
fixed orbit in the skies above the Shadow Gate. These islands vary in size and shape, with the
largest containing almost the same landmass as the Watcher’s Isle. Terrain features are similar to
those found on the surface world. Ages ago, they began suffering from the depredations of the
fiends of Karthax, a group of half-demon Knights of Darkness. In response, a sect of wizards and
dragon riding knights known as the Order of the Many Colored was created to control the dark
fiend threat and contain it. The order was initially successful, but conflicts eventually arose
between the knights and the wizards. The wizards felt their magical abilities better prepared them
to govern the order, while the knights, many of whom were noble born, chafed under the

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leadership of those who were not. Mutual frustration on both sides eventually turned to open
hostility and finally to armed conflict, with betrayals, murder, and atrocities committed on both
sides in what became known as the Blood Rain War.
Today, the Sky Realms are divided between the dragon riders of the Kingdom of Pax and the
wizards of the Glorrin Alliance. The two sides remain locked in a perpetual state of war, with the
common folk on both sides being caught in the middle. These days, the original mission of
restraining the dark fiends of Karthax is largely ignored as each side vies for dominion over the
Sky Realms. In fact, it has even been suggested that a powerful dark fiend may be secretly
manipulating the ongoing conflict in order to draw attention away from other happenings on
Karthax.

Government
The Kingdom of Pax is governed by the battle-hardened Queen Elise Brynnha and her barons
and knights, all of whom are accomplished dragon riders known as the Knights of Arconis.
The Glorrin Alliance is a magocracy ruled by a council of seven high-level magic-users known
collectively as the Aglari Council. These wizards tend to be self-serving, jealous of one another,
and violently resistant to outside influence.

Military
Knights of Arconis are divided into wings, with each wing containing a dozen or more dragon
riders and their dragons. Wings are further divided into claws, which consist of two or three
dragon riders and their dragons. The typical Knight of Arconis is outfitted with a helmet, chain
or plate mail armor, shield, six to ten javelins, long sword, and dagger.
Glorrin Alliance war wizards are skilled in battle magic and elemental magic. They use airships
powered by magic to launch raids and terrorize the Sky Realms. These powerful vessels are
rigged with magical weapons and magical traps designed to destroy the ship should it fall into
the wrong hands.

The People
The people of the Sky Realms are known as Upworlders. They are descended from one of the
oldest cultures on Pethuania, but have lost much of their history and tradition.
Pax craftsmen and common folk live to serve the nobles, with the majority of Pax culture
revolving around warfare and the breeding, care, and training of dragon mounts. A select group
of craftsmen known as the Airmen’s Guild is responsible for the construction, operation, and
maintenance of the unwieldy, balloon powered airships used to transport goods and travelers
across the kingdom. Despite being unified under Brynnha’s banner, Pax noblemen sometimes
engage in conflicts and intrigues against one another in an effort to increase their own personal
power and standing.

In addition to the Aglari, a number of other wizards and wizards’ apprentices dwell in Alliance
territory, attended by craftsmen, commoners, and several slave races.

Major Cities
Castle Turik serves as the capital city of the Kingdom of Pax. It is located above and beneath the
hills of the largest sky island. Other smaller human settlements are scattered across Pax-
controlled islands. Each of the seven wizards of the Aglari Council dwells in a massive fortress

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kingdom known as a Holding that is filled with magic (laboratories, libraries, etc.) and rife with
courtly intrigues. Holdings are located almost entirely underground to protect the residents from
marauding dragons; much of the surface of Glorrin territory is blasted and blackened by dragon
fire.

Religion
The people of Pax depict the gods as draconic creatures. The people of Glorrin worship the
divine power of Magic (the One). Neither religion is prevalent outside of the Sky Realms.

Waterways
There are nine seas in the world of Dissa. Most flow right into the other allowing travel between
kingdoms. Many different marine creatures can be found here as well as sea elves and
somewhere the sunken city of Atlantis. The nine seas are: Sea of Tears, Sleepless Sea,
Relentless Sea, Midic Sea, Suntouched Sea, Leodric Sea, Arcane Sea, Windlash Sea and the
Lilac Sea

After the seas there are many bays, lakes, gulfs, rivers and swamp throughout Dissa. Each
provides transportation and livelihood to those inclined to take to the water. The different areas
are listed below
Waterways (Bays) Waterways (Gulfs ) Waterways (lakes)
Blinding Bay The Gilded Gulf of Habira Shijima Lake
Harbinger’s Bay Sylvan Lake
Bogun Bay Lake Telosh
Rainbow Bay Loch Ledras
Bay of Salt Known Lake
Talon Bay Lake Tiko
Bay of Cioz Lake Aomar
Forsaken Lake
Lotus Lake
Lake Balatas
Rat Lake
Shilas Lake
Leafy Lake
Lake Kusha
Drake Lake
Lake Artus
Lake Celeste
Lake Donald
Lake Galarmo
Lake of Scattered Dreams
Vikriston Lake
Lake Lorian
Lake Agar
Lake Peloa (lava lake)

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Bogs and swamps
Gorbain Bogway – The Gorbain bog is a large,
in fact the largest swamp in Dissa, located on the
southern tip of Oria. It is home to Druedain and
Lizardfolk. All manner of swamp creatures can
be found here, lizalfos, giant toads, swamp cats
etc are some of the most known predators. There
are many paths through the gorbain bogway
though only the natives know the safe paths to
follow. The others lead to dead ends, take the
traveler in circles, end in hidden pits or deliver
the traveler to a waiting predator. It is rumored
a dragon lives in the swamp and has been there
for centuries. The rumor is correct Corros the
Dark lives in the swamp and makes short work
of any that find her lair.
Briarfen – Briarfen is a swamp full of thick vines with large thorns. There is barely room to
move without blazing a trail through the vines. The vines seem to grow back behind those
blazing the trails leading them to become hopelessly lost. Briarfen is also where one can
bloodmoss and tickler vines. It is rumored a passage way to Faerie lies in the center of Briarfen.

Forests/Jungles
Dissa has its share of lush jungles and mighty forests.
Ro’s Forest
Little Forest
Navus Woods
Adrian’s Forest
Shala Forest
Gokollo Forest
The Preserve
Zakkari Forest
Leodran Wilds
Darkwood

FLORA
Dissa contains the same common flora found on most worlds (oaks, daffodils, ferns, palms, etc.).
Listed below are a few of the more exotic flora found throughout Dissa.
Bloodmoss: This gray hanging moss is streaked with red fibers. Found in deep, dark swamps
like the Briarfen, bloodmoss is said to ward off infection, poison, and disease. Chewing the
bitter-tasting moss or packing it against a fresh wound grants the victim an additional saving
throw against normal poisons and diseases.

Bloodthorn: Bloodthorns resemble red rosebushes with long, spiky thorns. They grow on old
battlefields and ancient tombs and are said to have power over the spirits of the dead. Clerics
who wear a wreath made of bloodthorns on their head or arm suffer 1d4 hit points of damage
daily, but receive a +1 to all Turn undead attempts.

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Dragonbane: This near-mythical herb is said to bring instant death to dragons. In reality, a
dragon struck by an edged weapon coated in dragonbane must make a saving throw vs. poison or
lose 1d8 hit points per round until dead. Dragonbane is so rare that few believe it even exists,
however, the Glorrin wizards of the Sky Realms would pay dearly to acquire some.

Faerie Ring: Faerie rings are circles of normal toadstools that have been enchanted. Anyone
standing inside a faerie ring can speak and comprehend faerie languages such as elvish, treant,
pixie, etc. Faerie rings decay within a few days unless tended by one of the faerie races.

Glow Stalks: Glow stalks are flowering plants similar to tulips that grow in fields and meadows
deep in the forest. While the stalk is an ordinary green, the plant’s root bulb glows with light and
heat, attracting several varieties of worms and insects to help nourish the soil around it. The
bulbs continue to glow for one day after being plucked from the earth with a light radius equal to
about one half that of a torch.\

Goodberries: Goodberry bushes grow on the site of prior weddings in clumps of 2-3 bushes.
The berries are plump, tasty, and surprisingly filling—a handful of berries provides the
equivalent of one day’s rations. Each bush contains about 1d4 handfuls of berries, which spoil
within a week of being picked. Goodberry patches can be located with a Wisdom check at –2,
but there is an 80% chance the berries have already been picked and eaten.

Great Trees: The great trees are just that—giant hardwoods with thick trunks, broad leaves, and
twisting boughs. The elves call them sha’lareion and consider them to be sacred. The trees take
years to grow to their full height and can live for centuries. Their boles tend to hollow out in
places creating natural living spaces. Great tree groves are often tended by treants, owl maidens,
and other protectors of the forest. The Domain of Shonna is said to contain the largest
sha’laerion forest in the world.

Hope Lilies: Hope lilies are white blossoms streaked with blue that occasionally appear amidst
normal floating lily pads. When worn in the hair, a hope lily blossom allows clerics and magic-
users to cast one additional 1st level spell that day. Hope lilies are very rare and are only found
by chance, although it is said that the elves of Al-Sirath have discovered a way to cultivate them.

Ironwood: Ironwood is a type of dense hardwood tree that is as hard as steel. Wooden weapons
made from ironwood do the same damage as metal weapons but cost 5 times more. Ironwood is
commonly found in the wilds. The wood can only be cut and shaped by magic or magical edged
weapons.

Mihalkan: This sweet-smelling herb native to the forests of Dissa acts as a powerful sedative.
Mihalkan can be brewed as a tea, mixed with food, or ground into a paste to coat weapons. A
dose of mihalkan requires a saving throw vs. poison; failure means the character falls asleep for
2d6 turns. The drug takes 2d4 rounds to take effect, giving the exposed a bit of time to locate
some bloodmoss.

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Poison Urrel: Urrel is a soft, red-leafed plant that produces an oil that acts as a skin irritant.
Those who come in contact with the leaf must make a saving throw vs. poison after 1d4 turns or
suffer from severe rashes and itching for 1d6 days. This discomfort particularly impacts thieves
and spell casters. Clerics must make a successful Wisdom check and magic-users must make a
successful Intelligence check in order to successfully cast a spell. Thieves must make a Dexterity
check in order to attempt any thief skill. Mud applied to the skin negates the itching, but the
character suffers a –1 to all Charisma checks. A cure light wounds spell negates the effects of the
itching. Poison urrel is a hardy plant that is found almost anywhere in the wilderness. It is
particularly bothersome because it so closely resembles the red molrren plant, which enhances
intimate pleasure and aids in fertility when applied to the more sensitive regions.

