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Table of Contents

TABLE OF CONTENTS ............................................. 2

INTRODUCTION ....................................................... 3 What is Amberos?........................................................ 3 An Overview ................................................................ 3 The Big Four ............................................................ 3 The Circle of Good ................................................... 3 In the Hands of Mortals ........................................... 3 Calendar of Amberos ................................................... 5 History of the Calendar............................................ 5 Meaning of the Months ............................................ 5 Days of the Week...................................................... 6 Major Holidays ........................................................ 6 Amberosian Wall Calendar ......................................... 2 BLOOM / SPRING ...................................................... 2

Government ............................................................. 2 Capital...................................................................... 2 Standard of Money ................................................ 19 Cultural Level ........................................................ 19 Location ................................................................. 20 Social Structure ..................................................... 20 Current Leader ...................................................... 20 Population .............................................................. 20 Resource List ......................................................... 20 Estate Alignment.................................................... 21 Citizens Alignment ............................................... 21 Estatewide Taxes.................................................... 21 Estatewide Religion................................................ 22 Description ............................................................. 22 ESTATE LISTINGS.................................................. 24 Aluski Sath Tusko...................................................... 24 Alusta ......................................................................... 26 Arocnek...................................................................... 28 Bansado...................................................................... 31 Blitzburg .................................................................... 35 Barbed March............................................................ 39 Broken Lands ............................................................ 42 Brotherhood of Glory ................................................ 45 Bulungi ....................................................................... 48 Chiamung .................................................................. 51 Dark Valley ................................................................ 54 Derauck...................................................................... 58 Dishnu ........................................................................ 61 Doonask ..................................................................... 63 Duchy Of Molvak ...................................................... 65 Dwarfhome ................................................................ 68 Evan Cordum ............................................................ 72 Erakatuo .................................................................... 78 Farren Lands ............................................................. 82 The Federation (The Dark Lands) ............................ 85 The Federation (Dark Lands).................................... 88 Frost Lands ................................................................ 89 Golens ........................................................................ 91 Hawk Lands............................................................... 94 Hawklord ................................................................... 97 Hold Of Janrex ........................................................ 100 Hold of Severn ......................................................... 103 Ice Mages ................................................................. 105 Iiannhanex ............................................................... 108 Irvenst ...................................................................... 111 Jsarath ..................................................................... 114 Kennestone............................................................... 117 Kingdom of Vall Vega ............................................. 121 Kirranays ................................................................. 127 Klinn ........................................................................ 130 Knights Of the South ............................................... 136 Ksiki Colonies .......................................................... 140 Ksiki con Corridon .................................................. 144

SHINE / SUMMER...................................................... 2

DEADMONTHS / WINTER ....................................... 2 Astronomy, Astrology and the Calendar ................. 2 Deities of Amberos ....................................................... 2 Other Gods ............................................................... 6 Races of Amberos ........................................................ 7 Dwarves .................................................................... 7 Elves ......................................................................... 7 Gnomes ..................................................................... 8 Giants ....................................................................... 9 Goblinoids ................................................................ 9 Hillenfaey ............................................................... 10 Humans .................................................................. 10 Kobolds .................................................................. 13 Lycans .................................................................... 13 Lycanthropes.......................................................... 13 Trolls ...................................................................... 14 Magic.......................................................................... 16 History of Magic..................................................... 16 Schools of Magic..................................................... 17 Circles of Magic ..................................................... 18 Types of Magic ....................................................... 18 Roll Of The Years ...................................................... 20 READING THE ESTATE ENTRIES ......................... 2 Estate Entries Stat Block ............................................. 2 Titles ......................................................................... 2 Possessive ................................................................. 2

Lacosis ...................................................................... 148 Lands of Sarve ......................................................... 151 Lanster ..................................................................... 153 Llannhanex .............................................................. 156 Llinn ......................................................................... 160 Lost Vale .................................................................. 163 Millos........................................................................ 168 Misake ...................................................................... 172 Misake Barbarians................................................... 176 Nauwflouwd ............................................................. 179 Nydonna's Sea Kingdom .......................................... 183 Nyrr Ryann .............................................................. 186 Principalities Of Xatmas .......................................... 190 Ran Da Khan ........................................................... 195 Randu ....................................................................... 198 Riddlekill .................................................................. 204 Roonhawk ................................................................ 208 Saltbrine ................................................................... 212 Sarkasti / Zarkasti ................................................... 215 Shovnov Coast .......................................................... 219 Silkna Kingdom ....................................................... 224 Simera ...................................................................... 229 Skienlands ................................................................ 233 Smanvalla................................................................. 237 South Jsarath ........................................................... 240 Southern Kingdom................................................... 242 Spi Dak Su................................................................ 246 Statisdome ................................................................ 250 Swordfall .................................................................. 253 Tlesto ........................................................................ 256 Ulanst ....................................................................... 259 Vactorstein ............................................................... 261 Vilalance................................................................... 263 The Wilde Wastes .................................................... 265 Zarame Kull ............................................................. 267 Zyans ........................................................................ 269 LANDMARKS OF AMBEROS............................... 271

Arcadia (Paradise) ............................................... 366 Beastlands (Happy Hunting Grounds) ................ 367 Nirvana (The Celestial Clockwork) ..................... 367 The Midrealm .......................................................... 367 Joapan .................................................................. 367 Amberos ............................................................... 367 Ashia .................................................................... 368 Dinosauria ............................................................ 368 Hadjpt-Tuu .......................................................... 368 The Lower Planes .................................................... 368 Pandemonium (The Screaming Halls)................. 368 Hades (Land of the Dead) .................................... 369 Hell (Nine Circles of Punishment) ....................... 369 Gehenna (The Slopes of Despair) ........................ 370 Agennomar (The Eternal Battlefields) ................ 370 Abyss (The Pit)..................................................... 371 Other Planes ............................................................ 371 Astral Plane (The Sea of the Mind) ..................... 371 The Dread Domain .............................................. 371 The Dreamlands................................................... 372 Elemental Air (The Boundless Sky)..................... 372 Elemental Earth (The Sightless Depths).............. 372 Elemental Fire (The Endless Plains of Fire) ........ 373 Elemental Water (The Bottomless Ocean) .......... 373 Ethereal Plane (The Tangle) ................................ 373 Limbo (The Soup of Creation)............................. 373 Shadow Plane (The Great Dark) ......................... 374 The Shattered Realm (The Realm of Madness)... 374 Tarterus (The Prison) .......................................... 375

APPENDIX I: ANCIENT NATIONS OF AMBEROS .................................................................................. 353

APPENDIX 2: OTHER CONTINENTS OF JOAPAN .................................................................................. 363

APPENDIX 3: COSMOLOGY OF AMBEROS ..... 364 The Upper Planes..................................................... 364 Asgard (Heroic Halls) .......................................... 364 Olympus (Home of the Gods)............................... 365 Hamanatra (The Desert of Life) .......................... 365 The Seven Heavens (The Mountain of Champions) .............................................................................. 366

Introduction
Amberos has a long history in which it has been claimed by many nations at various different times. This guide will help you gain a general understanding of the nations as they stand at the current campaign date, as well as providing some insight into some of Amberos's past empires and the history that has lead to their rise (and in some cases, fall).

What is Amberos?
Amberos is a fantasy world designed for use with a roleplaying game. This book documents the world of Amberos without the clutter of game rules, allowing it to be adapted for use with pratically any role-playing game the reader wishes to use.

follow in the Southern Kingdoms wake in giving the two great powers the thumbing of their nose. Randu: The powerhouse of the east, Randu appeared in the 1800s and began a rapid conquest of the east of Amberos, solidifying it under its combative rule. The west became so frightened of this juggernaut that it put aside its petty squabbles to unify in bringing the Black Conquerer down. Though Randu lost its capital and bloodthirsty leader due to divine intervention, all evidence points to the fact that Randu will not stay quiet for long, and will one day soon began another war towards the west, once it reclaims the errant states that have formed in its decline.

The Circle of Good


The gods that rule Amberos are not the first gods to exist; in fact, the real gods who brought the universe into creation sleep and dream even now. The world runs without their intervention, though the new gods have taken up stewardship of the realm as the old ones sleep. Several of the new gods of Amberos have joined forces to keep the gods of evil at bay. Calling themselves the Circle of Good, these gods watch Amberos for signs that the evil gods are attempting to subjugate the races of the world below. Because of laws imposed by the god Zzadassa, neither the gods of good nor the gods of evil are allowed to interfere directly with the affairs of mortals not that it doesnt stop them from trying. However, whenever the Circle of Good detects that evil is overstepping its bounds with divine intervention, the circle of Good sets out to reveal this meddling and set things back right, with the approval of Zzadassa, of course.

An Overview
Amberos is a world much like our own Europe and northern Africa combined (with a bit of subcontinent India, Asia and Americas thrown in for taste), set in the middle ages. The west of Amberos is dominated by very European countries while the east quickly falls to a mix of Mongolian/Arabic ideals.

The Big Four


Of all the countries on Amberos, there are four that are the most important to the shape of Amberos as it is now. The Kingdom of Vall Vega: For nearly two hundred years, the so-called Great Kingdom has held the west together. As inheritor to the great Empire of Swordfall, the Great Kingdom has kept a common language among the countries of the West and has been involved in shaping the political boundries and current (in)stability of many of its neighboring nations. The Vegan Way has become a catch-all phrase for doing things the popular way, if not always the correct way. Silkna Kingdom: At least as old as the Kingdom of Vall Vega, this realm of chivalry and sorcery has been slowly gaining steam on the Great Kingdom. Many countries dissatisfied with the Vegan Way have begun to slowly move to side with the Silkna Kingdom, though its sorcerous ways bother some of the realms. Southern Kingdom: A rising star hated by the old guard of Silkna Kingdom and the Kingdom of Vall Vega, the Southern Kingdoms mix of nomadic and civilized communities are quickly becoming a political powerhouse in the south of Amberos. While still surrounded by enemies, the Southern Kingdom is the rebel of the powerhouses, attempting to unseat the political power of the other nations to allow the many smaller nations their own say in political matters. Though this has gained them enimity with the two big powers of the West, the other nations are quietly hoping that they too will be able to

In the Hands of Mortals


Amberos is filled with all sorts of sentient life, as well as magical beasts and even normal fauna and flora. However, there are several races who hold the key to driving Amberos future. The first group is the elves and the goblinoids. The elves and goblinoids are the dream-decendants of the original gods, who came to Amberos following a rend in reality that brought them from the dream-realms to the mortal world. The elves were creatures of light figments of whimsy and daydreams made flesh. The goblinoids were creatures of shadow half-remembered nightmares and dark thoughts made real. They carried with them the magic of the gods, and made their home on Amberos. Over the ages, the evil within the goblinoids hearts was made manifest in their flesh, and they became animal-like creatures of hate, rage and envy. Elves remained creatures of light, but the call of the dreamlands has beckoned to their race, and many have returned home.

Humans are the next most prosperous race, and they are the first mortal race to have dwelt on Amberos, and to them the world was given to populate and rule. Humans are aggressive in their development of the world, and can be as cruel as goblinoids or as good as elves. Dwarves were the original keepers of the tunnels of Tsre Vestu, the great mountain, before the cataclym that brought Amberos above the sea. The cataclysm shook many free of the mountain, and they were forced to live in the mortal world, where they took up residence in mountains and hills. Dwarves mostly keep to themselves, and as a race are slowly dying out. Titanspawn are the most ancient dwellers on Amberos, who ruled the few islands that surrounded Tsre Vestu before the continent rose above the sea. In fact, the cataclysm that brought Amberos to the surface destroyed their civilization many thousands of years ago. The titanspawn are a dying race, and the progenitors of the Giants. There are many other races on Amberos, including the dwarf and elf made gnomes, the hillenfaey of Llinn whose origins are somewhat mysterious (and thought to be tied to elves) and they lycanthropes of Urdeus, who have been cursed with an animalistic side.

Calendar of Amberos
Amberos yearly calendar consists of 12 months with 30 days each, with 5 non-day holidays. There are six days to a week on Amberos. The current calendar was established during the days of the Kingdom of Malovak during the Dark Age, and revived by the Kingdom of Swordfall after the fall of the Skyland Hold. Since the calendar was in use by the Kingdom of Malovak, it is even in use by Randu and the countries of the east, though some of the month names have been translated to Randese. Month Spring March Tide Beran Summer Inlude Bristus Areign Fall Ember Haleen Noris Deadmonths Deckus Dall Enfeeb End of Days Magic Name BLOOM KAS OHI EPRIM SHINE EPOCH VRIS LATEN FADE MIRY MAGE MORS WINTER DRUG JLIHI DRAJ FREEZE Days 1 30 30 30 1 30 30 30 1 30 30 30 1 30 30 30 1

Meaning of the Months


The original names for the months of the year derive from the mythological tale of how the seasons came into existence. Each of the months magic names is the name of an ancient mortal being in the Empire of Kas who was involved in the tales of the creations of the seasons. There are also five special festival days in the year, which are considered to not be part of each month. These five special days mark the start of a new season, with a special day at the end of the year that is used to mark the end of the year. March/KAS: Named for the ancient human king who first organized humans into an strong empire that held the goblin and elvin empires at bay. Kas the Warrior is often represented as a minotaur wielding a great axe, though Kas lived before the curse of Ziga brought about minotaurism on Amberos. Tide/OHI: Named for the swift messenger who brought word of the evil wizard Mage to Kass attention. Ohi the Bearer of Evil Tidings is often depicted as a centaur, though he was human. Beran/EPRIM: Named for the daughter of Kas, who was to be married to the warrior Epoch, and was the target of Mages affections. Eprim the Bride is often depicted as a raven-haired maiden in a wedding dress. Inlude/EPOCH: Named for Kass greatest general, Epoch left his bride Eprim and his army marched forth to battle the wizard Mage. He was badly injured in the battle and was healed and fell in love with Vris. Epoch the Shiftless is commonly depicted as a warrior with a sheathed broadsword and a rose in his hand. Bristus/VRIS: Named for a hermatic wise woman who healed the warrior general Epoch, Vris the Healer is often depicted as a squatting, green-skinned hag bearing a basket of herbs. Areign/LATEN: Named after a night watchman at the castle of Kas whose lantern allowed him to see Mages army approach under the cloak of night. Laten the Watchman is generally depicted as an armored guard bearing a lantern aloft. Ember/MIRY: Named for Mages powerful apprentice who sought a secret way into Kass protected city. Miry the Lurker is often depicted as a blackskinned goblin holding a dagger-like wand above his head, ready to plant the weapon in someones back. Noris/MORS: Named for the merchant Miry bribed into opening the great gates to let Mage into Kass fortified city. Mors the Merchant is often depicted as a pudgy merchant counting the coins of his betrayal in his hands. Deckus/DRUG: Named for the great snake Mage summoned to destroy Kass forces. It is generally

History of the Calendar


The magic names for the seasons, months and days of the week are remnants from the ancient Misakean calendar used up through the Dark Age. The Kingdom of Malovak first revised the calendar. They varied the days of some months and took into account there was an extra week in the year. Previous to the Malovak calendar, the extra week was interspersed evenly throughout the year as six non-month holidays (Bloodtest, Marriagefest, Witchday, Finalfest, The Worship and Deathday). During the Dark Age, the Malovak calendar was forgotten, and the Misakean calendar saw resurgence. Starting during the Age of Swordfall, Emperor Nannon revived the calendar with more modern and generic names to somewhat distance him from the empires of old. After the fall of Swordfall, the revised names were kept by all but the resurgent Misake and Randu, which devised its own calendar. Likewise, certain distant or remote realms (such as Lost Vale, Arocnek, the broken lands, the wilde wastes and Oonala) have their own calendars, usually based on the lunar cycle of Lunakin.

depicted as a great white cobra, coiled and ready to strike. Dall/JLIHI: Named for the titanborn who stepped up as Kass champion to fight and defeat Drug, the cobra. Jhihi the Giant is generally depicted as an frost giant bearing Kass axe. Enfeeb/DRAJ: A corruption of dragon, referring to Guaradrell, whom Mage summoned after Jlihi beat his cobra champion. Draj the Dragon is generally depicted as a snake-like white dragon.

Major Holidays
Listed below is the major holidays recognized in the west. Most of these holidays were formalized back during the Elvin Golden Age or the Dark Age. A few existed even back during the Empire of Kas, under a different name. Date Bloom March 5th Beran 1st Shine Areign 28th Haleen 13th Noris 25th Fade Deckus 6th Dall 14th Enfeeb 26th Deadmonths End of Days Holiday The Planting Bloodtest Marriagefest Summerfest Debtday Witchday FinalFest The Reckoning The Worship Curmugeon Deathday The Gray Day Yeardeath

Days of the Week


Amberos uses a 6-day calendar; generally five of these days are work days and the last day of the week is for rest and worship. Like the months, each day has a magic name that is tied to one of the gods of Amberos. The current name for the days has existed since the Kingdom of Molovak. Originally, the days were named after the initial gods of Amberos back in the Age of Kas, and were replaced with the names of Ancient Ones during the Elvin Golden Age. As with many practices, Randu and its offshoots have translated the name of the days to their own language. They are devoted to the same gods, except for Bladey, which is dedicated to Titanicus instead of Dhorian. Day of Week Sundey Durdey Sturmdey Bladey Fordey Hapdey Magic Name PHROMI BELLUS VERMAC DHORIS/TIKAN FIRDUN HARPON Common Name First day Planting day Winds day High day Work day Worship day

Sundey/PHROMI: Named for Phromus. This day starts the week, and most folk believe how things go this day will determine if the week will be good or bad. Durdey/BELLUS: Named for Belli. Generally this day is devoted to gardening and outdoor activities. Sturmdey/VERMAC: Named for Vermnia. Folklore generally states that most bad weather happens on this day. People tend to stay close to home this day and do light work at best (so they can quickly seek shelter from bad weather, if need be). Bladey/DHORIS: Named for Dhorian. People generally believe that their actions for the week will be judged on this day. In Randese lands, the days magical name is TIKAN, and is named for Titanicus. Fordey/FIRDUN: Named for Fir. People generally believe they will have the greatest success on any endeavor they undertake on this day. Hapdey/HARPON: Named for Harp. This day is generally reserved for rest and worship.

Bloodtest (March 5th): At sunrise on this day, the populace of many towns is awakened by the sounds of hunting horns or other musical instruments associated with war. Troops march in parades during the day and new recruits are signed on into the military. Some countries (such as Randu & Barbed March) reenact famous battles as a spectacle for the masses. There are many parties thrown on this day to also mark the arrival of spring. Curmugeon (Dall 14th): On this day animals are treated with great kindness and respect. Across the continent, no animal is put to work no slaughtered for food. Meat is not eaten this day. At sundown, until dawn all animals gain human-like intelligence. Animals have been known to become aggressive and seek vengeance against those who may have mistreated it during the year. By the next morning, all animals return to their normal state. Deathday (Enfeeb 26th): This is a national day when the dead are mourned. Meals are cooked and set aside for the spirits of the dead who may still walk the earth. In areas such as the Skienlands and in Vactorstein, the living dress up in costumes and hold parties at which the dead may attend. Once night falls, most people lock themselves into their houses, for this is the night when the hungry dead are most likely to rise from the graves of the unmourned or forgotten dead. Debtday (Areign 28th): This day is often marked with parties where the wealthy dole out food to the unfortunate. Traditionally, most pacts or other business contracts are set to come due or expire at sundown on this day.

The Gray Day (Deadmonths): This day marks the winter equinox. There is generally no feasts or extravagant celebrations held on this day, though many households gather around the fire for a night of storytelling. Finalfest (Noris 24th): Considered to be the last festival before the onset of winter, there are grand parties thrown on this day to celebrate the end of the harvest season. Doonask begins the season of Festival on this day, which does not end until Bloodtest on March 5th. Marriagefest (Beran 1st): Also known as Lovers Day, this is a day when wedding engagements are announced, marriages are conducted and lovers gather for romantic trysts. While marriages do still occur throughout the year, engagements announced on this day are believed blessed with good fortune, and marriages conducted on this day are considered to ensure a large number of healthy offspring. The Planting (Bloom): This day generally marks the first day of planting for the growing season. On this day, most communities gather the remnants of halfspoiled winter food and use it for compost in their fields. Planting is of course also done on this day. The day usually ends with a feast of fresh food and meat as a rule no preserved foods or salted meat is eaten this day. The Reckoning (Fade): This day is one for quiet celebration and preparation for winter. Communities gather to swap stories, check stores for the winter and to enjoy each others company before winter sets in. Celebrations tend to last from sunup to sundown on this day, and are typically held indoors. Most celebrations end with a great bonfire, and it is generally an accepted practice to throw the days crockery into the bonfire to mark the oncoming rationing for winter. Summerfest (Shine): This day marks the summer equinox and is generally marked by feasts from the first harvested crops of the season. Witchday (Haleen 13th): This day is a bitter celebration of Mages ancient summoning of Guaradrell, the dragon who brought death to the world. It is a day of dark magic, curses and at the same time, great magic power. As the day draws on, arcane magic becomes

more and more powerful, and twisted with evil as the sun falls from the sky (according to legend, Mage summoned Guaradrell at sunset, and it is this ancient summoning that twists magic at night) and reaching its apex at midnight. It is believed that spells cast at the midnight hour that ends this night will be mighty beyond compare. Goblinoids revel in their alchemical magics on this day, and in places such as Vactorstein and Riddlekill, casting a spell on this day is punishable by death. In places such as the Ice Mages and Silkna Kingdoms, spellcasters tend to congregate to share magical secrets, hold spell competitions or hold banquets or feasts for others of their kind. Most such conclaves end an hour before sundown, allowing individuals to return to their abode before magic sours for the night. Even in quasi-magical Doonask, it is forbidden to cast magic on this day once the sun sets. The Worship (Deckus 6th): This is a day to celebrate the divine, and is usually marked by feasts, prayers and worship services throughout the day at temples. Miracles bestowed by the gods seem most abundant on this day, and most churches receive a vision of their gods avatar at their central church, which provides advice and direction for the New Year to those attendant. It is considered the direst of omens should a gods avatar fail to appear at its central church on this day. Yeardeath (End of Days): This day marks the end of the year and is generally a day of rest. However, once night falls, most communities gather for a revelry that lasts late into the night. An unsual practice that has evolved in the west in larger cities is to use a tun of whiskey as the basis of a great bonfire to celebrate the end of the old year. The highlight of the bonfire is when the great barrel breaks and sends a shower of flame into the sky as the whiskey inside erupts into an inferno. According to lore, this fireball is supposed to be a tribute to Phromus/Shurdea to return and warm the world once again for another year. Among some of the more daring, a game/challenge has evolved where individuals attempt to steal cupfuls of whiskey from the bonfire before the whole erupts and one is doused in flaming spirits.

Amberosian Wall Calendar


BLOOM / Spring
KAS / March
Su 1 7 13 19 25 Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30

OHI / Tide
Su 1 7 13 19 25 Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25

EPRIM / Beran
Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30

SHINE / Summer
EPOCH / Inlude
Su 1 7 13 19 25 Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25

VRIS / Bristus
Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25 Du 2 8 14 20 26

LATEN / Areign
St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30

FADE / Fall
MIRY / Ember
Su 1 7 13 19 25 Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25

MAGE / Haleen
Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25 Du 2 8 14 20 26

MORS / Noris
St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30

DEADMONTHS / Winter
DRUG / Deckus
Su 1 7 13 19 25 Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25

JLIHI / Dall
Du 2 8 14 20 26 St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30 Su 1 7 13 19 25 Du 2 8 14 20 26

DRAJ / Enfeeb
St 3 9 15 21 27 Bl 4 10 16 22 28 Fo 5 11 17 23 29 Ha 6 12 18 24 30

Countries of Amberos
Astronomy, Calendar Astrology and the
The Belt of Gosend The Cauldron of Morian The Children of Phromus The Cloak of Vermnia The Eye of Shame The Gate-lights of Heaven The Great Teeth The Hand of Volk The Harp The Lantern of Urdeus The Mask of Discoff The Nightboat The Staff of Gwieze The Sword of Dhorian The Tree of Aurora Quest against evil Lies Usurpation Disaster Revenge Reconciliation Madness/Death Tyranny Fame Truth Subterfuge Peace/Rest Secret Knowledge Justice Travel

There are strong ties between the stars of the heavens and the calendar of Amberos. Each month-name has a corresponding constellation in the heavens that is prominent in the sky throughout the month it is named for. During the month, this constellation reaches its zenith by midnight each night of the month. Likewise, the stars of the given constellation burn brighter that the others

The Night Sky


The night sky of Amberos is filled with a wondrous host of stars. Over the ages, many of the cultures that have inhabited Amberos - human and otherwise - have consolidated lists of constellations among the stars. Besides the great 12 constellations, there are a host of lesser constellations with various mythical means that can be found in a variety of star charts used for both travel and horoscope reading. A list of the major constellations and their significance is shown below. The twelve great constellations are the same as the magical names of the twelve months of the year. As each month comes to prominence, the stars of the associated constellation become the brightest in the sky. Sometimes, the gods wish to send portents to their clerics, and often do so by changing the hue or radiance of the constellations tied to their namesakes. The meanings of these portents are kept the utmost secret decipherable only to the most trusted clerics of the god, though the changes are noticeable to any with a sharp eye. Twelve Great Constellation Draj, the dragon Drug, the cobra Epoch, the shiftless Eprim, the bride Jlihi, the giant Kas, the warrior Laten, the watchman Mage, the wizard Miry, the lurker Mors, the merchant Ohi, the centaur Vris, the healer Association Destruction Sickness Tribulation/Trial Love Valor Leadership Vigilance Change/Chaos Patience Betrayal/Greed Portents/Good Health/Well-being

Wandering Stars
There are wandering stars visible at night, each of which represents one of the original gods of Amberos. The wandering stars are listed below, and each can be seen during the night during a specific day of the week. The wandering stars are said to be the gods eyes upon the world. Both Dhorians and Gosends star can even be seen as tiny pinpricks of light during the day, while the other stars are only visible at dusk, dawn or during the night. The Dark Ones star can only be seen as a black void in the otherwise starry nightscape, and is usually only visible when it passes over a star in a constellation, or one knows where to look for it. Star Truth Retribution Perseverance Majesty Peace Strength Evil God Dhorian Shame Fir Phromus Belli Gosend The Dark One Color Blue Violet Orange Yellow Green Red Black

Namesake Constellation

Association

Note that Vermnia, Jhalah nor Harp has a wandering star. Legend has it that Vermnia keeps her wandering star hidden, while Harp has no need of a wandering star to know what occurs on Amberos. Jhalah, of course, devoured his own star and relies on the occulus to monitor events on Amberos. There are rumors that Morian has a star, but that only those who know where to look for it can find it. Likewise, it is said that Gwieze once had a star, but that Discoff plucked it from the sky following the destruction of the Shadow Empire to blind Gwieze from the events on Amberos. Many think Gwiezes star is hidden somewhere, and only waits to be freed. Finally, there are rumors of a dragons star, named Drajonis that looks like a red-slitted eye, and which is

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Countries of Amberos
only visible to those with draconic sight. It is said to be all that is left of mighty Guaradrell. Zzadasa laid down the laws of how the gods were to use their wandering stars following the Dark Age, and for centuries, the priests of Zzadasa kept secret manuals that allowed them to read the position of the wandering stars in the sky and determine what the gods interests were focused upon. Over time, the secrets of these manuals fell into the hands of wizards and others interested in the focus of the gods, and the art of reading the heavens to determine future events or the plans of the gods became known as Astrology. mother in a horizontal clockwise motion. Her otherwise smooth face sports the motif of a wolfs head when Luna phase slips into the darkness of sky. It is this wolfs head that marks the three nights of uncontrollable shapeshifting of lycanthropes across Amberos when she manifests. Sidon is often also known as the Hunters moon.

The Sun
Unlike other worlds, Amberos is set on the inside of a vast globe, rather than on the outside of a planet. Because of this, the sun acts in a very different way than in our world. Further, the sun is not some star set into the heavens of Amberos. At the dawn of Ambeross beginnings, the sun was physically the face of the god Phromus looking down upon the earth in an unending gaze there was no night. With the coming of Guaradrell, Phromus turned away his face. When Dhorian became the Overlord of Amberos, Phromus created a daughter from his own fire that he named Shurdeua, and gifted as a wife to Dhorians son, Urdeus. Shurdeua took Phromuss place in the sky, and remained there until the end of the technological age. However, she shared the sky with her sister-in-law Luna, who brightened the night. After the technological age, the Ancient Ones were active, forcing Shurdeua into hiding so she would not become a slave to the Ancient Ones. In Shurdeuas place, the triumvirate of mighty Apollo of the Greek pantheon, beautiful Ameratsu of the Nippon pantheon and Ra of the Egyptian Pantheon shared duties in lighting the day. Near the end of the Elvin Golden Age, the Ancient Ones were lulled back to sleep and Shurdeua resumed her post until the end of the Dark Age. At the end of the Dark Age, the god of judgment, Zzadasa, decreed that the gods of Amberos would no longer be allowed to directly interfere with the world below. This applied even to Shurdeua and Luna, who left behind proxy versions of themselves to light the day and the night. The sun of Amberos does not rise and set; instead, it travels in a great circle clockwise around the continent of Amberos, with Luna at its opposite. The great mountain Tsre Vestu, which sits at the heart of Amberos, blocks the sun on the opposite side of the continent, creating night where the shadow of the mountain falls.

The Moons
Amberos is gifted with three moons. The primary moon is Lunakin, also known as Luna. Lunakin is the former mace head of the mighty weapon fashioned by Fir and used by Dhorian against the mighty dragon Guaradrell. The surface of Lunakin is bright and white, pockmarked by craters where the weapon shattered against the dragons hide, and later when Dhorian and Fir scooped white metal from the remains to create Luna, the bride of Urdeus. Luna travels in a great circle always opposite the sun Shurdeua. Further, the nighttime light it casts waxes and wanes over a cycle of 30 days. Besides Luna, there are two lesser moons in the night sky of Amberos. The first is Triton, handmaiden to Luna. Belli is said to have dredged Triton, originally a great pearl, from the sea as a wedding gift to Luna. When Lunas husband, Urdeus was stricken by lycanthropy, Luna animated Triton to act in her stead while she attempted to find a cure for her husbands illness. She has accompanied Luna in the night sky ever since her return. Triton circles Luna in a slightly angled vertical orbit. When Luna shines bright, Triton is invisible behind her mistress; as Lunas light dims, Triton comes forward, become a bright blue beacon in the sky. Likewise, since Triton was dredged from the sea, this trait has granted Luna control over the ocean tides that surround Amberos. Triton is the progenitor of the sea-borne tritons, who serve the moons as messengers, harbingers and servants. Finally, the last of the three moons that follows Luna through the night sky is Sidon, the small. Sidon is the only offspring of Luna and Urdeus, and was born with the curse of lycanthropy she inherited from her father. She is always at the side of her mother, circling her

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Countries of Amberos Deities of Amberos


Amberos is sometimes sarcastically called the Playground of the Gods. Long before Amberos was a continent, the great mountain Tsre Vestu was a sort of storehouse for all the whims and creations of the gods. The gods known as the Ancient Ones had just finished fashioning the last of their creations when a mystical being the gods termed the Wanderer, appeared before the gods, asking for a place to rest and eat before moving on. The other gods, interested in this unusual being, allowed the wanderer to stay. His single nights stay stretched to three, as the gods dallied in releasing their creations to be regaled at the philosophy and tales of this Wanderer. The mighty being Harp, who was a servant to all the gods and yet beholden to no individual god, soon came to realize that this Wanderer was, in truth, sowing discord among the gods, playing on their jealousies and darker desires; he was setting himself up to steal the creations of the gods for his own use. After the third day, the Wanderer had managed to foment jealousy and dark desires to the points that the gods fractured into two opposing groups. The first group, the Ancient Ones, were mostly beings of good and beneficence, though some among their number had very dark desires. The other group were the Old Ones, who began to experiment with realities that were detrimental to the creations within the great mountain. A titanic battle erupted, in which the Old Ones were cast out of creation where their weird realities could not harm what had been made. However, Harp also managed to reveal the Wanderers true intentions to the Ancient Ones, and they bound him in a prison of darkness, where he became known as the Dark One. Yet, even now the Ancients Ones began to turn against one another, as even some of the Ancient Ones had been corrupted by the Dark Ones poisoned words. Fearing a war between the gods that would do nothing but destroy all of creation, Harp used his own powers to cast the Ancient Ones into a deep sleep, leaving the lesser servants of the gods the Titans to watch over creation while Harp searched other realities for a way to undo the damage of the Dark One. As the Ancient Ones slept, their dreams took a life of their own, creating the realm of Aurora the dreamlands. There, the gods lived out lives and created dream-progeny in the form of the fey and goblinoids. In their dreams, the gods recreated some of the races they had first created and stored in the mountain Tsre Vestu one of which was humans. Into these dreams crept the Dark One, who in a guise as a mentor and explorer managed to lure the elf Arr Kann and the human wizard Stormonu out of Aurora and back to the reality of the mountain. Arr Kann and Stormonu delved into the mountain to learn its promised secrets. In the end, only Stormonu reached the deepest levels, where he found a gemstone known as the Heart of the Mountain. Taking the gemstone out of the heart of the mountain, he found himself in battle with two gods that the Dark One had managed to awaken Tiamat of the Babylon pantheon and Buddhamit of the Chinese pantheon. Both fought Stormonu atop Tsre Vestu in dragon form for the heart of the mountain, and Stormonu activated the gem in the hopes of destroying the two, and fled to Aurora. By sheer luck, as the great gem activated, threatening to destroy the mountain, Harp returned from his travels to witness the explosion of the gem. Unable to stop it, Harp changed the force so that it raised the continent of Amberos from the sea and only opened a small rend in the mountain, rather than tear it asunder as the Dark One had planned. Out of the rent in the mountain poured many races and creatures, and the rent even opened into Aurora, allowing the goblinoid races and elvin races to pass through into the new world. Harp stepped down from the heavens to lead the new races to safe havens on the continent; where his foot first struck Amberos, it spawned the god Belli; the playing of his harp to draw the races to him evoked the creation of Vermnia; from the first campfire Harp lit to warm the cold and dark land sprang the fiery Phromus. With the creation of these three deities, Harp charged the beings with the task of caring for the new races. With things thus settled, Harp returned to his wanderings to find a way to thwart the Dark One for once and for all. Listed below is an abbreviated list of the gods known on Amberos, both native to the world as well as the pantheons of the Ancient Ones. The names and demeanors of the Old Ones are a mystery and their reality is shifted so that enumerating them as a single, static entity is impossible.
Note: The above information is the common myth scholars believe to be the proper order of events for how Amberos came to be, as well as the gods relation to the world. The truth behind the Ancient Ones, Harp, the Dark One and the Old Ones is, in fact, much different that given above and it is a secret best told elsewhere.

Minor God: The deity is known only in certain places and/or has a small center of worship. The god cannot count on support or help from other deities, unless there is a direct blood relation. Moderate God: The deity is generally known across the continent, but has a small center of worship or a weak following. At best, the god can draw support from 1 or 2 other non-related gods, and any number of gods to which they are blood-related.

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Major God: The deity is known across the continent and has a large body of followers to draw on. Can draw support from possibly several other gods. Head God: The deity is known across the continent, has a large body of followers and is able to call on other gods for aid. Aspus (minor god, Neutral): The snake god, son of Vermnia and Belli, Aspus is considered a primitive god, mostly worships by the Aspii, Aztec and some Aharati tribes. Aztec (minor god, Neutral): Aztec is worshipped by the Aztec humans of Lost Vale, though it is in truth, a supercomputer from the Technological Age. Aztechs primary goal is the preservation and continued existence of the Aztec way of life. Belli (moderate god, Neutral): Also known as Father Nature, Belli is the personification of the lands of Amberos itself. He is kindly towards humanity, and on good terms with elves and Hillenfaey. Bellis relation with dwarves is strained because of their mining and excavation work, and the dwarves generally revile him. Belli is responsible for many of the animal-like sentient races, many of whom still worship him. Belli is generally considered a primitive god, and does not have a large clergy. All of his priests are druids, not clerics. Belli is allied with Vermnia (wife), Silamus (son), Visha (daughter), Triton (son) and Lorius (Son). Competius (minor god, Chaotic Good): Son of Morian, this wayward god is the husband of Discoff and often travels Amberos in mortal guise, aiding those who prove to have a glimmer of heroism in them. Competiuss priests are generally wanderers and rarely full-time priests. Competius is allied with Discoff (wife) and opposes Morian (father). Deor (minor god, Lawful Neutral): The dwarves of Amberos predate even the first gods of Amberos, and the deep dwarves are reluctant to worship Fir on these grounds. Older clans of mountain dwarves and deep gnomes on Amberos worship a powerful dwarf known as Deor, the miner. According to myth, Deor dwells in the depths of Tsre Vestu, and rarely visits his own kind. Dhorian (head god, Neutral Good): Known as the Overlord of Amberos, Dhorian is considered to be the kings of the Amberos gods. He took the title from Phromus, and there is much enmity between the two. He is worshipped by many humans and is one of the three founders of the Knights of the South. Dhorians symbol is a longsword, blade pointed down, symbolizing the sharp edge of justice. Dhorian is allied with Shame (wife), Opheus (son), Urdeus (son), Luna (daughter), Discoff (daughter), Magius (daughter-in-law), Shurdeua (daughter-inlaw), and Gosend (ally). Dhorian opposes Ziga and the Dark One directly. Discoff (minor goddess, Chaotic Good): A goddess of mischief, and daughter of Dhorian and Shame, Discoff is the definition of rogue on Amberos. Many Hillenfaey, whom she freed from the grasp of Gwieze, also worship her. Her symbol is a black mask surrounded by wisps of red hair. Discoff is allied with Dhorian (father). She is related to several other gods, but cannot count on their support. Fir (major god, Neutral Good): Described alternately as a dwarf or gnome, Fir is also known as the Master Smith. He created the first weapons, armor and other tools, and is always looking to improve them. Hill dwarves and gnomes of Amberos worship him, and blacksmiths of all non-evil races often offer prayers for his guidance. His symbol is a forge with a hammer resting on it. Fir is allied with Dhorian (ally), Shame (ally), Urdeus (ally), Opheus (ally) and Gosend (ally). Gosend (major god, Lawful Good): Known as the Battler of Evil, Gosend constantly wages war against the evil denizens of Amberos and fiendish outsiders who come to Amberos. He is the master of unarmed combat, and even attempted to wrestle the first of dragons, Guaradrell, though he lost. He is often considered a faithful companion to Dhorian. He is the patron of monks and martial artists. Gosend is allied with Dhorian (ally), Shame (ally), Opheus (ally), Menos (son), and Shurdeua (ally). Gosend directly opposes Titanicus, Ziga, Gwieze and the Dark One. Gwieze (moderate god, Neutral Evil): Known as the lord of shadows, Gwieze is an evil god with a secretive nature. Gwieze appeared during the Elvin Golden Age, ruling an empire of shadow that was brought down by Discoff. For those who align themselves with Gwieze, the god offers powers and secret knowledge in return for tasks they do in the gods name. Gwieze directly opposes all other gods. Hamma (minor god, Chaotic Good): As the elves believe themselves to be the dreams of the gods themselves, they do not worship a god per se. Hamma is best described as a patron of the elves, granting aid and protection when requested. He is known by the title Yminthra, which translate to King of Kings, and is considered the King of the Elves. Elves who invoke his name are actually drawing their power from the essence of Aurora to power their magic. Harp (moderate god, Neutral Good): The Immortal One, Harp is often described as the Keeper of the Ancient Ones. He alone provides immortality to the gods, and to mortals who please him as well. According to legend, it is the songs of Harp that keep the Ancient Ones sleeping. Harp is generally

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worshipped by Afarians and is the patron of bards and performers. Jhalah (major god, Neutral Evil): The god of the dead, Jhalah was once the giant of a man, Jlihi, until he became the first person to be killed, by the dragon Guaradrell. Ever since then, Jhalah has been driven by a hunger to devour the souls of the dead. He is generally placated instead of worshipped, but he has a handful of priests he has chosen through divine portents rarely do priests join the church willingly. Jhalah now guards the realm of the dead, and undead are his mortal enemy, for he is denied the taste of their souls. Jhalah is allied with Titanicus (ally) and occasionally Ziga (ally) or Dhorian (ally), but these alliances are shaky due to his ever-ravening appetite. Jhalah directly opposes Teeth. Kerundinius (minor god, Neutral Evil): The Black Mage, Kerundinius was an Ubunti human who was enticed by The Dark One during the Dark Age. He helped to enslave many of his kinsfolk and rose in power in the Dark Ones hierarchy until he came to realize what his final fate would be enslavement in Hell for his crimes. Kerundinius broke from the Dark One and fled from the evil ones presence, but managed to retain followers and worshippers among the Ubunti. He is now a native, minor god of foul magic. Kerundinius opposes Magius. Ko Kassa (minor god, Neutral): The Thunder Mountain King, Ko Kassa has become the lord of the race of giants on Amberos. He is the son of Belli and Vermnia, and has long been doted on by his mother. Aharati and Ubunti human tribes generally placate him, and his true priests are exclusively giants. Ko Kassa directly opposes Deor. Lepornunse (minor god, Chaotic Neutral): The god of disease and son of a frightful mating of Ziga and Jhalah, this god is a walking disaster. Priests of Lepornunse are often those the god has handpicked for his service, and most intelligent Amberosians merely fear and placate the god of disease. Logres (moderate god, Lawful Good): Son of Harp, Logres is a caring god who only recently arose during the Dark Age. His gentle ways and preaching of peace have attracted many followers. Lorius (minor god, Neutral): Lorius is often called The Wind That Walks by the Aharati and Ubunti who worship him. He is the son of Vermnia and Belli. He is a gentle, if somewhat aloof god who favors his father. He can often be found in human form and is fond of competing with individuals from Aharati or Ubunti human tribes, for the sheer sport of competition. Luna (minor goddess, Chaotic Good): Created by Dhorian and Fir as a wife for Urdeus, Luna travels the night sky as the moon, providing light for her husbands forays against evil. Mkree Malka (minor god, Lawful Evil): The Shark God, Mkree Malka is the foul offspring of the twin cruel acts of Silamus and Triton aboard the Nightboat. Mkree is a fearsome god of the sea who constantly hungers for flesh and power. He despises not having power on land and often inducts land dwellers into his clergy in an attempt to spread the faith. His followers are Shaakasti, Sahuagin and other land-bound races he has forced or scared into worshipping him. Mkree Malka directly opposes Triton (father) and Silamus (father). Magius (minor god, Neutral Good): Daughter of Phromus, Magius was created from the absconded magic of men. For a while, Magius became a mortal and lived among men, teaching them wizardry. She has again ascended back into godhood, and with her ascendancy Sorcerers have begun to appear on Amberos. Magius is allied with Dhorian (ally), and Phromus (father). She directly opposes Kerundinius. Menos (minor god, Neutral): Son of Gosend, Menos is the epitome of mind over matter. It was Menos who devised the psionic web and taught mortals how to harness their mind into psionic abilities. Menos left Amberos at the end of the Dark Age to pursue and destroy the Dark One, causing psionics to fall into disuse during his absence. With his return, psionics is on the rise. Menos does not have priests, instead his followers are devout psions. Morian (moderate god, Chaotic Neutral): Known as the lord of lies, this mysterious god lives his life backwards in time. Morian is a seer and keeper of secrets, and his mysterious machinations have brought into being the gods Teeth, Competius and Lepornunse. No other god trusts him and directly opposes the actions of the Dark One. Nazgaduum (minor god, Chaotic Neutral [Evil]): Once a powerful titan who was beholden to the Old Ones, Nazgaduum fled into Tsre Vestu when his masters were imprisoned. However, during the cataclysm that rose Tsre Vestu from the sea, he returned to the world at large and tricked the amphibious race of the Ister-Suul to open a rift to the Realm of Madness. Nazgaduum was sucked into the realm and became a mad god, who still rules the Ister-Suul. Nazgaduum opposes all the other gods. Opheus (moderate god, Lawful Good): The twin of light, Opheus is the son of Dhorian and Shame. His brother is Urdeus, the twin of night and his wife is Shurdeua, the sun. Opheus wages a constant battle against the creatures of evil, and has an undying hatred of undead. Opheus is allied with Dhorian (father), Shame (mother), Urdeus (brother), Shurdeua (wife) and Xygleon (son). Urdeus directly opposes Gwieze, The Dark One, Teeth and Ziga.

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Phromus (minor god, Chaotic Neutral): The former Overlord of Amberos and god who lit the world, Phromus is a distant deity with few followers. He has a friendship with dragons, and has been known to use them to plague humanity. He has few humanoid worshipers outside of the Ubunti. Dragons do not worship Phromus directly, but is favored by them. Those dragons that gain his favor can sometimes draw on his magical power for spells, as if they were clerics. Shame (moderate goddess, Chaotic Good): Wife of Dhorian, Shames good name was brought low by infidelity to her husband Dhorian. Once the goddess of love, she is now the mistress of secret knowledge and marriage. Her nature has become two-sided, and those seeking revenge against a wrong often pray to her for vengeance, as do those whom bear her corrupted name Charlatans. Shames symbol is a brides veil. Shame is allied with Dhorian (husband), Urdeus (son), Opheus (son), Gosend (ally), and Fir (ally). She has a shaky relationship with Discoff (daughter). Shame directly opposes Morian, The Dark One, Ziga and Gwieze. Shurdeua (minor goddess, Neutral Good): Made from a part of Phromus himself, Shurdeua walked the sky as the sun, shining her golden light on the world. Shurdeua is the wife of Opheus, the twin of light. She is generally only worshipped by primitive folk such as the Ubunti and Aharati. Shurdeua is allied with Opheus (husband), Phromus (father) and Dhorian (father-in-law). Silamus (minor god, Lawful Neutral): Boatman of the dead, Silamus is the youngest son of Vermnia and Belli. Silamus achieved his position simply because there was nothing else for him to do. Silamus guides the vast Nightboat, an otherworldly ship used to ferry the dead nightly to the realm of Hades, where they may be judged. Silamus is allied with Belli (father), Vermnia (mother), Jhalah (ally), and Triton (brother). He is neutral towards all other gods. He directly opposes Teeth. Ssrell (minor god, Lawful Neutral): The god of Knowledge, the gender of Ssrell is in dispute, though it is known to be the offspring of Zurdoise. Often referred to as the Lord of Levels, Ssrell seeks to unlock and codify the secrets of the universe in complex mathematical statements. He has few followers who can understand his arcane formulas, and he does not grant spells to priest so much as teach them formulas to call on to empower their magic. Ssrell is allied with Zurdoise (father) and Menos (ally). Tageus (minor god, Lawful Neutral): The offspring of Discoff, Tageus was a mortal demi-god until following the recent economic upheaval on Amberos, after which he was placed in charge of the wealth of the world, to prevent a similar occurrence. He is now the patrons of merchants and thieves wishing to make a fortune. Tageus is allied with Dhorian (ally), Discoff (mother). Teeth (minor dead god, Chaotic Evil): The aborted child of Shames treacherous affair with Morian, Teeth was raised in the underworld by Jhalah, where he eventually broke free of the realm and brought the secret of unlife and undead to Amberos. He was imprisoned in a torporous state in a netherworld following the Dark Age, but there are those who still attempt to revere or free him. He opposes all the other gods, though he did at one time have an alliance with Tuma and Ziga. Titanicus (major god, Chaotic Neutral): A cruel god of war and slaughter, Titanicus is the patron god of the Ghan and fuels their drive to battle. Evil barbarians, unscrupulous fighters and many mercenaries often worship him. While Titanicus is not overtly evil, he is much feared and often reviled by non-worshippers. Titanicus does not have a standing hatred or alliance with any god. Triton (moderate god, Neutral): Lord of the seas, Triton is the son of Belli and Vermnia. He has much of his mothers temper and disdain for land-bound folk. Land-bound races more often placate Triton than worshipped. His primary worshippers are mermen. Triton is allied with Silamus (brother), Belli (father) and Vermnia (mother). He directly opposes Mkree Malka (son). Tumas Waybreath (minor cult, Chaotic Evil): While the demigod Tuma, the Destroyer, may be dead, his followers still perform acts in his name across the continent. Tuma was once a servant of Zzadasa, but rebelled near the end of the Elvin Golden Age. Tumas Waybreath oppose all other gods. Urdeus (moderate god, Chaotic Good): The twin of night, Urdeus is the son of Dhorian and Shame. He is the twin brother of Opheus, the twin of light. Urdeus stalks through the night, his way illuminated by his wife Luna as he seeks out and hunts down evil. He is the patron of Lycanthropes, who share his curse of transformation on the night of the full moon. Urdeus is allied with Dhorian (father), Shame (mother), Discoff (sister), Luna (wife), Gosend (ally), and Fir (ally). He directly opposes Ziga. Tzuchamus (minor god, Lawful Evil): Another supercomputer god of Lost Vale, Tzuchamus is a former battle computer AI that seeks to overthrow Aztec and turn the Aztec humans into a warrior force bent on conquering the surrounding lands. Tzuchamus directly opposes Aztec. Vermnia (moderate goddess, Neutral): Wife of Belli, Vermnia is queen of the air and has little love for the creatures of the Earth, often sending storms and foul weather to scatter Bellis Playthings. She is

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placated more than worshiped, but she does have priests among the Aharati humans and the bird-folk of the garuda. Vermnia is allied with Belli (husband), Visha (daughter), Triton (son), Silamus (son) and Lorius (son). Visha (minor goddess, Lawful Good): The matron of battle, Visha is both a protector and a warrioress. She is the only daughter of Vermnia and Belli. Many female warriors and paladins of both sexes worship her. Vermnia is allied with Dhorian (ally), Belli (father), Vermnia (mother), Triton (brother), Silamus (brother) and Lorius (brother). She directly opposes Morian and Titanicus. Xygleon (minor god, Lawful Good): The lord of civilization and its protector, Xygleon is one of the few gods that often takes mortal form to defend cities or other places of civilization from destruction. Unlike many of the other gods, he can be, and sometimes has been, bested or thwarted by mortals, though not permanently destroyed. Xygleon is allied with Opheus (father), Shurdeua (mother), and Dhorian (grandfather). He directly opposes Titanicus. Ziga (major goddess, Chaotic Evil): Goddess of corruption and vice, Ziga is often blamed to be at the heart of any evil act on Amberos. Her powers of disfiguration and corruption of the entire goblinoid races is well known on Amberos, and her main body of worshippers consists of the very humanoids she has corrupted. Ziga has at her command the twisted legions of the Abyss, though her control of such beings is questionable at best. She is also the mother of the dark elves and was once an elf herself. Ziga opposes all the other gods, though she sometimes is willing to work with other deities (usually evil ones) for short periods of time. Zurdoise (minor god, Lawful Neutral): Known and despised as the god of technology, Zurdoises power was greatly reduced after the implosion of the Age of Technology. He is worshipped by the dragon men known as Algalue, scientists and by sentient constructs. He does not grant spells to his priests, but instead gifts knowledge to create technological devices or constructs. Zurdoise is allied with Ssrell (son). Zzadasa (minor god, Lawful Neutral): Known as the Judge, Zzadasas job is to uphold the laws of the universe, as well as make sure the gods obey the laws. Zzadasa is popular among the Randese, many of whom feel that Dhorian is to partial to the people of the west. Zzadasa prefers to not forge any special alliances with or hatred of the other gods. The Dark One (head god, Lawful Evil): The god of evil incarnate, The Dark One is the master of hell and is the despoiler of all good. Where Ziga transforms her evil minions to match their twisted souls, the Dark One labors to annul the forces of good and replace them with his own foul desires and willing servants. The Dark One opposes all the other gods.

Other Gods
The Ancient Ones: These gods have existed since before Amberos rose from the sea. Consisting of the various pantheons of the Greek, Egyptian, Chinese, Babylonian and other mythos. These gods made their presence known to Amberos during the Elvin Golden Age, but have been in sleep in the planes beyond Amberos since that time. The gods of Amberos constantly fear the awakening of these gods, and do not kindly suffer priests to worship these pantheons. The Old Ones: Sealed into the Realm of Madness by the Ancient Ones, the Old Ones are gods of insanity and chaos that have been bound away against the mortal world. Though the old ones have managed to completely pierce the veil to return to the mortal world, their minions sometimes pass into Amberos, and priests sometimes arise who seek to free the Old Ones from their otherworldly prison. The Titans: Minions and servants to the Ancient Ones, they escaped the sleep of the gods and many ruled in the gods stead for some time. When the Ancient Ones awoke during the Elvin golden age, many took umbrage at the Titans actions and a great war between titans and the Ancient Ones was spawned. The titans lost the war and were banished to Tarterus, but the fight weakened the Ancient Ones, making it easy for Gwieze to put them back to sleep.

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Countries of Amberos Races of Amberos


There are a wide variety of sentient races that populate Amberos. However, only the most well-known and common races will be discussed in this section. These races either play prominently in the to shaping of Amberos as it is, or can be found virtually anywhere across the continent. dwarves feel bound to worship Fir, and instead still continue to revere Deor to this day. In the following years, as the Time of Technology came to the fore, dwarven craftsmen found themselves becoming intrigued with the science of technology. As a race, dwarves had always been too pragmatic to embrace the chaotic energy of magic, but science offered them powers and abilities that the dwarves could stomach much easier. Dwarves became wellknown for their skill at creating technological items, and even became well-known as Merchants of Doom when the technological wars first started to flare to life. However, the dwarves quickly saw the danger of the escalating War of Technology, and once again boarded themselves into their stone halls to weather the war. When the angered Ancient Ones turned upon man, the dwarves put away their technological secrets or destroyed them, lest they suffer the fate of man. However, some dwarven clans to this day still experiment with technology, and some seek to see a return of the wonders of the Age of Technology, though such will never be possible again on Amberos. When Ziga created her evil races and twisted the goblinoids into foul shapes at the end of the Elvin Golden Age, the gobilinoids were driven into the earth, battering themselves against the dwarven kingdom. Unable to corrupt the dwarven leadership as she had done with the goblinoids, Ziga struck at the disenfranchised among the dwarves whom she could twist with desires to overthrow the ruling monarchy, creating the mad derro dwarves. It was these dwarves and the devilhands they summoned from Gehenna that helped to bring ruin to the ancient empire of the Dur-Wundar. Since the fall of the Dur-Wundar empire, the dwarves have been scattered across Amberos. There have been many attempts by heirs of the ancient kingdom to reunite the dwarves or re-establish the Dur-Wundar empire, but the clans of dwarves have become too fractured and innured to their realms to have allowed the successful reestablishment of the Dur-Wundar empire to rise once again.

Dwarves
According to the legends of the dwarves, these rotund, squat miners were fashioned during the Time Before Time by the titan-god Deor. According to the legends, Deor was tasked by one of the Ancient Ones of the Norse pantheon to build tunnels, rooms and various structures within the mountain of Tsre Vestu to house the creations of the gods. Deor secretly created for himself a legion of workers from the rock he chipped away. These creations were to assist him in the mountain the dwarves. Unseen by the gods, Deor and his crew created the mazeworks within Tsre Vestu and were undisturbed by the God War and the subsequent sleep of the Elder Gods. When the mountain was shattered by the cataclysm Stormonu unleashed at its peak, many dwarves found their way out of the mountain or were hurled out by the cataclysmic events onto the just-risen continent of Amberos. It was at this point that the dwarves divided into two factions: the mountain dwarves who remained to work with Deor in the depths of the great mountain Tsre Vestu, and the hill dwarves who struck out explore and mine the newly discovered continent. The hill dwarves built a mighty empire, known as the Dur-Wundar Empire and had brief encounters with the elves, humans and goblinoids that had likewise just arrived upon the world. The dwarves even attempted to broker a peace with the elves, helping to create the race of gnomes to act as mediators between the two races, but the experiment backfired, nearly creating a war between the elvin empire of the Evanthium Coridium and the DurWundar empire of the dwarves. Luckily, the pragmatic dwarves merely decided to retreat into their mountains, and this spared them from deprivations of Guaradrell. When Belli sent out a call for a champion to defeat Guaradrell, the dwarves, elves and gnomes met to decide who they would send. The task fell to a competent craftsman and skilled diplomat of a gnome named Fir. While Fir did not directly defeat Guaradrell, he supplied the weapons and armor to Dhorian, who did defeat the evil dragon. In recognition for his service, Dhorian elevated Fir to a godly status. This has become somewhat a bone of contention among the dwarves, for Fir was supposed to pass the offer of godhood to the king of the Dur-Wundar, instead of seize it for himself. Thus, few

Elves
The elves of Amberos claim to come from the dreamlands of Aurora, where they are the living dreams of the ancient gods. Certainly, the elves have a beauty and haughtiness to match the Ancient Ones, and their immortal lifespans give more credence to their claims. Unlike the mortal races, elves do not die. However, the years can wear heavily on their mortal frames, and after a time usually a thousand years elves feel the need to leave the mortal realm and return to the dreamlands of Aurora. Elves first arrived on Amberos during following the sundering of the great mountain Tsre Vestu. The

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mighty cataclysm that rocked the mountain and raised the continent of Amberos from the sea likewise tore a hole to the dreamlands, and through it passed curious elves to the mortal realm, taking bodily forms as they passed from dream to reality. The elves competed with humans in the early years of history; the elves point to many calamitities humans created (including the rift to Aurora) as reasons to reign them in and rule them. When humans awoke the ire of the Ancient Ones at the end of the Technological War, the elves were able to enslave humans and solidify their positions upon Amberos, creating the Evanthium Coridium. As the fantasy of Aurora merged with reality of Amberos under elvin magic, uncounted years passed. However, the elves were eventually undone by the goddess Ziga, whose claims of elfdom were spurned as were her dark, goblinoid ways. Seeking revenge, she laid the undoing of the elves and inspired the disaffected among the elves to join her in rebellion against the great Ymin of the elves. Yet, she herself was betrayed and her plans, to an extent, were thrwarted. But the leader of the Evanthium Coridium fell, and with his death, the connection to Aurora was severed, stranding the Amberos elves forever after on Amberos. There are three major branches of elfdom that mingle with the surface races. The most common are the High Elves, either from the ancient Elvin Kingdom of the Evan Cordum or from splinter kingdoms spread across Amberos. The second group, the gray elves, are actually nobles among the elves, who gain their pale skin and vast intellect via special conconcotions they administer to their kind. The secrets of these concontions are a highly guarded secret among the elves, and if it were not for these infusions, they would be mere high elves. The last group, the wild elves, arose from those elf clans who refused to become part of the once-vast Evan Cordum. The wild elves are more in tune with their natural heritage than the other two branches of elves, and often see high (and especially gray) elves as corrupt as the dark elves. There are other subgroups of elves known to Amberos; often these elves were transformed to live in specific areas of the world or their transformation allowed them to perform special duties; the magical and mutable nature of the elven form allowed for many varieties of elves to come into existence such as light elves, coral elves, sea elves and falcon elves. However, the greatest shame to the elvin race is the dark elves the fallen elves whose dark hearts embraced Zigas evil and plotted to overthrow the rightful rulers of the ancient elvin kingdom. These elves, whose skin was blackened to match Zigas own, fled to the deep earth when Zigas plans failed. If ever elves were to know hate, it is directed at these traitors to their kind. Another branch of elvindom are the shadow elves, those whom have given themselves over to the dark secrets of Gwieze, the lord of shadows. Lastly, there is a final branch of elfdom that is no longer elf. In the time where the great dragon Guaradrell rampaged across Amberos, spreading death in his wake, the newly created god of death, Jhalah, threatened to devour the dead elves slain by the mighty dragons rampage. However, in return for sparing the elvin souls so that they could return to Aurora to dwell in peace, the great Ymin (King) of the Elves struck a bargain with the lord of the dead. Several elvin nobles became the progenitors of priests to find and feed Jhalah in return for immunity to his soul-devouring hunger. However, late in the Elvin Golden Age, Jhalah and these priests plotted with Ziga against the elves. In his greed to increase the slaughter, Jhalah betrayed Ziga. In her anger, she plucked out the left eye of each of Jhalahs treacherous elvin priests and imprisoned their soul within the eye. These foul priests became the creatures known as occulus, who to this day still serve as the eyes to their hungry master.

Gnomes
The gnomes of Amberos are the ancient offshoots of magical union of elves and dwarves. Before the Age of Technology and the rise of the Amberos gods, the elves and the dwarves came together and attempted to hammer out a peace between their kind. As part of the piece, the two races joined their magical prowress together and created the gnomish race, whom was to be a liason between elves and dwarves. Unfortunately for the two races, the gnomes proved to be too full of mischeviousness, and their pranks instead drove a wedge between the two races, rather than bring them together. When the War of Technology broke out, the elves retreated to their forests and the dwarves to the earth. The trouble-making gnomes were left to fend for themselves, and they became a wandering race that seemed to disappear completely during the Elvin Golden Age. Many believe the gnomes during that time had been captured by the shadowy lord Gwieze, but the gnomes refute the claim, only speaking they were elsewhere at the time. However, after the defeat of Gwieze and his Shadow Empire, it does appear that the gnomish race resurfaced in the area now known as Llinn, for the goddess Discoff led the halfings she had freed to the gnomes for them to nurture and protect. Since that time, gnomes and Hillenfaey have been fast friends, a practice that still continues to this day. As for where the gnomes had been during half of the Elvin Golden Age, no gnome will say, and those who lived through the mysterious times have not even passed

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the knowledge down to their heirs, so it has become one of the great mysteries of Amberos. The gnomes have, over the years, split into three distinct subgroups. The most common are the rock gnomes, who live near the surface and deal with the surface world on a regular basis; these gnomes favor both parentages nearly equally. The deep gnomes of Amberos have taken to the dark depths of the underworld; these gnomes have taken to their dwarven parentage. The last subgroup, the forest gnomes, live in the wildernesses untouched by humans. These gnomes favor their elvin heritage. though some fled back to Aurora, the goblinoids had somehow magically divorced themselves from Aurora, and their souls would not return to the land upon their death. In time, this act would spell their doom. Before the fall of the Elvin Golden Age, the goblinoids were as graceful and beautiful as the elves, despite the darkness within their souls. Like the fey and elves, the goblinoid races built their own empire in Amberos, known as the Golgoloth Empire. However, when the dragon Guaradrells rampage brought death to Amberos, the goblinoids discovered a horrible truth. Because their race had removed itself from Amberos, a goblinoids death was final they neither passed on to Hades to be judged nor passed back to Aurora as the elves did. This truth warped the consciousness of the goblinoid race forever. They became jealous, petty and cruel, fearing for their own lives, covetous of what they owned and desirous to rule over others so as to reduce the chance others might attempt to erase their kind from existence. Ziga used the growing darkness of the goblinoids and their fear of death to her own uses. Creating a pact with the goblinoids, she promised them a place in the afterlife in her own realms and to grant them dominance over all of Amberos. She did this in return for the goblinoids aid in felling the elves that she had grown to hate. However, when Ziga unleashed her other races against the elves (and perhaps because she turned a part of the elvin race against itself the dark elves), the goblinoids instead sided with the elves against the threat of the new sorcerous and evil races. Many believe the goblinoids saw the new races as threats, and thought they had been tricked. Regardless of the reason, Ziga cursed the goblinoids for their treachery, twisting their outsides to match the evil within their hearts. After Zigas initial defeat, the transformed goblinoid races drove Zigas minions into the deep earth and took up vigilant guard against the return of these races. In the end however, Ziga was able to wend her way into the twisted goblinoids hearts until they fell under her evil sway and have become pawns in her eternal war to gain control of Amberos. Barghest: Most powerful of the goblin families, the barghest were, like the aranea, powerful spellcasters, but savage in nature. Ziga twisted their form to that of a savage wolf, and even though they have mastered magic enough to transform like the aranea, they can only assume the twisted goblin form. Bugbear: Assassins and spies for the Golgoloth empire, Ziga twisted these burusque goblins into a mismatched form reminicent of a motley dog (or cur as she termed the curse). Bugbears still rely on stealth and surprise, but they have mostly lost all their magical skills they once had.

Giants
The giants of Amberos were the offspring of the Titans, who themselves were the creations of the ancient gods of Amberos. When the ancient gods of Amberos were lulled to sleep after completing the mountain Tsre Vestu, the titans continued in the gods stead, creating the races of the amazons, zamadons and hermaphrodites, and it is believed, the guad. When Tsre Vestu rose from the ocean for whatever reason, the titans control of the races were usurped and they became mere onlookers, and remained onlookers until the Ancient Ones were awakened during the War of Technology. The Ancient Ones first impulse was to destroy all the races, but the titans fought against this, and created the giant races as warriors for their cause. In the war that followed, the gods vented most of their anger on the Titans and their armies. Eventually the titans were confined to Tarterus and the giants were left leaderless on Amberos. Ko Kassa, the young Amberos god of fire and mountains, took the giants as his own during the Elvin Golden Age, and they have remained under his guidance ever since, though there are many cults of giants who seek to return their titan lords back to Amberos by any means necessary.

Goblinoids
Often referred to a Zigas races, goblinoids are one of the two races that predates the habitation of Amberos, and the second major race to inhabit the dreamrealm of Aurora. According to legend, in the time before Amberos was created, the ancient gods slipped in a deep sleep. Their dreams created the realm of Aurora and the races that inhabited it the race of elves, based on the happy dreams of the gods, and the goblinoids, based on the dark dreams of those gods. When the ancient cataclysm that brought Amberos to the surface occurred, it rent the very fabric of space, opening a portal between Aurora and Amberos. Through it passed the curious elves, and the stories they brought back of the mortal realm enticed the entire goblinoid race to relocate to this material realm. Even

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Goblin: Once merely dark-minded fey whose beauty matched those of the elves, Zigas curse has wracked both the mind and body of these creatures, making them ugly, savage and weak. Goblins have lost most of their once-famous magical skills and now are petty creatures with desire to do little more than destroy or befoul whatever they can get their hands on. Hyaenid: Once the loyal pets of the goblinoids, Ziga curse granted them humanoid form and a taste of flesh for their former masters. Now, the former pets of the goblinoids hunt down their own kind to devour, as well as that of Zigas mortal enemies, the elves. In a strange twist, hyaenids give birth to hyenas. Whena hyena survives five years or more, it molts into a hyaenid after the first goblinoid it kills and eats. Hobgoblin: Likewise affected by Zigas curse that transformed these once darkly beautiful fey to a twisted form that matched their inner ugliness, the hobgoblins managed to retain much more of their intelligence and cohesiveness moreso than mere goblins. Where goblins are nasty little terrors who revel in destruction, hobgoblins are calculating, wicked evil bent on enslaving other races to their will. Ogre: Once tall and winsome creatures of the wild, ogres have been reduced to near-mindless brutes who stalk the wilderness in search of an easy meal. Some ogres have managed to retain their magical skills and a cruel intellect, though their forms are still as twisted as their brethren. Orc: Orcs were originally warriors created by the goblinoids used for both defense of the Golgoloth empire and as a mercenary force to take human (and other races) as slaves for the goblinoids. Ziga approached the orcs first, and through them sought to create an uprising that would force the goblinoids to side with her. However, the orcs came to fear Ziga, and counciled by the goblinoids who realized the true threat Ziga presented, they turned stag against the queen of corruption. Thus Ziga hit the orcs the hardest with her curse, turning their form into a mockery and reducing them to brutal savagery even agains their own kind. The orcs have been completely overcome by the curse Ziga laid upon them, and even now they have come to worship her as their primary god. Orkan: During the Dark Age, the Skyland Hold often used orcs as mercenaries for their armors. However, the orcs often squabbled as much with themselves as with their enemies, and while though they were easy to use as fodder, their commander's lack of intelligence often cost the Skyland Hold both time and resources. In the capital of the Skyland Hold, the dark council brought the best and the most vile of the orcs and using magic and coersion, mated them with humans. The eventual result were half-orcs; a race of mixed human and orc blood who loyalty lay with the Skyland Hold. Smarter than their orcish kin, but just as strong and cruel, half-orcs quickly began to lead the orcish armies. As a race, half-orcs bred true among their own kind, or could use human or orcish mates to produce more of their own kind. When the Skyland Hold fell, the orkans were scattered with the orcish tribes. Many still rule or work with orcs, often as leaders - many of whom "rule" in the Dark Valley. Some orkans have become civilized and become accepted into human society across Amberos, though many are leery of their orcish ancestry. Weaver: The most magic-capable of the goblinoids, the race now know as the weavers are masters of deciet and behind-the-shadows manipulation. Using illusions and charms to impose their way upon others, Ziga punished weavers by giving them the form of a spider, and only by means of magical manipuation can they assume their ancient, darkly beautiful elflike forms.