Warsmoke: Warsmoke is a black, tobacco-like herb that produces a sweet smell reminiscent of
burning flesh. The herb makes the smoker aggressive and reckless, granting a +1 to-hit and +1 to
damage, but a –1 to AC for 1d6 turns. Once the effect wears off, however, the smoker suffers a
–1 to-hit, –1 to AC, and –1 to all ability checks for one day. The smoke from this herb burns
dark black, permanently staining the fingers and teeth over time. This is commonly used in the
Bonelands by the Varyag

Burster: A burster is a small gray mushroom that grows in thick clumps on the shaded forest
floor. Anyone passing through the area has a 1 in 6 chance of stepping on the burster clump.
When this happens, the bursters explode in a cloud of spores that instantly solidifies. The
character must make a saving throw vs. wands or be cocooned inside the hardened spores.
Cocooned characters topple over onto the ground. They may be carefully cut out with edged
weapons or break free on their own with a Strength check once per turn. Monsters (stirges,
wyverns, carcass scavengers, etc.) and natural predators (bears, cougars, wolves, etc.) often make
their lairs nearby in order to prey upon cocooned victims.

Fire Pine: A fire pine is a tall pine tree with bright orange cones covered in highly flammable
resin. Mature cones can be ignited and tossed at enemies (treat as a flask of oil). Fire pines grow
in clusters of 2d8 trees and approximately 2d6 mature cones can be harvested from each fire
pine. However, these cones grow high up near the tops of the tree, so climbing may be required.

Goldenlove: A goldenlove is a type of yellow tulip whose scent acts as a natural aphrodisiac. An
herbalist can brew a nonmagical potion of goldenlove that causes heightened arousal in men and
women for approximately one hour. During this time, imbibers suffer a -1 penalty to saving
throws vs. charm person spells and similar spell-like effects. In the wild, goldenloves grow in
remote fields tended by dryads, harpies, and other faerie folk. Holy Kingdom of Lashira has
banned the use of goldenlove potions, but it is easily obtained in upscale pleasure houses
throughout the kingdom.

Ice Rose: The blue-flowering ice rose grows only in arid regions such as harsh deserts and rocky
badlands. An ice rosebush emits a chill air that helps ward off the blazing heat of the noonday
sun. Anyone carrying a fresh ice rose bloom (less than a day old) receives a +1 bonus to saving
throws vs. firebased spells and spell-like effects (such as a dragon's breath).

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Lady Willow: A lady willow is a type of weeping willow that is said to possess healing
properties. The leaves of a lady willow may be brewed into a tea that heals minor aches and
pains (restores one (1) hit point of damage, once per day). The bark of a lady willow may be
ground into a rough paste that provides a +1 bonus to saving throws vs. nonmagical illnesses or
diseases (such as the poisonous bite of a rat).

Soakmoss: Soakmoss is a brown, water-absorbent moss that grows on rocks. A character who
places a "dip" of soakmoss between the lower lip and gums does not need to drink water for an
entire day. Any character who engages in strenuous activity (such as fighting) while dipping
soakmoss must make a saving throw vs. wands. Failure means the character swallows the
soakmoss and grows ill, suffering a -1 penalty to all to-hit rolls and ability checks for the
remainder of the day. Soakmoss tastes and smells like stagnant swamp water, inducing a -1
penalty to Reaction Rolls and Charisma checks while being used.

Tickler Vines: Tickler vines are a type of creeper vine that lies dormant until living creatures
bed down nearby. In the dark of the night, the vines quietly wriggle over the sleepers and steal
1d3 items before retreating. The vines pick pockets as a 7th level thief (53%). The Labyrinth
Lord may randomly choose what items are stolen. It is said that tickler vines were magically
created by the Ancients in order to train explorers to be wary even while sleeping, but there is no
record of this.

Trap Lily: A trap lily is a large plant that grows beneath the waters of still ponds. The trap lily's
upper foliage resembles clusters of floating lily pads that are connected to the thick main body by
a series of tubular stalks. These stalks instinctively tighten around anyone who wades through
the lily pads, forcing a saving throw vs. wands to avoid becoming entangled. A character
ensnared by the trap lily is dragged beneath the water and drowns in (2d4 + Con modifier)
rounds. The vines may be cut by anyone who is not entangled, or the entangled character may
make a Strength check each round in order to break free. The trap lily is a mindless plant with no
use for treasure, however, its pond has Hoard Class VI. Unconfirmed rumors abound of
intelligent and malign trap lilies that dwell deep in magical forests such as the Briarfen.

Valenswort: Valenswort is a small red weed with two hairy leaves that grows only near ponds
and streams that are traditionally used for baptisms. The plant's overall shape resembles that of
the Holy Hilt of Law and Order. The leaves produce a thick, pungent oil and the plant is
sometimes burned as incense during religious ceremonies. Any weapon coated with Valenswort
oil does +1 hit-point of damage to undead on the first hit only.

Whiteoak: A whiteoak is an oak tree with bone white bark and white leaves that grows only in
shadowy glens or dark grottos underground. The trees were sacred to Druids, who use whiteoak
groves for gatherings and sacrificial rituals. The sacred groves were once tended by faerie spirits,
but many of these spirits have died off or now lie dormant, and some of the ancient groves are
haunted by ghosts of slaughtered victims or murdered priests.

Blue Kelp: Blue kelp is an edible seaweed found in parts of Kingsbay. Blue kelp can be
combined with several other herbs to make a bitter-tasting tea. When ingested, this tea provides
+1 to saving throws vs. poison for the next 1d4 hours.

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Chatrel Slime: Chatrel slime is a reddish fungus that grows deep in the bowels of Dolmvay's
magical sewer system. The slime has mild healing properties. When rubbed on an open wound,
the character immediately regains 1d2 hit points. This healing effect can only be used once per
day.

Creeper Vines: A creeper vine is a hardy climbing vine that grows quickly if left untended.
Creeper vines cover many old walls, buildings, and statues in Dolmvay, adding +20% to a thief's
chance to climb walls. The vines grow to a length of 50' or more and are strong enough to be
used as ropes for climbing or restraints. Thicker creeper vines are sometimes dried out and
fashioned into clubs or quarterstaffs.

Darsenthe: Darsenthe is a fluorescent yellow fungus that grows in the deepest levels of the
Dolmvay sewers. The fungus produces mild hallucinations in humans and has been known to
drive elves insane. Darsenthe is harvested by dwarves and fermented to make the heady brew
known as Dwarf Spirits.

Firemoss: Firemoss is a colorful orange moss found hanging from shade trees in and around
Dolmvay. A clump of firemoss burns with the light and duration of a torch. A specially designed
bronze rod with an enclosed brazier on top known as a firemoss torch costs 5 gp. A large belt
pouch holding six clumps of firemoss may be purchased for 1 gp, making firemoss a much less
cumbersome than carrying bundles of torches.

Hilt Blossoms: This red flowering plant contains four petals in a shape that resembles the Holy
Hilt. The flower is grown in gardens all over Dolmvay. Any cleric character who wears a wreath
of fresh hilt blossoms receives a +1 to all Charisma checks.

Meschil Root: The orange root of this unassuming green plant is used in many herbal remedies
for headaches and stress. When brewed in a tea, it provides a +1 bonus to saving throws vs. mind
affecting spells such as charm person for a duration of 1d6 turns.

Sewer Mushrooms: Sewer mushrooms are addictive brown mushrooms that grow in dank,
lightless places on piles of human waste. When dried and eaten, the mushrooms produce mild
hallucinations and increased sexual drive. Most of these hallucinations are pleasant, but on rare
occasions (about 5% of the time), the hallucinations cause the eater to become enraged and
attack everything in sight for 1d6 turns before falling unconscious for eight hours.

Sewerscum: Sewerscum is a an accumulation of sludge, offal, and human waste streaked with
veins of a toxic blue fungus. Sewerscum acts as a cheap poison that can be used to coat edged
weapons. Anyone struck by a sewerscum-coated blade must make a saving throw vs. poison or
fall violently ill for 1d4 days. During this time, the character must remain bedridden and is
unable to act. At the end of this time, the character must make a second saving throw vs. poison
or die. In Dolmvay, coating one's weapons with sewerscum carries a charge of armed assault,
even if the weapon is not used in an attack.

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Reddarklon: This black lichen is streaked with red veins. It grows only in damp, lightless places
beneath the earth. When the lichen coats walls, it doubles the normal range of infravision .

Mujabi Lotus: Mujabi lotus is a flowering vine whose yellow blossoms produce a pleasurable
effect when smoked or eaten. Mujabi lotus grants the user 2d4 temporary hit-points for 1d6
turns, but imposes a –1 to-hit and a –1 to AC for a full day after consumption. Temporary hit
points are subtracted from the user’s current total when the drug wears off, and some have been
known to drop dead from severe wounds suffered while under its effects.

Sweet Lotus: Sweet lotus is a pink flowering plant whose petals taste like ripe berries. Sweet
lotus must be specially cultivated and is usually found only in private gardens in the North Ward.
It is a mild stimulant and breath freshener that is chewed mainly by nobles and wealthy
merchants.

Black Lotus : Savages oft presume this species of lotus to possess quasi-intelligence, because its
charcoal-grey blossoms tilt and bob at the approach of warm-blooded creatures. Men of learning,
however, equate this behavior with insectivorous plant species that display similar qualities.
Regardless, the black lotus thrives in temperate rainforests. When a man draws within five feet
of the black lotus, the plant slowly will nod and turn its blossom toward his face; next it will
release a burst of pollen. The hapless victim must make a poison save or die in 1d4 rounds.
The black lotus is considered a holy plant by Drúedain shamans, and non-shamans are forbidden
to handle it. The blossoms are sundried and ground to a deadly powder, the feared (yet coveted)
dust of death. This powder is a valuable commodity for many Drúedain villages, who sell or
trade it to foreigners from all about the realm. For centuries, Pohjulan raiders from across the sea
would take the plant by force; though the frequency of these raids has reduced significantly of
late. This reprieve leads some to speculate that the Pohjulan at long last have cultivated the plant
successfully in their secret gardens. The Pohjulan are reputed to have developed a variant use of
the black lotus, mixing its pollen with certain gums or saps to produce the dust of nightmares
and visions.