Hillenfaey
The hillenfaey race is perhaps one of the more unusual races of Amberos. Created as slaves to the evil god Gwieze and his Shadow Empire, the hillenfaey were set free when the empire was destroyed. Hillenfaey were once racial stock of either elf or human decent (the exact stock is unknown), miniaturized by Gwieze to act as diminutive warriors and assassins. When the Shadow empire fell, the hillenfaey race was freed of their evil by the goddess Discoff, who set them free to pursue their own livlihood. The halfings once had an ancient empire in the northeast portion of Amberos known as Luthinway, that survived from the Dark Ages until the First Dragon War, when it was absorbed by the Empire of Swordfall. Despite the fact that Swordfalls Empire no longer exists, the halfings seem in no hurry to put together another empire they seem content to let the other races think they are running the show while they do as they have always done. There are four subgroups of halfings on Amberos. The most populous is the Kendling, with Hairfoot and Stout following second and the race of Deep Halfing being very rare.

Humans
The first humans did not appear on Amberos until the great disaster caused by Stormonu rose the continent of Amberos from the sea. The great disaster also split open a section of the great mountain (which the dwarves later sealed), allowing humankind to pass from the mountains interior into the lands beyond. The god

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Harp led the first humans to fertile lands where they were left to grow and develop their own culture. Unfortunately humans, elves and the goblinoids did not get along and the elves and goblinoids treated the humans poorly, often enslaving them. This continued until a powerful warrior and runecaster, named Kas, was able to solidify an empire that kept the elves and goblinoids at bay. However, the first wizard of Amberos -the human wizard Mage - who sought to enslave the first of dragons, Guaradrell, undid Kass empire. Guaradrell went mad and rampaged across the continent, bringing true death to the world in his wake, and crushing Kass empire. Luckily, the human Dhorian was able to kill Guaradrell and stop his rampage. Ascending to godhood with his four companions Shame, Fir and Gosend, as a former human Dhorian assured humankind a dominant place in the world from that point on. Though humans have suffered all sorts of setbacks and other calamities over the years on Amberos, they have become the undisputed masters of the world, with a wide variety of subgroups who have affinity to one of the many gods of Amberos. Aegyptian: The children of Shame, the Aegyptians are descendants and relatives of the goddess Shame from back when she was a mortal. Upon ascending to godhood with Dhorian, Fir, and Gosend, she continued to rule and guide her people until the end of the Technological War. At the final climax of the Technological War Shame was imprisoned by the Ancient Ones and her people given over to the Egyptian pantheon to rule. Her people are now deeply divided by those who have returned to her worship and those who still worship the Ancient Ones. Most Aegyptians can be found in Llannhanex or Iiannhanex. Afarian: Most Afarian humans are actually from stock from beyond Amberos, brought to the realm during the height of the Ancient Ones time on Amberos during the Elvin Golden Age. Others are the result of mixed marriages of different human subtypes or even those with small amounts of non-human blood in their veins. Afarians can be found across Amberos, and make up the majority of the human population. Aharati: During the terrible reign of Guaradrell, Lorius, the god of the wind, saw that his father Belli was helpless to stop the dragons rampage. Lorius took what Ubunti human tribes he could and led them to safety away from the rampaging dragon. Loriuss fast feet kept the nomadic Aharati on the move and out of the dragons clutches, and even after the dragons rampage ended, the tribes of Lorius continue to wander the continent, always one step ahead of trouble. Aztech: When the Algalue dragonfolk fled from their home in the stars, the god of knowledge, Ssrell, was left without servants and followers. He followed the Algalue to Amberos, and seeing that the Algalue had turned their back on him, he began courting the Aegyptians and Dhorics with promises of technical knowledge. This did not sit well with Dhorian and Shame, and it was Dhorian who struck first against the Aharati and Ssrell. Sensing he would most likely lose the fight in his weakened state, he urged the Aztec to build a secret home in the land of Lost Vale where with the aid of specially created A.I. computers, they could continue their ways immune to interference by the other gods. Luckily for the Aztec, Dhorians war escalated into the Technological War and before the Aztec could be obliterated, the Ancient Ones stepped in and put a stop to the entire affair. Aztec culture was reduced to near barbarism, and without Ssrell being able to directly influence the Aztec, the surviving A.I. computers of Lost Vale became the gods and caretakers of the Aztec. Dhoric: The Dhorics are the descendants of relatives, friends and close associates of Dhorian before his ascension to godhood. When Dhorian first became a god, he used his new-found powers to attempt to better the lives of all humans. His compatriots, Gosend and Shame, attempted to do likewise for those they had known as mortals. Eventually, a schism developed between the three gods on how to best influence those under their care, and each of the gods began to develop humanity in a way they thought best. Dhorian ruled directly over his offspring until near the middle of the Technological War when Belli punished Dhorian for attempting to rewrite the rules of the universe in his favor by meddling with Bellis Tree of Life. The Dhorics continued their war against the Aegyptians without Dhorian, though eventually their creation of the Technological Avatars brought the ire of the Ancients ones upon them, and their thousand-year enslavement (or so is claimed by the Dhorics) by the elves. Most Dhorics can now be found in the lands of Misake and the Principalities of Xatmas. Ghan: Before the laws of non-interference by the gods were laid down, Titanicus took Ghan and his relatives as his own people. Titanicus developed rituals for Ghans people to undertake that made them mighty warriors but also bound them to him as servants. He used the rituals to sneak himself in mortal form back onto Amberos, and even began usurping the Randese to his worship. This practice continued unabated until Visha revealed Titanicuss plot to use the Ghan

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to usurp the other gods control on humanity by means of the Randu wars, and he was forced to abide by the laws of non-interference like the other gods. The Ghan are now spread across southeastern Amberos, often mixing into the lands of the Randese, where they often compete for land and resources. Hellchilde: Since the Dark Age, noble families of the realm once known as Al-Baqua have had dealings with genies, demons and devils to cement their power. Their ancient dealings have forever marked their descendants. These ancient pacts have made the Hellchilde both something more and less human, granting them access to powers and abilities, but in return taking a toll on the Hellchildes mortal frame. Hellchildes are all albino near-humans, with pasty white skin and pink eyes that are somewhat sensative to bright light. Hellchilde, like mageborn, have a natural knack for spellcasting, though it is more broad than mageborn skill. However, when a Hellchilde casts a spell, their body undergoes a terrifying transformation their skin turns a flaming red, their eyes become yellow with black snake-like slits, horns protrude from their forehead, a reptilian tail sprouts from their back and their feet become cloven hooved. While the transformation usually only lasts a brief time, it can be quite startling to those who have never encountered a Hellchilde before. Though this demonic appearance is universal to the Hellchilde and only manifests itself when the Hellchilde cast spells, they ancient pacts that Hellchilde draw on them is not limited to demonic bonds; Hellchilde have also bonded themselves to fey, genie and even draconic pacts that they draw their unusual abilities from. Despite their outward appearance and the dealings of their ancestors, the majority of the Hellchilde are not evil, though they do tends towards questionable behavior and ethics. Most Hellchilde can be found in the Skienlands, though there are some scattered through the west who were once loyal to the Skyland hold. Both Riddlekill and the Skienlands have an unusually large number of albino humans, and many are suspected to actually be Hellchilde. Mageborn: Mageborn are human children born to powerful wizards or sorcerers. From birth they exhibit magical prowess, as if magic seems to flow in their very blood. Because of their parentage, Mageborn tend to be treated as progeny, with both the advantages and pitfalls such an upbringing entails. Many mageborn are inclined to haughtiness and a feeling of superiority over common humans, and some go to great length to distance themselves from mere mortals. Mageborn are not numerous enough to form their own societies; there may be as few as one mageborn per million human births. However, mageborn often seek out the companionship of another mageborn - offspring resulting from such couples are always mageborn themselves. Whenever a mageborn mates with a common human, there is only a 50% chance that any offspring will be mageborn. If the mageborn mates with any other species, no mageborn is possible, even if the other parent has magical or sorcerous abilities (such as a dragon or ogre mage). However, in the latter case, the offspring will be half-human and half whatever the other species is (such as half-dragon). Mageborn are often forced to live among other humans, but because of their superior nature, tend to distance them somewhat from mainstream human culture. However, each mageborn is a true individual and how much they choose to distance themselves from other members of humanity is largely up to the mageborn itself. Most mageborn can be found in the Ice Mages, where the eclectic mix of sorcerers, wizards and mages is the greatest. Mageborn can also be found among the nobility of the Silkna Kingdom and in much smaller numbers in the Kingdom of Vall Vega. There are a few mageborn rumored to exist in the Skienlands, and with the association that the WriAtari and Wa-Atari of Randu have with each other, they may harbor a few mageborn among their ranks. Nippon: The Nippon originally hailed as humans of the same tribe as Gosend, the Unarmed Warrior. Gosend was selected by his Emperor to appear before Belli to defeat Guaradrell, and in the end became a god alongside Dhorian, Fir and Shame. Upon becoming a god, Gosend returned to his home tribe and aiding them with their daily struggles, revealing to his people great wisdom and mystical skills they could use to ease their burden in life. Gosend remained with his people until the advent of the Technological War. Realizing the destruction the war would cause, Gosend urged his people north, away from the wars. However, when the Ancient Ones were awakened at the climax of the wars, they visited their vengeance on all of humanity even Gosends people. Gosend was imprisoned and his people given over to the Chinese and Nippon pantheon to rule. Only when the Ancient Ones were put back to sleep did Gosend return to his people, to find that the Ancient Ones had turned them utterly against him. Rather than force himself on them, Gosend instead turned his attention back to fighting against evil wherever he saw it, though he left behind treatises and paths of enlightenment for his people to attempt to better themselves even without his presence.

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Most Nippon now dwell in the Emerald Empire north of Amberos. There are a few who dwell in the lands of Spi Dak Su and Chiamung on the continent. Randese: Descended from the Ghan, the Randese came to the attention of the goddess Visha when Ghans companion, Arnd the Wondrous, made a pilgrimage to her house in the hopes of finding a more merciful god than Titanicus. Visha listened to Arnds anguish over the plight of the Ghan, and she decided to help. Bestowing Arnd with her own armor and weapons, Visha made it her purpose to stop Titanicus from devolving the Ghan into murderous killers. She managed to usurp Titanicuss control of many of the Ghan by assisting Arnd to defeat the Ghans eternal enemies in the eastern lands now known as Randu. Arnd established his own kingdom, and to remove himself from association with his old life, rearranged the letters in his name to become Rand, and the lands he ruled, Randu. However, the war between Titanicus and Visha was not over. Working secretly, Titanicus subverted the leader of the Randu and started the Randu wars against the lands of the west, hoping to subvert all of the continent to worship him. Against the law of non-interference, Titanicus took mortal form and acted as a general in the army, leading the forces to success after success. Eventually Visha was able to uncover the truth and Titanicus was forced to remove himself from the war. Further, the gods together smote the puppet Khan of Randu, allowing Visha to replace the warlord with a disciple of her own faith. The Randese can mostly be found in the countries of Simera, Ran Da Khan, and Randu, though there are Randese who have taken up residence in lands adjacent to these traditional Randese lands, such as in Lanster, Dark Valley, Ulanst, Klinn and even as merchants in Nyrr Ryann. Ubunti: When humanity first poured out of the mountain Tsre Vestu, the god Harp, lord of Immortality, made Belli, the lord of Nature, their caretaker. Belli was assigned the task to ensure that humanity found a safe place to stay on Amberos, and Belli did as he was told, erecting homes of stone for the people and teaching them how to live with the world around them. Unfortunately, Bellis wife, Vermnia, the mistress of Storms, was jealous of the attention he lavished on the humanity, and she not only nagged him about his neglect of her, but sought every chance she could to make humanitys life more difficult. Belli was eventually forced to leave humanity to its own fate, but he did his best to ensure that fulfilled their needs first. Belli now has little to do with the Ubunti, but whenever he feels his wife is not looking, he will bend down to assist them in whatever way he can to fulfill his original promise to Harp. Skierian: When the Ghan empire collapsed during the Age of Man, the demons Ghan had for so long kept away from his kingdom leapt upon its remnants, taking whole villages or cities to do with as they pleased. For many generations, demonic blood often became intermixed with the survivors of this horrendous time, until the Skierians were finally able to wrest themselves from the demonic grip and establish their own kingdom. However, the influence of the devils that had been among them for so long did not die away, and many of the crueler aspects of the Skierian lifestyle remain still in place. Most Skierians can be found in the Skienlands and Lanster, with a scattering to be found in Randucontrolled lands such as Simera, Randu and Ran Da Khan.

Kobolds
According to the legends of the kobolds, long ago in the elvin golden age many dragons became infatuated with the humanoid form and experimented with altering their shape to mix in with the other races and enjoy the benefits such a form gave them. Most of these dragons soon bored with the lesser form and returned to their natural draconic forms, while others remained in their altered state to enjoy the passage of years among elves or goblin-kin. When Ziga, the goddess of corruption, sought to overthrow the elves, she approached these transformed dragons and attempted to woo them to her side. When they refused, she cursed their form, stealing their natural draconic abilities and leaving them weakened and frail thus were born the kobolds. To this day, kobolds seek to regain their lost draconic power and heritage, and hate those races they sought to emulate so long ago.

Lycans
Most of the common lycanthropes on Amberos congregate in the Lands of Sarve, in an area set aside for their own use by the powerful sorcerer Sarve. In these lands, the lycanthropes have freely associated with each other and those who willingly live in the land, and their unions have created the lycans. Though the birth or appearance of a lycan outside the Lands of Sarve is possible, such individuals tend to be persecuted or hunted for fear of the dread curse of lycanthropy, even though a lycan cannot cause lycanthropy in others.

Lycanthropes
On Amberos, lycanthropy is the result of a curse laid on the god Urdeus, Twin of Night and the eternally

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good vigilant guardian of the nighttime hours, and his followers. Lycanthropes had existed since before the Age of Technology, and had been a gift by the nature god Belli to Urdeus, the Twin of Night, as a wedding gift for Urdeuss marriage to the goddess Luna, the Moon Maiden. Originally, the lycanthropes, who at this time were always human, could draw on the power of nature, as a means to balance the elves ability to draw on the power of the Aunn. In the time between the fall of the Elvin Golden Age and the Dark Age, the evil goddess Ziga and her minions became hunted across Amberos. The most vigilant against her were Opheus and Urdeus, twin sons of the head god Dhorian and her adopted brothers. During the height of her alliance with the evil gods Lepornunse, Tuma and Teeth, she hoped to turn the races of Amberos against Urdeuss zealotry and worked with the god of disease, Lepornunse, to create a dread curse that did its work to corrupt Urdeuss minions. To ensure the curse affected Urdeus as well, the two bound the curse into a golden apple and tricked Urdeuss wife, Luna, the Moon Maiden, to bake it into a pie and feed it to him. When Urdeus unwittingly ate the pie, it drove him to the brink of insanity, and made him like a wild animal, and he fled to the mortal realm and became like a ravening beast, hunting down and infecting his own minions with his curse. With few exceptions, the lycanthropes turned to evil and wicked ways, and the races of Amberos quickly began to hunt down the different lycanthropes races and destroy them. However, Opheus, the twin of light and the brother of Urdeus learned of the true nature of the curse and sent visions to Urdeuss cursed brethren. Eventually three werebears, led by Urdeuss vision, acquired an artifact that could purge those who touched it of the evil demeanor that afflicted them. By merely touching it, all werebears were instantly purged of evil and returned to the side of Urdeus. They brought the artifact to Opheus, who, with the aid of their trickster sister Discoff, were able to capture and bring Urdeus back to the heavens to be cured. Following a special ceremony, Urdeus was purged of his evil blight as well, but the Curse of Lycanthropy remained in his blood due to the acts he had committed while under the evil influence of Zigas curse. Once cured of evil, Urdeus and Opheus managed to use the power of the artifact to release the other lycanthropes from mindless evil though they could still choose evil, if that were their wont. They were also unable to remove the Curse of Lycanthropy that would pass on through the races progeny and all they injured. Because the Curse of Lycanthropy remained, many folk were unwilling to forgive the evil the lycanthropes had spread, even though many shunned the ways of evil. Spells, magic and superstitions about the lycanthropes remain potent to this day and was not even until after the fall of the Empire of Swordfall that lycanthropes were allowed to be treated as more than evil beasts to be captured, caged and/or killed. The greatest of lycanthropes on Amberos is Sarve of the Wilderlands, a powerful werewolf and sorcerer who overcame the prejudices against his race and carved out a kingdom where his kind could live in peace away from the petty hatreds and fears of the other races. While many claim Sarve to be wicked and evil, among the lycanthropes he is considered to be a great hero and saint for the acts he has performed and trials he has endured all because he is a lycanthrope.

Trolls
Trolls were created back before the dawn of recorded history on Aurora by the goblins. Through the use of powerful goblin magic, certain goblin nobles made themselves taller, more powerful and more magically inclined. They gained the ability to heal the most terrible wounds and they subjugated and ruled their own kind for untold ages, even in the years following the goblinoids transference to Amberos. However, on Amberos, with the coming of the great dragon Guaradrell and the rampage and death he caused on the continent, the trolls learned that their transference to Amberos had terrible consequences once dead, they did not reincarnate on Aurora as the elves did, and instead passed on to the dead realm of Hades. Long consumed by greed and now fearful of death, the trolls and other goblinoids became cruel masters, seeking to enslave the other races so as to diminish the chance others might strike against and kill them. When Ziga approached the goblinoids during the Golden Age, they willingly plotted with her in the hopes of returning to Aurora through the elvin portals and rebonding themselves to the realm of Aurora, thus saving themselves from passing into Hades once more. But when Ziga sprung her trap on the elves, the goblinoids turned traitor, striking out at Zigas races, seeing them as threats to their own goals. Ziga was outraged by the betrayal, and laid a foul curse on the trolls and thus all the goblinoids. The trolls and other goblinoids were twisted to match their dark hearts, and she wrenched from them much of their innate magical might. Thus weakened, the empire of the goblinoids crumbled and many of the goblinoids slunk away into the dark caverns and places of the world to hide in shame of their disfigurement. As the ages passed, Ziga twisted more and more goblinoids to her banner, but the trolls, remembering Zigas disfiguration and destruction of their empire, refused to fall to the queen of corruption for the most part.

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To this day, the trolls seek to rebuild their lost empire and escape Zigas curse. But until the race can put aside its greed and lust for power, it will forever be cursed to wear the ugliness of their own hearts on their exterior.

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Countries of Amberos Magic


Magic on Amberos has ebbed and flowed in power over the ages. Or, more correctly stated, the ability for magic to be manipulated by the beings of Amberos has fluctuated wildly over the ages - most especially for the human race. communities fell to goblinoids or elves and were enslaved. During this age, the Algalue and their technology came from the far heavens and brought to humanity what seemed to be salvation - the wonder of Technology. Humans gobbled technology with great zeal, seconded only by the dwarves, who incorporated it with their knowledge of Rune magic. Elves and goblinoids abhorred technology as "unnatural" and only the most corrupt of goblinoids dared to dabble with it. However, by the height of the technological age, the entire continent of Amberos was innured with the power of technology. At the same time, advances in technology had also brought humans back to discovering and regaining their ability to use magic. At the height of the Age of Technology however, the Algalue sprang their trap - revealing the true reason they had brought technology to Amberos - to enslave the races of Amberos. Valiantly, the humans turned on the Algalue, and with their mix of technology and magic, laid the Algalue low. Had they stopped there, the atrocities that followed may not have occurred. However, fundamental differences in two of the major groups of humans - the Dhorics under Dhorian and the Aegyptians under Shame - caused the war to escalate further until it nearly enveloped all of Amberos. The war became so terrible that it eventually reached into the home of the sleeping Ancient Ones, and it awakened them. With a fury, they descended upon Amberos and brought the war to a screeching halt. The "upstart" gods of Amberos were enslaved, and humanity likewise put under the leash of the elvin and goblinoid races. The Ancient Ones stayed on Amberos to linger with their dream-kin, the elves and goblinoids, and both races learned magics that eventually resulted in the merging of Amberos and Aurora into a dream-like world under the Elvin Golden Age. Eventually, Harp lured the meddlesome Ancient Ones back to sleep, and a fallout between Ziga and the Elvin Ymin led to the king's untimely death. Foolishly, many of the more powerful magics of the Elvin Golden Age had been tied to the life force of the Elvin Ymin. Upon his death, the magics were sundered, including the magics that had merged Aurora and Amberos. Further, the goblinoids, who had initially allied with Ziga and then turned stag, were transformed into hideous, near-animal creatures as part of a curse laid by Ziga to force their evil to the surface. As the world seemed to crumble, elves retreated through the last few portals to Aurora and sealed them as they passed through. The depraved goblins descended into the cracks and crevices of the world, and their fabled magic crumbled and became lost without their stewardship. Dwarves, fearing that they might be next on the hit list, retreated into their mountains and sealed

History of Magic
When the elves and goblinoids came from Aurora, they held the secrets to magic, as they were the descendants of the gods themselves. However, so complex were the formulas and understanding of magic that the two races could cast not spells aloud - they could only activate them by carving the formulas into material items, such as stones or books. Thus the first true form of magic was the Runestone, and its crafters, the Runecasters. With their mastery of Rune magic, the goblinoids and elves used their advantage to enslave or push out humans from areas of the continent. Deor, who was a direct descendant of the first gods, taught his dwarves the secret of Runecasting - a form far superior to the elves and goblinoids; thus the dwarves were able to protect themselves against the magic of the elves and goblinoids Belli revealed the secrets of Runecasting to the human race, matching the elvin and goblinoid magic secret for secret. Quickly, humanity began to retake lands of their own, and free themselves from the tyranny of elvin and goblinoid enslavement. However, it was the capture and enslavement of one of humanity's most potent Runecasters - Mage - that would forever alter the face of magic on Amberos. While a prisoner of the elves, and forced to reveal the secrets of human Runecasting to his enslavers, Mage discovered the secret of casting spells with word, gesture and material components. Eventually, he turned the table on those who enslaved him, and in his madness, turned against his own human kin (according to the tale, he desired Eprim, the daughter of Kas, and the throne of Kas as well). Mage's new form of magic was unstoppable - he could shatter Runestones or steal the magic directly from the stone and manipulate it as he chose. Before his last, final bid for power, Mage drew swarms of apprentices, who were destroyed or scattered when he unleashed his greatest folly - summoning Guaradrell from the dream-lands in Aurora. The shockwaves of Guaradrell's rampage was devastating. In Mage's quest for power, he had destroyed many protective Runestones that would have otherwise sheltered communities from the dragon's wrath. Further, Phromus sought to punish mankind for unleashing the dragon across Amberos, and took all of their magical knowledge and bound it up in daughter he called Magius. When Guaradrell's rampage ended, humanity was once again without magical might, and many human

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themselves against the outside world, only to find themselves set upon by the Devilhands, and their empire shattered and much of their magic and hidden technology became lost. Humans were left to fend for themselves. Freed of the slavery they once endured, Harp secretly approached mankind and whispered to them clues on how to once again learn magic. The most powerful of these was Kinko, who Harp conspired to meet Magius and bring the two together. By the time Phromus realized that his daughter was in love with a human, it was too late to interfere. The two were married, and together they conceived a son. The act freed the magic that had been bound within Magius, returning human's innate ability to manipulate magic to their kind. However, it would be generations before innate spellcasters would become once again become commonplace. Until then, wizards - other than Nathan Kepp Tu - would have to learn magic through formulas and rituals. Since the time of Kinko, magic has only grown more commonplace on Amberos. Secrets that have been lost since the Elvin Golden Age are slowly being recovered, and much magical knowledge has been codified and taught to a myriad of races. Even the ancient elves are slowly letting go of their tightly guarded magical secrets - though certainly not all of them. external, and seeks to master the Magic of Blood or magic of the internal kind. Abjuration: Spells of this school can best be described as protective or counter spells. Abjuration magic disguises creatures or objects from physical or magical detection or protect such things from mundane or magical harm. Abjuration is often described as the polar opposite of Divination. Conjuration: There are two components to conjuration spells that almost makes them seperate schools unto themselves. The first bit of conjuration deals with drawing of materials or energies from other places often other planes. The other half of conjuration deals with the physical summoning of creatures - or their essences - to do the bidding of the caster. Spells that create objects from nothing or that channel healing energy to fix wounds fall into spells of the first part of conjuration, while spells that summon creatures from another plane or which bind spirtual essences to animate non-living objects are considered to be conjuration spells of the latter type. Conjuration is considered the polar opposite of Evocation. Divination: These spells deal with spells that reveal hidden knowledge. They also tend to be the most time consuming and physically draining to cast. Divination spells can be used to learn the properties of an item, to read the minds of other creatures, to see people, places or things in far away areas and in exceptionally rare cases to glimpse into the future or the past. Divination is often described as the polar opposite of Abjuration. Enchantment: These are spells that bind the mind or physical shell of a creature. Unlike Transmutation, Enchantment does not make physical changes but either binds magical properties to an item without altering it, or subjects the mind to easy manipulation. Magical charms, the domination or possession of a creature or the affixing of a mystical magical aura to an individual fall under the realm of enchantment. Enchantment is often described as the polar opposite of Transmutation. Evocation: Unlike many other spells, evocation spells are discerned by how they feel when cast. When speaking of clerical magic, these such spells are often referred to as Invocation spells. Evocation spells draw upon a power within the caster often described as "welling power" - Invocations have a similar feeling, but instead of drawing upon inner power, they drawn upon faith or fill the caster with presence of a powerful entity within them lending them strength and power. Evocation spells tend to be flashy and deadly - spells Kinko often called "spells of Hate" for the strong negative emotions they drew upon as they were cast (casters of Invocations often describe a feeling of righteous wrath with their spells). Spells that unleash balls of fire, bolts of

Schools of Magic
First taught by Kinko, the eight schools of magic theory has become the most popular form of teaching magical principles on Amberos. Though dozens of alternate theories and schools have been put forth, the Eight School theory has proven difficult to dismount in popularity, as most spells can (with some debate) fall into one of the eight schools. Since Kinko's teaching, most arcane casters begin with training in understanding the basics of all the different schools as magic. Students, as they learn, tend to gravitate toward one school or another due to interests or talents, becoming specialists in one school of magic or another. Under some wizards, certain schools of magic are emphasized, while others schools may be downplayed or even sneered at. For example, among the Black Cabal, Necromancy spells are exalted whilst Illusion spells are universally scorned as tools of the charlatan. Not every wizard or spellcaster agrees with the Eight School approach. For example, many of the wizards of Randu have divided spells into one of four Provinces Sand/Earth, Tempest/Air, Ocean/Water, and Flame/Fire. Shugenja of Spi Dak Su and Chaimung follow the "Five Pillars" of Earth, Air, Fire, Water and Metal, dividing spells among these elements. The Red Death, on the other hand, breaks magic into only two sources - internal and

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lightning or even arrows of pure force are all spells that fall into the evocation school of magic. Evocation is often described as the polar opposite of Conjuration. Illusion: The spells of this school are spells that fool the senses - ghost-like images, phantom sounds and even phantasms of the mind all fall into this school. While the low circle spells of this school are fairly harmless and easy to detect as fake, higher circles of spells become increasingly difficult to detect as fake and the falsehood that they project can kill those who fail to discern them as frauds. At the highest circles of illusion magic, it is possible to give life to dreams and nightmares - bring them to a certain degree of life. Illusion magic is considered the polar opposite of Necromancy. Necromancy: The spells of necromancy call upon the negative forces of death and undeath, as well as the power of the fleshy vessel. While not all necromancy is evil or bad, many of the spells that deal with undeath and the powers of the undead have given the school a strongly negative connotation. Spells that reanimate dead tissue without repairing it, or kill such tissue are necromancy spells. Likewise, spells that bind dead spirits to once-living flesh or grant the caster the powers of undead creatures are also necromancy spells. Necromancy is considered the polar opposite of Illusion. Transmutation: Transmutation deals with the alteration of creatures and objects from one form to another. Where enchantment does not wrought a true physical change to enhance or bolster an individual, transmutation twists and rearranges a creature or item to - usually - make it better. Spells that shift the shape of one creature to another, spells that strengthen or toughen an individual are all spells that fall into the Transmutation school. Transmutation spells are considered the polar opposite of Enchantment spells. There are four main tiers to the circles of magic (sometimes also referred to as levels). The 0th, 1st, 2nd and 3rd circles are called Low Magic, or Safe Magic. Casting spells of these circles draws on controllable power that has little to no backlash against the caster. The second tier is composed of 4th, 5th and 6th circle magics, known as Major Magic, or Rough Magic. Spells of this tier can be difficult to cast and often have some minor backlash if cast improperly. The third tier consists of spells of the 7th, 8th and 9th circle, and is known as High Magic, or Tempest Magic. These are powerful and deadly spells capable of effecting great changes, and they regularly have powerful costs associated with them, even if cast correctly. Casting Tempest Magic incorrectly will often kill the caster, if not harm nearby allies. Finally, the highest tier of magic holds the 10th, 11th and 12th circles of magic. Known as Immortal Magic, these spells are normally beyond the ken of mortals to be cast. Sometimes a god may imbue a mortal frame with a spell of this tier, but it is a process that can easily tear asunder mortal flesh and certainly cannot be held for long. Mortals who attempt to cast such spells can almost be assured of their own destruction, if a divine being is not watching over their use.

Types of Magic
Beyond the various ways magical effects are grouped, there are a wide variety of ways in which magic is invoked upon Amberos. In most cases the differences are strongly tied to the belief of how magic works; while two casters can produce identical effects, how they arrive at those effects can be vastly different. The more popular forms of casting magic are listed below. Channelling: Considered the be the oldest form of magic casting, channelling allows a mortal creature to tap the power of a immortal creature and channel magical power, like a conduit. Most channelers are priests to one of the many gods, though there are warlocks who bind themselves to elemental, fey, alien, or infernal beings to access magic. In these latter cases, the binding to an immortal power may not be a direct link, but instead access through a pact or bond put into place by the immortal being long ago. Such pacts are accessible by those who learn the secrets of the contract and abide by its rules and clauses. One of the most well-known of the these is the Pact of Darkness, created by Gwieze during the dark age. Shadowcasters who are knowledgable of the contract can use its terms to pass from shadow to shadow, to slip into the Shadow World or even call on the energy of shadows to blast their foes or summon creatures of shadow to assist them at tasks such as combat. Other well-known pacts include the Hellscript, which grants one access to infernal powers and the various pacts of the Wa-/Wri-Atari of

Circles of Magic
Long ago, Kinko put forth the idea of Circles of Magic to describe the growing power of certain spells. The first circle of magic has the smallest number of spells and is the weakest - each larger circle encompasses the power within a lower circle and adds new magical power to the mix. In all, Kinko put forth the idea of six circles of magic available to mortals, and seventh that was reserved for the Gods. As time passed, this was first refined by Black Marentail, who added the idea of nine circles of mortal magic and three circles of immortal magic. Further, by the end of the Dark Age, allowance was made for a lesser circle than the first circle, which comprised the quasi-magic practiced by apprentices or displayed by acolytes and worshippers faithful to the Gods.

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Randu. The downside to these pacts is often that the wielder of such power offers their service (or servitude) to whatever power granted them their magical ability in life. Runecasting: For the mortal races, this was the form that magic first took in the Time Before Time. By inscribing the power of magic into durable objects such as stones, tablets, trees or metal plaques objects strong enough not to shatter under the stress of holding the letters of magic. Thus inscribed, magic radiated from the item, providing a constant magic effect according to what had been written or carved into the material. The problem with runecasting was that any spell took time to activate as it had to be carved into a resilient source. Second, the long, complex formulas were forced to be carved into objects that were rarely mobile. Finally, once activated, there was no off switch to the spell, unless the object in which it was inscribed was shattered, destroyed or somehow wiped clean of the runes. In modern Amberos, the skill of runecasting has been supplanted by Wizardry - though ancient Runestones can still be found in remote areas of Amberos, and some clans of dwarves still practice the art of runecasting in their durable stone holds. Sorcery: Sorcery is the innate power of a being to accomplish magic. A sorcerous being does not need to memorize a cryptic formula nor write down arcane words into objects to manifest spells. Like the gods themselves, sorcerers can draw upon the might of magic with a thought. While the mortal frame cannot long support the channeling of such power through its system, in short bursts and with proper training, a sorcerer can produce powerful and wonderous effect to match any wizard. Overall, sorcery among the mortal races is fairly new and rare; for ages the way of Wizardry and Runecasting ruled arcane casting. The primary downside to sorcery is both its often explosive nature that can quickly get out of control and the fact that one is born with the talent of sorcery, or never possesses it. Even those who possess the talent of sorcery sometimes never learn to properly trigger their ability, and thus never come to recognize the innate talent they may have had all along. Wizardry: This is among the most popular method through which magic is brought into being. By studying and memorizing arcane and complex formulas, wizards trap the magic of a spell within their mind to be unleashed by completing the formula through word, gesture or with a material component. Wizardry is the second oldest form of using magic, just behind Runecasting. The advantage over runecasting was that the spell did not need to be inscribed, and the incomplete formulas could be inscribed into less durable materials such as books or Page 19 of 405 scrolls, or even tattoos inscribed into the flesh of the caster. Wizardry is the most popular form of magic use on Amberos, only slightly more popular than Channelling.

Countries of Amberos Roll Of The Years


This timeline of events chronicles the past of Amberos to its origins in myth and legend. Very few actual historical notes or references exist about the past of Amberos, and even the legendary times of Technology are, for the most part, lost to the legends of Amberos. Below is a semi-accurate timeline of events, as perceived by the general populace of Amberos. Specific details and truths behinds the legends are listed afterward, separately.

The Starting Times


Awakened from their slumber, the beings within the mountain slowly seep out and begin to populate the continent; Some tales state that Harp, the greatest of the gods, leads the sentient races out with the playing of his harp and leads the different races to different parts of the continent to live in those places peacefully. Belli is created as Harp touches down on Amberos to lead the first humans away from the mountain. Vermnia is created from the breath of Harp as he sings his golden songs. Phromus springs to life from the first campfire made by Harp to warm the nighttime. Phromus ascends to the heavens, and is declared the Overlord of Amberos; Belli becomes the protector of the lands. The Titans, sensing new gods, pledge their allegiance to the new gods and carry out their bidding.

TIME

EVENT

Time Before Time


Joapan created by the Elder Gods; Titans created by the Elder Gods to assist in setting up creation. Tsre Vestu is the only surface that rises from the waters of the land and it houses the creations of the Elder Gods, to be released at their leisure later.(1)

Time Of Magic
Mortals learn how to weave magic, from the first songs and stone carvings of men and the other races; Dragons are accidentally created during this time by the greed of appearing merchants and wicked judges; Phromus adopts the dragon as his own, seeing their power nearly as great as his own. Death is not known at this time. (4)

The God Wars


The Elder Gods divide into factions the twisted and evil Old Ones and the powerful but passionate Ancient Ones. While the Old Ones wield superior magic, they stand alone, while the Ancient Ones use creation to assist them. The Ancient Ones are defeated and cast into the Realm of Madness. Those entities that assisted the Ancient Ones are stored in the mountain Tsre Vestu or allowed to live on island chains created in the waters surrounding Tsre Vestu.

Age of Kas (AC 0 10)


The first civilization, established by the Dhorics, is established, and spontaneously creates Xygleon; The Dhorics are led by the great King Kas, who has learned how to master Runestone magic. Bronze is learned how to be worked.(5) AC 2 The elves organize their first civilization, in the city of Autumn. This experiment will form the basis of the Evanthium Coridium. AC 7, Miry A vicious bard-wizard named Mage learns how to casts spells, and constantly plots the downfall of the King, and thus the seasons of Joapan come into being from their contests against each other. AC 10, Mage Mage summons the great dragon Guaradrell to do his bidding. AC 10, Draj The frost giant, Jlihi, champion of King Kas, is slain when Guaradrell breaks Mage's control. He becomes Jhalah, and follows in the wake of the attacks of the evil dragon Guaradrell. Belli, unable to harm Guaradrell, turns to the empires of the world, and asks them to bring AC 0

Time of Gods Dreams


The Elder Gods return to their homes to rest and recuperate and The Dark One tricks them all to slip into eternal sleep. Harp resists the trickery of the Dark One and remains awake, vigilantly guarding the sleeping gods. Their dreams create the elf-lands Aurora and the elf and goblinoid races.(2) While the Elder Gods dream, the Titans watch over all of creation. The titans create the titanborn to populate the mortal realm and serve the whims of the titans.

Time Of No Time
Stormonu and Arr Kann arrive from Aurora to explore Tsre Vestu; The two's delving cause the continents to rise, and only Stormonu manages to escape, fleeing back to Aurora.(3)

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forth a champion to defeat Guaradrell. AC 26 - AC 125 Rise of The Technological Age on Amberos, where the power of technology became commonplace. Because men cannot use magic, technology is quickly embraced and almost replaces magic. Eventually, men are able to create technological items powered by magic to battle evil Faerie mages and stop the evil uses of technology. The users of these items are termed Burners and the items they use become know as Mystic Artifacts. AC 28 Ziga marries the mortal warrior Titanicus, whom Dhorian makes a god when he captures and enslaves Jhalah to Dhorian's will. Silamus, son of Belli and Vermnia, is appointed the job of protecting the dead on their passage into their final resting places Dhorian defeats Phromus in single combat, and Dhorian becomes the Overlord of Amberos. Dhorian is unable to return magic to men on Amberos as he had hoped. Dragons remain banished from Amberos to Aurora. Dhorians son Opheus reaches maturity, and Dhorian requests that Phromus allow Opheus to marry his daughter Magius, who was fashioned of the magic that was once mans. Phromus sees the ruse for what it is, and fashions Shurdeua from his own brightness. Dhorian is so angry he cuts his son in two, creating Opheus and Urdeus, and demands a bride for Urdeus as well. Phromus refuses, and in an effort to prevent any strife between the twins, Dhorian and Fir fashion a bit of Lunakin into the bride Luna for Urdeus, while Opheus receives Shurdeua.

Age of the First Gods Amberos) (AC 11 25)

(of

AC 11, Kas Dhorian, Gosend, Fir, and Shame come forth to champion for Belli against Guaradrell. Belli, angered that four come instead of one, does not reveal how the dragon can be slain until one of the four is the chosen guardian. The four fall to bickering, and decide to try their own ways to defeat the dragon. Dhorian heads to the home of the gods, Fir creates weapons and armor of magical bronze fashioned after Guaradrells attacks, while Shame seeks out knowledge to destroy the dragon. Gosend seeks the dragon out and challenges him directly. First known encounter with Morian (who gives Shame the secret to destroy Guaradrell). The baby Ziga is found by Gosend and adopted by Shame. AC 12 Guaradrell is slain by the noble hero Dhorian in single combat; Night appears for the first time since the creation of Phromus as he turns his back on Amberos for slaying the dragon.

AC 28

AC 30

AC 31

AC 13

The natural power of magic is rebuked from humans by Phromus as punishment for Belli's actions to make Dhorian, Gosend, Shame and Ziga gods after they participated in the slaying of Guaradrell, and dragons are punished by being sent to Aurora.(6) AC 15-17 The Titans rebel against the First Gods of Amberos. Dhorian rallies his followers and the other Second Gods to end the rebellion. Dhorian ends the rebellion 2 years later by defeating the head of the Titans, Chronus. The head Titans of the rebellion are banished to Tarterus. The remaining Titans foreswear their oaths to the First Gods and return to their original duties of watching over creation. Harp is entrusted to keep the peace between Titans and Gods.

Age of Technology (AC 25 135)


AC 25 Arrival of the Algalue to Amberos, who bring with them the wonder of Technology. The ability to create plastics is brought by the Algalue, and bronze is discarded as inferior to plastic constructions.

AC 35 In an attempt to avenge himself, Phromus secretly awakens the Olympians when he discovers that Dhorian stole all their treasure. The angry Olympians come to Dhorian, but find none of the items, except that Shame wears the tiara of Aphrodite. Shame, and all women, are punished for the crime with pains in childbirth and menstrual cycles. After the curse, the Olympians return to their homeland and promptly fall back to sleep, thanks to Harp. AC 122 - AC 123 Human culture splits into three distinct groups - The power-hungry Dhorics (led by Dhorian), the evil-battling Nippon (led by Gosend) and the peaceful, yet intelligent Aegyptians (led by Shame). A fourth group, the Aztecs, who worship Phromus, remove

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themselves from the growing politics. AC 123 - AC 142 The Faerie races fall to bickering amongst themselves and warring for control; humans remain neutral in the dispute; The Faerie races retreat to Aurora and seal the land from humankind, but dragons are exorcised from the land back to Amberos. AC 124 - AC 126 The Algalue's purpose to conquer mankind is uncovered; The War of Technology erupts between the two races; in the end, the Algalue are slaughtered. Ssrell, their creator, is banished from Amberos. The Aztecs create the computer god, Aztec to protect and hide them from the Dhorics and Aegyptians, hiding away in what is now Statisdome and Lost Vale.(7) AC 125 The Dhorics turn upon their brethren Aegyptians, causing a civil war to erupt. and Titanicus and his wife Ziga are magically bound to enslavement by the elves for 100 years. The other gods are not punished, but the Elder Gods remain awake and begin meddling with Amberos. With the Elder Gods returned, the Titans return their allegiance to the Elder Gods.(9)

Age of Dreams (AC 135 147)


AC 135 - AC 142 The goblinoid factions of the faerie races return to Amberos after complete fallout with their Faerie brethren in Aurora. They establish the Golgoloth Empire and proceed to enslave all Dhorics they find, using them as slave labor and slave warriors in their battles against the other faerie races; remaining Aegyptian city-states struggle to avoid the same fate as the Dhorics. The Faerie races loosely unite into the Evanthium Coridium, or the "Empire of the Fey." AC 138 - AC 142 The dwarven kingdom, the Dur-Wundar, are drawn into the faerie race's conflict. They are a force to be reckoned with, for the dwarves use iron weapons and armor, while the Faeries rely on bronze weapons. AC 142 Faerie wars end with the ascension of Greensbeech Earthlayer's rise to the throne, placing the elves in charge of faeriekind. Goblinoid factions retreat to the plains and meadows, away from the courts of the faeriekind. Traitorous bands of elves (dubbed "Dark elves") are exiled to the caves of mountains, where they were thought to have died out (until later times, that is). Dwarves return to the mountains, forever remembering the enmity towards the faerie races.

AC 125 - AC 135 The War of Science erupts between the Dhoric and Aegyptians. Dhorian aids his Dhoric people, whilst Shame attempts to protect her people, the Aegyptians. Many sentient races are drawn into the conflict, including dragons and the remaining elves. The Dhorics are eventually defeated, but at great cost. The Aegyptian culture is smashed, the elves come to resent Technological devices, and dragons split into three distinct groups due to differences in opinions as to how to deal with the humans. Most dragons sink into hiding to recuperate from the wounds caused by the war. The secrets to create plastic, so vital to the Technological age, is lost. AC 134 As part of his plan to defeat the other races and bend them to his will, Dhorian cuts down one of Bellis sacred oaks and forces Phromus to inscribe the Laws of the Universe upon them. Dhorian hopes that with the staff he can command any being, but before he can use it, Belli curses Dhorian for his desecration, banishing Dhorian to wander the land for a 1001 years, unable to settle or rule his people. (8) AC 135 The Dhorics fear that without Dhorian, they cannot win. In a desperate move, urged by Titanicus, the Dhorics create Techno-gods, in the image of the Elder Gods. The Aegyptians respond in kind, and the resulting ruckus awakens the Elder Gods, who descended upon mankind, destroying the Techno-Gods and scattering the tribes of men. Dhorian avoids the punishment, Shame is imprisoned for her deeds,

AC 145 - AC 147 Most Aegyptian City-States, who had come under dwarven protection during the faerie wars, are taken into slavery by the dwarves who supposedly protect them.

Elvin Golden Age (AC 147 951)


AC 147 Elves issue a dictum, revoking the use of Technology, and most races follow suit, except the dwarves, who keep their technological advances secret as protection against the elves.

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AC 147 - AC 950? Elves attain a golden age as they merge Aurora with Amberos. It plunges the continent into a dream-like time when miracles become common events, and the stuff of faerie tales becomes everyday events. Some dragons are encountered during this time, but are unorganized and wholly evil.(10) AC 200-212 The titans rebel against the Ancient Ones as the Ancient Ones threaten to destroy Amberos because they dislike mankind and his destructive actions. The Titans, having learned from their war with the Second Gods, create the giants to aid in them in the war effort. The Titans keep the Ancient Ones engaged for years, before the Ancient Ones finally relent and sue for peace, after locking away many of the more troublesome Titans in Tarterus. AC 212 Dwarves agree to release humans from their slave-debts, and the Goblinoids release their slaves as well after much threatened war by the freed humans. However, most human settlements are too fragile to survive by themselves and depend on goblinoid, elvin or dwarven protection. Elves attempt to avoid human contact. AC 215 - AC 520 Men become slowly more selfdependant. Cultures began to split and differentiate. Aegyptians branch into the Nippon (Oriental) and Nilean (current Egyptian). The Dhoric cultures begin to fragment into Skierian, Misaken (current Greek), Aharati (American Indian) and Ashian. The remnants of the Aztecs hide in Lost Vale. There are no prominent human kingdoms, though there are a myriad of minor human realms and various city-states. AC 317 - AC 321 The Gnomish Empire becomes a sizable rival to the Dwarven empire of the Dur Wundar. Termed the Gnillanar Stronghold, several battles occur between the two races until a treaty is reached in 321 and the two empires combine into the DurGnilWundar Empire. AC 378 - AC 423 Ko Kassa assumes the mantle of leadership of the Titans giants, and urges them to emerge from the mountains of Amberos to join the other races. Their appearance sends ripples of fear throughout Amberos as they disregard the great Elvin Law, attacking settlements and raiding elvin hoards for gold. The Trolls of the Goblinoids come forth and drive the Giants back, aided by the Dur-GnilWundar Empire.

Rage of the Dead (AC 475 480)


AC 475 The first undead begin to appear across Amberos. Mankind is blamed, due to their lack of reverence for its dead. At this time, sunlight has no effect on undead, and they menace the living day and night.(12) After five years of battle, Opheus, in the guise of the Lord of The Dead, tricks the undead of Amberos into giving up some of their power to the night so that they may be more fearful at night. However, it makes them susceptible to the Sun. Many are destroyed the next morning when they do not realize the cost of their "increase" in power.

AC 480

Rise of Evil (AC 520 951)


AC 520 - AC 545 In a terrible turn of events, the Goblinoid races transform into hideous mockeries of their former shapes. Many of the races find their minds warped by the transformation. The change is blamed on the races former evils and arrogance.(13) AC 520 - AC 940 Creatures created by the wicked Ziga swell up from the bowels of the earth. Led by the twisted factions of Goblinoids, the creatures join with the remnants of undead and assault the Elves, Dwarves, Humans and Gnomes. Night becomes feared throughout Amberos, and Urdeus is appointed the Guardian of Night. Sometime during this period, Dhorian is freed of his curse placed on him by Belli. AC 900 AC 941 Tuma, Teeth and Ziga join forces in an effort to conquer Amberos and bend

AC 280 The Shadow Empire appears on Amberos, and its mysterious leader manages to lull all the Ancient Ones back to sleep. Dhorian and Gosend investigate the shadowy land to realize Gwieze rules it. Both are captured, but Discoff proves herself by tricking Gwieze into destroying his own empire. Defeated, Gwieze and his minions flee to the ancient Wyvern sea, and transforms a part of it into the Golens.(11) AC 281 - AC 1771 The first Hillenfaey empire, Luthinway, rises from the ashes of the Shadow Empire. Though it cannot rival the glory of the Elvin Empire during the Golden Age, its looseknit governmental organization still exists in many shires into the present. It proximity to the Golens creates many problems that prevent it from becoming a vast kingdom.

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it to their liking AC 941 Ziga abandons the triumvirate of evil when she learns Tuma and Teeth intend to destroy Amberos, not conquer it. Teeth is imprisoned in his primary temple, though Tuma escapes. Without their leader, Ziga's races are finally defeated with combined effort of mortals and deities. In the final battle, the evil deity Tuma, is destroyed in a separate action.(14) The death of Greensbeech Earthlayer in battle with Ziga. The Elvin Golden age comes to an end as many of the magic secrets of the elvin empire are buried with the king in his honor. The elves enter a period of mourning, and retreat from the eyes of all the other races. The connections between Aurora and Amberos are sundered, causing elvin magic to dip back down (6th level maximum).(15) Zzadasa forces the various gods of Amberos to retreat from dealings directly in the continent's affairs, which had led to the numerous battles between Ziga and Dhorian and led to the death of Greensbeech Earthlayer. Zzadasa is powerful enough to enforce his will on all the current gods of Amberos, save Belli, Morian, and Harp. Belli and Harp agree to abide, and Morian remains out of sight. Tuma, Zzadasas chief assistant, turns against his elder. A blow from Tumas devastating mace breaks off a piece of Zzadasas armor, which becomes Xygleon, the protector of Civilization. since the punishment of Phromus, learns to cast spells beyond 6th level. He is a Technomancer, and creates the first prototype War Relic, Hellhammer. This weapon is given to Misake. Later in the year he founds a college, and he is slain in 970 by his apprentice, Kystal. AC 981 Sethinyor, banished son of Tuma, is summoned to Grey Wall Castle by Misakean Black Marentail. The wizard and his fortress are destroyed in the summoning, but Sethinyor is bound to the ruins. Because he is not a god in any fashion, he is not bound by Zzadasa's treaty.

AC 951

AC 981 - 1250 Sethinyor attempts to create a body of worshippers and seek a way to free himself from Grey Wall Castle. He foments dissent where possible, and uses fell creatures made by his worshippers to strike across the land.

AC 951

Time of Foreign Men (AC 1223 1305)


AC 1223 - AC 1230 Mass arrival of humans onto the face of Amberos. The immigrating people are unlike any Amberosian human before, being even more bloodthirsty than the Misakeans. They are called collectively the Afarians. AC 1230 The knowledge and greed brought by the arriving humans frees the human race of DurGnilWundar influence, shattering the Dwarf/Gnome kingdoms. Dwarves, desperately hurt by raids, theft and cheap reproductions of their artworks retreat into the mountains. Gnomes aggressively began to assert their craftsmanship, competing against the fakeries and thefts of humans. AC 1231 - AC 1660 Humans begin to advance uncontrollably across the continent. Large human empires begin to arise, the first true human countries since the Time of Technology.

The Rebuilding (AC 951 1223)


AC 951 - AC 1225 With the passing of the elvin empire, the DurGnilWundar empire becomes the most prominent race on Amberos. The creation of the BurnStone Furnace places the Dwarves at the forefront of civilization as they produce items of magic quality without parallel (but not as grand as the relics of elvin might). AC 951 - 980 Petty human kingdoms begin to rise as the influence of the elves vanish. Most are ruled by robber barons of various might and greed. Dwarves are the only race to have the knowledge to create steel weapons on the continent. Elves rely primarily on bronze and gold weapons, and humans scrounge and trade for whatever they can find. AC 965 Kinko of the Golden Light, the first human mage

The Rise of Empires (AC 1305 1483)


AC 1305 The Kingdom of Malovak, led by Malovak of Corsindale himself, creates the first human kingdom since the Time of Technology that can support itself without raiding or dependency on the dwarves. It is a feudal empire with various baronies under its control.

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AC 1435 The Ghan warlord and mercenary, Ghan, raises his people in revolt against the Kingdom of Malovak. Ghan founds the Khanate, precursor to Simera and Randu. AC 1450 Flanan Malovak, heir to the Malovak throne, is tricked into freeing Sethinyor from his castle. King Gregor Malovak is slain, but Sethinyor possesses the dead king's body. Sethinyor flees after failing to kill Flanan, and works from the shadows. Flanan ascends the throne. AC 1453 Many Afarians unite against Flanan, seeing him as weak and incompetent. In a shortlived rebellion, the tribe-ruled kingdom of Nauwflouwd is created. AC 1455 The Skyland Hold unites into a conquering empire, appearing in the Southwest. It has Dhoric roots, and many fear a technological rebirth from them. They instead turn to Necromancy. AC 1456 - 1468 The Skyland Hold slowly stretches to conquer Nauwflouwd. AC 1456 Machiavelli of the White Council of Misake is elevated to Lord's Champion after a successful rout of Sethinyor. AC 1456 - 1468 Machiavelli battles Sethinyor and his "Light Lords", Misakean wizards who have joined Sethinyor for greater spell power; Flanan Malovak battles Sethinyor separately. The White Council and Flanan are friendly, but make no move to ally. AC 1463 The Skyland Hold is attacked by the Khanate. The Skyland Hold now battles Nauwflouwd and the Khanate. AC 1465 Ghan dies of a heart attack while in his throne room. His companions, the famous priest Arnd and the wizard Huren, bury his body and powerful artifacts in a hidden mausoleum where the Skyland Hold cannot find it. Arnd vanishes in battle, and Huren later kills Ghan's heir and assumes the throne. His act causes the northern arm of the Khanate to rebel, and they become petty tribes, with Simeras the most powerful. AC 1466 Huren is captured by the Skyland Hold, and the Khanate falls. AC 1468 Nauwflouwd finally falls to Skyland Hold. The Skyland Hold enters the battle against the forces of Sethinyor. However, they intend to capture Sethinyor to use as a pawn. AC 1470 The White Council Lord, Warwitch Raonoake (later to be known as Raonoake Major), turns against his former allies, hoping to betray them to the Skyland Hold. After stealing one of Black Marentails blood tomes, he flees east, into orc-infested lands. He is thwarted by Flanan Malovak at the infamous Keep of the Orcs. AC 1471 Sethinyor is banished from the world by Machiavellis sword, Hellhammer, and Flanan recovers his father's corpse. Rebels of Nauwflouwd, who are loosely allied with Flanan, turn the Skyland Hold back. AC 1473 Raonoake, who has again fled, this time to the Northlands, defeats several robber barons and establishes himself Lord of Roonhawk. Almost immediately upon his attainment of the country, it moves to attack the White Lords of Misake. AC 1473 - 1481 The White Lords battle Roonhawk; the Malovak Kingdom aids the White Lords, under the guidance of Machiavelli. AC 1481 - 1483 Skyland Hold defeats the Nauwflouwd revolt and turns against the Malovak Kingdom in a fury. The White Lords are forced to fight Roonhawk alone. AC 1483 LATEN King Flanan and his companions defeat the second-in-command Light Lord Azurewrath of Roonhawk, forcing Roonhawk to withdraw from battle against the Kingdom of Malovak.

The Dark Age (AC 1484 1515)


AC 1484 - MAGE Skyland Hold turns against Misake; The White Lords scatter in terror as Machiavellis army is engaged against Roonhawk. Many Misakean cities attempt to bargain for their surrender. Some are successful, many are razed instead. At a meeting with the White Lords, Machiavelli grows outraged at the White Lords cowardice and slays several of them. As the others flee, the curse he utters is not finished before he is destroyed in an explosion thought to have been caused by Dhorian. Unknown at this time, Machiavelli becomes the demon-prince Volk of the Skyland

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Hold. AC 1484 - JHILHI The Malovak Kingdom falls in battle against the Skyland Hold. Flanan, his allies and all of his relatives are executed. Unknown to the Skyland Hold, young Katrina Wolf Malovak (granddaughter of Flanan), escapes into the woods. AC 1484 - 1487 The Skyland Hold marches across the realms of the various White Lords and the Kingdom of Malovak. Many fearful barons and lords surrender without a fight. Those who resist flee into the wilderness to conduct guerilla raids or find areas farther away from the Skylands Hold grasp. The Skyland Hold does not attack Roonhawk, though Roonhawk conquers many of the northern mountain fortresses of the White Lords. AC 1487 Negotiations between Skyland Hold and Roonhawk fall through. Skyland Hold threatens war. However, the lands are quiet until the end of the winter. AC 1488 - 1489 Skyland Hold attacks Roonhawk with frightening viciousness. Roonhawk's mountain fortresses manage to repel the invaders, who must withdraw during the violent winters in the Crystalmires. AC 1490 Volk, a minor baron of the Skyland Hold, slays the current Sorcerer-King of the Skyland Hold and assumes the mantle of command. His first message swears him to the destruction of Roonhawk. AC 1490 - 1507 Skyland Hold and Roonhawk, working independently, and often in conflict of each other, begin swallowing neighboring countries. Soon the Skyland Hold holds the southern half of the continent, Roonhawk holds the north and west, and Simera exists to the far east. The Crystalmire Mountains become the largest denominator in separating the three kingdoms. Many minor baronies, which often switch hands, lie in the zones between the three dread Kingdoms. AC 1498 The Free League appears, composed of various barons who, when united, prove to be powerful enough to resist the struggles of the three kingdoms. Their plight is grave, however, and many Free League Barons who are defeated are tortured horribly before being turned into mindless pawns for Roonhawk or the Skyland Hold. Simera backs and supplies the Free League. AC 1499 - 1510 Battles between Skyland Hold, Roonhawk and the Free League for control of vast tracts of land. At first, the Free League is on the losing side. However, by 1507, Roonhawk drops out of the wars. Against the Skyland Hold, the Barons manage to hold ground, though they gain little. AC 1507 Roonhawk stops battling the Free League due to internal disputes that begin arising between the various generals and Raonoake. AC 1507 Raonoake is slain in his throne room during a diplomatic meeting with members of the Skyland Hold. The generals of Roonhawk are thought to be behind the success of the assassination. Roonhawk passes to Chief General Buerguard Northhagen. AC 1509 Lady Katrina Wolf Malovak is captured by Volk of the Skyland Hold; after escaping she has a vision to retrieve the shattered blade of Hellhammer. She retrieves the first shard, which transforms her into Lord Wolf. AC 150 OHI 15 First known sighting of Stormonu, when he creates Moonsliver lake. Later records point at Stormonu having been on Amberos since during the Elvin Golden Age, but cannot be collaborated. AC 1511 After two years of searching and hiding, Lord Wolf emerges to save the Roonhawk assassin, Borris. The two make an uneasy friendship, and manage to retrieve the second shard of Hellhammer. Retrieving the second blade transforms Katrina back to her female form. AC 1512 The young Dhoric wizard DragonSmith falls under a magical enchantment that transforms him into a squirrel after conversing with a polymorphed elf princess. During his enchantment, DragonSmith recovers the third shard of Hellhammer, which breaks the enchantment. The elvin princess, Fianna Chika, possesses the fourth shard. Lady Wolf finds DragonSmith and they seek out to destroy the Skyland Hold. However, they are betrayed by Borris, who dies for his treachery. AC 1513 Unknown to mortals, Dhorian comes to Amberos in disguise to learn the secrets

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of the Skyland Hold to help in its defeat. However, he is caught by the Dark One, and taken back to the god's infernal home to be tortured. The first appearance of Logres is at this time, who appears in The Dark One's court to heal Dhorian's wounds and offer himself in the god's place. The kindness of Harp's only son, Logres, causes a revolt in The Dark One's realm, and Logres is slain to quell the rebellion. However, the rebellious factions take the body and begin a perilous journey to the upper planes. They will arrive in Dhorian's court in 10 years. AC 1513 In desperation, the Gods of Amberos mass to confront the Skyland Hold, revealing it is under the command of the being known only as The Dark One. The Circle of Good, with the aid of Ziga and her legions, defeats The Dark One, though The Dark One manages to flee back to his home plane. Minos, the lord of psionics, follows The Dark One to ensure his destruction. The Dark One seals the lower planes from intrusion, effectively preventing any others from following, and trapping Ziga on the prime plane. AC 1513 - 1515 The Skyland Hold flounders, though it is still controlled by Volk. Misake, and various other countries manage to throw the yoke of the Skyland Hold off. Soon the Skyland Hold only controls the southeastern arm of the continent. AC 1515 After two years of prison, DragonSmith manages to trick his captors into letting him forge the four fragments of Hellhammer back into one sword. He is the first wizard since Kinko to understand the magic that made Hellhammer, and binds the weapon back as strong as when it was made. With the sword, he attacks and kills Volk, but not before receiving a fatal wound himself. Hellhammer is sent to Roonhawk, but vanishes from the caravan. It is believed to have been stolen by a caravan guard, and later lost. AC 1516 - 1523 The Land of Swords coordinates its power. It becomes the first kingdom since the Elvin Golden Age that relies on magic for communication and the administration of justice. AC 1523 - 1545 Expansion of the Land of Swords, slowly assimilating the central western and southern areas of the continent. Roonhawk is beaten northward past the Crystalmire Mountains. AC 1545 The Skyland Hold makes its last attempt to recover. With the aid of Roonhawk, a massive offensive is pulled against the Land of Swords. Roonhawk betrays the Hold however, and sides with the Lands. Vargraad is slain in the battle, and the Skyland Hold shatters. The only surviving group allies with General Severn (who is actually Sethinyor), who becomes a thorn in the side of Swordfall for many years to come. However, the blasted wastelands that Severn creates are too much for Swordfall to overcome. AC 1546 - 1566 Relative peace and expansion within Swordfall. Swordfall pushes in all directions, becoming allies with Simera and eventually making Roonhawk a puppet of the empire. AC 1566 End of the First Age of Swordfall with the death of Nannon I. Nannon's son, Garnand Nannon (King Nannon II), succeeds him. AC 1576 Death of King Nannon II by the court wizard, who turns out to be Raonake Major. Edmund Nannon (Emperor Nannon III) becomes ruler. End of the Second Age of Swordfall. AC 1576 Raonauke returns to Roonhawk to rule. He retains Chief General Ulgaurd Northhagen (son of Beurguard) as chief general. AC 1577 - 1599 Robber barons, inspired and funded by Roonhawk, raid into Swordfall's lands. AC 1593 King Nannon III, dies and is succeeded by Baron Kalthear Nannon. Later that year, the Baron dies of old age, before being publicly crowned. He is succeeded by his son, Yulan Nannon, who proclaims himself King Nannon II, accusing Garnand and Edmund of being fools unworthy of the crown. Their names are stricken from the royal records. AC 1599 King Nannon II dies in an attack upon

The Rise of the New Kingdoms (AC 1516 1690)


AC 1516 The Free League votes for a ruler to administer to the needs of the various countries. Baron/Prince Kalthear Nannon of the Fertile Valleys wins through deceit, though this is not learned until much later. The Land of Swords (to later become Swordfall) is born. Vargraad, Volk's dragon, rules the remains of the crumbling Skyland Hold.

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his coach near the border of Roonhawk. Aurel Nannon, King Nannon III, succeeds him. However, Aurel is only 5 years old, and the royal court takes full advantage of his immaturity to fulfill their own agendas. War between Roonhawk and the Land of Swords lasts until King Nannon IV ascends the throne. Much land is lost during Aurel's reign, and the Land of Swords becomes a petty kingdom. AC 1660 - AC 1663 Elvin races, who were being displaced by human encroachment suddenly begin to retaliate, violently. The elves take few losses and manage to slow the wild advancement of humankind across the continent. AC 1662 - AC 1665 The dwarves, reinvigorated and ready for battle, emerge from their mountainous isolation, savagely taking land in an effort to again become the most prominent kingdom on the continent. Elves continue to fight, but now find themselves also warring with dwarves. AC 1665 - AC 1720 The goblinoid races reemerge onto the face of Amberos and begin raiding other race's settlements without provocation. The goblinoids are under-organized but outnumber their opponents. AC 1675 - AC 1668 King Nannon III handles the wars against RoonHawk, the elves, and dwarves to his Generals, led by Brigadier General Bragrus Negreth. The Generals perform far below expectations, but keep the fortress towns of Swordfall safe. Their ploys manage to help the growth of the Land of Swords cities, however. AC 1682 - 1720 Human bandits join with, occasionally lead, goblinoid attacks. and AC 1690 Chief General Olman of Roonhawk throws Raonauke into the dungeons of his own castle and takes the reigns of control after Raonauke personally massacres an elvin community in northeast Roonhawk, and burns the forest to cinders. AC 1693 Elves join with Empire to stop dwarven Swordfall grants and sovereign control of the alliance. the growing Swordfall and goblinoid attacks. recognizes the elves Groon Forest for their

AC 1697 Dwarves reluctantly join forces with Swordfall after their capital in the Thunder Ridge of nowadays Klinn is inexplicably abandoned. AC 1700 - 1712 Dragons become more numerous than ever before. Groups of dragons are encountered working with goblinoids. Dwarves suffer heavy losses as dragon breath and goblinoid looters scour many citadels. AC 1712 Dragons turn on their goblinoid allies. The goblinoids flee southward, towards the ruins of Skyland Hold and establish Jshin-Mali-Numath, the ditch of warriors.

First Dragon Wars (AC 1715 1750)


AC 1715 - 1750 The First Dragon War occurs. The Swordfall Empire is given absolute control of its subjugated countries to win the war. It is perhaps the first time that all the continent's humans have banded together to fight a common foe. AC 1723 Kronndike of Misake leads an army of elite dragonslayers eastward to attack the dragons. They are to link up with Simera's forces in the east and give them respite. However, the entire army vanishes into the Twilight Forest. The 100,000 warriors are to never be seen again. AC 1730 Scrolls of ancient designs that Kinko never carried out are discovered in Misake. Secret plans to create technological wonders are laid in Swordfall. AC 1731 A tower of technology is created in the capital of Swordfall, Vall Wall, for the purpose of creating technological weapons of great power. They will become known as the War Relics.