Golden Lotus: In fertile hills and valleys grows the golden lotus, which greatly resembles the
marigold. It blooms from earliest spring until the end of summer. When the blossoms are sun-
dried, powdered, and then added to wine, enchantments and charms are dispelled, and madness is
cured—even that produced by the smoky lotus.

Russet Lotus: Oft confused with chrysanthemums, this species of lotus thrives in any
environment where volcanic activity is notable, including geysers, hot springs, steam vents, and
so forth. This species too will turn its blossom to face an approaching mammal, loosing a burst
of pollen that does not kill, but produces a potent soporific effect. As a consequence,
victims oft are preyed on by opportunistic predators, scavenging birds, and the like. The reddish-
brown blossoms of the russet lotus unfurl from late spring to late summer; its leaves, when
chewed produce an hallucinogenic effect. Sorcerers and alchemists use the russet lotus to
produce dust of sleepiness.

Smoky Lotus: This is a type of floating lily, with blossoms of light greyish-brown to nigh black.
The smoky lotus grows in ponds near where tar pits prevail. Like other water lilies, the smoky
lotus has large, floating green leaves, above which rises the flower stalk, typically 6–12 inches

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above the water’s surface. The flowers bloom during daylight. The smoky lotus presents the
semblance of ambulation. Although it is rooted in the muck below the surface of the ponds, it
will “walk” to a warm-blooded target (quite slowly) and then release its thick pollen spray; this
cloud inspires unbridled, frothing madness in the victim. When cultivated and gathered (always a
risky proposition), the collected pollen and ground petals are used by sorcerers and alchemists to
produce dust of madness. The floating leaves of this plant also are utilized: Berserkers are
introduced to raw smoky lotus leaves even before they are weaned from the teat, exciting an
innate species of ferocity unmatched throughout the realm.

Violet Lotus: This form of lotus is almost indistinguishable from fireweed (willow herb), which
grows in grasslands, meadows, and the periphery of wetlands. The violet lotus shares the same
wand-like shape as the fireweed, but its flowers show a deeper, almost indigo tone. A violet lotus
produces about a dozen trilateral seed pods, each of which contains 300–400 feathery seeds.
Ingested seed pods cause paralysis within 10–60 minutes; herbivores that graze in fireweed fields
(excepting the more enormous sorts) are likewise subject to this effect. About 100 ground and
powdered pods are needed for a sorcerer or an alchemist to produce a single dust of paralysis
dose, a process mastered by the Pohjulan.

White-speckled Blue Lotus: These lotuses grow on the cadavers of men and beasts. They
resemble a crop of poppies, with lilac-blue blossoms dappled white. They grow in tight
profusion, mantling the body in which they take root. When a lotus-covered body is approached
within five feet, a cloud of blue pollen releases. At once the victim will fall to a fit of coughing
and sternutation, identical to the effect produced by dust of sneezing and choking; death is
inevitable. White-speckled blue lotus blossoms must be gathered when the flower closes, from
an hour after sunset to an hour before sunrise. (This condition of course implies certain periods
when the flowers never close and are thus practically impossible to collect.) Gathered blossoms
must be sun-dried and ground to produce dust of sneezing and choking. Rumours persist that a
man killed by the white-speckled blue lotus becomes host to an alien intelligence that can
animate his corpse (viz. a zombie) and ambulate to a new locale; this effect is not known to
manifest in victims of dust of sneezing and choking.

Dusts created from Lotus


Dust of Death: This is the powdered form of sun-dried black lotus petals, deadly if inhaled.
When a dose is packed dry in a narrow tube of bone, ivory, or wood and subsequently blown
in the face of a target, he must make a poison save or die in 1d4 rounds. The victim’s face turns
ashen grey, followed by a horribly frothing, tongue-choking, eye-bulging demise. N.B.: The
pollen of this lotus is a primary ingredient of many poison types, both ingestible and penetrative.

Dust of Nightmares and Visions: This is the pollen of the black lotus mixed with a small
amount of pine sap. It may be burnt as incense by a solitary magician or cleric (or a respective
subclass thereof ). The user experiences nightmares and visions of a most potent species; the
effect is akin to a see spell,in which the images are perceived in the smoke that ebbs from the
incense. The vision is interlaced with nightmares of a personal sort, taxing to the viewer. The
entire affair requires 6 turns (1 hour) to complete,after which the user must rest for eight hours or
suffer extreme lethargy (−2 penalties to attack rolls, damage,
and saving throws).

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Dust of Madness: This dun-grey dust is derived from the pollen and ground petals of the smoky
lotus, a flower known to grow in swamps where tar pits are present. If a dose is introduced to a
liquid and consumed, the concoction will cause permanent madness, with no saving throw
allowed. If introduced to resin, sap, tar, or another sticky substance and then applied to a
spearhead (or as many as three arrowheads), it may be used to pierce a victim within 6 turns (1
hour) before evaporating. Similarly, the dust of madness might be packed dry in a narrow tube
of bone, ivory, or wood and then blown in the face of a target. These applications are less
effective than drinking: The victim must make a poison saving throw or suffer confusion (as the
spell) as though cast by a CA 9 sorcerer.

Dust of Nightmares and Visions: This is the pollen of the black lotus mixed with a small
amount of pine sap. It may be burnt as incense by a solitary magician or cleric (or a respective
subclass thereof). The user experiences nightmares and visions of a most potent species; the
effect is akin to a see spell, in which the images are perceived in the smoke that ebbs from the
incense. The vision is interlaced with nightmares of a personal sort, taxing to the viewer. The
entire affair requires 6 turns (1 hour) to complete, after which the user must rest for eight hours
or suffer extreme lethargy (−2 penalties to attack rolls, damage, and saving throws).
Dust of Paralysis: This fine dust is derived from the dried and ground seeds of the violet lotus.
When a thimbleful of the dust is mixed with any liquid and consumed by a victim, it causes
instant waking paralysis that lasts for 1d4 days, with no saving throw allowed. If the dust is
mixed with a liquid and then poured on a spearhead (or as many as three arrowheads), it may be
used to pierce a victim within 6 turns (1 hour) before evaporating. Similarly, the dust of
paralysis might be packed dry in a narrow tube of bone, ivory, or wood and then blown in the
face of a target. These applications are less effective than drinking, allowing a death poison
saving throw to resist paralysis.

Dust of Sleepiness: This dust is derived from the pollen of the russet lotus. When flung in the
air, all creatures within 10 feet must make poison saving throws or slumber as per the sleep spell;
those who save become sluggish, as though affected by a slow spell cast by a CA 9 sorcerer. One
who wields this powder as a weapon must cover his face with a wet cloth before flinging it in the
air; he also may pack a dose into a long, hollowed tube (at least three feet long) and blow the
dust in a 20-foot-diameter cloud that begins five feet away from the dust blower. When a
thimbleful of dust of sleepiness is mixed with wine and consumed by a victim, it causes an
instant sleep effect that persists for 1d2 days, with no saving throw allowed.

Dust of Sneezing and Choking: This dust is composed of finely ground, white-speckled blue
lotus petals. When flung in the air, all creatures within 10 feet must make poison saving throws
or sneeze, choke, and gag, suffering 1d4 hp damage per round until death; those who save will
suffer similar consequences, except the damage will persist for but 5 rounds. Delay poison or
neutralize poison spells both are effective against this dust in the usual manner, though a victim
cannot himself cast any spells. One who wields this powder as a weapon must cover his face
with a wet cloth before flinging it in the air; he also may pack a dose into a long, hollowed tube
(at least three feet long) and blow the dust in a 20-foot-diameter cloud that begins five feet away
from the dust blower. N.B.: This dust is a primary ingredient of many poison types, both
ingestible and penetrative.

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Other Land Features
The mountains, hills, deserts and islands of Dissa are too many to describe in detail. Keep in
mind dwarves and gnomes as well as goblins, troll’oks and cyclopean can be found in and on
mountains. Deserts hold the nomadic tribes of wanderers and warriors, while islands can hold
buried treasure, lost civilizations and ship wrecks. Below are the names of these places.

Mountains/Hills Desersts
Emerald Mountains Sharvossi Desert
Dusty Mountians Yuqin Desert
Trials of Argen
Mount Velkarius Islands
Spires of Melbikash Naliote Isle
Stradovi Mountians Outcast Isle
The Darshi Range Sleeper Oxfast
Glinting Mountains Rickard Isle
Fei Guang Teardrop Isle
Qiang Sleeper Ymiron
Hyung Tsu Edmond’s Isle
Mountains of Want Makoma
Mount Vudas Fili
Mount Bobakesh Bakali
The Furions Olog Isle
Yivan’s Throne Deadfast Isle
The Ribs Kishin Isle
Mount Mooka
Farshot Mountains
Waxen Mountains
The Four Sentinels
The Shrouded Stones
Razorleaf Hills

Gorbanon
Gorbanon is a large walled city that can be found past the Waxen Mountains on the coastline of
the Tainted Bay. The walls stretch 30 feet high and there is only one gate to the city. It seems
built directly from the mountains. There are many rumors about this city and the only way to
reach with any safety is through the Waxen Mountains. Druedain refuses to go to the city and
make signs to ward off evil when it is mentioned. Lizardfolk have no interest in the city, or so
they claim.
The truth is it was a dwarven city carved out of the mountain itself. It seemed to prosper for a
while then suddenly all contact with the city was lost and any that ventured to it never returned.
A primal spider took over the city and it is now inhabited by spiders of all kinds and chagmat.
What the primal spider is up to is unkown.

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Amia
This is what remains of the enormous tree called Amia planted by Ki. It was destroyed in a war
between the gods. The race of elves was charged with taking seeds of Amia and planting them
across the world. These seeds became the nine trees of Amia and are listed below.
Tree Location Condition
Shonnasai Shonna Forest
Nirradaisl Nirra Forest
Ita The Still Forest (petrified, houses undead)
Bok'Ti Bokka Forest (incinerated)
Tavir Tavir Jungle
Yaras'na Ferik’s March
Illisai Forest of Eternal Morning
Ymias Fung’Tis (fungal corruption)
Keittik Forest of Anik’Xi (arachnid infestation)

The Amia and its saplings all share the same look. Perfectly formed, silver-white trunk arched
skyward in a symmetrically balanced network of tapered
limbs clustered with broad, five-cornered leaves that were
blood-red in color. At her base, strips of green moss grew in
patchwork runners through the cracks and crevices of the
smooth-skinned bark, like emerald streams flowing down a
mountain hillside. There were no splits to mar the trunk's
even lines, no branches cracked or broken. The remains of
the Amia all share this coloring and look though obviously
only the part remaining above water.