AC 1688 King Nannon III dies from an orcish arrow poison when an assassin sneaks into the palace. Most histories accuse his cousin, Nathaniel Nannon, to be behind the assassination. King Nannon III is succeeded by Nathaniel Nannon, King (soon to be Emperor) Nannon IV.

Age of Swordfall (AC 1690 1801)


AC 1690 The Empire of Swordfall is founded in an effort to end the wars.

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AC 1735 The first War Relic is finished and given to a hero of the human armies. As more of the weapons are churned out, the war begins to swing in the favor of mankind. AC 1736 - 1739 More War Relics, Twenty-three in all, are produced and distributed to the generals of the Swordfall Empire and its subject states. AC 1739 Technological Dragon Carbide Armor is developed by the dragons. The first suits are capable of withstanding most conventional attacks, but are too light to stop the War Relics. The armor does not have flight capabilities as of yet. AC 1740 The Orb of Dragon Sleep, constructed by famous wizard Meander (the 3rd wizard to be able to cast 9th-circle spells since the punishment of Phromus), is set into action. It is intended to quickly end the war by putting dragons across the continent to sleep. However, General Xenrax of the White Dragon Troupe manages to rewire the device to become the Orb of Seasons, and plunges a vast area into a glacial deep-freeze. Several crack armies of Swordfall die in the instant cold snap. The Orb remains to this day, and creates the Great Glacier, which covers the Frost Lands and beyond. AC 1743 The Master Scientist, Fineburr the Astronomican, in charge of the creation of the final War Relics, turns traitor and is slain (his death comes mostly thanks to the efforts of Meander). The last War Relic created by the Master Scientist, the Sword of No Name, is created and given to Emperor Nannon IV. The twelve remaining weapons, and the final War Relics are worked on by the lesser Technomancers. They will not be finished until 8 years later. AC 1748 In a major navy confrontation, renowned Admiral "Forna" and his technological "ghost fleet" engage the Dragon Sea Citadel & Factory. The first appearance of flight-capable draconic Carbide armor appears. For forty days and nights, the teleportable fleet chases to capture the Dragon Citadel, and eventually sinks the great factory. The central factory of the Citadel, Kur-Dhurall, is teleported to the Dark Lands, where after making the last Carbide suits, it is dismantled to create the fortress KillKathon. AC 1750, KAS 10 Kill-Kathon, the last dragon stronghold that bars entry to the "Dark Lands", is crippled in a massive battle between dragons on both sides. Only General Drake's army of yellow dragons continues the fight after the fall of the fortress. AC 1750, KAS 14 General Drake is defeated at the border of Inner Swordfall, only two days ride from the capital, Vall Wall. With the signing of the IronForge Treaty, the First Dragon War ends. AC 1751 The last of the War Relics is finished. All of the surviving War Relics are put into the Technological Tower of Swordfall, and sealed. The only exception is The Sword of No Name and the Seven Brothers & Sisters of the Sword. The former stays with Emperor Nannon, while the latter are given to the seven great barons of Swordfall. AC 1751 1765 Relative peace befalls the continent as it recovers from the war. However, Swordfall continues to exert heavy taxes on many regions, despite lacking the need to support a war effort. Eventually, Nannons continued martial mindset will lead to rebellion across the continent.

The Margrave Revolt (AC 1765 1773)


AC 1765 - 1773 Rebellion begins to stir across Amberos against the unrelenting grip of Emperor Nannon IV. Most rebellions (such as in Thuer's Home) were violently crushed. AC 1771 Simeras declares the alliance with Swordfall at an end. Raiders begin to start appear in large numbers on the eastern borders of Swordfall. Many are believed to be trained or allied with Simeras. AC 1773 The Barony of Vall Vega declares its independence of Swordfall. Swordfall, desperately attempting to muster troops to face raiders in the east, ignores the Barony. AC 1773 - 1779 The Barony of Vall Vega begins covert raids of Swordfall supply lines. AC 1776 - 1950 Various countries begin splintering from Swordfall, seeing the war efforts as excellent opportunities to escape the oppressive nature of Swordfall. The rebellions are led in force by the once-loyal barons of Swordfall, each

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of which wields one of the seven brothers & sisters of the Sword of No Name, giving them tremendous power to face Nannon. AC 1779 The Empire of Swordfall lashes out at various splintering countries, reabsorbing many. The rising Kingdom of Vall Vega is one, as is the lands that will become Sarve. AC 1800 The barons rebellion ends when the Baron Fredrick Furvon surrenders to Emperor Nannon IV of Swordfall. The Sword of No Name and the Seven Brothers and Sisters of the Sword are put away in the Swordfall capital of Vall Wall. AC 1808 Randu finishes Ghans attempt to bridge the Eastern arms of Amberos with the Answan Sawatt. Within a month, Randu uses the great Answan to raid into the southern arm of Amberos. AC 1809 Black Steel is discovered in the southern arm of Randu. AC 1809 The Knights of the South are founded by the combined efforts of the Kingdom of Vall Vega, the Silkna Kingdom, Raunghold and the gods Dhorian, Gosend and Visha. AC 1810 The Kingdom of Vall Vega tries to lash out at countries not allied with itself, including Randu. Several fall, but the determined efforts of Sarve halt Vall Vega's plans in the heartlands, while the Randese crush the Vegans with their new Black Fleet. AC 1811 Nyrr Ryann, aided by troops from the Knights of the South, attack port cities in Northern Randu. The Black fleet is recalled to repel the attackers, and much of Randus Southeastern realm is pushed back, just shy of the Answan Sawatt. Eventually, the Randese repel the Nyrr Ryanns AC 1815 On the eve that Randu plans a bold new campaign against the West, a titanic seismic upheaval causes the Isle of the Khan and the capital city, Zarame Kull, to sink beneath the waves. Though the Khan escapes, Randu cancels the campaign, and begins to falter. AC 1821 Sarve repels an attack by Vegan-led Knights of the South so resoundingly the Knights resolve never to attempt the feat again. In 1831, the Vegan general who organized the attack is removed from his post for treason against the Knights, who had not authorized the attack. AC 1823 - 1826 Tlesto and Ksiki clash in the bloodiest war since the Dragon Wars. Randu enters the fray in late 1823, and the Knights of the South are involved a few months later. The war ends in a stalemate, and Ksiki is reduced to a petty land under the jurisdiction of Randu and The Kingdom of Vall Vega. AC 1827 - AC 1930 Coastal countries around the continent begin to explore further and further, opening up new colonies in the hope of being able to sail to the heavens and to the opposite

The Vegan Age (AC 1801 Current)


AC 1801 The Kingdom of Vall Vega manages to break from Swordfall once again. Baron Romethus hires the wizard Kemidal (who turns out to be Raonake Major) to keep the country from falling to Swordfall again. Later in the year, Kemidal creates the first Crystalmire sailors. They are to be the first line of defense for Vall Vega. AC 1803 Sarve escapes from his extradimensional prison, placed there during the first rebellion. His first act is to kill the Swordfall wizard Nuerdragr who imprisoned him the first time, followed by Emperor Nannon IV, and his only heir. Swordfall becomes a state controlled by the Sect of the Sword. Sarve's actions save the Kingdom of Vall Vega and Silkna Kingdom from doom.

Randu Wars (AC 1805 1815)


AC 1805, MARCH Randu appears in the Northeast, and begins rapid conquest westward. In two years, it grows to conquer the entire Northeast arm of Amberos. AC 1807 The Kingdom of Vall Vega makes several hasty treaties with various countries (but not the Silkna Kingdom or Sarve's Lands). By the end of the year, the Kingdom of Vall Vega is the second most powerful nation on Amberos, second only to Randu. AC 1807 - 1808 Randus conquests slow, and the new country begins to fortify itself.

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shores. Many traders also desire to plunder the treasuries of the sleeping gods, as Dhorian once did, by sailing to those realms. AC 1825 Randu's army withdraws within its borders. The conquering raids of earlier years become minor forays to test the resolve of other countries. AC 1851 Nathaniel Hawk declares Hawk Lord independent of the Hawk Lands. A 6-month war between the Roonhawk and the Hawk Lands erupts in the wake of the announcement before peace is finally restored. AC 1863 The Citadel of the Sword becomes the home church of the Cult of the Sword. awesome 9th circle spells begin to appear. AC 1928 Demons and devils begin manifesting on Amberos, mostly in the Crystalmire Mountains. The Demon Jungle is rumored to be inhabited by Demons of all sorts. AC 1930 - 1950 Klinn, Llinn and parts of Simera become isolated during the most fearsome solo dragon rampage, by a dragon named Blazer. Though the dragon acts in violation of the Ironforge Treaty, no action by either the Dark Lands or the other Kingdoms takes place. AC 1950 Tamon Galenson claims to have slain Blazer in his lair. The dragon will appear shortly again, though, in AC 1955. AC 1961 The Skienlands forms after breaking away from Randu. They are the only nation so far able to escaped from Randu tyranny. AC 1980 The Klinnian Mapster Guild is established in Klinn. Their goal is to keep accurate and precise records of the occurrences on Amberos. They are even commissioned by the Vall Vegan court to create standard maps for border definitions. The mapster guild refuses, however, to record the "Official" history of Amberos as dictated by the Vegan Master Wizard. AC 1990 The long-thought-lost land of Aurora is discovered by Allum Akh-Naun, heir to the throne of Evan Cordum. It is also discovered that evil has seeped into the dreamlands. AC 1990 The existence of a continent-wide slaving ring is uncovered and thwarted by adventurers across Amberos. AC 1991 The Dragon Armada appears in the Tsre Ocean, pirating shipping vessels and sinking all opposition. AC 1991 Shovnov Coast, Saltbrine and Nyrr Ryann sign the White Seas Treaty in an effort to stop the loss of shipping vessels. Saltbrine provides the armored escorts. However, the escorts prove nearly useless against the might of the Dragon Armada. AC 1992 Devil, Demon and Daemon sightings become more prominent. Many clerics begin warning of a coming war of the gods.

Age of Discovery (1900 present)


AC 1900 Spi Dak Su is discovered accidentally by Klinnian fishermen, who are blown off-course during storms. They secretly begin shipping goods from Spi Dak Su and selling them to other countries. AC 1901 Arocnek is discovered by Millos, who begins to exploit the gold-laden primitives. Traders at this time speak of horrible creatures further west, and no exploration is conducted beyond Arocnek. AC 1903 Discovery of the death of Tuma when the ancient boat "Questor" returns, with no crew, but a log of the events upon Dragna. The find makes many quests eastward stop, for fear of finding Tumas final resting place - or worse. AC 1904 Discovery of a long-lost canticle of Teeth's religion. Most balk it is a fake, while historians begin uncovering the long-lost religion of Teeth. The god's past, current whereabouts and fate are unknown to all but a few. AC 1910 Discovery of slave trade among the Crystalmire Mountains is uncovered by bands of adventuring heroes. The Kingdom of Vall Vega is accused of supporting the practice. AC 1927 Wizards begin to fear magic is dispersing and fading from Amberos. However, it is discovered that magic has instead altered, forming into nine distinct patterns, known as "schools". Several mages who can cast the

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sometime after Titanicus had been made a god.

AC 1992, OHI The heroes of Link & Co., led by Allum Akh-Naun, uncover a tie to the evil dark elves and the continent-wide slaving ring. The heroes enter the Abyss to face the queen of the evil dark elves and defeat her.

(6) Phromus used his magical skills to absorb all of mans magic, which he created into a daughter, Magius. This left man without the ability to cast spells. (7) Sadly, the ambition of the Algalue is a myth that has been handed down to justify the Technological wars. The Algalue were peaceful until attacked and near slaughtered. Since that time, they have slowly and secretly adapted to become warriors and wizards, shunning the technology that brought them their doom. (8) Dhorian also lost the staff as part of Bellis curse, and has never been able to recover it. It is said that whoever holds the staff can control the universe, and it apparently has the ability to change shape - it has been reputed to been seen as a wand, a sword, even a human being tattooed with the laws, at one time. So far, no being has been able to retain it for long before it manages to slip from their grasp. (9) Because of their imprisonment, the Gods of Amberos for this time were reduced to mortal bodies, though they could not be killed by mortal means. During this time, the races worshipped the Elder Gods (10) It is unknown how much time passed during the elvin golden age. By merging with Aurora, seasons became localized, and years became meaningless. It has also been recently discovered that in Aurora, a single day is equivalent to a year on Amberos. Some scholars have placed the Elvin Golden age having lasting for thousands of human years, while others believe it may only have been tens of years. Records seem to point towards the former, however, rather than the latter. (11) Gwieze is actually an avatar of Thunderbulk, as explained in Merphal Dur Durem. (12) This marked the maturity and arrival of Teeth. Having lived in the Underworld with Jhalah, Teeth sought his revenge by returning with hordes of unhappy souls to wreck vengeance on the living. (13) This was choreographed by Ziga, who had become bitter after her enslavement by the goblinoids. The transformation was the first step in her revenge against Amberos and those who allowed her to remain a slave. (14) This also marked the defeat of Teeth, when Ziga abandoned the undead lord when she realized his hunger for power was absolute. Though the undead lord was imprisoned in his own temple, he made plans to ensure he could not be destroyed, by removing his own heart. This artifact, The Black Heart of Teeth, remains hidden somewhere on the continent. Another artifact, The Ring of Tuma, is believed to hold the remainder of the evil gods Tumas essence, and is thought to lie somewhere on the Isle of Dragna. (15) Oddly enough, Greensbeech and Ziga had crossed blades before, during the Elvin Golden Age, before Ziga turned towards becoming the goddess of evil. The other gods had intervened to stop the duel, and the two were brought before Zzadasa. Zzadasa ruled in favor of Greensbeech, infuriating Ziga, and Zzadasas then greatest servant, Tuma. Tuma helped Ziga escape, and he became the destroyer, and Ziga became the Queen of evil, intent on the destruction of the elves. When Greensbeech and Ziga prepared to cross swords again, Zzadasa warned Greensbeech to leave the goddess alone. Greensbeech ignored Zzadasa, and the god punished him by causing his strength to leave the elf during the fight. Ziga finally had her revenge by running the elf through.

The Upheaval (AC 1992 1995)


AC 1992, EPRIMAn unexpected economic upheaval occurs. Thousands of pounds of coinage and rare metals vanish like vapor. Anarchy reigns for the remainder of the year, and many countries prepare for war in the coming spring. AC 1993 - 1995 War rages across Amberos. The more financially secure larger countries soak up many smaller countries. By war's end, Silkna Kingdom has risen to the fore as the prominent country of Amberos. The Kingdom of Vall Vega has fallen to third, with Randu the second most influential. AC 1995 Violent tremors rock Amberos, emanating from the area around Tsre Vestu. When the tremors stop, rumors fly of an enormous battle between the mage Stormonu and the wizard Telsar. No one knows what the fight was about, but there is suspect that Telsar was attempting to take Stormonu's place as Master of Magic of Amberos.

Footnotes:
1) Although believed by the populace, the Elder Gods did not create Joapan, Thunbuk instead created it. See the Merphal Dur Durem for details. 2) Harp was not present when The Dark One tricked the Elders into sleep. However, before the Old Ones fell for The Dark Ones tricks, they managed to lock the Dark One in a prison plane. 3) Thunderbulk tricked Stormonu and Arr Kann into the mountain to recover one of the Celestial Crowns gemstones. See the Merphal Dur Durem for details. (4) Dragons were not accidentally created by man, they instead sprang full-grown from the roaming magic permeating the land. Others (such as the Xavens and Guaradrell) would arrive from Aurora (5) Actually, the first civilization was humans. King Kas was a powerful man who became King when he learned elvin runestone magic and began to create Cairns that would protect his people from enslavement by the goblinoids. Likewise, Xygleon did not appear until

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Reading the Estate Entries


Estate Entries Stat Block
Estate Name: Possessive: Titles: Government: Capital: Standard of Money: Cultural Basis: Location: Social Structure: Current Leader: Population: Resources: Estate Alignment: People's Alignment: Estatewide Taxes: Estatewide Religion: Name of the estate/country Term used when describing people or items from this country Titles commonly associated with the estate Describes the form of government used by the country Name of the capital city of the country System of money used in the country (See Below) The Real World Culture the country is drawn from Description of where the country is located on Amberos The social set-up of the people of the country Name and title of the current leader(s) of the country The total number of adult citzens in the country Listing of the major exports the country handles Personality of the government and how it appears to act General alignment of the people native to the country Taxes enforced across the country Official religion of the country, followed by other major religions

Titles
The information here pertains to titles or nicknames the estate is sometimes known by. Generally speaking, the first entry is the title and/or nickname used by those within the estate, while the second entry is the title or nickname used across the continent when speaking about the country. Titles are rarely used except at formal occasions or found within poetry or songs about the country.

Possessive
This is the word generally used when describing something or someone from the estate. Since this term can vary dramatically from the title of the estate, it is listed here for convienances sake.

Government
This list shows the form of government the country follows. The list below gives a basic explanation of each type of government to be found. Bureaucracy: Rulership by various departments, with each specialized to handle various matters; rulership passed on to most able of department Confederacy: A loose collaboration by various social organizations that band together for mutual support; rulership shifts according to power and influence Democracy: Rulership by the entire populous; no one individual has total power and political power diffused throughout society Dictatorship: Rule by one person who passes the right to rule to the most capable of his lessers

Feudality: Headed by various powers who all pledge their support to each other and gain loyalty from those below station; rulership rests in the hand of the most influential of the various powers Magocracy: Rulership by mages; often contains some other form of government Monarchy: Rule by one person who passes the right to rule along (royal) bloodlines Oligarchy: Rule by an elite group of citizens; rulership passed to most able prodigy of the elite group Pedocracy: Rulership by those whom are trained in thought (such as philosophers); Rulership passed on whim of ruler or to the "most enlightened" Plutocracy: Rule by the richest families of the estate; rulership remains in the richest and most powerful family Republic: Rulership by leader elected by populace; rulership passed on by elected vote of the populace Syndicracy: Rulership by various businesses; rulership rests in the most powerful business Theocracy: Rulership by the religion of the estate; power passed according to rites laid down by religion Tyranny: Rule by a militaristic leader who passes power along bloodlines

Capital
This entry lists the "headquarters" of the country, where the primary ruling force exists. The capital of a given estate tends to be the most populated city in the estate, but not always.

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Standard of Money
This listing comprises the "Standard" form of minted money in Amberos, which is the standard set by the Kingdom of Vall Vega (The Great Kingdom). Vall Vegas monetary system is described on the table below:

Type Dromar (Plastic)* Platinum Piece Steel Piece Gold Piece Electrum Piece Silver Piece Copper Piece Bronze Piece

= 10 = 5 = 2 = 1 = 1/2

Value (in gp) GP, 1/20 lb GP, 1/20 lb GP, 1/20 lb GP, 1/20 lb GP, 1/20 lb

Type Platinum Ingot Gold Ingot Silver Ingot Copper Ingot Trade Note

Value (in gp) = 5000 GP, 25 lb = 250 GP, 25 lb = 100 GP, 25 lb = 50 GP, 25 lb = Value as written on face of note** = Value as written on face of note***

= 1/10 GP, 1/20 lb = 1/100 GP, 1/20 lb = 1/200 GP, 1/20 lb

Blood Note

* Though accepted as currency by The Kingdom of Vall Vega, no country is capable of reproducing these coins, not even The Great Kingdom. They are relics from the past, and are accepted as money due to the fact they cannot be (even by magic) reproduced. The owner of such coins should beware, as few countries beside Vall Vega accept them as currency. ** Used to purchase large quantities of items, represents the equivalent value on face in items listed on the back. The holder may redeem the items listed on the face by presenting the note to the retainer of the trade items. Forging a trade note can result in 10 years imprisonment, or execution. Most trade notes are endorsed by Nyrr Ryann and not generally printed or minted by Vall Vega. *** Used as an IOU, meaning that the value written on the face is owed to the holder of the note. May be redeemed in the amount of time written on the face by presenting the bloodnote to the local authorities, whom collect the amount written from the writer of the note. Failure to pay results in a 90 day jail term plus prosecution as if the amount written on the face had been stolen. Forging a Bloodnote can result in execution.

Cultural Level
This entry summarizes the cultural level of the estate. Note that this is not an absolute level, as most estates have at least some access to the surrounding estates technology and social intermingling with its neighbors. There may be two or more entries in the

cultural level line; the first entry is for the ruling civilized areas and the second or latter entry is generally for rural areas of major subcultures within the estate. Most entries will present the subcultures name/affiliation prior to the cultural information.

Age
Prehistory Early History Ancient Golden Age Conquest Age Dark Ages Middle Ages High Middle Ages Renaissance Age of Enlightenment Age of Reason* Age of Discovery** Colonial Times***
* ** ***

Time Equivalent
Neolithic Stone Age 6000 BC - 1600 BC 1450 BC - 300 BC 500 BC - 180 AD 300 AD - 800 AD 900 AD - 1050 AD 1050 AD - 1400 AD 1400 AD - 1500 AD 1500 AD 1650 AD 1550 AD - 1600 AD 1490 AD - 1605 AD 1605 AD - 1800 AD

Cultural Examples
Cavemen Sumner, Babylon Minos, Greece Rome Carolinian/Frankish Empire Saxon England Tutor Family England Elizabethan England Italian Renaissance German Renaissance Portugal, Spanish Conquistadors British Empire

Time Frame for Amberos countries when gunpowder is first discovered Listed in this manner as the country expanded its borders beyond Europe and sought out new land and discovered new routes of travel around the globe Listed in this manner to denote time of colonial expansion and exploitation, and the coming to power of firearms

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Location
This gives a general reference on the old 8-map set as to where the estate can be found on the given map. The map sequence is given below: Exoracial: station and birth rank. No avoidance among social classes Prejudice to the group in parentheses, showing extreme hatred and dislike of mentioned race. Likely to slay or sell named race into bondage Normal reactions to various groups. Prejudice still possible, but will rarely erupt into violence. Unless stated, this is the norm for Amberos. Race in parentheses is seen as superior to all others. The listed race will receive the best benefits allowed in the country as long as the benefits are not abused

Interracial:

Maxiracial:

Social Structure
Below is a listing of the meaning of the various terms denoted in the column Social Structure: None: Patriarchy: Matriarchy: Equalitarian: Youthitarian: Venerachal: Caste System: Anarchy, no social structure exists Males hold the positions of power and influence) Females hold the positions of power and influence) Both genders hold equal positions of power and influence Young [pre-adult and adults] hold positions of power and influence Old [middle-age and older] hold positions of power and influence No chance for advancement in society, different social groups do not contact due to customs Strong ties to birthright, but limited chance for advancement in society. Certain social groups may be unreachable by lesser-born citizens. Social groups avoid contact with lesser social classes No limits on advancement in society. Equal chance of advancement open to all. Few ties to social

Current Leader
This entry lists the current leader, and his ruling designation, of the estate and denotes the most well known title of that being. Many estates are allied with one or more estates and there is a general social pecking order for these titles amount of respect and clout among neighbors. The following table gives a generic list of the order of precedence of titles for both Vegan/Silkna (Western) titles and Randese (Eastern) titles. Many countries use their own titles for their position of power. The appropriate equivalent is noted in parentheses after the leaders title and name. Western Title Emperor Overking High King King Prince Baron Duke Count Master Knight* Banneret Knight* Knight of Quality* Knight* Eastern Title Kas-Khan Shakkan Khan Shann Ilkhan Caliphate Omniman Provisio Salizaan* Saducen* Saracen* Mamluke* Oriental Title Emperor Dynast Shogun Daimyo Buto Emerald Magistrate Imperial Magistrate Magistrate Jade Champion* Samurai* Kuto* Bushi-san*

Class System:

Open System:

* Rarely, if ever, a position used to rule a government. However, promotion from this rank into a higher position of leadership is common.

Resource List
The list below shows all the different resources to be found in the country listings. In general, these resources are used either within the country or exported for trade and make up a significant part of the estates economy (usually 33% or more). When merchants are seeking large quantities of an item, they usually turn to estates that produces these materials for consumption. Wars, rivalries and other conflicts can thus have a dramatic reflection on the cost of these items from the various estates.

Population
A population of the estate is for adult citizens not enlisted in the standing army of the estate. Only the primary race(s) of the estate are listed. Unless otherwise noted, this is for humans only.

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Common Quality Agriculture Animal (Type) Coal Granite Fish Foodstuff Lead Livestock (Type) Metal Alloys (Type) Pitch Quarried Stone Slaves Textiles Timber Workmanship I Semi-Precious Brass Bronze Coffee Copper Dyes Electrum Glass Iron Lamp Oil Marble Rare Animal (Type) Silver Spice (Type) Tin Uncommon Foodstuff Workmanship II Precious Adamantine Black Steel Exotic Animal (Type) Exotic Foodstuff Gems Gold Loadstone Magic Mithral Pearls Platinum Psionics Silk Steel Workmanship III

1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) 16)

Estate Alignment
This denotes how the government tends to act. Though it is not the actual alignment of the people running the government, this is the alignment the system of government would portray. Lawful governments are well organized and often have codified and universal systems of laws that do not vary from city to city. Laws tend to stress the group over the individual's rights. Chaotic governments tend towards anarchy, and there is little unification in the pursuit of laws or their punishments. In chaotic estates, it is likely that the enforcement, punishments and number of laws varies from region to region. In chaotic governments, the right of the lawmen to govern as they please is greatly promoted, and the well being of the individual is deeply embraced. Neutral Good, Neutral Evil and Neutral estates, there tends to be few written rules, though the majority of citizens tend to obey a unified system of morality and ethics. A true neutral estate rarely involves itself in the life of its individuals, and makes few laws governing its citizenry's behavior. Evil estates tend burden the people with oppressive leaderships and burdensome taxes or laws. The government is rife with corruption and cares little about those its tramples under its machinery. Good estates attempt to help the prosperity of its individuals, and often seek to enlighten or better the lives of its people somehow. Lawful Neutral estates rigidly define laws for all aspects of life, regardless of the evils or goods it may turn out. A lawful neutral estate is only worried about order,

and tends to allow evil as long as it can license it, and often tends to snuff good under a pile of red tape. Chaotic Neutral estates bend towards total anarchy. Laws can change from day to day, region to region, reason to reason. Political favor can reverse itself on the drop of a hat. In a chaotic neutral estate, there is no conformity of laws, and punishments for various crimes depend on the availability, temperament and gusto of the local officials. Chaotic neutral estates rarely have dominant leaderships, and tend to consist of (warring) factions vying for control.

Citizens Alignment
This entry describes the overall alignment bend of the people. The majority (65% or more) of the people of the land adhere to the stated alignment. Estates that are more than one step out of synch with the government are rebellions waiting to happen.

Estatewide Taxes
The list below shows many of the taxes commonly found in the various estate entries and their average rate and the penalty for not paying the tax. Note that these are averages and the actual rate and penalty for not paying a given tax varies from estate to estate. Income Tax (A): Usually between 10%-20% of the estimated yearly wealth of the citizen, paid once a year normally during the month of KAS (to fund any coming wars). Penalty for not paying is usually a fine double the original amount owed and hard labor for a month.

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Fief Tax (B): Usually around 5% to 10% of the total value of all lands, buildings and grounds. This tax is usually paid by those who own more than one tract of land. It is common for noble to pay fief tax instead of income tax. Penalty for not paying is usually a fine of 25% of total value of lands and possible seizure of the properties. Slave Tax (C): Usually a set amount of 5 sp per slave per year. Penalty for not paying is usually a fine of 5 gp per slave and seizure of slaves. Export Tax (D): Usually set to about 15% of the value of the items exported. Penalty for not paying is seizure of the items and a fine of 30% of the goods values. If the exported items are also illegal, it may include a prison sentence ranging from a month to up to years. Protection Tax (E): Usually set to about 1% of an individuals income used to fiance the army and or police forces in the state. Nobles can generally avoid paying this tax by providing to the state a military force worth approximately 1% of their net worth. Penalty for not paying is usually requirement to pay the tax and two years of military service. Nobility is rarely required to perform the military service and simply fined an additional 1% of their net worth. Explorers Tax (F): Usually set to 10%-20% on licensed expeditions or adventures in which monetary wealth is gained. Unlicensed individuals are usually taxed at a double rate and may face other legal consequences. Penalty for not paying is seizure of all goods found in the expedition/adventure and jail time ranging from one week to ten years. Blood Fee (G): A fine ranging from 50 gp 5,000 gp to avoid criminal prosecution for a crime. Certain crimes cannot be paid off with a blood fee (most notably Treason). Wergild (G): A fine of 25%-45% of the total worth of an individual slain, paid to the family of a murder victim to avoid legal prosecution. Generally speaking, even when the tax is allowed, a person from a lower class cannot pay a wergild to avoid legal prosecution from killing someone above their social station. Penalty for not paying, is of course, pursuit of legal action against the individual for murder. Tithe (H): Usually 10%-15% of a persons total wealth per year paid to the church to remain in good religious standing. Penalty for not paying is usually excommunication from the church. This tax only appears if the estate REQUIRES the tithe to be paid. Conduct Tax (H): Usually 5%-7% levied against churches that collect tithes. Penalty for not paying is usually the closing of the offending church and seizure of its properties. Scutage (I): Usually 1% of the persons total wealth, paid to avoid otherwise mandatory military service. Often it can also be paid by donating a small force of personal warriors for military duties for one year. Tribute: Usually 5% of a persons income or total wealth (whichever is greater) paid to the government usually to pay to another estate, which is noted in parentheses. Miscellaneous (Type) (J): The name of the tax and the flat fee or % of income is listed following the tax name. None: There are no estatewide taxes enforced in the region. Civilized areas within the region (such as large cities or enclaves) often have their own taxes set up.

Estatewide Religion
This entry depicts the major religions of the estate. An entry in all capital letters indicates that the religion is the official religion of the estate. In the estate, there can be found at least one temple dedicated to the god listed in each major town or city. Over 65% or more of the people worship the religion given in the entry. In the case of multiple entries, the majority of worship (totaling at least 90% of the estate's worship) comes from the entries, and each deity mentioned has a least one temple in each major city or town. In the case of listed pantheons, 90% or more of worship of the estate revolves around at least one of the deities of the pantheon. Generally, a temple dedicated to one or more of the gods of the pantheon can be found in any given city or temple.

Description
This entry expands to include notes about the estate. The attitudes and customs of the people of the land are discussed in detail, as are major factions, allegiances, historical notes and social notes. The subsection also deals with how adventurer types will be treated in the estate, as well as the estate's (and the people's) feelings about weapons, armor, spells and various religions. This section of the entry is divided as follows: History: An overview of how the estate came into being

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and how it reached its current state of affairs. Allies/Enemies: A list of those estates that the country has developed a strong hatred as well as those lands the country has allied with or works with on a regular basis. This entry also makes mention of some of the major treaties established on the continent. The following major treaties, and their participants, are listed here: The Agreement of Light: This is a treaty between Simeras, Iiannhanex and Llannhanex to assist one another in case of invasion, and a general peace treaty between the three. The Blood Bond: This is an agreement between the lands of Jsarath, Lacosis, Nauwflouwd and South Jsarath to keep each other notified of amassing troops in the Dark Valley and a pledge to help one another in case of an invasion by the creatures of the Dark Valley. The Brotherhood of Arms: Established by the Knights of the South, this is an agreement between itself and other nations to provide protection in return for materials, money and goods. Current signers include Aluski Sath Tusko, Bulungi, Brotherhood of Glory, Derauck, Duchy of Molvak, Hawk Lands, Hawklord, Irvenst, the Kingdom of Vall Vega, Klinn, Lacosis, Llinn, Millos, Nyrr Ryann, Principalities of Xatmas, Roonhawk, Saltbrine, Shovnov Coast, Silkna Kingdom, Smanvalla, Southern Kingdom and Swordfall. The Order of the Buried Blade: This secret alliance among the eastern countries is a direct counter to the West End treaty, allying the current and former realms of Randu together for protection against aggression by the West. Its members are Randu, Ran Da Khan, Skienlands and Simera. The Serpent Pact: This treaty unites Millos, Saltbrine and Bulungi in an effort to protect trade against pirating mainly uniting the three against the Dragon Armada. It also establishes restrictions on trade monopolies among the three in an effort to unite and compete against Nyrr Ryann in shipping trade. The Stand of Brothers (and Sisters): This is an informal treaty between Erakatoa, Kennestone, Klinn, Llinn and Ulanst. It calls for the countries to assist in attacking Simera should that country once again attempt to invade any of the treaty members realms. Treaty of Crossed Swords: This treaty was forced upon Randu after its defeat by the forces of the west. The treaty required Randu to give up large portions of its land, free the Skienlands from Randu control and the payments of huge sums of money to the Kingdom of Vall Vega and the Silkna Kingdom in compensation for the destruction the war caused. As a final clause, it forced Randu to open its borders to trade with Nyrr Ryann. West End Treaty: This treaty organized and championed by The Kingdom of Vall Vega. It was primarily aimed at allying the countries of the former Kingdom of Swordfall against aggression from Randu. However, the Kingdom of Vall Vega also worded it so that by revoking a countrys charter to the treaty, their land was considered up for grabs by any country bold enough to seize it. This treaty allies the Kingdom of Vall Vega with Aluski Sath Tusko, Barbed March, Brotherhood of Glory, Bulungi, Derauck, Doonask, Duchy of Molvak, the FarrenLands, The Hawk Lands, Hawk Lord, Irvenst, Kennestone, Kirranays, Klinn, The Knights of the South, Ksiki Con Corridon, Lacosis, Lanster, Llinn, Millos, Misake, Nyrr Ryann, The Principalities of Xatmas, Roonhawk, Saltbrine, Sarkasti, Shovnov Coast, The Silkna Kingdom, Smanvalla, The Southern Kingdom, Swordfall, Tlesto, Ulanst, Vilalance, Zarkasti, and Zyans. Lands: An overview of the physical landscape of the estate, as well as an overview of manufactured dwellings. Government: An overview of the makeup and how the government is involved in the affairs of the land. People: An overview of the makeup and top-down look at their daily lives. Races: A breakdown of the major sentient races that inhabit the estate, and their general outlook and regard of the other races. Religion: An overview of how religion is handled and viewed in the estate. Magic: An overview of how magical ability is treated and viewed in the land. Adventuring: An overview of opportunities and intrigues that may lure folk into adventures. Also, there is a notation on what sort of arms and armor are allowed (or disallowed) in the country. Holidays: A brief list of estate-wide holidays and a short description of how they are celebrated or observed.

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Estate Listings
Aluski Sath Tusko
The Dusty Rose, The Shining Realm Possesive: Tuscan Government: Religious Dictatorship Gov Align: Lawful Neutral Capital: Aluri Ruler: Archbishop Louise Dath Vento (Duke), His Honorable Majesty Culture: Middle Age Denmark Citizen Alignment: Neutral Good Social Structure: Patriarchal Class System Population: 16,000 Resources: Copper, Animal (Horses) Money System: Vegan Standard Estatewide Taxes: Income, Protection, Explorer, Wergild Estatewide Religion: XYGLEON, Belli Overview: A former wilderness, Aluski Sath-Tusko is slowly moving towards becoming an empire of cities and suburbs. Aluski has become a mix of Randese and western culture, and its agricultural roots are quickly fading. History: Aluski is the spin-off of Aluri, a druidic country that traces its roots back to the creation of Kennestone. During the Dark Age, the High Druids faced a schism following the death of the great and first druid Druidus, and roused the ire of the Warlord of Kennestone. The split sect chased each other through the Dark Valley, to end up in what is now Randu-controlled lands. There the two sects sued for peace, and each went about its way. Aluski was, for the most part, untouched by the First Dragon War and ignored by the Empire of Swordfall; the land had little population and fewer resources desirable for Nannons appetite for wealth. It was not until Ran Da Khan succeeded from Randu that things in Aluski began to change. Merchants and others who dared not return to Randu, but did not agree with Ran Da Khans government moved to Aluski. Aluski quickly found itself influenced by Randese culture - corrupted, the Aluri contest - and slowly began to become more and more civilized. Lands: Once pure wilderness, much of Aluski has been cultivated in one way or another. Land has been cleared for crops or housing, though many areas have beautiful gardens or other cultivated natural resources. Most buildings are lovingly built from natural materials and a symbol of prominence is to have ivy growing on ones domicile. Government: The organized government in Aluski is run by priests of Xygleon, who are attempting to draw the populace into more modern times and a more organized, efficient civilization. Members of the Titles:

government take proficiency tests to obtain their positions, which has been slowly replacing the old method of granting offices to the eldest druid eligible for the position, regardless of talent. Inside the cities, the presence of the government is strong, but in the rural areas many things seem untouched since the Dark Ages when the druids ruled over the people and the land. Most taxes are collected in copper, and beautiful works of art are in copper, which is considered a holy item by Aluski. This is perhaps the most expensive place to purchase copper, but is mined the purest. People: The civilized areas of Aluski are slowly evolving into organized, walled communities filled with the trappings of civilization and growing commerce and trade. Larger communities have begun building with stone or cut wood, which is very much taboo among the old faith. Most of the countryside is still wild or dotted with small open communities made of thatch or sod many of the citizens of this country are still poor, devout farmers who adhere to the ancient teachings of Belli. Slavery and other forms of servitude are illegal in Aluski, and the old system of working only those lands designated by the druids has nearly faded into obscurity, but the estate is attempting to consolidate its great towns without destroying the surrounding countryside.

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punished with death. Wizards and sorcerers tend to be unwelcome in Aluski, and bards are barely tolerated, so long as they keep their magic low-key. Adventuring: The few laws here are very strict and unforgiving, though they tend to be carried out in a very fair and honest manner. Only guardsmen are allowed to draw weapons and wear armor in the cities, though in the wilds weapons and armor are certainly allowed, letting the freemen protect themselves. Religious paraphernalia of other deities are not allowed into the country, and those caught with such can be punished with death. Any and all adventurers must be sanctioned by the church and must be willing to carry out church errands if so ordered. Only sanctioned adventurers may carry (but not draw) weapons and carry armor (again, not wear) in cities, and only so while on-quest. Holidays: Maiden Day (Ohi 31st ) In contrast to Alustas Maiden Day, this day in Aluski is marked with feasts and celebrations in which young maidens are brought out and allowed to show their talents and skills. There is much dancing done in the evenings, and women make and serve all the festivals food. Many of the young ladies are seeking to make an impression to win a betrothal by MarriageFest, which is only a week away. Founders Day (Bristus 2nd): This day celebrates the founding of Aluski Sath Tusko, oddly on a day revered as Bellis Day. There is usually a week-long parade of wolf-cloaked druids (representing the ancient druids of Kennestone/Aluri) who march through the realm that arrives on Bristus 2nd at the capital. As the parade passes through each town, the parades collect yearly taxes that are tossed at them by the peasantry. These taxes are delivered to the capital in a special velvet-lined chest that represents ancient blood-money paid to call off the Wild Hunt on the founders of Aluski. Some worshippers of Belli still celebrate the ancient form of Maiden Day, but the ritual sacrifice of women on this day has been forbidden, and with the change of dates to put it before MarriageFest, makes the point of sacrifice usually moot.

Agriculture is still pursued by most citizens, though younger generations are moving towards urban farms and slowly developing ways to better farm smaller areas of land. Races: Most of the recognized population is human, and there are only a handful of gnomes and Hillenfaey in the land. Elves are almost unheard of, and keep to their own kind for they are hated and feared by the human population. Dwarves have little use for Aluski, and there are no dwarven settlements to be found in the land. Due to its relative nearness to the Dark Valley area, there are many humanoids in the wilds, though their numbers are small and generally nomadic. Religion: The great faith of Belli is slowly fading, being replaced by the mighty church of Xygleon, brought to the land by the Randese who migrated here. It has become the nucleus of the new government, and the old druidic ways have been swept aside. Many of the older citizens still worship Belli, though under the church of Xygleon the people are making rapid sociological advancements. The people of Aluski only tolerate worship of Belli and Xygleon, and are quick to banish those who worship any other gods. However, priests of Zzadasa, the punisher, are allowed to act as police officers in the country, but are not allowed to build a mainstream church to Zzadasa, nor convert citizens of Aluski to the worship of Zzadasa. All citizens are required to attend church services regularly, and the tithe to both church and government is mandatory. Magic: Spells cast by clerics of faiths other than Xygleon or Belli are considered heretical, and can be

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Countries of Amberos Alusta


The Prince of Aluski, The Pure Lands Possessive: Alustian Government: Theocracy Gov Align: Neutral Capital: Caer Nuag Tith Ruler: Hierophant Maergus Threaron (Count), His Fearlessness Culture: Germanic Dark Ages Citizen Alignment: Chaotic Good Social Structure: Patriarchal Class System Population: 9,500 Resources: Silver, Agriculture Money System: Barter Estatewide Taxes: Fief, Slave, Protection, Wergild, Blood Fee, Tithe, Conduct, Tribute (Kennestone), Miscellaneous (Crop / 5%) Estatewide Religion: XYGLEON, Belli Overview: Alusta is a woodland realm ruled by druids and dominated by forest. Its people tend to be xenophobic and prefer a simple life in harmony with the wilderness surrounding them. History: Alusta a druidic country whose people can traces its roots back to the creation of Kennestone. The Aluri started out as a tribe of people who dedicated themselves to the service of Belli, and took to the teachings of Druidus. They believe the dragon Guaradrell was sent by a jealous Phromus who hated the corrupted Kingdom of Kas. They held for a long time that Vermnias jealousy kept them from settling down, and many feel that her curse still follows them, as clans of Alusta wander as nomads across the Alusta landscape. During the Dark Age, a young High Druid of Jsarath blood vied for control against the Hierophants of Kennestone, and taught blasphemous teachings (which vary by the storytellers beliefs) to some of the Alusta. The Hierophants called a Wild Hunt on the rogue High Druid, and chased the traitors through the Dark Valley, to end up in what became Randu-controlled lands. There, the new sect begged for mercy, and the true Alusta relented, knowing father Belli would deal with the matter. The Alusta settled into their new home, where they faced such dangers as the goblins from Dark Valley and warriors from Randu. Alusta managed to remain unconquered due to the independent nature of its people, and their furious devotion to the land. Lands: The towns and cities of Alusta are built in harmony with the natural surroundings, making them difficult to spot and even more difficult to effectively assault. Druids and other such wilderness bands rovers patrol the areas and create the town guardianships. City elders look down very sourly at lumberjacks and others Titles:

whose professions require the destruction of the natural surroundings (including mining) and the druidic government strictly controls such occupations. Most towns, however, have a small, nearby mine from which the mercenaries are paid. Generally speaking, the mines are defended by Alusta warrior clans to ensure the mercenaries do not turn against the citizenry. Allies/Enemies: There is much tension between Alusta and Aluski Sath Tusko, even to this day. Alusta avoids contacts with its neighbors, and has a deep disdain for Riddlekill. Government: Alusta is controlled by a council of druids who have since severed their ties to the hierophant in Kennestone. The druids use the old form of filling government positions; as a position becomes available the eldest druid who from a lower position is elevated into the position, regardless of the druids worthiness to truly fill the position. Luckily the druids rarely involve themselves in the affairs of the people of this land unless approached first or matters begin to get out of hand. Druids who attempt to flex their political muscle to control other druids and or influence the lives of the people tend to find their manipulations stymied, backfiring or leading to their untimely demise and other infuriated druids or a mob of angry citizens. There is no police force in Alusta, nor a standing army. Individuals are responsible for their own defense and the people look to containing or capturing lawbreakers to bring before the druids for punishment.

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other religions are tolerated in the estate, those attempting to force their faith upon others risk the wrath of the druids and/or the common folk. Magic: Druidic magic is rare, but accepted across Alusta as a natural thing. Arcane casters are seen as untrustworthy and deceptive, and are generally avoided or shunned. Few however, are brave enough to attack a spellcaster unless it is absolutely necessary. Most Alusta dislike priests of other faiths, but will generally let a visiting priest be unless they should attempt to convert others to his faith, at which time such priests are at least likely to be asked to leave or beset upon by an angry mob. Adventure: It is possible for warriors to seek employment in the mercenary armies, provided they display their devotion to the Alusta way of life. Because of the general tendencies of the citizens to dislike troublemakers, most thieves and some bards are unwelcome in the land. Wild rangers can be found across the land, and native paladins are unknown. Holidays: Maiden Day (Beran 30th): In sharp contrast to Aluski Sath Tuskos celebration of this holiday, the original Maiden Day is a celebration of the start of Summer. Young women over eighteen who have not bartered a proposal for a young man have their name put into a lot. One name is drawn from each community and that maiden becomes the Queen of the feast that is held in her honor, as she is selected to marry Belli. However, there is a dark side to the feast, for at midnight, the young bride is taken to the local druidic grove and is sacrificed to ensure a bountiful summer growth of crops.

People: Alusta is mostly wilderness, and the small government is less interested in running peoples lives than keeping the country bound together and strong against enemy attacks. Even so, many towns have healthy rivalries against neighboring towns, though such rivalries rarely erupt into violence. Youngsters often participating in cattle-raids and bride-raids between towns, and occasionally, tempers may flare and someone may be killed or badly injured in such events. In these cases, often the payment of a wergild will ease matters between the two towns. If tempers flare beyond control, the local druidic government will often step in to cease the rivalries. Most of Alusta's warriors are mercenaries hired from neighboring countries or self-taught freefolk who have organized their own clan of warriors. The mercenary forces sometimes employed by the druids are well-trained and generally wealthy, being paid in hacksilver and raw gold, and it is their presence that continually contributes to economy of the land. However, the mercenaries are untrustworthy at times, and may raid a neighboring town for loot or break their contract for greater payment from enemies or other (rival) towns. Races: Alusta is almost exclusively inhabited by afarian humans. There is a smattering of gnomes and Hillenfaey that have migrated to the land, but there are practically no dwarves in Alusta. Elves and half-elves are ritually hunted down and slain when discovered. Goblinoids can also be found in Alusta, having migrated northward from Dark Valley, but they are fractious and little threat to the power of the druids. Religion: The Alusta worship Belli exclusively. While

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Countries of Amberos Arocnek


The Isle of Mahatmas Arocnekian Oligarchy Chaotic Neutral Arakok (meeting place) 21 Mahatmas (Prince), various titles Culture: Early History (Millese: Renaissance) Citizen Alignment: Neutral Social Structure: Equalitarian Caste System; Prejudice (Aspii) Population: 2,200 Resources: Gold, Timber, Coal, and Oil Money System: Barter (Vegan standard among Millese) Estatewide Taxes: None Estatewide Religion: AUK TAUK, Shurdeua, Moldairian, Kerundinius Overview: The lands of Arocnek are a primitive subcontinent dominated by the ubunti. It has recently been discovered by the Millese, who are seeking the riches hidden in the surrounding Broken Lands. The Millese have found the natives to be relative friendly and are thus using Arocnek as a jumping-off point into the Broken Lands. Little do the Millese know that the dreaded Aspii control the inner ring of the island, looking for fresh prey for their sacrifices and expansion into the Broken Lands or east into Amberos itself. History: Sometime during the rage of Guaradrell on the main continent, several groups of Aharati and ubunti banded together and departed the continent in search of a safe place away from the dragons rampage in the islands of the west. According to ubunti tales, a great storm split the flotilla of canoes neatly in half. While the fate of the other half of the flotilla is unknown (and thought to have bore those Aharati who now dot the Broken Lands), one half reached the great island of Arocnek and settled into an uneasy peace on the island. However, war began to erupt between the tribes over matters of who would rule, and the wars eventually led to the rather strange organization of the islanders to this day. Arocnek remained undisturbed and unknown to the inhabitants of the mainland until AC 1901, when Millos merchants accidentally stumbled onto the island following a storm much like the one that split the initial raft flotilla. Thinking the Millese to be long-lost brothers, the Arocnek let the Millese into their midst. The Millese have continued to trade with the Arocnek since that time, and sometimes sent mercenaries to fight in Arocnek wars in return for precious metals, slaves and even land rights to the island. However, unrest among the Arocnek against the Millese is growing, and there is likely to be Titles: Possessive: Government: Gov Align: Capital: Ruler:

war between the two in the future. Allies/Enemies: The Mahatmas have been forced into an alliance with Millos. At first, the Mahatmas welcomed the Millese, but after the Millese began to encroach on the Mahatmas rule, several of the Mahatmas have been reconsidering their alliance. Arocnek has surprisingly little contact with the various city-states of the Broken Lands, though it has suffered raids from those to west on more than one occasion. The biggest threat to the Mahatmas rule is the Aspii who dwell deep in the valley at the center of Arocnek. The aspii have attempted to slowly infiltrate the ubunti tribes, but the Mahatmas rites of ascension has prevented them from gaining a firm grip over the tribes. Government: The individual tribes are ruled by the equivalent of princes, called the Mahatmas, with there being 21 current tribes. Allegiances between the Mahatmas change from year to year, as the Mahatmas buy the services of various sub-tribes. War is continual for the tribes, but not in a mindless or bloody fashion. Most wars are contests of skill that last over the period of several days and are preceded and finished with great feasts for the tribes involved. Mahatmas have very short lives, only ruling for 21 years, starting at age 13. After 21 years of rulership, the Mahatmas is ritually murdered as an offering to

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the age of 13, the males join the warrior tribes and the females are sent to the communal. The tribe the young warrior goes to depends on which tribe the Mahatmas currently owns, and the child does not necessarily go to the tribe in which he was conceived. The Arocnekians are very open to foreigners, as long as such foreigners are willing to accept the local customs. Such visitors to Arocnek are inducted into one of the tribes immediately upon being met. This includes females, whom are immediately taken to the local Mahatmas communal tribes. The Arocneks tend to work with bone, wood and obsidian, and have not yet mastered the skill of working metal. Thus they will find metal weapons and armors very unusual and wondrous. Races: The original inhabitants of Arocnek were the aspii, the snake children of Aspus. The arriving ubunti humans fought a terrible war against the aspii and shattered their kingdom on Arocnek. The surviving aspii fled to nearby isles, but sometimes raid the great island to test the strength of the ubunti. Dwarves, elves, gnomes, Hillenfaey and goblinoids are unknown to this land, unless they have come via ship with the Millese. The number of Millese who dwell on Arocnek is small, and they are generally unaware of the ancient presence of the aspii in this land. Religion: The religion of Arocnek is fairly complex. The Mahatmas are thought to be descendants of Auk Tauk, who is believed to be the greatest of beings. The belief is that Auk Tauk created the Mahatmas out of his own divine spirit. The Mahatmas, in turn, created the rest of the Arocnekian. Among the Arocnekians, Shurdeua is seen as the lover of Auk Tauk. Her duties to brighten and warm the earth prevent her from being with her lover most of the time. This divine separation explains the separation of the sexes. The Arocnek are aware of Opheuss existence and marriage to Shurdeua, though he is considered an upstart god who is in league with Kerundinius. The reason for Auk Tauks and Shurdeuas separation is attributed to Kerundinius, master of foul

Kerundinius, allowing new Mahatmas to come into power. New Mahatmas can be male or female and are descended from the children of previous Mahatmas. Land: Arocneks comprises the easternmost section of the Broken Lands and shares many of its traits. However, unlike much of the Broken Lands, Arocnek has not suffered many of the upheavals that have left most of the Broken Lands in its savage state. Most of Arocnek is rolling plains, rising to a hilly region near the center, with a great valley full of ruins in its very center. The central valley is avoided by the living, and most of the villages of the Mahatmas tend to be coastal. People: Huge in size, Arocnek is nearly untouched by mortal hands. The ubunti people are simple, living in tribes with mostly agricultural skills and some metalworking skills. Although females are given equal respect as males, women are kept separated from men so the mens fighting does not disturb them. The Mahatmas allow the women to leave the communes at the request of consenting couples for the sole purpose of producing children. At the end of the year the women return to their separate communal, but the children are kept within the Mahatmas palace until they reach age 13. They are raised and cared for by the joint, but separate efforts of the men and women of the tribes the Mahatmas has purchased, and parentage tends to change each year. At

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magic, who forces Shurdeua to his disdainful house at night. To protect, and one day free Shurdeua from Kerundinius, Auk Tauk created Moldairian, the eternal champion. The sacrifice of the Mahatmas is thought to strengthen Moldairian for his eventual battle against Kerundinius. Also, there are minor groups of worshippers of Mkree Malka, Ko Kassa and Aspus on Arocnek. Mkree and Aspus are believed to be offspring of Kerundinius (and Shurdeua), while Ko Kassa is considered to be a strong earth spirit and is usually depicted as neutral, but who occasionally favors and sides with Auk Tauk. Magic: The Arocneks are more familiar with shamanistic magic than any other form of magic, and they can be easily frightened with a flashy display of magic. Adventures: Lately, Millos, led by the Arocnek Trade Guild, discovered the isle after the First Dragon War. It currently controls all foreign matters with the tribe, often exploiting the natives. Adventure upon Arocnek must be cleared with the trade guild, but such matters are a rare problem, for the guild constantly needs explorers and mystery hunters to check out the strange features of this land. Holidays: Amhumet (War Day, Kas 1st): Similar to Bloodfest in the west, on the day of Amhumet the tribal leaders select the families they wish for the war season. Gifts of weapons and other trinkets are doled out to entice warriors to service with the various princes. Luhumet (Day of Death, Dall 32nd): On this day, the princes who are 21 years old or other are brought together at Arakok, placed in a grand tent and given a feast. Near the end of the feast, warriors who have lost loved ones to the princes enter the tents with armor and weapons and slay the princes. As the last of the princes death screams fade, the tent is put to the torch, with the avenged warriors burned alive after they have finished their slaughter. As the tent burns, the remainder of the tribes hold a great feast to promote peace among the survivors. The Millese who have witnessed this holiday have been shocked and outraged, but have so far been unable to stop it. Muhumet (The Mourning, Enfeeb 1-30): This is a month of mourning for the various tribes are they are leaderless and prepare for the coming of spring. Travel is generally restricted and food usually hits its lowest point, resulting in some tribe members who starve to death.

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Countries of Amberos Bansado


The Mad Lands of Vardo Bansadian Monarchy Chaotic Evil Whitewall City King Vardo III, His Invincibleness Culture: Middle Age Citizen Alignment: Neutral Social Structure: Patriarchal Open System; Prejudice (Vegan) Population: 15,000 Resources: Diamond, Steel Money System: Vegan Standard, minted in Bansado Estatewide Taxes: All Estatewide Religion: ZZADASA, Dhorian Overview: The Mad Lands of Vardo have devolved into a chaotic realm where the government marches against its own people. Civilization hides behind towering walls to defend itself against the barbarism outside, yet still must contend with a government that is hell-bent on recruiting and marching its citizens in an unending war against outsiders and itself. History: One of the newer realms to Amberos, the land of Bansado is a demon-infested land whose king has been driven insane. However, this state of affairs was not always so. The inhabitants of Bansado can trace their lineage back to the years of the Great Migration, just following the Elvin Golden Age. Wandering warriors from the Kingdom of Malovak found their way into the deep mountainous area that one day would mark the lands of Bansado. They settled in caves to protect themselves from the harsh winter elements, and made friends with the dwarven clan that resided in the valley near where Whitewall Castle stands today. The warriors traded their brutish strength to fight off the goblin foes of the dwarves in return for better weapons and goods. Even then, the warrior clans held the name Bansado - a dwarven word meaning Bane of the Goblins. It was these rugged caverns that allowed the Bansados to remain out of the bitter wars that occurred with the growth of the Skyland Hold. When the atrocity of the Dragon War came along, only a handful of warriors left to join the newly-formed Kingdom of Swordfall and fight against the dragons. None of the volunteers ever returned, and communication with the growing Empire of Swordfall was negligible. After the Dragon Wars, as the mighty Swordfall Empire grew, the people of Bansado remained unaware of its presence, as Swordfall remained unaware of theirs. Over the years, the dwarves began to worry about the growing hardiness of the Bansado warriors. The dwarves began to suspect the Bansado were Titles: Possessive: Government: Gov Align: Capital: Ruler:

scheming not only to drive out the goblins, but eventually drive out the dwarven clan and steal their treasures. In a move that stunned the Bansados, the dwarves banded together to capture and enslave their human counterparts. They took away the weapons of the Bansados and forced them into menial servile jobs in dwarven households. The suspicious dwarves would not even allow the Bansados to perform mining work, lest the slaves secret away with the precious stones. In secret, the Bansados plotted a rebellion. They convinced dwarven craftsmen to store weapon caches in large areas to protect against goblin invasions, which began to grow with alarming frequency since the Bansados were no longer helping stem the goblinoid invasions. The dwarves were already being forcing to give up some of their better mines to the goblins, and few thought twice of hoarding such weapons in case of an attack. After nearly twenty years as slaves to the dwarves, the Bansado warriors made their move. Most of their warriors had grow gray during their servitude, but the young generation had been trained in combat in secret, skirmishing against the goblins to protect the dwarves even as they prepared to rebel. In a move that caught the dwarves completely by surprise, the Bansado warriors raided the nest of a Deep Dragon that had been long slumbering under the dwarven stronghold, and moved the treasure to the Dwarven Kings Hall. In the ensuing chaos, the Bansado warriors

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departed from the city, the dwarves cursing them as they did, hoping never to see the Bansados again. The dwarves were further crushed when the Deep Dragon not only took back its treasures, but also took many of the Dwarven Kings treasures as well in recompense for the theft. Outside the protection of the dwarven caverns, the Bansados fought through three bitter winters and surprising few deaths to establish a timber city some forty miles from the dwarven caverns. In five years, the Bansados had elected a Governor, and the town began to prosper. Within ten years, the Bansados had conquered other native tribes in the valley, and gained the attention of the Empire of Swordfall. The people of Bansado were nervous to be contacted by the Kingdom of Swordfall. The Kingdom lay so far south, none of the Bansados had heard of it. However, Swordfalls emissaries were very persuasive, and before winter had set in, the small realm of Bansado had been absorbed into the empire. When spring came, Emperor Nannons first order reached the glimmering towers of Whitewall City. With aid of seven legions of Swordfalls troops, the King of Bansado was to drive out the dwarves in the land and return a majority of the booty garnered to Swordfall. Instead, in a move that shocked the dwarves and Emperor Nannon, the Bansados used the troops to slay the Deep Dragon and forever drive the goblin hordes away from the dwarven fortress. The troops were then dispatched to help the dwarves rebuild their city. The overjoyed dwarves were so grateful to the Bansados, and so shameful of the slavery they had forced the Bansados to endure, they granted the Bansados the rights to one of the deep diamond mines the dwarves held. By the end of two years times, over twenty wagonloads of diamonds were shipped to Swordfall itself. However, Nannon bore a deep resentment against Bansado for a move he felt was treasonous. After two years of production of the mine, the Emperor had the King of Bansado executed for not paying his personal taxes. Then with a force nearly seven times as large as the original sent to Bansado, Emperor Nannon threatened to smash the dwarven kingdom - and Bansado - if it refused to help. Rather than being cowed, Bansado went rogue. The leaders defied Nannon, stalling him at Whitewall City with Bansado raiders until the city could be evacuated. Though Nannon burned Whitewall to the ground and executed its leaders, the effort only hardened the heart of Bansados and many other nations against the Empire. In secret, Bansado crowned a new king, and the host of Bansado were accepted into the fortress of the dwarves, where a bitter five year war was drawn out between Bansado and Swordfall, before the land of Vall Vega inspired other baronies to begin uprising. In a bloody season of uprisings, Bansado was the only country to keep Swordfall at bay, though it was unable to gain autonomy. Only the determined spirit of the Bansados allowed them to survive to see Swordfall collapse. They bitterly refused to join with the growing Kingdom of Vall Vega, instead choosing to pursue their own destiny. However, as the Kingdom of Vall Vega grew, it was not about to let Bansado slip from its grasp, especially considering how close the Kingdom lay to Bansados border. Since Bansado would not give up willingly, assassins were sent to remove any opposition to Vall Vegas seizure of power. Once in Bansado, the assassins worked themselves into the nobility and eventually were able to get close enough to the king to murder him in his sleep. The assassins plans seemed to work. The morning following the attempt, the assassins called together a great meeting of the people. There they began to announce the death of the king by unknown dwarven-assisted assassins and the Kingdom of Vall

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The army of Bansado, with orders from Vardo, commits atrocious acts against the people as it sweeps across the land. People are torn from their families and forced to work in slave mines or are inducted into the ranks of the army. Occasionally the army forays into the surrounding countries using strange, magical war machines. It never claims any of the conquered lands, and the Kingdom of Vall Vega is loath to interfere against the strange machines to stop the carnage. People: The people of Bansado are very much struck with fear of their government. Few dare to travel, but life in the villages and towns is dangerous at best, for one never knows where the mad army of Vardo will strike next looking for supplies or new recruits. There are many towns that lie in decay, their populace abducted and the buildings and fields left to rot from inattention. There are even entire villages populated by nothing but children, where all the adults have been abducted to serve in the army as warriors, servants or baggage carriers for the armys gear. This turmoil has made the country a hotspot of intrigue, paranoia, and crumbling edifices, for the people are timid and seem to ignore what transpires about them. The people constantly pray to be delivered from Vardo, but at the same time curse the efforts of their would-be saviors. Most people will reluctantly help strangers to their small towns, though they will prefer to keep any help secret or minimal to avoid drawing the attention of paranoid bureaucrats. The army of Bansado is greatly feared, and when it sweeps through an area, it rarely leaves a soul alive behind. Relations with the dwarven clans in the mountains have been officially cool, though many of the human folk near the clans have retained strong friendly ties with the dwarves. Some smaller towns have relocated entirely into subsections of the dwarven strongholds, to defend themselves against the deprivations of Vardos army. Races: While humans were once in the majority in this land, they have become a relative minority due to the constant culling by the army. The dwarves of Bansado have isolated themselves and have avoided contact with the main government of the land since its slow decent into madness. There are no standing elvin communities, and elvin visitors to the lands are becoming rarer and rarer. Likewise, gnomes are exceedingly rare in Bansado, and tend to be merely passing through rather than dwelling in

Vegas desire to fulfill the last wish of the King, to merge with Vall Vega. Their speech was rudely interrupted when the King of Bansado and his guards appeared on the balcony and threw the assassins into the awaiting mob. Since that time, a vicious battle between the Kingdom of Vall Vega and Bansado has been waged. The Kingdom has not been able to focus the full force of its army against the skirmishers of Bansado, who all-toooften had driven the vaunted Knights of Vall Vega limping back home. Lands: The internal and external struggles over Bansados land has turned the area into a battlefield ruin. Those towns that have survived are protected by powerful walls, many of which bear the scars of attacks from their own military. Other town are nothing more than mere ruins, some razed to the very foundation. Most of the areas between civilization have either been picked clean by the roving armies or are harsh and dangerous, having successfully resisted attempts by the various armies to strip them of their resources. Allies/Enemies: Bansado has openly declare the Kingdom of Vall Vega its mortal enemy, and has regarded all other nations as threats to its existence. An ambassador from the Knights of the South was sent to Bansado five years ago, but has become a prisoner of the state. The Knights have been attempting to barter for calm in Bansado and the release of its ambassador so far, to no avail. Government: For approximately five years, the conditions in Bansado have been worsening. The King, Vardo III, has gone insane and is destroying the stability of the country. It has only been the king's ability to frighten loyalty out of those whom surround him that has kept him on the throne.

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the land. Surprisingly, there are growing numbers of Hillenfaey and goblinoids in the country, who are using the chaos to reap their own wealth. Unlike the rest of the continent, the Hillenfaey of Bansado tend to be cruel and obsessed with gathering wealth. They often roam the land in small raiding parties, looking for travelers to rob. Religion: The main church of Dhorian, god of Justice, once ruled the land, but most of the temples have been abandoned for mysterious, almost diabolical, reasons. The remaining temples of Zzadasa in the country handle affairs with neighboring countries and have unsuccessfully attempted several times to remove Vardo from power. Palace plots continue between Zzadasa ambassadors and Vardos bodyguards, with treachery on both sides. The Zzadasa priests however, have refused to deal with the Kingdom of Vall Vega, fearing the reaction of the people, and the wrath of Emperor Rometheus. Magic: Magic can easily frighten the majority of people of Bansado, but most of the upper class citizens have seen or know enough about the effects of magic as not to be overly intimidated by it. In fact, most upper class citizens have access to magic, as wizards have of late become prize possessions by the wealthy. Adventure: Weapons and armor are outlawed, but because of the chaos in many sections of the country from treacherous officials, most offenders are unpunished. Those who live in the borderland areas between the Kingdom of Vall Vega and Bansado are constantly in need of assistance against the mighty armies that struggle over the borders. Within Bansado itself, there are many who seek release from the self-serving government officials or who seek relatives or others abducted into the army. Of course, those abducted into the army find themselves on a constant campaign under the iron whip of a ruler gone mad, which is certainly an adventure of its own. Holidays: Bansado currently observes no special holidays other than Bloodtest.