The Sunken Trunk – There are four main parts of the


sunken tree left.
The Stump – there is a large hollow stump that was
the base of the Amia in the Suntouched Sea, this stump is
approximately 50 km in dimension and the entire is a lush
green space with small trees. The tress may or may not be ne Amia trees or the old one
regrowing itself.
Yiari’s Nest – one of the Amia’s roots juts out of the sea to the north east of the stump. It
is a solid peace of wood that show no signs of decaying. The settlement of Yiari’s Nest was built
on this root. It is a smalle settlement consisting of Sea Elves, Humans and Water Genasia. They
work together to care for the tree root they are on and fish. They Sea Elves watch out for this
settlement because of the way the people their respect the sea and its ways. They will aid Yiari’s
Nest if the need arises.
Roothaven – just to the west of the Stump is a root that curves out of the water and than
back in. At its highest spot it is 30 to 40 feet above the water. This is the location of Roothaven,
as the name implies it the haven of a coven of powerful witches. They see this location as a holy
spot. Ki is one aspect of their goddess. They see it as their duty to tend the remains of the Amia
tree and insure no one takes wood from the roots.
Makeon – the fourth and final remaining part of the Amia tree is a root that curves out of
the sea similar to the Roothaven root; however this root is only ten feet above the water and is
slightly hollowed out. No water leaks into the root, only that which is splashed over by waves.

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The human settlement of Makeon is in the hollowed out section. The settlement is of Kelts, who
found the place by accident, got drunk and slept there. When they were awoke by waves
splashing in and deposting fish into the hollow they saw this as a sign to stay. No fish have been
brought by the waves since but they like their new home.

The following are the woods with Amia saplings.

Flickering Woods – The Flickering Woods is a small forest on the Blinding Bay. This forest
filled with will o’wisps and other small creatures. Hunters are not very lucky in this woods as the
will o’wisps tend to lead animals and hunters away from each other. Forest gnomes and small
fey live in the woods peacefully. There is one path through the woods that follows the coast line,
people stay on the pass least they are lead astray and become lost.

Sapwoods – The Sapwoods is home to the wild elf realm of the Republic of Ita. The republic is
named after the Amia sapling Ita that was petrified by dark magic. The forest is filled with Iron
Wood trees and fire pines.

The Still Forest – location of the Ita tree, one of the nine saplings of the Amia tree. The Ita was
petrified by dark magic and now houses undead creatures in its roots and trunk. The Still Forest
itself is dark and very cold. Cold winds routinely lower the temperature by 20 degrees. Undead
of many types haunt this forest including the most feared a spectral hunt if undead horsemaen
and their hounds.

Shonna Forest – The Shonna Forest is the forest home of the Valley Elves. The Amai tree
sapling Shonnasaii is their most prized possession and most protected artifact. No one has ever
seen the Shonnasaii but elves. The Shonna Forest consists of Sha’lareion and Iron Wood. It is
also the only place that Dragons Bane can be found.

Nirra Forest – The Amai sapling Nirradaisl is in this forest and is tended by Light Elves and
their allies in the Holy Kingdom of Lashira. The leader of Lashira send 50 Order of Light
Arcane knights to the forest to help protect the tree. These fifty knights are joined by 50 elven
rangers who work together to guard the tree for one year before being rotated out. This duty is
seen as an hour for both groups and competition to be one of these guardians is high.

Tavir Jungle – The Tavir Jungle is also the Kingdom of Tavir, home to the Kleshites and
Pygmies. The Amia sapling Tavir, for which the jungle and kingdom are named,lies in the
center of the jungle. Paths exist to get to the tree; however, the Kleshites and Pygmies see no
reason for anyone but them to go to the tree. Ant group, even elves, that tries to get to the tree is
asked to leave, if that is ignored they are told to leave, finally if that too is ignored the Kelshites
and Pygmies will attack. Their intent will be to drive the invaders off but they will not hesitate
to kill them all. Many types of the lotus flower can be found here in the Tavir jungle.

Bokka Forest – The Bokka Forest is a sprawling woods with many types of trees and other
fauna. When first entered it seems the woods is full of life. However, if one travels deeper in
they will come to an area that is blackened from flame, where nothing grows and the burned hisk
of the Amia sapling Bok'Ti can be found. The tree and area was burned by demonic forces who

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were successful in their mission to destroy the tree. Nothing grows in the surrounding area and
no animals will approach. If someone tries to approach what is left of the tree and tries to heal it
a Predator Demon is summoned and immediately attacks and hunts down the group.

Forest of Annuk’Xi – The Forest of Annuk’Xi is a large forest where one can find all manner of
spiders. Large, small, gigantic and magical spiders fill the forest. Ettercaps and other spider
friendly creatures also call this forest home. Webs are spun from tree to tree and passage is
almost impossible. Deep in the forest is the city of Arachidom, a city completely overrun by
spiders. Here a primal spider resides, his name is Yishith'al and he invaded the city centyries
ago. He also attacked and took over the Amia sapling Keittik. He infested it with arachnids of
all types limiting its magic. Yishith'al is waiting for the right price from Nefarians or others to
either destroy or restore the tree.

Fung’Tis – The Fung’Tis forest is large forest comprised of Maple, Oak, Birch and Evergreens
trees. However, all the trees and dark and show signs of a disease. Many druids and ranges have
tried to find the reason and a cure with no luck. Toward the center of the forest the casue of the
disease can be found. It is the Amia sapling Ymias who is suffering from a fungal corruption
that has spread to the entire forest. Currently there is no known cure.

Forest of Eternal Morning – The Amia sapling Illisai can be found here in the Forest of Eternal
Morning. The tress itself is guarded by Samurai and priests. Those that wish to view the tree
may do so but only after a purification ritual overseen by the priests and under the watchful eyes
of the guards.

Ferik’s March – Ferick’s March is the part of the jungle on Jaragir, it is in here the Amia
sapling Yaras'na can be found. It is guarded by the Oltec people and open for pilgrimages.
Though people are allowed to visit they are watched closely and Oltec druids and sorcerers have
ever vigilant against those that wish the tree harm.

The wood of any of the nine trees that are not corrupted or destroyed or wood taken directly from
the old Amia tree itself has special powers as do the trees themselves. The trees exist to keep the
Nerarians from crossing over all at once and overrunning the world. When the first Amia tree
was destroyed in the God War it gave nine elves nine seeds to take and plant throughout the
world. As long as three of the nine trees remained the Nefarians would never be able to invade
the Prime Plane. Teo of the trees have been destroyed; Ita and Bok'Ti. Two have been infected
but could be saved; Ymias and Keittik. This leaves five healthy trees still refusing entrance to
the Nefearians.
Wood from the five healthy trees or the roots of the Amia, when obtained with permission can be
forged onto weapons to fight the Nefeariens. Permission must be given from the coven of
witches on Roothaven and then the tree asked itself for the Amia and asked of the tree protectors
and trees themselves in the case of the other trees. If the need is just the petitioner will receive
from on the five healthy trees either a long staff of wood that does not show and cutting and will
be proportionate to the asker or a weapon made completely out of the wood of the tree with no
seams, cuts or other indicators of how it was formed. If bladed it is razor sharp and will never
need to be sharpened and cannot be broken. The staff will reduce the Magic Resistance of all

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Nefarins in 50’ radius by 5, more importantly no Nefearian in that radius will be able to gate in
any other Nefarians. The weapon formed is a Greater Bane wepoan versus Nefarians and will
only strike for normal, non-magically enhanced damage against any other target.
If the wood is gained from the Amis itself the staff reduces Magic Resistance by 15% in a 100’
radius and no Nefearian in that radius will be able to gate in any other Nefarians. The weapons
will be Epic Bane weapons and will at least provide the base +8 to hit and damage in all attacks.
The Shadow Scar
Located in the Yuqin Desert is the settlement of Curiosity. It is in the southern part of the desert
next to a huge landmark known as the Shadow Scar. This is large cut in the ground that leads
down into the earth. The Shadow Scar is approximately 200 km long and 10 km wide and its
widest part. Nothing can be seen through its inky blackness and there are no natural ways down.
One must use ropes and repel down. The problem no one knows how deep it is and something
enjoys eating those that try. It is such a common occurrence, the locals of Curiosity, call it
fishing with adventurers. They city makes a lively business in stocking equioment for
adventures, providing inns and metal workers. They even have a temple that has at least a small
room for most of the major gods.

The Shadow Scar is a way into the Deepearth, unfortunately the bottom of the pit is a skaven
settlement who enjoy killing and eating or eating and killing adventures that climb down. They
release gargantuan rats the scurry up the walls and attack those on ropes. They even place bets
on this.

Aquanni
Aquanni is located in the Lilac Sea. It is a strange metallic device of hige proportions. It seems to
be a set of gears with the smaller gear turning the larger. It moves rather slow doing a complete
roation once every two and a half years. The device is extremely old, with no one knwoing who
built it or why. It continues to moe along at a steady pace;
however, some sages who study the device claim that it is
starting to speed up ever so slowly.

This has caused many to speculate what the device is.


Some say it is a count down to the the return of the
Darkening, others say it marks when the gods will come to
the Prime Plane. Still others claim if the device ever were to
stop moving so would the world and all in it. They claim as
it speeds up so will everyone and everything else. It won’t
we noticed because everything will be moving faster. Not
many take this one serious.

The true reason behind the machine has been lost to time. What it does, if it is speeding up and
what would happen if it stopped are questions debated at Colleges of Magic, Towers of
Necromancy, The Great Cathedrals and by Sages. Who knows when or if the answer will be
discovered.

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Nox’Tiun
Between the Sleepless Sea and the Suntouched See is a strange place. It appears to be part of af
a root of the Amia tree. However, there is a large jagged hole in the top of the root and stairs that
lead down into the depths. This is an entrance to the Deepearth used by Shadow Goblins and
Black Orcs.