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the homelands of the elves and dwarves for the mischeif they fomented, and for the betrayal of Fir in assumming godhood in place of his dwarven and elvin masters. Many gnomes wandered the world without a permanent home until the Technological Age came into full swing. Some of the gnome clans during that time became infactuated with technology and began work on a flying mobile home/factory. As time passed the flying vehicle was expanded and worked upon, but as the threat of war began to loom, the gnomes decided to move elsewhere to prevent the flying fortress from being the target of an attack. Just recently, one of the gnomish engineers had become versed in technomancy the combination of magical and technological prowress. While conducting work to locate a magical power source to supplement the technological workings of the infant Blitzburg, the engineer stumbled on a powerful source of magic radiating from another plane. The gnomes built a portal to conduct Blitzburg to the plane just as the technological wars broke out. Barely just in time, the small sky-town slipped through the portal, and emerged in the maze of gearworks at the heart of Nirvana. Surrounded by the amazing gearworks of Nirvana, the gnomes began to incorporate the same magical mechanics into Blitzburg, causing the machine to grow to city proportions. Likewise, the gnomish engineers found at the

Blitzburg
The Black Cloud, Skydoom Blitzer Monarchy Blitzburg Standard, no trade notes, blood notes or dromars Cultural Level: French Middle Ages Location: Roaming Social Structure: Equalitarian Venearchal Caste System, favors Gnomes Current Leader: King Snvellar Ullison, the Great Sonne Population: 37,500 Resource List: Craftmanship, Gemstones, Slaves Estate Alignment: Lawful Evil Citizens Alignment: Lawful Neutral Estatewide Taxes: Income, Slave, Export Estatewide Religion: NONE Overview: Blitzburg is an ancient quasi-magical, quasitechnological flying fortress of gnomes, cloaked in a choking cloud of black smoke. It wanders the continent, taking from the lands below the precious minerals that keep it afloat. History: Following the death of Guaradrell, the gnomes of Amberos found themselves without a home, cast out of Titles: Possessive: Government: Capital: Standard of Money:

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heart of the gearworks a device they dubbed the Acheron Wand. Taking it from Nirvanas gearworks, the gnomes moved it to the heart of Blitzburg, where the artifact became the central engine to power the city. The process of building Blitzburg took an untold amount of time centuries, at least. Eventually, the city of Blitzburg was discovered some time in the late Elvin Golden Age by the titans of that realm. The titans were in the midst of a war with the Ancient Ones, and had come seeking the Acheron Wand to aid in their fight. The titans wrath against Blitzburg was terrible, and in the battle that followed the Acheron Wand was damaged, and Blitzburg forced to flee the plane, back to Amberos. Since that time, Blitzburg has traveled the width and breadth of Amberos, seeking fuel and parts to repair the damage to the city. Blitzburg has done its best to avoid direct contact with the world below, though occasionally raiding its resources to keep their city afloat. Allies/Enemies: The existance of Blitzburg is at best a legend on Amberos. Though Blitzburg has not made any real enemies, its legend is loathed by all those who know of it. In turn, Blitzburg recognizes none of the earthly governments of Amberos and takes what it needs when it wants. Lands: Blitzburg is best described as a flat, triangleshaped city with an outer hull made of spent Irideum (adamantine). It is approximately one mile from base to tip, and approximately twelve stories tall (not counting towers and other tall buildings). The stone buildings of the original Blitzburg city have been built in the hull, and consists of a once-marvelous granite and marble series of spires and hillocks. Centuries of cramped living have seen all sorts of changes to the city, and many of the once-fine buildings have been stripped or rebuilt to allow for more gnomes to dwell in the structures. Blitzburg is powered by a huge Irideum engine that both keeps the towering city flying as well as provide power to the citys defenses. As the Irideum slowly looses magic, components of the engine are replaced with new bits of fresh Irideum. Blitzburg has several main sections to it. The largest is the Forge, an area built into the forward section of the hull where gnomes hammer out Irideum constructs and work on parts for the great Irideum engine. Right behind the Forge is the Lode Bays, huge galleys where the gnomish constructs bring raw Irideum for processing. Incoming material is sorted in these bays and then sent on to its final destination, and any scraps or junk are jettisoned once the processing is complete. The last component of the Hull of Blitzburg consists of the Great Engine. Spread over a quarter-mile area, the Great Engine is surrounded by various lesser or back-up engines and also contains the crew quarters for those assigned to live and work in the Hull. The whole of the Hull is filled with gnome-sized passages, conduits and other tunneling to allow passage and work between the three main sections of the Hull. Attached to, and rising from the Hull is the Low City. This area consists of the lower buildings of Blitzburg where the majority of the creepers or common gnomes live. The streets generally consist of the adamanite hull plating of Blitzburg, with narrow streets barely wide enough to let two gnomes or a single construct pass through. Buildings are generally made of marble, with some steel plating or support structures. The Low City is structured in stair-step layers, and to get from one place to another usually consists of walking beside the lowest level of structures and up over houses down into another section of the Lower City. The Lower City is only four levels thick, but houses an amazing number of gnome creepers, who eat, sleep and wander the city in shifts. There simply is not enough space for all the creepers to occupy a domicile at the same time, and personal space is nearly unheard of usually extending no further than their work pockets. Low City gains little light, and many sections are completely in the dark all hours of the day. Several spires rise up from the blocky sections of Low City, creating a small, airy gap between the Marble City and the Low City. The Marble City is home to the middle-upper class of Blitzburg gnomes the thinkers, schemers and supervisors of the city. Iridium powered magic circles keep out the black smoke from the Great Engine, and light generally floods down from the sky above. The underside of the Marble City is made much to resemble Low City, but those who view it from above would be surprised to see how much it resembles a ground-based village, with cobblestone paths between the buildings and small gardens scattered about. It is also in Marble City where the food for Blitzburg is grown those in the Marble City and the High City can choose from a variety of vegetables and fruits, while the food destined for the Low City or the Hull is mashed into a gruel before it is sent down. Only a select few from the Low City are allowed on business into the Marble City, and those who visit here from below are sworn to strict secrecy about both the Marble City, the High City and the Ivory Tower. Once again, high spires reach from the Marble City to become the towers of High City areas reserved for the nobility and highest officials of Blitzburg. The greatest of these towers the Ivory Tower, stands at the fore of the great city, where the King of Blitzburg can look down to the world below to plan his next mining operation. Lastly, Blitzburg is innured with trapped spirits from Nirvana. These spirits often rail at their confinement and enforced slave labor in the city, and it is not uncommon for them to attempt escape or revolt, causing sections of the city to act awry as they do.

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Invariably, troubleshooters from the Engineers Guild are brought in to quell the spirits and coax them back to work. Government: Blitzburg is run by an oligarchy of High Gnomes who oversee the citys health, called the Council. The head of the Council is usually the wisest and oldest gnome who has been on the Council the longest. This headsman is given the honory title of King, and has the power of veto, agenda change, tiebreaking powers and ability to nominate individuals to the council, as well as the power to arrange investigations and impeach other members of the council. Finally, the King is the commander of the army of Blitzburg during times of war. The oligarchy is embroiled in detailed accounts of the maintenance schedules and social ebbs and flows in the city. They direct the work of the guilds and keep an eye on the gang wars of the creepers, ensuring that none of the affairs of the citys inhabitants causes problems to the citys overall well-being. The oligarchy also plans the surface raids and skirmishes that Blitzburg engages in, as well as monitoring the trade and spy network of they nycticorax, always on alert for threats to the city. Beneath the oligarchy are the Ward Lords, each of which is a prominent family who has been given control over a section of the city to adminstrate. The Ward Lords in turn control the Guilds in each sector, and the Guilds are in charge of raising, training and physical maintenance of their sector. There are also guilds that produce/distribute food, create clothing, provide medical services and other needed services to keep the city running smoothly. People: There are several castes of beings working in Blitzburg, each with their own sociological niche. The lowest are the gnomin demignomes bred to work in the cramped quarters of the Hull with little or no fuss. The gnomin are crossbreeds of gnomes and other races human, goblin, elvin and others who are essentially a disposable work force that can be quickly raised, trained, and discarded once they are unable to work. Generally speaking, a gnomin reaches adulthood in as little as 3 years, and generally is disposed of after a life of as little as 14 years. The next highest caste of Blitzburg are the creepers. These are common though somewhat degenerate gnomes who live in the Low City. They are considered to be the general populace of Blitzburg and are slightly brighter than the gnomin. Creepers are in many ways feral, and generally only exist to keep the gnomish population alive. Creepers may or may not have jobs their role is simply to exist. Creepers may be employed to work weapon systems, administrate the gnomin or function as a kind of merchant among the creepers. A select few among the creepers actually work for the gnomes of the Marble City area, bringing food, supplies or the word of the Marble City to the Low City. It is not unusual among the non-working creepers to create or join gangs who do little more than cause mischief through the Low City. When the gnomes need to fight, they generally use gang members as a military force. Above the creepers are the Gnomes of Blitzburg well-to-do families of gnomes either raised from the levels of the Creepers or whose families have served for extended periods among the Marble City. These Gnomes are most like regular gnomes, and number about 1/10th that of the creepers. Every Gnome in the Marble City has a job from administrating a ward of the Low City to Chief Engineer of the Great Engine. Most jobs are administrative, and the Gnomes are responsible for the smooth day-to-day operations of Blitzburg. There is little manual labor required of the Gnomes, though skill and reasoning ability is highly prized. Among the highest of caste is the High Gnomes, those whose families born of the Gnome families when Blitzburg was a city on the ground. They are like royalty, and each Gnome family oversees some portion of the city of Blitzburg on a grand scale there is a family who oversees the Great Engine, a family responsible for the cargo taken on, a family responsible for the drafting and training of the military, a family responsible for the maintenance of the miscellaneous Irideum machines, a family that oversees the maintenance of city buildings and the hull, a family responsible for matters in Marble City, a family responsible for the matters in the High City, a family responsible for keeping matters flowing between the Ivory Gnomes and everyone else, and a Gnome family responsible for food production and distributions. The last caste of gnomes are the Ivory Gnomes, who make up the royal family. There is perhaps less than 75 Ivory Gnomes, and they have few duties besides attending formal gatherings and listening to High Gnomes droll on about their work reports. The Ivory Gnomes live a life of leisure, but are not allowed to leave the Ivory Tower for more than a short hunting excursion (or visit of a strip-mine). They can only hope either to one day become the Imperial Lord (or Lordess) of Blitzburg, or hope to one day produce an heir that will assume the Adamantine Throne. Needless to say, the Ivory Gnomes are horribly interbred, and can no longer produce children when coupled with non-Ivory Gnomes. Beyond the gnomes, there are two additional castes that dwell in blitzburg. The first is the nycticorax, a race of raven-winged humanoids who act as scouts, messengers, spies and skirmish warriors for the gnomes. The nycticorax feed off the offal tossed aside from the gnomes, and make their nests in the flanks of the hull, where they are generally unaffected by the black smoke the great city produces. The final caste is the slavestructs former humanoids the gnomes captured during mining operations and have fused into the various gnomish constructs. They are essentially half-golems that have been bound with Irideum glyphs to be slaves to the gnomes. The process

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of creating a slavestruct is excrutiating would-be converts are brought to the Hull and strapped to the Great Engine for a week, where their body withers from the deadly magical radiations produced by the Great Engine. Those that survive have set into their flesh an Iridium mark that enslaves them to the gnomes of Blitzburg, and they are taken to the Forge to have their withered limbs replaced with adamantine, steel, stone or clay replacements. Once finished, they are generally taken to aid in the strip-mine operations. However, even those who die with their flesh bound against the Great Engine do not escape servitude. Their magic-infused bodies are brought to the Cargo Hold where creeper bands bind the body together and animate them as flesh golems for service within the Hull and Low City as common laborers. Only when a Slavestruct is somehow crushed, ripped apart or otherwise mauled in its duties does it become so damaged that it can no longer function. It is then stripped of parts and the dead flesh dumped to the earth below. Races: The majority of residents of Blitzburg are gnomes, with a smaller contingent of nycticorax and a mix of slave races held by the gnomes. Slavestructs also make up a minor portion of the citys population, about half that of the slave population. Religion: The gnomes have turned their back on religion long ago, openly blaming Fir for failing to protect them in the years following Guaradrells death. The flight from Nirvana has further soured the attitude towards divine beings, and the gnomes have an open and voilent hatred towards anyone who professes to worship a god. Even the nycticorax are scornful of gods, and will often taunt worshippers, or seek out devout individuals to be taken as slaves in Blitzburg. Among the slaves, however, there is a secret cabal who tends to the religious needs of the slaves. Their identity is kept an utmost secret to prevent them from being discovered and destroyed. Magic: Blitzburg runs off of a combination of magic and technology. While most of Blitzburgs gnomish population has rudimentary skill with using technology, they tend to have a poor grasp of magic. Only the High Gnomes tend to have any skill with magic. Nycticorax tend to scorn both magic and technology, but are not bothered by the gnomes use of the two. Slaves are absolutely forbidden from using magic of any sort and only know enough about technology to perform their jobs. Fixing or creating technological items is forbidden and punishable by death fixing technological items is reserved for slavestruct work and creating new technological items is the purvey of the gnomish guilds of the city. Adventure: Outsiders are best advised to avoid Blitzburg, though long-time residents of Blitzburg can find adventure as scouts to the surface or as troubleshooters fighting the rebellious Nirvanan spirits trapped in the machinery of Blitzburg. Non-gnomes are not allowed to be armed or armored, and only gnomes of the Gnome and higher castes are allowed to bear arms or wear armor though creeper gangs are often outfitted for warfare against the citys laws.

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Countries of Amberos Barbed March


The Gloryland, The Sons of War Possessive: Marcher Government: Militarchy Gov Align: Lawful Evil Capital: Ibes Ruler: The Senate, headed by Centarch Octavius Nors (High King), The One Man Culture: Conquest Age Citizen Alignment: Lawful Neutral Social Structure: Equalitarian Class System; Favored (Dhorics) Population: 75,000 Resources: Gold, Bronze Money System: Doll = 5 gp, Odo = 1 gp, Dyme = 1/10 gp, Centos = 1/100 gp Estatewide Taxes: Fief, Slave, Export, Protection, Explorer, Scutage Estatewide Religion: TITANICUS, Xygleon, Phromus Overview: Considering itself a descendant of Misake, Barbed March is a self-sufficient military-minded kingdom that seeks to expand its power and influence through war, hoping to make itself the master of the west over the pretenders to the legacy of the ancient Kingdom of Kas. History: Barbed March was once part of Misake, a small frontier realm formed after the end of the Elvin Golden Age. It was among the first new human empires, growing from the ashes of Dhoric civilization. It started as a free city under the management of a senate of military generals, led by a Seneschal, or Centurios, who answered to the Magistrates of Misake. In the coming years after the end of the Elvin Age, Barbed March managed to quickly consolidate and fortify the capital. From this base the army slowly spread out, conquering other free cities and lands that could not stave off the lightning fast attacks of the March Riders. Eventually, Barbed March broke from the lands of Misake. Within fifty years, Barbed March had conquered as far east as the now-Viking lands of Jsarath, and west to what is now known as the Wilde Wastes. However, its power was far from absolute, for though the realms bowed in terror from the March Riders, the offices of law within Barbed March could not extend and support the far reaches of the kingdom. To help enforce order, the Centurios hired mercenary troops to patrol and control the fringe areas. However, the forces, based in strength of skill, found their skills inadequate to deal with such menaces as Black Marentail, whose vile atrocities were committed in a well-known valley still south of Barbed March. From this valley, Black Titles: Marentail spread his undead deprivations through Barbed March, until his own magic spelled his undoing. For several coming centuries, the Black Hills would become a fabled and avoided site, home to the evil being known as Sethinyor.

With the greed and power-hunger of the mercenary troops, it is little wonder that the fringe realms eventually rebelled, and were torn from the kingdom by the mercenary troops, becoming petty fiefdoms. Misake was enraged, and the Barbed March was forced to battle against the great estate. Barbed March was able to gain its freedom due to the appearance of the Kingdom of Malovak, which absorbed most of Barbed Marchs land, and threatened the realm of Misake. For many years to come, Barbed March would become an anarchic state between the two realms, filled with bandits and raiders who held allegiance to neither of the surrounding powers. During the rise of the Kingdom of Malovak, Barbed March became a lawless land, but as the years passed, several of the more notable and powerful families of Barbed March began to gather power in their home cities. By the time Sethinyor was freed from Black Marentails castle, seven warlords had emerged, each

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attempting to unite Barbed March under their banner. Sethinyor met with each of the warlords, and eventually became their master. United once again, the fearsome March Riders pushed forth, driving fear into the realms of Malovak and Misake. Though the two realms mustered great opposition, the appearance of Roonhawk and later the Skyland Hold turned these two realms forces away from Barbed March. Nearly unstoppable, Barbed March spread north and east, attempting to avoid the Northern realms held by the Skyland Hold and Roonhawk. However, the dramatic fall of Misake left Barbed Marchs homeland wide open to assaults from the north, and before the troops could fall back to protect the capital, the Skyland Hold marched into Barbed March, slaying the warlords, and absorbing Sethinyor into its ranks. Under the new leadership of Volk of the Skyland Hold, the Barbed March became a tool of destruction wielded against the Kingdom of Malovak. The March Riders became instrumental in the fall of Flanan Malovak, and the destruction of the Malovak Kingdom. southern reach of Swordfall at the time, Barbed March began the earnest training of its troops and prepared covertly to rebel. When the Kingdom of Vall Vega openly rebelled in 1801, Barbed March made its move two years later, declaring itself free two years later. By sheer luck, Swordfall suffered a crushing blow in the Baron Rebellion, and was never able to recover Barbed March. Since that time, Barbed March has been making various attempts to reconstruct its ancient kingdom. Attempting to stretch in all directions, Barbed March has struck at the Xatmas, the Southern Kingdom, Nauwflouwd, and even attempted to conquer Misake. The creation of the Knights of the South has been the only force that has been able to successfully oppose Barbed March, and has been able to keep the estate in check so far. The Kingdom of Vall Vega, who has the power to enforce estate borders, has refused to change the border size of Barbed March or accept the lands conquered by Barbed March as part of the estate. On many occasions the Knights of the South have been dispatched to remove the Barbed March forces from neighboring countries. The Knights respect the Centurions of Barbed March, especially the March Riders. Since both countries dislike to lose warriors over oft-battled for land, usually a tournament or champion battle is held to settle the dispute. Lands: Barbed march is an uneven land of rocky scrubland. Surrounded by rough hills and mountains, there is very little land that is usable for farming. Most farms that do exist are patrolled and protected by the military. The various towns and cities of Barbed March are often multi-leveled or split leveled, with an outer protective ring made of wooden palisades or, in the larger cities made of stone. Allies/Enemies: There have been many clashes between Barbed March and the Knights of the South, though there is grudging respect for them. Barbed March has plans on conquering the lands of the Principalities and eventually the lands of Misake. It also has designs on Southern Kingdom, though the Aharati warriors have managed to make any invasions by Barbed March unsuccessful to date. Barbed March has long fought against Nauwflouwd, and despises its barbaric warriors. Government: The government of Barbed March is both ruthless and efficient. All levels of government are filled by former warriors who have earned their position through combat. Sometimes, that combat includes a formal battle to the death with the former official who held their position. Most officials are required to retire from their posts at age 45 or older, though in the higher ranks such as the Senate or the Centarch, those who have obtained their posts generally do not relinquish them until death.

Barbed March remained a pawn of the Skyland Hold until the last vestiges of the corrupted realm vanished in 1545, when Sethinyor was finally ousted from power. Following that time, Barbed March became a pawn of Swordfall, and they volunteered many troops to the Swordfall cause during the First Dragon War. It was also from Barbed March that the Technomancer, Meander, came to teach and help Finneburr the Master Scientist, create the War Relics. After the Rebellion of the Barons in 1773, Barbed March began looking for independence. At the

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Only those of the warrior class and higher have any political pull, and no one of less than officer status in the military can become a senator. Senators are elected once every six years by the middle class, with one Senator per city or town (villages are not large enough to support Senators). The position is very powerful, and each Senator has with him a personal army he donates to the country. Most Senators pass on these troops to the new Senator if they lose their position, but some have been known to keep at least a portion of the troops as personal bodyguards or a small army to defend their villa. At the head of the Senatorial body is the Centarch, or One Man. The Centarch is an honorary position at best, and remains so for life. The Centarch is treated as a Senator in all respects, except for the life term and the ability to break any tie in the Senate. The Centarch can also declare war at any time, and in theory can command the troops of the other Senators if need be. The latter is rarely done so as not to offend the powerful Senators. People: Barbed March is a militaristic country, in the fashion of the Romans. All the citizens, male or female, are trained for combat, and even operate in the same regiments. All opposition to the ideals of militaristic strength and lifestyles are squelched from the minds of the citizens, often violently. Barbed March is well known for its slow, meticulous expansion into the surrounding countries. The mere sight of these well-trained warriors is enough to make most neighboring towns concede without a fight. The average citizen, or plebian, in Barbed March, lives a frugal life in one of the many large towns or cities. Unlike Misake, there is no competition between towns, and each considers themselves a small gear in the clockwork device that is Barbed March. Many plebeians prefer the city life and the sense of freedom they bring. Farm work is frowned upon, as are the serfs who toil the farms, but their necessity is recognized by all. The majority of plebeians are lower class city workers, and the middle class consists of troops, mercenaries and warriors. Visitors to Barbed March are immediately inducted into a one-year training course upon registering as citizens, developing the battle skills of the individual and training the person in discipline. When completed, the visitors are free to travel as desired, and treated as a full-fledged citizen. Although weapons and armor are not illegal, their use in cities is forbidden, and the penalties are stiff. Visiting foreigners who do not choose to become citizens take a risk in staying in Barbed March non-citizens can be made into slaves, and there are bands that scour the land looking for foreigners to capture and sell as slaves. Also, a foreigner who commits a crime against a citizen is immediately marked for death - there is no such a thing as diplomatic immunity in Barbed March. Magic: Magic is seen as a mysterious and dangerous force by the people of Barbed March, and often attributes magical effects to the manipulation of human nature by the wizard. Most people dislike wizards, but the various Cabals within the realm are respected by the noble families and the rulers alike, who often offer tributes to the Cabals in return for magical favors. The two most notable and feared Cabals are the Red Death (of which Red Dengal is a member, and who study blood magic), and the Black Cabal (who study necromancy and the dead, after their founder, Black Marentail). There are no known Illusionist Cabals in Barbed March. Religion: Titanicus is the patron god of the Barbed March, and many invoke the name of Dhorian or Xygleon in day to day affairs, in matters of justice and daily chores, respectively. Though the March Folk will not worship Visha, they respect her battle skill, and the skill of the Knights of the South, who often worship her. Worship of the peaceful gods such as Logres, Menos or other non-combative gods is illegal by the natives of Barbed March (foreigners who worship such gods are ridiculed or ignored, unless they intend to remain in Barbed March for long periods of time, in which case they are executed) and punishable by death through stoning. Adventuring: Adventuring groups in Barbed March consist of small groups of well-trained warriors who roam the countryside in search of enemies of mankind and Barbed March in particular. Foreigners can set up their own groups if they so desire, after the one-year military training. While it is not illegal to own weapons or use armor in Barbed March, it is illegal for foreigners to draw weapons on citizens of Barbed March, and the punishment for doing so is death. Holidays: The Test (March 1-30): Every four years, Marchers gather to watch young athletes both in the military and without - compete in a variety of physical competitions. Medals of honor and other prizes and honorifics are given out to those who beat all comers in the various events, and Barbed March keeps and immortalizes the best records in each of the various competitions. Barbed March openly invites outsiders to these competitions, though competition often tends to direct itself as such outsiders, as Marchers do their best to ensure their own win first and foremost. The Pledge (Enfeeb 25th): On this day, all Marchers are required to come forth before a public official to vow their allegiance to Barbed March. Because of the generally long lines and waits to give the vow, feasts and other activities are often arranged to keep the populace entertained. Most of the activities are physical tests that are rife with propaganda-laden motifs who reward those who display loyalty to Barbed March and are occasionally used to root out traitors, spies or the disaffected.

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Countries of Amberos Broken Lands


Ha-Intaga (The Harsh Realms), The Scattered Isles Possessive: Varies; Breakers Government: Tribal Gov Align: Varies Capital: Various meeting places Ruler: Various Culture: Stone/Bronze/Iron Age Citizen Alignment: Varies Social Structure: Varies, usually Patriarch Class System Location: NW1, off-shore west Population: Unknown Resources: Timber, Livestock, Gold, Precious Gemstones Money System: Barter Estatewide Taxes: Varies, usually none Estatewide Religion: Varies, usually Lords of Nature or Ssrell Overview: The broken lands are a chain of islands and subcontinents resulting from a fracture of the western seabed of Amberos. Once heavily populated before the rise of Tsre Vestu, it is now a land of barbarism and wilderness populated by savage natives and ferocious creatures, such as dinosaurs. History: Before the rise of Tsre Vestu, most of the broken lands was islands chains and inhabited by the guad and titanspawn races. When the great cataclysm occurred that rose the continent of Amberos out of the depths and shattered the mountain of Tsre Vestu, the sea floor heaved and buckled in the island chains of the broken lands. Tidal waves, earthquakes and even great storms rocked the islands, changing them utterly. Some islands disappeared beneath the waves or were split asunder, while in other places new land rose from the deep sea. The cataclysm shattered the civilization of the guad and forced the other titanspawn races to the continent of Amberos. The islands lay in ruins until late in the Technological age, when humans began to expand into the island areas. Bellis Aharati, ever eager to move beyond the bounds of the growing technological age, Titles: flooded westward. In some places, the Aztec set up small technological outposts for their own uses. When the technological age came crashing down, the Aztec outposts were smashed into ruin. Many nearby Aharati settlements were disrupted as well, and the entire island chain erupted into barbarism. Luckily, the human survivors escaped enslavement to the elves like the rest of humanity, but the awakened Ancient Ones ensured that the islands stayed in a constant barbarous state. When the elvin golden age came to an end, the oppression of the islands ceased, but things remained in a barbarous state. The surviving Aharati were content with their way of life. However, it was not so with the surviving cults of the Aztec who had managed to weather the scores of years of oppression. Ancient technological secrets that the god Ssrell had helped to hide away were brought out of hiding, and secretly the Aztec began to rebuild their advanced society. While the Dark Age ravaged the main continent, the Aztec began to thrive, and even push back the barbaric tribes of Aharati. However, after the end of the Dark Age, the gods of Amberos (most especially Dhorian) became aware of Ssrells rebuilding of the Aztec and their technology. While Dhorian did nothing initially other than force Ssrell to abide by Zzadasas decree of noninterference, during the First Dragon War a wing of dragons sought out the Aztec capital and razed it. Many Aztec believe that the dragons were goaded to act by Dhorian, and the surviving Aztec communities to this day still bear enmity to Dhoric worshippers and priests. After the razing of the Aztec capital, a great war

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erupted between the tribes of the Aharati and the Aztec. It raged on until shortly after the fall of Swordfall, when the Aztec and Aharati finally managed to establish a sort of peace between the two cultures. Things remained relatively quiet in the broken lands until the Economic Upheaval on the main continent. Unbeknownst to the inhabitants of Amberos, vast quantities of precious minerals and gemstones began to magically appear across the broken lands. Again, upheaval rocked the islands as deposits of gold and gemstones magically infused themselves into the very earth of the island chains. At the time, many of the natives of the broken land had no idea what was occurring, as the precious minerals were mostly appearing beneath the earth, pushing the land aside to make room for the material. Not long afterward, ships from Millos began to ply the waters of the island chains of the broken lands. As traces of the precious materials were found, Millos sent back word to its homeland to send more ships and supplies to start mining operations in the island chains. While Millos has been secretly gearing up to exploit the islands, the natives have quickly gained an enmity for the foreigners, and those Millese who travel to the isle have been finding the natives to be increasingly hostile. Allies/Enemies: Several of the city-states of the broken lands are allied with one another, but alliances can swiftly change due to a great many factors. Likewise, many of the city-states and tribes are enemies, though circumstances have been known to subside these hatreds. Many of the tribes of the broken land have only recently learned of Millos and the lands to the east. Their reactions vary greatly, but most that have experienced the gold raiders of the Millese have to hate the easterners.

Land: The broken lands consists of a chain of islands that are mostly tropical in nature. There are many islands that have had recent volcanic activity and others that are covered with the ruins of ancient Aztec, guad or titanspawn ruins. Government: The broken lands has no central government. Instead, most of the inhabitants have organized themselves into tribes along family blood lines. There is a vast number of tribes with a wide variety of handling affairs within their own community. People: There are two main divisions of humanity on the broken lands. The first group is composed of the Aharati, who have taken up a semi-nomadic lifestyle among the islands. Many of the tribes trade and occasionally battle against tribes from nearby isles, and it is not unusual for tribes to travel upwards of 300 miles for trade or war. The second division is the Aztec. This proud race of humanity once lived in extravagant and advanced cities, though the myriad wars and toll of time have reduced them to a level just above total barbarism.

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The Aztec still live in defensible cities and cautiously trade with the Aharati. Where once the Aztec cities were part of a single nation, most have devolved to individual city-states with little to do with each other. Several of the city-states have taken to hiring Aharati mercenaries to protect themselves or to seek a means to expand their power base. Besides the humans of the island chain the largest concentration of beings is the dinosaurs. According to legend, the dinosaurs were the creation of the Aztec, who sought a way to create living war machines from captured dragons. Many believe that it was these dinosaurs that brought the wrath of the dragons down on the Aztec kingdom during the First Dragon War. These days, while most of the Aharati and Aztec compete against the dinosaurs for food and space, some tribes of the Aharati have learned to telepathically bond with dinosaurs and train them as beasts of burden and war. So far, the Aztec have had much more limited luck domesticating the dinosaurs, and have not developed a telepathic bond with any dinosaurs. Oddly enough, most of the other races of Amberos are almost unheard of among the broken lands. There are no known communities of Hillenfaey, gnomes or dwarves. Elves are exceptionally rare and tend to be reclusive, though on par technologically with continental elves. While there are wild tribes of orcs, goblins and even trolls among the islands, they are exceptionally rare and barbaric to the point of often being cannibalistic. Also, there are many ruins to be found of the ancient guad empire as well as the remnants of the dwellings of the ancient titanspawn races. Rumor has it that the amazons home kingdom is, in fact, hidden somewhere among the island chains of the broken land. Religion: For the most part, the Aharati revere the Lords of Nature, though they often embrace the more feral aspects of the nature. On the other hand, most Aztec still worship Ssrell, though some have also begun to build temples to appease the Lords of Nature. Most Aztec have a strong hatred for worshippers of Dhorian, and have been known to torture and sacrifice such individuals when encountered. Among the remaining guad and titanspawn, the worship of the Ancient Ones is strong. Religious wars between the three factions is not unknown, and can be quite bloody. Magic: Because of the upheavals across the broken lands, many of the natives fear magic to some degree, even the titanspawn. It is not unusual for the natives to hunt down and kill spellcasters or to flee from simple magical tricks, but the reactions tend to be unpredictable. Adventuring: While most of the broken lands is untamed and wild, it is also this untamed nature of the island chains that makes survival most difficult. Oncefriendly natives that are depended upon for survival can turn hostile or vanish at a moments notice, and finding a safe retreat in the unpredictable lands can be a daunting task. Guides and interpreters are highly suggested Likewise, dinosaurs and other creatures can provide near-insurmountable problems to overcome; even herbivorous creatures can pack a deadly punch that makes encountering them dangerous. Holidays: There are no special standardized holidays among the broken lands, though many Aztec cities celebrate a founding day and Aharati tribes celebrate their chieftains birth day.