Shroomar
Off the Coast of Good Fortune, between the Leodran Empire and the Empire of Lagir is the
island of Shroomar. The island is covered with mushroom of all sort and and mushroom at least
20 feet high stands in the center. Holes in its trunk have been seen by those sailing by and
sometimes they have reported seeing walking toadstools in human form. Some brave souls have
traveled to the island and actually traded with these beings. The island is tended by Mycoinds
who enter and leave Deepearth through the trunk of the giant mushroom.

Nort’is
Nort’is is an island in the sky that floats in the air to the west of Skovin. Little is known about
this twisted and blasted land. Strange electrical storms are said to sweep through ruined cities
whose buildings tower like giants over the earth, and the air itself is supposedly poison to
breathe. Nort’is is ruled by dark fiends, terrible creatures who legends say almost destroyed the
world long ago with their magic.

Atlantis
Atlantis is a huge, sunken island continent said to rest under the waters of the Arcane Sea.
Although the once powerful nation was sunk by a great cataclysm, its rulers and even some of
their slave races still live. Once a decadent, repressive and highly evil empire many times more
powerful and depraved than any nation in history, Atlantis continues to spread its unsettling
influence throughout the world…and beyond. Many adventurers have tried to find famed
Atlantis and to recover some of the vast wealth reputed to lie there. Few have returned, even
fewer with their sanity intact. Those who remember the experience tell tales of jealous gods,
undying necromancer-lords, half-bestial predators and some things that are best left
unmentioned, even by light of day.

Avalon
According to myths, Avalon is on an island in the middle of a sky-blue lake. Avalon is inhabited
by a group of priestesses of power and wisdom. Avalon is a fascinating place, where Faerie
magic and worship of the Mother Goddess coexist. Avalon is a place reputed to be impossible to
reach without magical guidance; a place of powerful magics and spiritual mystery,

Faerie
The land of Faerie, or Fairyland, is an unspoiled, sylvan country far removed from the lands of
humankind. It is a land of wondrous magic, transcendental beauty, fell beasts and danger for the
unwary. It is said that Fairyland is not on the Primary plane, but located on its own plane of
existence. This plane seems to lie neat the Primary plane and there might well be some kind of
point-to-point passages between the two. Certainly, there are some people, particularly elves,
who believe that the most sublime sylvan regions on the Primary plane are actually reflections of
the corresponding area in the Land of Faerie. Some go so far as to claim that the most untouched

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sylvan regions are actually part of Fairyland and that one could theoretically travel to the Faerie
plane through these regions.

Selene
While hell is arguably the realm of the dead, Selens is the realm of the living dead: a city
populated entirely by undead creatures and ruled by vampires. It si a place of deep mysteries and
awful enchantments, a society built entirely on the necromantic arts. Over the centuries, many
would-be vampire slayers have sought out Selene, hoping to cement their reputations or make
the world a safer place to live by destroying a whole city of the undead. Few, if any of these
brave (or foolhardy) individuals have ever returned. There are those who claim to have visited
Selene and lived to tell the tale. The difference is they went in peace, rather than in search of
destruction and found the vampire-lords ruling the city to be sometimes reasonable…so long as
they weren’t hungry.

People of Interest
The following are the names of people of interest that you might run into in the world. The first
are extremely powerful ones, such as the Overseers and Louhi. They should not be used as one
off bad guys or good guys. These are beings that plan for the long game and act through pawns
and spies. One could work for the Overseers for years before finding out who they actually work
for and a confrontation with Louhi would have world changing ramifications.
After the them are those that are not quite as powerful, beings that might help, hinder or even
join the you on an adventures. They are known people in the world but their back stories are left
vague or nonexistent so they can be tailored for the game that is being run. They can be used as
guides to introduce the world.

Major:
Nine Overseers
Prismal the Outrageous – Leader of the Overseers
Jacko the Mad mage – insane member of the Overseers
Siguard Fafnirsbane – The Fist of the Overseers
Rolth Tazor – Collector of relics for the Overseers
Deckard Cain – Historian of the Overseers
Amson – Healer and The Opponent of Louhi
Sparrowhawk - Voice of reason and balance for the Overseers
Emirikol the Chaotic – Sage of magic for the Overseers
Nocturn Lycros – Incanatrix, arcane defender of the Overseers
Louhi – Evil ruler of the The Dead Kingdom, reputed to be at least a demigod
Tapio, Son of Pohjola – Louhi’s son and commander of her armies
Draken Loris – living mix of human and lich, seeks to replace Louhi
Thundarr the Barbarian – Barbarian who, with his three comrades battle evil in Dissa
Ariel – Sorceress and companion to Thundarr
Ookla the Mok – Warrior and companion to Thundarr
Ice Queen – Evil immortal queen in the northern pole

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Warduke – Evil warrior that causes armies to tremble at his name, no one knows who he works
for
Corros the Dark – Ancient Great Wyrm in the Bogway
Yishith'al – Primal Spider that resides in Arachidum and has control over an Amia sapling
Gannondorf – A Demon Spawn that is looking to carve out his own kingdom on Dissa
Thoth Amon – Powerful Kelshite demonolater in possession of the Ring of Damh

Minor:
Kulimon the Black – Orc warrior, who has a strange sense of humor and strong honor
Knights of Pohjola – 13 evil knights that act as Tapio’s inner circle and sub-commanders
Agents of the Overseers
Damia Mace – Human female of great skill that knowingly works for the Overseers
Anthony Slingshot – Hobbit thief and best friends with Damia and Ravenshade
Ravenshade – One of the most feared Felis warriors
Bulia Lionheart – Gladiator champion, who won his freedom but does not know what’s next
Oo’Larr – Jungle barbarian who has walked out the Jaragir with pale skin, blonde hair and blue
eyes, seeking his past and his destiny.
Adam Grayskull – Knight Errant searching for his family’s legacy, the fabled Castle Grayskull
Marten the Orphan – Mainzish knight who gave up his title to travel the world for adventure
Qarak – Oltec scout and boon companion to Marten the Orphen
Begbie – Druedain berserker who travels with Martin the Orphan and Qarak
Adria the Witch – A powerful witch who works to help heroes of good
Arnach Ironhand – An evil warrior, almost albino who slaughters for pleasure
Rowen Truesong – A Dark Elf bard who thinks she can find what really caused the split in elves
Alia Tombslayer – A component warrior who travels the desert looking for treasure and fun
Aaron Crow, The Warrior, The Mystic – A Witch Knight who does not speak, it is unknown
if he can and chooses not to or actually cannot speak
Jack – A human Cleric/Thief, he is a cleric of Xirchirios
Flagg – Human Sorcerer and friend of Jack with a wyvern as a familiar
Ambrosia Cain – Feared assassin and noted sworsdman
Red Sonja – Beautiful and tall Druedain warroress with flaming red hair and a temper to match
Valeria – A Keltic pirate whose obvious womanly charms below her strength and skill
Juma the Gladiator – Companion to Bulia, interested in seeing the world before returning home
Sniveley – Gnome weapon and armor smith extraordinaire
Guts – wandering human Arkkadian mercenary that is a Grand Master with the great sword
Bollo – Owner and barkeep and The Brazen Strumpet
Taycee – Barmaid at the The Brazen Strumpet
Urgritte - Barmaid at the The Brazen Strumpet
Merda - Barmaid at the The Brazen Strumpet

Points of Interest and Mystic Locations


Great Cathedrals
There are eight Great Cathedrals located throughout the world. The Great Cathedrals are where
Lore masters and Lore Wardens are trained. They are guarded by Lore Wardens and are great
repositories of arcane and divine lore. Hrothramm, the god of magic; Usamigares, goddess of
healing; and Bachontoi, god of read wisdom are worshipped in the cathedrals.

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Magic items are stored in these cathedrals for research and use by the Cathedral in defense. Lore
Wardens are barracked at the Cathedrals and their armories are there as well. Each Cathedral
also relies on trade for anything they can’t make themselves.

Schools of Magic
Located in major cities and sometimes by themselves are schools of magic. Sorcerers and
Illusionists attend these schools to learn their craft. These schools are like universities teaching
magic, languages and other arts.

Towers of Necromancy
While Sorcerers and illusionists attend schools of magic to learn their craft, Necromancers built
towers of high magic to teach their craft. There towers for White and Gray necromancers
located in major cities and obvious. Black necromancer towers have mostly been destroyed, the
largest Black Tower is located in the Dead Kingdom. Most others are hidden; however, it is
rumored one exists in the Shovassi desert and another in the Nidai.

Chantries
Arcane Knights, Knight of Telatium and Witch Knights receive training at locations called
Chantries. These places are more fortress than learning place. It is these chantries where knights
can go to requisition items to help with quests, train, learn new magic or enjoy the company of
fellow knights. It should be noted that Arcane Knights, Knights of Telatium and Witch Knights
go to different Chantries for training.

Elementalists
Elemental spell casters attend Elemental Schools for training based on their element. To progress
higher in the circles of elements they must visit specific locations scattered throughout the world
and difficult to get to. They are located at places of power for the elements. The locations are as
follow:
House of Sand – Geomancer (earth magic)
House of Embers – Pyromancer (fire magic)
House of Tides – Aquamancer (water magic)
House of Gales – Aereomancer (air magic)

The two new orders of quasi/para elementalists, do not have houses set up yet. Currently they
operate out of the House’s closest to heir elements.
Tekla
Tekla relics are rare magical items and weapons that were crafted using the magic of the
Valheru. Tekla relics are often made of rare or unknown alloys and substances, and possess a
number of strange and unique powers. They may be found anywhere on Dissa, although the
valley elves are said to possess the largest collection of tekla relics, which are used to defend
their realm. Tekla magic can only be recharged at a lailon. Tekla relics almost always possess
names and histories, making them easier to identify.
The Quiet Tower
On the far end of The Drifts just before the glaciers break apart sits the Quiet Tower. It is

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surrounded by a perpetual blizzards and fearsome creatures of ice and snow prowl around it. No
one is sure who or what resides in the tower. Only one person has ever made it back from the
tower and he died soon after of extreme hypothermia and frostbite. His last words were “The Ice
Queen is coming”, no one knows what he meant.
The Quiet Tower is an outpost belonging to the Ice Queen, a powerful cryomancer and
warrior who rules a frozen realm in the far north. She has been watching the world for some
time, she is immortal, and has decided the time will soon be ripe for her to blanket the world in
ice. The Overseers are aware of her, somewhat, they know she exists but not the extent of her
powers. Louhi knows of her but dismisses her as a non-threat. Draken Loris is the only one who
know who and what she is, he was alive when she went north. HE has been trying to contact her
to ally himself with her, so far to no avail. Woe to the world when her ice legions begin their
march under the cry of “Winter has Come”.

Dydus, the Pelopi Pirate Kingdoms


The port city of Dydus is located on the western most coast of the cluster’s only island
with ruins of a huge walled city and actual harbor. Dydus is a pirate port in every way—a filthy,
raucous, and dangerous place where life is cheap, survival of the fittest is the only real law, and
the chance of dying in a fight is equal to that of dying from disease.
Dydus is built amidst the ruins of a huge, walled city that was believed to have been
destroyed thousands of years ago in one of the Great Cataclysms. What remains of the original
architecture is somewhat disturbing— passages and doorways are circular instead of square,
ramps and poles seem to take the place of stairs and ladders, and strange hieroglyphs depicting
reptilian-headed creatures with humanoid torsos and snakelike bodies are occasionally uncovered
in the ruins.
Over the centuries, tremors have split the city into three tiers—the upper, middle, and
lower cities. The upper and middle cities are home to Dydus’ more prominent pirate captains
who dwell in small keeps or fortified manor homes scattered throughout the ruins. The lower city
borders the harbor and is comprised of a series of squalid shacks and shantytowns that house and
service the majority of the port’s residents. Several easily defended footpaths lead through the
rocky ruins from one level to the next.
The harbor’s filthy waters hide spurs of broken rock and the harbor floor is littered with
the remains of strategically scuttled ships, making it impossible to enter with speed or in force.
Large ships must proceed to the docks with care, lest they become an unwilling part of the
harbor’s underwater defenses. Siege engines mounted in and around the upper city can be
manned in times of need, providing an extra measure of defense. The waters themselves teem
with hungry sharks, and some say that other, more unnatural creatures lurk in the deep parts of
the harbor, occasionally surfacing to prey upon the unwary.
Every few years or so, some nation sends a fleet of warships to blockade the islands, disrupt
trade, and attack any ships caught in the open before returning home with tales of daring deeds
and heroic victories fought upon the high seas. The people of Dydus have learned to wait out
these sieges, which usually last for only a few weeks, however, power struggles within the city
can get rather intense during this time.

The Jeza hu Vera


The Jeza hu Vera, or Moon Mother’s Song, is a colorful light and sound display in the skies
above Dissa’s northern pole. On a clear night, the Jeza hu Vera appears as a fluctuating curtain,
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arc, or diffuse glow of various colors that emits the tinkling sound of glass wind chimes. The
Jeza hu Vera is a thing of rare beauty that is the source of many legends. The lights may simply
be a natural phenomenon, but a few arcane scholars suspect they may be residual energy seeping
out from a greater lailon. The Jeza hu Vera is best seen in the northern regions of White Steppes,
The Drifts and the Lost Lands. The lights are worshipped by some of the northern humanoid
races.

Elven Song Stones


The long-lived elves of Dissa do not keep a written history. Instead, tales and legends are
orally passed down in songs. Using magic, the elves create magical sheira, or “song stones”, in
order to record important events in Dissa’s history. The stones not only play the song itself, but
also produce a flickering three-dimensional illusion that depicts the events of the song as they
play out.
Song stones are usually small enough to be held in the palm of the hand, although larger
sheira have been created for permanent displays and monuments. Crystal formations (amethyst,
quartz, sapphire, etc.) are embedded into the surface of the stone, but the base is flat. A different
word of command is needed to activate each stone and this word is usually inscribed in elvish on
the underside of the stone.

The Spike
Located in the waters east of the Shards of Isan, the Spike consists of rough stone spire
rising up at an angle out of the water to a height of fifty feet. The Spike crackles with electrical
energy that dances at its spire. During severe thunderstorms, the light coalesces into a beam that
shoots straight up into the sky. The Spike can normally be seen for miles and is often used by
sailors to avoid the hunting territory of the dreaded Zhama’huur. Attempts to investigate the
beacon have met with devastating failure as arcs of lightning occasionally escape the confines of
the Spike to ignite passing ships. Sailors consider the whole area to be cursed. According to
legends, the Spike may be the prison of a lightning elemental, a weapon from another time, or an
ancient lailon built for some arcane purpose.

Lands of Deepearth
Beneath the surface of the world lies another world, with strange kingdoms and
frightening monsters. This is the land of Deepearth. Here you find races such as Druegar and
Deep gnomes, the terrifying Skaven and the insane Derro. The land is to vast to describe here,
but below is a section detailing this wondrous world and its greatest city Subterra.

The Lighthouse
The area of the Lighthouse is a deep mountain valley whose top is permanently capped
by a thin layer of fog. Below the fog, enough sunlight penetrates for plants co grow and people lo
read, but it is still a bit dimmer and cooler than the lands beyond the fog.
The valley floor is dotted with small buildings: Dozens of dwellings mostly attached to
large stables and warehouse-like storehouses. These buildings arc constructed in a variety of
styles and with all manner of decorations: Some look like villas, others are plastered and painted
mud-brick, and some arc complicated dressed-stone dwellings, ere. There is no architectural
consistency here.

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More distant are the farmlands and farmhouses, where rich soil yields up plentiful crops
and sustains cattle and sheep. But all the buildings of the valley arc dominated by the Lighthouse
itself. It's a tower 400 feet in height, 100 feet in diameter at the base and 50 feet in diameter at
the summit, with an extensive series of rooms below-ground.
It’s shaped like a traditional lighthouse, with a glassed-in top floor where the beacon
would shine (if this were actually a Lighthouse).
Monsters and predatory animals don't enter the valley of the Lighthouse. Magical spells
placed by at the valley’s perimeter tum them back.
The air is still in the valley, usually cool, but despite the presence of the fog-bank above,
it is fairly dry; the fog is magical, after all.

The People of the Lighthouse


Unlike any other place in the world, there is no consistency of culture or dress in the
people of the Lighthouse: Valley. There are members of practically every sentient race here,
including the more exotic ones: Orcs and Xambrians among them. They wear their native dress
and the streets of the Lighthouse village arc a riot of color and differing styles.
The official language of the Lighthouse is Thorass, but it is flavored with loan-words
from many other languages. Members of different cultures marry, and their children grow up in
households flavored by both cultures. Individuals in the Lighthouse also speak the languages of
their native cultures. The Lighthouse scholars "speak" a special hand-sign language that is
composed of recognition signals and a simple vocabulary and grammar. They can communicate
thoughts about as sophisticated as a six-year-old child's speech. Outside the Lighthouse valley,
all this changes.
Outside, when traveling, the people of the Lighthouse wear nondescript dress to blend in
wherever they are. They, do however, wear rings which are featureless on the outside, but which
arc engraved on the inner surface with the symbol of a lighthouse, its beacon-light glowing.
When living among their cultures of origin, they revert to normal dress but continue to wear the
special rings. Inside the Lighthouse valley, residents do not normally carry weapons. Outside,
they tend to carry weapons which look innocuous (such as staves) or which can easily be
concealed beneath their robes (such as maces and short swords).

Customs
The Lighthouse is a scholar's community, it is a place for knowledge to be accumulated,
preserved, and taught to anyone who finds the valley and is willing to serve their cause. There
are dedicated to promoting good, preserving history (including art and music of old) and
maintaining a balance between civilization and nature by keeping kingdoms small and the
destruction of animal and plant life to a minimum.
There is no warfare here. That's not to say it's a peaceful place: Professional
disagreements between scholars often become very heated and personal, resulting (at best) in
lengthy debates, (often) in screaming matches, and (at worst) fistfights and duels. But the
scholar’s arc forbidden to raise weapons against one another within the valley. Anyone who does
strike someone else with a weapon here is exiled; he will be dragged out of the valley.
The culture of the lighthouse valley stresses tolerance of different races and cultures. Of
course, a few scholars come into the valley with racial biases which they never entirely
overcome.

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Males and females have equal rights and privileges in this culture. While this is a culture
of scholars, there are also many farmers and herdsmen in this valley. Most of them are
descendants of earlier scholars, descendants who don’t have the scholarly bent of the others.
They trade the food they raise in return for the knowledge (scientific, but especially magical and
clerical) which so many of the scholars have.

History
Thousands of years ago, many scholars and wise men were inspired to form a society to
protect and preserve history while supporting those that are just and good. They banded together
and traveled until they found a hidden valley. There they built a great library, to amass
knowledge, to travel the world and gather ever more learning, to bring it back and preserve it.
They did, they traded knowledge and learning and became a multiethnic scholar's community.
Over the centuries, they built up quit a secret organization with members all over the
world. The greatest concentration of Lighthouse scholars lives in this valley, but there are many
more secret members scattered throughout the world. They live among their own people,
indistinguishable from other scholars of their folk. But their homes always have an
inconspicuous lighthouse symbol on the front entrance, which is recognized by associates of the
Lighthouse valley.
They gather information on history theology, geography, language, culture, the sciences,
the arts, anything they can accumulate. They transcribe it into impressive books usually written
in dry-as-dust prose. They teach all those who come here to learn; some are inspired to find the
place and some actually find it accidentally.
In the lighthouse can be found maps of large tracts of the world, some that can only be
found here.

Relations with Other Races


The Lighthouse people don’t just passively acquire knowledge: they’re part of the way
that the gods insure that no race is ever wiped out in the wars and raids which rage between the
cultures.
Thus, Lighthouse scholars often volunteer to accompany armies on their marches to act
as specialists and advisors for the officers. They influence conquerors not to slaughter captives,
but to enslave them (they will ultimately find freedom), to release them, or to drive them forth;
with any of these results, the losers' culture will survive.
Many gods supported the organization of the Lighthouse. Many have contributed clerics
to become members of the Lighthouse and many of these also lent divine aid to the members of
the group on a regular basis. This could cause tensions between individual clerics of different
faiths but never between deities or between the society as a whole and deities.

Lighthouse Keepers

A Keeper is a member of the secret organization known as the Lighthouse, and members
are scattered all across the world. These individuals are dedicated to battling evil, discovering
and preserving forgotten lore, and maintaining the balance between nature and civilization.
Lighthouse Keepers agents are the "field agents" of the Lighthouse organization, acting directly
to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone
or in small groups, agents display a versatility that few others can match. Rangers, Scouts,

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Thieves, mages and clerics all possess the diversity of skill and ability necessary to become
Lighthouse Keepers as are druids and monks. Barbarians, fighters and knights rarely become
Lighthouse Keepers because they lack the subtlety for the work.
To become a Keeper, one must also be sponsored by a member in good standing of
Lighthouse Harpers and win approval from the High Keepers. They must as well be especially
alert, good at persuading people and have knowledge about the people and places of an area
while having some basic skill at surviving in the wild.

Keeper’s code

 Keeper’s work against villainy and wickedness wherever they find it, but they work ever
mindful of the consequences of what they do.
 All beings should walk free of fear, with the right to live their lives as they wish.
 The rule of law aids peace and fosters freedom, so long as the laws are just and those
who enforce them lenient and understanding.
 No extreme is good. For freedom to flourish, all must be in balance: the powers of
realms, the reaches of the cities and the wilderlands into each other, and the influence of
one being over another.
 Whatever it takes, a Keeoer will do. Pride never rules the deeds of a true Keeper.
 Freedom is a multiversal right, though Librarians can spare themselves less freedom
than those they work to protect when the need presents itself.
 Keeper’s police their own. A Keeper who hears the call of personal power can no longer
partake in the light of the Lighthouse. A Keeper who seizes power, and holds it above all
else, is a traitor to the Lighthouse. Traitors must die for freedom to live.
 Without a past, no being can appreciate what they have, and where they may be going.

The Druidic Routes


The Druidic Routes, Druid Paths, Trods, Ley Lines or simply the Ways - these and many
more common names can refer to these pathways. At a quick glance they are little more than dirt
tracks or animal runs, albeit often wider, and perhaps that’s what they were originally - but
somehow they are much more. There are no signposts, no handrails, and no buildings, yet
finding the right path is as easy as putting one foot in front of another.

Travel
Many use them, few claim to understand them, and fewer still actually do so. The Druidic
Routes allow anyone to travel quickly and safely from place to place along them - the ground is
neither too soft nor too firm, strides are longer and more sure, and the ruts, pits and other
obstacles seem to be placed such that they do not actually cause an inconvenience.
At their narrowest they are wide enough for people to walk single file (if they don’t mind
ducking the odd branch), and at their widest two carts can just about pass abreast. They rarely go
in straight lines, meandering through forest, cutting across fields and fording streams without
apparent cause. When a river floods to the point where it cannot be forded easily, a tree will fall
across it or a few boulders will be pushed downstream, settling in the middle of the path.
People have tried to build structures on the Way, but they always collapse or are
overtaken by nature. There are Wayside inns and taverns, but they are all a few hundred yards
from the Way, at least. When Annie Kassim tried to extend The Kassim Arms, her inn, closer to

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the Way the foundations crumbled due to tree roots pushing through them, and the entire
building collapsed – strangely it all collapsed inwards. When a bridge was commissioned which
would be able to take carts over a river better than the tree trunks which had been there
previously, it collapsed right in front of the first cart to cross it - a tree was unexpectedly washed
downstream and the bridge’s central pier was destroyed. The tree lodged in such a way that
people could cross safely on foot, however.
Despite the meandering route, the Druidic Routes are fast. People and horses (and indeed
pack animals) are able to travel for longer, and faster, without getting exhausted. A horse can
travel from sun up to sun down when they could normally only manage half that, and people can
walk through the night. Despite the uneven terrain, a lack of light does not seriously hinder
travel. Inclement weather is as much of a discomfort as ever, but the Way itself remains free of
excess mud, ice or fallen branches.
Banditry is rarely a problem, despite the many blind corners and narrow paths. On normal
roads people would slow down for such places, making them easy marks, but the surety of
footing allows the smart to speed up instead and escape their pursuers. It pays to have alert
guards, but they must primarily watch for the wild animals which seem to have a more
instinctive understanding of the ways of the Way. Although few people are attacked on the Way,
many criminals have used it as an escape route - if they can get there and escape from view for
long enough to set off, they can be miles away before the authorities have even determined
which direction they went.

A Forgotten War
Most people just consider the Way as a fact of nature, the world being kind rather than
cruel for a change, and many small villages’ economies rely heavily on travel down the nearest
branch. But they do not travel near the biggest cities. In fact they seem to run between
geographic features such as forests, lakes, or tors. Few question this, it’s just the way it is -
indeed many journeys start with an arduous trek to the nearest Druidic Route and end with
something similar at the other end (and it is on these legs of the journey which one has to watch
out for bandits).
The truth is that the Druidic Routes were created, and their name holds the first clue. A
long time ago a circle of druids defended the world against an incursion of demons – and being
from another dimension, the daemons could enter the world wherever they pleased, and they
pleased to enter all over the world. The daemons could be stopped, but they would not stop
coming, their portals needed to be sealed. The druids did not know who they could trust, so they
prayed to the Earth Mother to provide, and the spoke to the Ancient Oaks for solutions - and a
great spell was revealed to them.
The magic would enchant animals to run, and to lay mystical threads behind them. The
magic spread through the Druidic sacred places (mystic groves, ancient trees, sacred pools and
the like), and it enchanted the animals around them – from the lowliest ant to the greatest
elephant. As the animals ran, and lived and died as they always do, they created webs of these
mystic threads. When the networks connected to two sacred points connected the spirit of the
magic formed a bond between them along the shortest route the animals had laid. Those animals’
paths became the Druid Routes.
The Druids were able to travel these Way to reach the demon’s portals and, with an army
of wild animals, destroy the temples and rituals holding them open. The spell was supposed to be
unwound afterwards, but every last one of the circle of druids died fighting the demons and so

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the spell persisted. Over time people found them - hunters, rangers, other druids - and as people
are wont to do, they made use of them. The spirit of the magic keeps the Way alive, and the
paths free of obstruction. Druids determined the magic was friendly (to them at least) and very
much alive, but the origin remained unknown.

Magic and mystery


Now, slowly, as adventurers delve into ancient sites, accounts of this forgotten war are
being unearthed, and the true history of the Way is beginning to be recovered. The High Druids
are looking more closely, trying to determine if they should unweave the spell and allow the
world to revert back to the shape it was, or whether the Way has now become a fact of life. Some
animals seem to be using them as migration routes or to expand their hunting ranges, and in
some places they act as natural fire breaks, preventing wildfires from spreading too far.
Arcane wizards are looking too - it would be a great boon to civilization to have
something like the Way running from city to city, but so far they have not been able to create
enchantments which work reliably. Attempts to dissect existing Druidic Routes have proven
catastrophic - Archibald Rime led an expedition which attempted to trap a portion of the spirit
for analysis, but he and his entire crew were waylaid by dire wolves, and driven back into the
only sinkhole ever seen on the Way. A small avalanche buried half of them, and the rest were
forced to flee. One of their numbers returned to leave a grave marker on the spot where
Archibald died, but could find no sign of disturbed ground merely a week later.

Lailons
Lailons are places of power designed by the Ancients for various arcane uses such as
summoning, healing, crafting magical items, and other even stranger purposes. Lailons can be
of the greater or lesser variety. They often act as receptacles for magical energy, so
tampering with a lailon can be a dangerous prospect—the creation of the Tarlus Crater in the
broken lands of Aal is believed to have been caused by the accidental destruction of a lesser
lailon. Lailons can be found anywhere on Amherth, although many believe that these places
are interconnected by invisible beams of mystical energy. The Dragon Falls located in the Gap
of the Dragon is an example of a lailon.
A lailon can take many forms from standing stoned

Standing Stones

Standing stones are large, shaped stones that rise from the ground to towering heights. In some
cases, their presence in a forest, on a bleak moor, or atop a lonely hill automatically qualifies an
area as a sacred place, even if it lacks other natural beauty.
Perhaps the standing stones mark a site sacred to prehuman peoples (elves, for instance) or
prehistoric tribes.
Though sometimes stones stand alone, they more often join together to form various
arrangements. A single standing stone is called a megalith--either a shaped slab or a more
natural, tapering obelisk. Two shaped stones placed upright with a third laid across their tops
constitutes a trilithon. Several megaliths or trilithons frequently form patterns, usually circles or
horseshoe shapes.
Individual stones may weigh 5 to 25 tons each and stand 10 to 30 feet tall. A large circle may

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take a generation to build, unless powerful earth magic or suitable monsters (treants, earth
elementals, or giants) help in the construction.
Standing stones fall into one of two categories: magical and nonmagical.

Nonmagical Standing Stones


Many standing stones have no innate magical properties, although they may have been built by
magic.

Boundary Markers. Stones can simply mark the sacred area's borders, a common practice when
a circle of trees is inappropriate.

Natural Observatory. The stones might serve as a primitive astronomical calculator (as in the
case of Stonehenge), their positions marking eclipses, equinoxes, and other important solar and
lunar dates whose exact times remain important for religious reasons and for maintaining the
agricultural calendar. Usually one such astronomical circle of stones exists in every major
druidic domain. Creating such a circle requires two proficiencies: astrology and engineering. In
some cases, these circles are relics left behind to mark the visits (and predict the eventual
returns) of spelljamming space druids.

Monuments. The lives of particularly notable historical figures can merit great megalith
memorials. Sometimes treasure or a body lies buried under the stone. In rare instances, although
the stone has no magic, the body beneath it rests in magical suspended animation--think of King
Arthur, waiting for Merlin to awaken him.

(See "Defiled and Cursed Groves".)

Magical Standing Stones


Magical standing stones can serve any of the nonmagical variety's purposes. Standing stones
may become magical through association with druidic rites, Immortal intervention, or via the
normal process used to create magical items. DMs deciding that a stone has magic either pick its
powers from those described below or roll on Table 6. Add a +1 bonus to rolls for standing
stones that help form a trilithon.

Table 3: Powers of Standing Stones

D8 Power
Roll Result
1 Petrified entity
2 Stone guardian
3 Peaceful stones
4 Speaking stones
5 Trilithon gate
6 Healing
7 Prophecy

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8 Proactive Aura
Petrified Entity. The magical stone is actually a huge being--often a giant or titan-- that has
been so weathered and overgrown with moss or ivy over the years its original humanoid form is
no longer discernible. It radiates magic and may return to life if a dispel magic or stone to flesh
spell succeeds. Depending on its alignment and the reason it became petrified, the creature may
feel either grateful or hostile to its rescuer. A petrified entity usually points to the work of dual-
class wizard/druid or of a forester.
Stone Guardian. Once per day, the steward of the stone can order the stone to come to life for
one turn per level of the druid. The animated stone fights as a 16 HD earth elemental, but if it
leaves the grove it reverts to a normal stone and may not be reanimated until returned to the
grove--a Herculean task, since it weighs several tons! If injured, the magical stone heals at a rate
of 1 hit point per turn--within the grove only.
Peaceful Stones. The standing stones exert a calming influence on the earth. No earthquake
spells may succeed within a radius that measures (in feet from the centre of the stone or cluster) a
distance equal to the number of stones in the circle. Since no earthquakes or volcanic eruptions
occur in this area, peaceful stones often stand near volcanoes or faults. Removing them could
spell disaster for nearby forests and towns!
Speaking Stones. Any druid can cause any standing stones in the grove to speak, per the stone
tell spell. Characters can use this power as often as desired, but the stones speak for no more than
three rounds per day. Stewards use this power to learn whether intruders have visited the grove
while they were away; druids who find a strange grove could use it to become familiar with the
grove's history and keepers (if any).
Trilithon Gate. Characters passing under the stones may emerge from any other sacred grove in
the world that also has a trilithon gate, no matter how distant. Those who have a particular gate
in mind reach it; otherwise, characters come through a random gate. Anyone can travel via
trilithon gate only once per day; it is impossible to go through and return again immediately.
Healing. Beings of neutral alignment or those allied to the druid may heal wounds at twice the
rate of natural healing while in the magical sacred grove. Healing-related spells produce the
maximum benefits; for instance, cure light wounds restores 8 points of damage.
Prophecy. A druid who spends the night sleeping in the grove may receive a magical portent in a
dream concerning the past, present, or future. The nature of the prophecy remains the DM's
decision, but it should never contain more information than would come to light using a properly
cast commune with nature spell. The portent usually warns of danger or hints at a task Nature
wishes the druid to perform.
Protective Aura. Any creature but a druid, dryad, or nymph who sees the grove must save vs.
spell. Those who fail perceive the grove as nothing other than a normal clearing (or the like) until
they are led into it. The sacred grove also generates a continual protective field similar to
protection from evil, 10' radius, except it covers the entire grove and has the powers of both
protection from evil and protection from good spells.

Greater Lailon
A greater magical lailon possesses exceptional enchantments. A greater grove has all the basic
powers of the lesser grove, mentioned earlier. A greater magical sacred grove has 1d6 lesser
grove powers (rolled on the above Table) and 1d4 greater grove powers (rolled on Table 4).
Descriptions of the greater powers follow.

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Table 4: Greater Grove Powers

d8 Power
Roll Result
1 Concealment
2 Peaceful
3 Reincarnation
4 Waters of life
5 Scrying pool
6 Magic fruit
7 Forbiddance
8 Special
Concealment. All beings (not normal plants) within the lailon when this power is invoked
become invisible until they leave the grove.
Peaceful. Anyone entering this lailon may notice odd sights, like predators and prey playing
together. Those who make a successful attack against another within this grove must make a
saving throw vs. wands at -4. Attackers who fail suffer all the damage themselves; the wounds
they meant to inflict appear on their own bodies. If they save, they suffer only half damage.
Reincarnation. If a beings ashes or remains are buried in the sacred grove, the character
becomes reincarnated (per the priest spell). The new incarnation appears within a mile of the
lailon in 1d6 days.
Waters of Life. Any source of water within the lailon has unusual healing properties. Anyone
bathing in the water (maximum of once per day per person) gains the benefit of simultaneous
neutralize poison, cure disease, and cure serious wounds spells. The water loses all special
properties outside the lailon’s boundaries, however, so characters cannot use it as a healing
potion.
Scrying Pool. A source of still water within the lailon, such as a pool or well, may be used for
divination. Once per day any person can command the pool or well to act as a reflecting pool
cast at the druid's level.
Magic Fruit. The lailon has a tree whose fruit or berries have a magical effect when eaten. In a
given year, 1d6 fruits ripen, each with a distinct appearance to set it apart from common fruit--
lustrous golden apples, for example. The magic fruit's effects are equivalent to one of the
following:
-Potion of animal control
-Potion of heroism
-Potion of longevity
-Potion of treasure finding
-Philter of love
-Philter of glibness.

Defiled and Cursed Groves

Some lailons tell a tragic story: Their water sources fouled or standing stones overturned and
broken. Perhaps their clearings once served as altars to other priests in the worship of strange
gods. Such groves have been defiled, stripped of all their powers.

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Other events may result in a still worse fate--a grove becoming cursed. For instance:

A terrible event takes place within the grove's boundaries: Someone reads a cursed scroll, a
deity's avatar passes through, a druid dies violently, or another highly charged event takes place.
The grove is deliberately defiled but not destroyed. When plants begin to grow back, the grove
may retain some twisted vestige of its original power.

To determine what curse has struck a particular sacred grove, the DM may roll on Table 5. Once
a lailon has been defiled it takes a high level remove curse or to remove the curse but it will
never regain its former powers. Some typical curses are described below.

Table 5: Properties of Cursed Groves


d4 Property
1 Entrancing
2 Poisoned ground
3 Haunted
4 Perpetual season

Entrancing. This curse can apply to any lailon containing a source of water or plants bearing
fruit, nuts, or berries. Those who eat natural fruits of the grove or drink its water must save vs.
spell or become charmed: They refuse to leave the lailon, claiming they must defend this
beautiful place. They resist forcefully if anyone tries to harm the lailon or take them from it. The
charm is broken if those it has entranced leave the grove, or it can wear off, per the charm person
spell.

Poisoned Ground. A terrible poison lives within the ground, although the plants in the lailon are
immune. Those who touch the vegetation (including grass) with bare skin must save vs. poison
each round of contact or suffer 1d6 points of damage. Characters that eat fruits, etc., from the
grove must save vs. poison or die.

Haunted. The life forces of people who die in a haunted lailon or within a mile of its boundaries
are drawn into one of the grove's trees or standing stones. The trunks of the trees or the surfaces
of the stones contain twisted images of the dead trapped within. While trapped, these souls
cannot be raised, resurrected, or reincarnated.

To defend itself, the grove can summon any of its prisoners' spirits as ghosts or banshees. Each
summoning takes two rounds, but only one ghost or banshee can exist at any time. Resanctifying
the lailon (described below) ends the curse and frees the trapped spirits, who now may be
reincarnated, raised, or resurrected. Destroying the grove before resanctifying releases all the
trapped spirits as malevolent ghosts or banshees to haunt the region henceforth.

Perpetual Season. The grove, locked into a single season, never experiences a change in
climate. Though a grove locked into winter isn't ever popular, a grove of perpetual spring or
summer may seem like a blessing. While winter blizzards rage outside, the day is warm and
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sunny within a grove of perpetual summer; grass is always green, trees always leafy, and flowers
ever blossoming.

Sanctifying a Cursed or Defiled Lailons


A lailon that becomes defiled or destroyed must have ritual of atonement performed. The first
step in reclaiming a defiled grove involves repairing any damage it has sustained such as
restoring damaged standing stones. Then, a druid, a priest and a wizard must perform an
uninterrupted daylong ceremony within the grove to remove the curse, dispel the evil and dispel
the magic.

Reclaiming a cursed lailon poses additional difficulties. After performing the above steps, a
specific task must be completed. The nature of the task is up to the DM, but it usually involves a
dangerous quest in a real or symbolic attempt to "undo" the curse, punish those who caused it, or
make amends for the act that led to it. After concluding the task, those that performed the ritual
must return to the lailon and cast a remove curse spell.

Warmatchen
In times past, elder sorceries were used to create golems of steel, fire, flesh, and bone, powered
by the strange poison magics of the Ancients. These warmachten ravaged the earth and caused
the destruction of many nations and peoples. The warmachten eventually turned upon their
creators and had to be destroyed, but some survived this purge and retreated to the deep, dark
places of the world. Most warmachten can be found in and around lailons where they can
recharge the mystical energies that power them. The dreaded Zhama’huur that dwells in the
waters around the Bay of Cioz is an example of an ancient warmachten.

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Did I ever tell you…?
The world is full of beings, beasts and baubles. Some of these have stories that go back years,
some decades or more. The Bards collect these stories and write ballads and poems about the
events. Some of the stories are better known than others, what follows are some of these stories
and legends.

The Five Swords


Many hundreds of years ago five swords were forged by a master weapon smith in a place of
power and then enchanted by three powerful wizards. The swords were forged in a lailon of
great power using pieces of the Warmatchen that had been its guardian. The three wizards that
recited spells found in dark and hidden places rich in the magic of the Valheru. The five swords
blazed with a glow of magical power and then subsided. These swords were than each given to a
hero to go into the world and combat evil. Over the years the swords have been lost, found and
lost again. They are always wielded by beings of great renown who strive to defeat evil.

The swords were forged by Rhunön an elven smith of great skill and power. Once she had
forged the swords they were enchanted by three powerful human wizards; Prismal the
Outrageous, Deckard Cain and Rolth Tazor were the wizards that enchanted the blades. The
blades were enchanted to aid in the fight against evil and battle back the hordes of Louhi.

The five swords and the current status of each are:


The Master Sword – once wielded by a half elf hero, current location unknown
The Sword of Power – rumored to unlock the legendary Castel Grayskull, location unknown
The Sword of Protection – sword that can morph into any weapon and provides great protection
to its wielder, rumored to be in the possession of Damia Mace
The Sword of Omens – once wielded by a legendary Felis warrior, its powers and location are
unknown
The Sun Sword – a potent weapon against evil this blade is wielded by the mighty Thundarr the
Barbarian

The swords are part Valheru magic and part mortal magic and nothing like them has been seen
since. There are stories of three other blades that are pure Valheru magic the surface when one
looks for the five swords of power but they have not yet been found. These swords are
Excalibur, The Singing Sword and the Flaming Sword.

Thundarr the Barbarian

Agents of the Overseers

Adam Grayskull

Oo’lar the Barbarian

Kulimon the Black

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Nephlim Hero

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