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Countries of Amberos Brotherhood of Glory


The Enlightened Realm, The Fanatics Realm Possessive: Brothers Government: Theocracy (Dictatorship) Gov Align: Lawful Neutral Capital: Zygon Ruler: Grand Master Unknowable, His Unknown Sir Culture: Slavic Middle Age Citizen Alignment: Neutral Social Structure: Equalitarian Open System Location: SW1, Southeast Population: 22,000 Resources: Gemstones, Stone, Livestock Money System: Vegan Standard Estatewide Taxes: Income, Fief, Export, Protection, Explorer, Tithe, Conduct, Tribute (Vall Vega) Estatewide Religion: GOSEND, Menos Overview: Founded during the Dark Age as a beacon of light against the evil of the Skyland Hold, the brotherhood has fought against internal and external corruption for years. With a multitude of monasteries trained in the art of peace and unarmed combat, the zealots of the Brotherhood seek to vanquish evil wherever they find it. History: The zealous, somewhat corrupt Brotherhood of Glory has a past extending into the Misakean Empire following the Elvin Golden Age. During the Elvin Golden Age, the Brotherhood was simply a priestly order devoted to Gosend. They were mostly poor wandering priests and monks passing from town to town to perform acts of kindness and goodness. In the self-centered Misakean society, such individuals were pariahs and often hunted, accused of spreading laziness and poverty with their generous deeds. The order was all but crushed during the domination of the lands by the Skyland Hold, and Volk was known to keep a stock of the monks for his own entertainment, often having them tortured to death at festivals and dinners. However, the pious and hard-working monks managed to survive, and often acted as spies and discreet arms dealers to the Free League. They helped in secreting slaves, persecuted individuals and other innocent folk out of the hands of Volk, and there were many bounties on their heads for their actions. To be caught as a Brother of Glory was death, slow and torturous. But the people admired them, and prayed for their continued existence. The Brothers of Glory were instrumental in helping DragonSmith face Volk in the final, savage confrontation that left the Skyland Hold headless. It was the Brothers who ensured Volk did not have his deadly arsenal available, and that his best troops were held from reaching Volk's camp in time to aid or warn the evil ruler. Titles: Many Brothers died on the battlefield withholding the enemy, and many more died that day in battle when Volk fell lifeless to the ground. In the years that followed the slow demise of the Skyland Hold, the Brothers were instrumental in leading the armies of the Free League against the enemies. Though they faced opposition with the growing power of the Princes of Xatmas, their influence was strong enough to whittle Skyland Hold into a hollow shell that collapsed under its own evil. Once Skyland Hold had fallen, the brothers turned their attentions to institute a fair and good land similar to, but quite unlike, Misake. They used their forces to unite lands, raise men to thrones of nobility, and attempted to create their ideal land. As the factions began to grow in power, the Brothers finally sided with King Nannon IV of the Bladed Lands, feeling he was the most capable of the current estates. With their backing, King Nannon was able to flex his political influence to draw together and consolidate power. Using his own charismatic skills, backed by the fanatical armies of the Brotherhood, Nannon finally managed to trick most of the other states to accept his rule. He also allowed the Brotherhood to engage the dragons freely during the Dragon Wars, slowly watching as their troops diminished

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making it the land it had always dreamed of. However, elements of greed, power and other corruption were still too deeply rooted in the Brotherhood to be so easily scoured. Many of the new officials used their power in bold attempts to scour evil, only to take the purging power too far. A bloody reign of terror erupted as the leaders began to kill for the smallest slight, and corrupt their office to create their own version of the ideal Brotherhood. The country slowly degraded into a malicious inquisition that lasted for many generations. Finally, it was Master Unknowable who managed to pull the country out of the brutal slide into evil. Under the guise of bringing peace to the corrupted government, he managed to bring the officials together to end the bloodshed. Many were conspiring to kill others at the meeting, and many of the plots had been encouraged and even plotted by Master Unknowable himself. As the grand council convened, and each prepared to implement their plan to destroy the others, Master Unknowable approached the floor. With a speech more powerful than any to date, Master Unknowable berated each of the other members and their plots until all knew each others wicked hearts. Recognizing their own evil, many willingly stepped down. Master Unknowable and his loyal followers forcibly removed the rest. With the sudden "change of the guard", Master Unknowable appointed himself to the newly created throne of the Brotherhood, and replaced the open posts beneath him in the council with his lackeys. Everyone swore fealty to the new Master of the brotherhood, either willingly or with threats of death from Master Unknowable's cohorts. With unfettered power, Master Unknowable began to reshape the country. Though many restrictive social laws were not repealed, the burdensome Swordfall laws and heavy taxes were lifted. The borders of the country, which had been closed, were thrown wide to allow trade to grow. The impoverished realm began to grow under Master Unknowable's benign rule, and the people have come to love the tough, unrelenting leader. Though some fear his tactics to gain the throne, and dislike his upheaval of the councilor system, they rarely voice their concerns, for fear of retaliation - retaliation only a few of the most outspoken have received. Allies/Enemies: While the Brotherhood is allied with the Kingdom of Vall Vega, it does not trust them. The same goes for the Silkna Kingdom. There is a strong bond of

and died at draconic hands. Back home, as he started to entrench, he wisely switched the power of his army away from the Brother's soldiers- By the time they realized they had made a wrong choice, the soldiers of the Brotherhood had no chance against the mighty armies of Swordfall. Cowed like the other realms, the kingdom the Brotherhood began was forced to settle in poor land in the southern region of the continent. Under the watchful eye of Nannon, the Brotherhood began to instigate their dream society, but was constantly harassed by the oppressive troops from Swordfall. The generous and just rules of the Brotherhood were prodded and twisted by Nannon's desires, becoming a hateful and burdensome dictatorship, instead of an enlightened theocracy of grand good. Nannon also spread his influence into the actual positions of the Brotherhood. By forcing several appointments (either by creating new offices or removing troublesome officials), Nannon managed to make the government of the Brotherhood more in line with his own views. Loyal to Nannon first, then themselves and the Brotherhood last, they began to let the seeds of moral decay and corruption spread through the land like a cancerous blight. When rebellion finally came, the Brotherhood was one of the last to throw off its yoke. Embattled by officials whose loyalty was to Nannon and Swordfall, rebellion only sparked once Nannon IV died and the corrupt leaders had been ousted of their positions. With new, bold leaders in place, the Brotherhood quickly proclaimed itself free, and turned towards the goal of

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friendship between the Brotherhood and the Knights of the South. The Brotherhood has open disdain for Nyrr Ryann, but for the most part, ignores their activities. Government: The country is ruled by several cabals of powerful monasteries that have been in existence since the Dark Age or before. Most bureaucratic powers have been distributed out to these monasteries, usually with power divided according to size and the political power the monastery wields. At the city level, divisions of these powerful monasteries has been set up to allow law and order to be imposed upon the populace. While most of the monasteries promote the welfare of the populace, several of the monastic orders are more considered with upholding the law than benefiting the growth and strength of the community. The not-so-secret police enforces the law in the brotherhood, overlooking the individual monastic orders and the general populace. These fanatics of Gosend investigate alleged wrongdoing and are given the power of judge and jury as well. Though there are stiff punishments for evil behavior, the enforcers are not above using the tricks of their rivals to justify the means of an arrest or execution. People: The majority of the population of the Brotherhood live simple, ordinary lives. Only a small percentage of the population is actually tied to the monastic orders, though their daily lives are always under the careful watch of the orders around them. Most of the population prefer to live their lives out of the limelight of the monasteries, and attempt to keep a low profile so as to not attract the attention of the orders. While the Brotherhood encourages the populace to help one another and often attempts to promote good deeds across the country, the populace tries not to get too involved in the affairs of their neighbors or to bring too much attention to themselves. Magic: The general populace is somewhat easily frightened by magical displays, but the monasteries tend to watch spellcasters like a hawk to determine the moral outlook and motives of spellcasters in their region. Evil or selfish spellcasters are dealt with harshly, and it is not uncommon for them to suddenly disappear under mysterious circumstances. Religion: While worship of Gosend is the official state religion, there is no denying the effect Menos, Gosends son, had on the development of the monastic orders in the Brotherhood. Small shrines to Menos can often be found in the grand temples to Gosend that dot the monastic strongholds across the country. While worship of the Circle of Good is tolerated in the Brotherhood, as are druids and worshippers of the neutral gods, those who worship the Ancient Ones or the gods of evil are hunted down and slain by the Brothers. Adventures: Underneath the air of good in the Brotherhood, there is a thin veneer of corruption and evil that runs throughout the government. Distrust of Master Unknowable runs high in some of the more extreme and secretive monastic orders, and they are always seeking those brave enough to root out the evil and expose and destroy it. Holidays: The Gifting (Deckus 23rd): On this day, those in the Brotherhood celebrate the end of the Dark Age and the reemergence of light. Friends and families gather to exchange gifts, visit and feast together.

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Countries of Amberos Bulungi


The Shining Coast, The Land of Sea and Shine Possessive: Bulungian Government: Monarchy Capital: Bulgevoon Standard of Money: Vegan Standard, no ingots or Dromar Cultural Basis: Renaissance Location: Midwestern Coast Social Structure: Patriarchal Class System; Prejudice (Elves, Goblinoids) Current Leader: Baron Rompar Mauri, His Good Sir Location: NW1, West coast Population: 22,000 Resources: Granite, Copper Estate Alignment: Lawful Neutral People's Alignment: Lawful Good Estatewide Taxes: Income, Protection, Trade (15%) Estatewide Religion: TRITON, Vermnia, Visha Overview: Bulungi is both a coastal and inland trading country with a fierce independent spirit. History: Once known as Dauneland, Bulungi has been a land that has been hotly contested since the Time before Time. Originally settled as a northern expansion of Kass realm, the land was constantly attacked by the Autumn elves for its beautiful coastlines and ample sea fare. When Guaradrell, the ancient dragon, appeared on Amberos, the area of Bulungi was one of the worst hit by the dragons attacks. Most of the cities at that time were made of wood and extended at least partially into the sea, and Guaradrells deadly breath made tinder of the cities. What didnt burn, sank into the sea. During the time of technology, Dhorian rebuilt the coastal cities of Bulungi with the aid of technology. At its height during the technological age, the seas were reaped of fish and shellfish, nearly draining the sea life from the cities. When the technological wars broke out, Bulungi was the focus of several attacks due to the amount of food that it drew in for the forces of Dhorian. Once again, the cities fell, though many of the ancient foundations that stretched into the sea can still be seen. For most of the Elvin Golden Age, Bulungi remained fallow, the elves allowing the sea life there the chance to rebuild. Humans were hunted to death if they came to the ancient cities, if not by elves then by the restless spirits that haunted the land. After the Elvin Golden Age ended, men slowly began to move back to the fertile shores of Bulungi, though mysterious reports of elvin attacks were reputed to continue. Most attributed the attacks to legacy items left by the vanished elves, and the area was rarely explored due to superstitious fears. With the rise of the lands of Roonhawk and the Titles:

Kingdom of Malovak, Bulungi once again became a hotly contested area. Though for most of the war Bulungi remained in the hands of Roonhawk, at least one occasion the land slipped into Malovaks hands. Raonake Major of Roonhawk was so enraged at losing Bulungi he ordered his best troops to besiege and lay the land to waste. Only the quick action of Malovak and the White Lords (under Machiavellis command), saved the cities, but they eventually were surrendered to Roonhawk when the Kingdom of Malovak finally fell under the might of the Skyland Hold. Roonhawk and the Skyland Hold contested bitterly for the lands and food source in Bulungi, but Roonhawk managed to retain control of the lands throughout their bitter wars. The fighting however, left the coast a bloody mess, with many coastal cities destroyed. After the war between Roonhawk and Skyland Hold played out, things began to change for Bulungi. A descendant of one of the White Lords, the Mauri family, who had displaced their heirs to the land during the years of war between the Kingdom of Malovak and Roonhawk, was able to rally and rebuild the coastal cities, and throw off the yoke of Roonhawk. Led by Lord Hilarta the White, a charismatic paladin of Visha, the cities made a stand against Roonhawk, and surprisingly, won. Before Roonhawk could mount a second wave attack against the

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newly founded DauneLaund, Hilarta was able to gain allies from the new Kingdom of Swordfall. The alliance was enough to stay RoonHawks hand for the moment, and DauneLaund became a satellite of the Kingdom. When the Dragon War began, Lord Hilarta raised an army and led it himself against the dragons. His march to the sea of Nyrr Ryann is often sung in many ballads in Bulungi to this day, as is his treacherous death at the hand of one of King Nannon IVs lieutenants from Swordfall. With the death of Lord Hilarta, Swordfall swept up the tiny realm, and made it a puppet of its power. Although Lord Hilartas troops were betrayed and slain to the last man, word somehow reached back to Bulungi about the Lords fate. Bulungi quick became a thorn in Swordfalls side. Bulungi citizens often cast Swordfall tax collectors into the sea from the port cities, despite horrible repudiations. The country refused to be dominated by Swordfall, and constantly mocked the puppet government Swordfall set up. The rebellion of the Barons marked Bulungis first attempt to free itself. Uniting under the banner of the Barony of Vall Vega, Bulungi burned the governmental buildings erected by Swordfall in its own lands, and sunk any naval ship sent to its harbor. When the rebellion of the Barons ended, Swordfall marched several legions of troops into Bulungi, and in retaliation, burned down nine of the thirteen coastal cities, and took over 3,000 traitors back to the capital for beheading. Thereafter, until the second rebellion, Bulungi was quiet, and no attempt was made to rebuild the lost cities. However, when the Kingdom of Vall Vega did manage to successfully rebel against Swordfall, it made an offer to free Bulungi as well. However, since the realm was under tight control from Swordfall, the realm did not concede. It was not until the Swordfall forces were forced to retreat to defend the shrinking home realm that Bulungi declared itself free, and refused to ally with any of the bigger realms. With the aid of Saltbrine, it was able to fight off an attempt to be swallowed by the Kingdom of Vall Vega, and the action prompted it to create an alliance between Millos, Saltbrine and Shovnov Coast. Allies/Enemies: Bulungi has allied with Millos, Saltbrine and the Shovnov Coast. It has a strong dislike of any large nation such as the Silkna Kingdom or the Kingdom of Vall Vega. Bulungi is friendly towards the Knights of the South as peacekeepers and arbitrators. Lands: Bulungi depends heavily on trade with Millos, Saltbrine and the Shovnov Coast. The majority of people live on the coast, leaving most of the inner lands wild and virtually unexplored. Tombs, buildings and other structures (even towns) can be found upon lost trails leading inland. People attribute the depopulation of the inner lands on evil humanoids (and elves), attacks from Bulungi and wandering undead, though there is a hint of something more sinister about. Bulungi has discovered and managed to turn several inland metal mines and granite mines to good use. They have discovered the secret of making boats from the metal and granite, which are impervious to nearly all pirate attacks. Some have been sold to Millos and equipped with bombards to ward off pirates. Government: The government is slow and meticulous in this country, and the leadership always works in fear of reprisal from the Kingdom of Vall Vega. This has come to make the country mired in red tape, ensuring that few government actions can take place without the express permission of the Baron or a lengthy disclaimer that removes the Baron from any repercussions of the action undertaken. Most major government officials are also merchants with strong ties to the city or region they are responsible for, and on more than one occasion this has caused considerable conflicts of interest in economic and political matters. Most of the state level officials are appointed by the Baron, and their appointment is often tied to mercantile favors or political maneuvering on the part of the officials. These state officials in turn appoint city officials using the same criteria, and so on down the line. In many cases it is not uncommon for the majority of a citys population to work

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directly for the official who also runs the community. People: The people of Bulungi are simple and friendly, and most are fishermen or mineworkers. The coastal cities also have a lot of sea-trading merchants from Millos, passing from Arocnek and the lands West of Amberos. All Bulungians are highly independent, and have a strong dislike for the large kingdoms such as The Kingdom of Vall Vega, Silkna Kingdom and Randu. Being dominated by others have given the countrys folk a strong love of their own laws, and willing adherence to an outstanding moral code. Of all the people on Amberos, Bulungians are perhaps the most trustworthy. However, it should be noted that Working in the mines in the inner lands is hazardous, for many trade routes are attacked and the metal is stolen, though many of the granite caravans have been attacked as well. Bulungi has little use within its own borders for its copper and sells most of what is mined. Races: Most Bulungians are human or dwarf. There are some gnome clans spread across Bulungi, working the mines and trading with nearby human settlements. Hillenfaey are almost unheard of in Bulungi, and elves avoid the area at all costs. Bulungians fear and hate elves due to the large number of dark elves who live under the mountains, and believe that all elves are behind many of the woes within the estate. Bulungians are not above killing elves, or elf-kin, including half-elves. Kobolds are common to Bulungi and a constant pest in mining operations. Goblinoids are rarely seen in Bulungi, but they are sometimes accused of being behind the mysterious woes of the country. Religion: Most cities which stretch out into the open sea openly worship Triton and to a lesser degree, Vermnia. Mkree Malka is virtually unknown in Bulungi. There is at least one temple to Visha in Bulungi, though being inland it is rarely visited and in a state of disrepair. However, many coastal folk travel to this shrine in a pilgrimage to show appreciation for Lord Hilartas sacrifice and martyrdom so many years ago. Magic: Magic has many superstitious connotations, and is avoided in public, even by priests. Adventuring: Those who work the mines and travel the caravans are allowed the use of any weapons or armor. In most of the coastal areas, weapons are reduced to mere protective items (darts, knifes and slings) and very light armors, though the majority of people have no need for these items. Holidays: Hilartas Day (Enfeeb 8th): On this day, the government throws a grand celebration celebrating the birthday of their greatest hero, Lord Hilarta. For the day, no taxes are placed upon goods and free food and spirits are passed among the populace.

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ignorant of the outside world, under the benevolent rule of an all-mighty emperor. History: Nestled in the Tuan hills, Chiamung has managed to keep its location secret for countless generations. It has existed since the Time of Technology, and though the country revoked the use of technology long ago, it is still one of the most advanced cultures on Amberos. Chiamung has managed to remain hidden for so long thanks to a mind-altering barrier field located beneath the Tuan hills. Those who do not wear special protection when entering the hills become dazed and confused, often wandering out of the hills back they way they came. This prevents the populace of Chiamung from leaving without permission as well as keeping outsiders away. The field is apparently technological in nature, for magic seems unable to prevent its mind-altering effects. During the Dark Age, the Skyland Hold learned of the existence of Chiamung and acquired an Oni from the far lands of the Emerald Empire far to the north of Amberos. The Skyland Hold sent the Oni and an army of goblinoids to seize the country by force. According to legend, the Oni had the goblinoids dig a tunnel under the Tuan mountains into the very heart of the empire. With breath-taking speed, the Oni seized the capital and took the emperor hostage. However, a band of seven kensai who had all been retired generals in the army of the Emperor gathered the loyal forces of Chiamung and besieged their own capital. In secret, the seven kensai snuck into the emperors palace and faced the Oni. Though all seven were slain or died due to the wounds inflicted by the Oni, the great Oni was defeated and the emperor saved. Since that time, there has not been another invasion into Chiamung and the emperor has forbidden all contact with the outside world save for a few spies he sends out to keep the empire appraised of any pending future threats. Allies/Enemies: Chiamung sees all of the regions outside of the Tuan hills as a threat to their way of living, and refuses to deal with foreign countries. Lands: Chiamung is perhaps the only country whose interior lands are actually far larger than its physical location. By means of powerful magic, the four miles that Chiamung physically takes up has been magically stretched to encompass over 300 miles in each direction. Likewise, Chiamung is home to many plants and animals that should not exist in its current location, and the weather itself is quite different from what may be found in surrounding area again all controlled by magic thought to have been cultivated from the ancient Elvin Golden Age by the spirit folk of the land. Further, the emperor of Chiamung has total control over the weather in the land, and it often changes sometimes quickly - to fit his current mood.

Chiamung
The Coiled Dragon, The Secret Land Possessive: Chiamungese Government: Monarchy Capital: Cho Ping Standard of Money: fen = 1/100 gp, yen = 1/50 gp, tael = 1/2 gp, chien = 5 gp, koku = 25 gp Cultural Basis: High Middle Ages Location: Hidden; NW2 West Social Structure: Venerable Patriarchal Caste System Current Leader: Emperor Manchu Pan Wu, The Sapphire Lord Population: 39,000 Resources: Gemstones, Gold, Silk, Exotic Spices Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Fief, Export, Tithe Estatewide Religion: CHINESE PANTHEON Overview: Chiamung is an estate hidden by magical means that has strong ties to ancient Chinese culture. In the hidden lands, Nippon humans conduct their lives Titles:

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Government: The royal lineage of Chiamung extends back, unbroken, to the height of the Age of Technology. The laws and customs of Chiamung extend back to these ancient days, and very few procedures have altered from the ancient and honorable methods used to perform them from so long ago. While the emperor can see fit to appoint or remove an official from any post in the government, there are standard and ancient tests that are normally used to determine the worthiness of candidates before they can fill a position. Almost all officials go through a training regimen lasting up to six months to learn everything about their post, and every five years the official is expected to submit to inspection to ensure he or she is performing their duty appropriately. Despite the checks and balances, however, there are pockets of corruption within the government. Officials have been known to cheat on exams or to use bribes to gain or retain posts and even those who are supposed to test the proficiency of a candidate can fall to bribes or commit blackmail. This tends to be the exception, not the norm, and is generally very rare. Overall while the government tends to be slow to act in Chiamung, once it is on the move, few problems can escape the empires might to conquer. While the citizenry tends to respect the government, they also fear it, for the behemoth of a bureaucracy can as easily crush an individual as easily as it can help. People: The people of Chiamung are a very rigid people who look for order in their everyday lives. Honor and custom are the ruling factors in the land, and to break with tradition is an unforgivable sin punishable by death. This tight reign extends not only through daily habits, but also rigidly structures the display of emotion in the land, as well as social structure of the estate. The parents prearrange marriages once a child begins puberty, and marriage always occurs on the childs 18th birthday. When arranging marriages, families often deal with the same family for all of their childrens marriages. When a females marriage is arranged, the father is expected to set aside a dowry to be given to the son at the time of the wedding, to help support the starting couple. It is for this reason that some parents kill female infants. This is always done in secret, for the government opposes such actions, and has enacted several laws against the practice. Children are expected to take up the profession of the appropriate parent, leaving most women as homemakers and most men stuck in the profession of their father, even should they not excel in their fathers craft. So deep is this custom of following in a parents footsteps that craftsmen and artisans refuse to take on apprentices who desire to learn a different trade than their parents. In some cases, certain guilds only take apprentices from the sons of its members, allowing no outsiders to join, regardless of the reason. Note that some daughters have taken up professions other than housewife, and as long as the mother of the child works in the same profession, there is no shame in the daughter following in her mothers footsteps. The only way a person may change his destined profession is to join the government. This is one rare case where men and women can break with tradition, though parents may attempt to persuade children to turn down a government position to follow in traditions footsteps. In some cases, parents have even disowned those who choose government jobs. On the flip side, children of government workers are not forced to follow in their parents profession, though they have few alternatives if they do not choose to do so. Note that military service is a government job, and the government grudgingly accepts women warriors, though they are kept in separate units from the men. These groups often compete against each other, though combat between the two groups is not allowed. The Chiamung have strong family ties, and it is

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not uncommon for extended families to live together in a single walled complex. All of Chiamungs cities are walled, and consist of numerous families that have bonded together to create a small community. Within any given city it is not uncommon to see the various areas of the cities walled against intruders in some cases, only family members and friends may be allowed into certain sections of a city. Races: Chiamung is primarily inhabited by Nippon humans, but it is also home to a race of fey known as spirit folk. Thought to be relatives of the elves who took up Nippon culture, the spirit folk are rarely seen by the Nippon unless their habitat or livelihood is in danger. Chiamung is also inhabited by a race of shapechangers known as the kitsune, fey creatures who can shift between a humanoid form and that of a fox. An odd offshoot of the dwarf race, the korbokuru, can also be found in the land, their bodies and minds twisted by the ancient artifact that protects the Tuan hills. In its past, Chiamung was also populated by weretigers, but after their kind was cursed by Ziga, most were hunted down and destroyed. Much more common than the rare weretigers are tiger lycans, humans who have traces of weretiger blood in their veins. Finally, the ancient goblinoids have descendants in Chiamung that have not only been warped by the curse of Ziga, but the strange technology that also produced the korbokuru. Known as bakemono, these evil creatures haunt the fringe of civilization and often prey on individuals who unknowingly wander into their midst while exploring the Tuan hills. Religion: It was only the fact that the ancient Chiamung people worships the Ancient Ones that preserved their culture following the ancient War of Technology. Since that time, it has been decreed by the emperor himself that only worship of the Ancient Ones (specifically the Chinese pantheon) would be tolerated in Chiamung. Those who dare to worship other gods are put to death. The clerics of Chiamung fall under the guidance of the emperor, and becoming a shugenja, monk or sohei is considered a government job. Shugenja, who are considered the clergy of Chiamung, often take their vows in their early teens before being engaged to marry; a Chiamung citizen who is married or engaged to marry cannot join the ranks of the clergy. Magic: Uncontrolled magic is disdained in Chiamung, and only wild hermits known as wu jen are known to use wizard magic. Such hermits have removed themselves from their family and friends, forsaken their familys profession, and are shunned by their family members. Many are often outlaws, and must beware the forces of the government lest they be taken to the emperors dungeons to rot. Adventuring: Weapons and armor are only allowed to the soldiers of the emperor. During times of war, militia guards and martial arts schools will be issued weapons and armor, but they must be returned to the government once the war ends. Those found with anything larger than a knife or deadlier than a walking stick can be arrested, likely tortured, then killed. Many of the Chiamung have learned martial arts to defend themselves with fist and foot, though public displays of martial arts can result in a public whipping if the offender is caught. Holidays: Seven Saints Day (Laten 29th): This day celebrates a group of seven Kensai who saved the Emperor from a terrible Oni demon sent to Chiamung by the Dark One during the Dark Age. It is considered a good omen if this day opens with a heavy mist, for the Kensai used a heavy mist to sneak into the Emperors palace. In the morning, men dress in simple white clothes and carry bamboo sticks meant to represent the kensais swords. The men start at their homes and gather in a great throng that eventually winds it way to the local government office. Upon reaching the office, the men cry out a pledge to save the emperor. Government officials then pour from the office, holding in one hand smoking red braziers and balls of rice in the other. In gravely tones they shout for the kensai to leave and throw the rice balls while swaying the braziers. The kensai rush the officials, beating the braziers out of the officials hands. When all the officials have been disarmed, the entire retinue retires to a feast prepared by the local women.

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goblinoid races, in which there is a struggle to rebuilt the glory of the vast and evil empire it once was. History: Once, long ago, before even the Elvin Golden Age, the goblinoids controlled a vast empire that stretched through the southern portion of the continent. This empire, known as the Golgoloth Empire, was a powerful rival against the Empire of Kas and the elvin Evanthium Coridium (Empire of the Fey). The Golgoloth Empire was as wondrous and magical as the Evanthium Coridium, but the goblinoids were corrupt of heart, and enjoyed conquering and enslaving their neighbors (Of course, the elves did this as well to the humans, but the Golgoloth empire made slaves of elves, men and dwarves where possible). The elves and the goblinoids seemed to constantly be at war, and for a long time it often seemed that the might of the Golgoloth empire might one day crush the Elves, once the internal bickering and backstabbing quelled down in the Golgoloth empire. As the Elvin Golden Age began, the Golgoloth Empire came under the leadership of a troll known as Emperor Rustleleaf Nightshade (or Barghast Kolan-Hra Ghetamie Golgoloth in the goblinoid tongue). Barghast Kolan-Hra united all the goblinoid family clans under his rule, and made plans to expand into the Evanthium, destroying it. He even made alliances with Ziga, who hated the elves. However, Ziga turned on the goblinoids, using her powers to twist the goblinoids into hideous shapes that reflected their dark hearts. Many of the goblinoids went mad from the change, yet others managed to cling to good, and with their aid, they felled

Dark Valley
Land of War, The Festering Pit Goblinoid Dictatorship Gorung Any Dark Age (Clans) / Middle Ages (Mercenaries) /Renaissance (Imperial) Location: SE1, West south Social Structure: Equalitarian Open System; Prejudice (Elves) Current Leader: Barghast Kramias Drawgwauld (Ruler of the World-To-Be) Population: 68,000 Resources: Timber, Magic Estate Alignment: Chaotic Evil People's Alignment: Neutral Evil Estatewide Taxes: None Estatewide Religion: ZIGA, Titanicus, Morian, Lepornunse Overview: The Dark Valley is the shattered remnants of the ancient goblinoid empire, the Golgoloth Empire. The harsh and unyielding lands are home to the myriad evil Titles: Possessive: Government: Capital: Standard of Money: Cultural Basis:

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the corrupted forces of Kolan-Hra and Ziga's races, forcing them back underground. The goblinoids, once beautiful, could no longer stand the light of day, and moved to the cave entrances where the evil forces of Kolan-Hra had been forced underground and set up vigil against the evil races in the caverns. For most of the rest of the Elvin Golden Age, little was seen of the goblinoid races. However, when Ziga later returned again and slew the Ymin, it was time for the elves of Amberos to draw into retreat. It was during those years of retreat that the immortal Kolan-Hra gained his revenge. The prince-son of the elvin Ymin, Hamma Cidhe, had remained behind on Amberos to watch and see when it might be safe for the elves to return to Amberos. During his years on Amberos, he fell in love with the daughter of King Malovak, and eventually married her. The two moved into a palace Hamma owned, but there was one tower that he made his wife swear never to enter. That tower contained a stained-glass window that was actually one of the last magical portals to Aurora. However, Kolan-Hra had also been scouring Amberos, and after the marriage, Kolan-Hra began by visiting Hammas wife. Secretly, he was looking for the gate to Aurora (to take his forces to dominate it) and by making her doubt his husband's trust he hoped to discover the location of the gateway, and gain her help in the invasion. When she finally opened the casement, she was shocked to find a pathway to Aurora, and was caught by Hamma. Fearing what she might do with the information, Hamma spirited her away to Aurora, and locked her in a silver tower. After her disappearance, Flanan Malovak began searching for his missing sister and the vanished Lord Hamma as well. Unknowingly aided by Kolan-Hra, Flanan found her and rescued his sister, though KolanHras forces razed Hammas silver citadel, and Hamma was nearly slain. Luckily, Kolan-Hra was imprisoned in a pearl in Aurora. The pearl was buried in a secret place in the realm, and to this day, has not been unearthed. Since that time, the goblinoids have been largely uncontrolled and splintered. However, just before the First Dragon War, the great-great-great grandchild of Kolan-Hra began to organize the goblinoid races. He was instrumental in helping bring the dragons into the First Dragon War, but he was slain in the last days of the war by a great troll general, named Kramius, who had been secretly plotting his kings death for many months. Though many tribes rebelled against the upstart troll king, he managed to organize a small country it what is now known as the Dark Valley, or JshenMaliNumath. Allies/Enemies: The Dark Valley has no friends, even often among its own people. It has sworn the destruction or conquest of the lands surrounding it, including Tlesto, Ksiki Con Korradan, Lacosis, South Jsarath and Jsarath. It has threatened to drive Randu back north of the Answan Suwat, and unconcerned with the Ksiki Colonies, though there have been some rare attempts by goblinoids to raid the island, though getting ships through the Answan Suwat in the Forna Sea (the only place in which there are goblinoid ports) has proven practically impossible. Lands: The Dark Valley contains some of the harshest and barren land on all of Amberos, second only the Hold of Severn and rivaling Smanvallas equally broken terrain. The cause for this devastation is as much due to the constant war and the life-draining magic that the trolls have learned to wield through the ages. City-states in the Dark Land tend to be formed around pockets of land where crops can grow and that are easily defended either by goblinoid constructed barricades or by natural defenses. Surprisingly, goblinoid architecture is darkly beautiful, though many of the structures that date back to the Elvin Golden Age have fallen into disrepair or have had to be rebuilt with inferior skills, material and/or magic. The goblinoids prefer brooding, solid structures with multiple levels and twisting, narrow avenues between structures that help to keep out sunlight. Government: Barghast Kramias Drawgwauld controls the official government of the Dark Valley, a goblinoid noble troll who has been attempting to rebuild the ancient glory of the Golgoloth Empire under his own name. Unfortunately for Kramias, there are literally hundreds of goblinoid tribes spread across the Dark Valley who constantly vie for the same title and control of the other goblinoids. The more successful tribes of the Dark Valley are usually led by a single warlord and his elite warriors, who generally bully the other members of the tribe to battle for the warlords glory. Kramius has inherited the ancient Golgoloth city of Gorung, and has used its massive fortifications to erect an informal sort of government though it is still very chaotic and works only through threats, bribes and judicious application of assassination of rivals who become to dangerous to Kramius. Kramius has gained the grudging respect of several other warlords, whom he has appointed to govern sections of the ancient city. So far, the coalition of warlords has survived all outside assaults and Kramius is beginning to settle into the role of a leader bullying and greedy, but a leader nonetheless. If he can survive the assassination attempts of the other warlords and keep the various goblinoid factions under his rule in check, he might be able to eventually spread his power and recreate a form of the ancient Golgoloth Empire. The laws of the valley are rarely enforced outside the imperial cities, but punishments are dreadful and totally unfair. The only law enforcement in the valley is the clans and imperial army, who more often than not is not present to enforce the laws of any given city. However, the army occasionally takes exception to a

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particularly terrible individual and bends the law to slaughter the being. People: JshenMaliNumath (goblinoid for "Ditch of Warriors") is a land controlled by evil humanoids tribes under the leadership of Kramiuss fragile dictatorship. The tribes battle against each other for supremacy as they struggle to gain the support of their Bandit King. There are hundreds of clan strongholds across the scotched lands, and much of the land has been razed by the constant battles that spill across the tortured landscapes. It is not uncommon to find groups of 20 40 humanoids, their clan banner raised high, marching across the landscape looking for a fortress or enemy force to destroy. There are three basic groups in Dark Valley, each with their own allegiances and motives. The first group is the imperial humanoids known as the Sidre, who live in the cities built, controlled and defended by the Barghests troops. These cities contain the most enlightened goblinoids, who can almost match the ancient Golgoloths level of civilization. Most of the Sidre are not as deformed as common goblinoids, with an appearance almost matching elvin beauty, though much darker and deadlier. The Sidre ranks are small, and they bolster themselves with common clan goblinoids who have pledged their clan to the Sidre. Intermingling among the humanoids is common within the cities, though the different races tend to group themselves near others of their kind. Unlike most other goblinoids outsiders are familiar with, the goblinoids of the Dark Valley are much more organized, though as thoroughly brutal and warlike. Towns and cities are walled, spartan stone dwellings, built to withstand aggression and mobilize against an enemy, when needed. Creatures of any race can visit imperial cities as long as the citys laws are obeyed, though usually only evil creatures would bother to visit. Although elves can and have visited some imperial cities, they are unwelcome, and may be attacked on sight. Residents in imperial cities are less warlike in the fact they do not congregate in groups to scour the countryside. However, street brawls, assassinations, protection racketeering and other brutalities within cities are not unknown. The more bloodthirsty citizens may join the imperial army, which marches out to war against other estates or against dangerous or rebellious clans within the Dark Valley. It should be noted that joining the imperial army is for life which is an average of 3 5 years. The second group within Dark Valley is the clans. The clans are less educated and more barbaric, with many still dwellings in caves near the borders of the Dark Valley. Clans oppose imperial rule, and often seek to control everything under their own banner. The clans follow the mores and attitudes most other races associate with goblinoids, and their efforts are divided between bringing down the imperial cities and raiding the nearby countries. Sometimes clans will ally to sack an imperial city, but such alliances are rarely far-reaching or longlived. Most clans consist of a single race, though they may employ mercenary troops or contains slaves of another race (such slaves are as likely to be goblinoid as not). The final group is the mercenaries. Mercenaries wander the lands selling their skills to clans or imperial forces, or subsisting on simple raiding between contracts. Mercenary companies range in size from lone warriors to clans over 500 strong. A mercenary is different from a clan in that the only loyalty they have is to gold, and the only desire they show is to fight. Mercenaries may come from clan or imperial background, or may even have come from other places on the continent. Assuming a mercenary company has not gained a bad reputation, they can gain access to imperial cities or clans, though associating with a particular clan may mark them as enemies to other clans (or imperial cities). Most mercenary companies refuse to participate in city attacks; as such attacks tend to be suicidal as well as will make the mercenary company a target for imperial troops. Mercenary companies prefer contracts to fight against clans, pest control (essentially an imperial job to destroy a pesky clan) or banditry outside the city (which is not punished by the empire). Mercenary forces rarely join with imperial forces to attack forces outside the bounds of Dark Valley, but have been known to do so. Besides the city and clan caves that crisscross the valley, there are a series of two-story Tower forts that have been erected by the imperial forces. These Tower forts, the smallest fortified buildings in Dark Valley, speed communication and act as quick assault bases. Denizens of one race, with no intermingling, man each Tower fort though human mercenaries are not uncommon. Some mercenary groups have even been able to secure contracts to allow them to use the Tower fort as a home base. Tower forts consist of a single story gatehouse/garrison building connected to a two-story tower. Some Tower forts have low walls built around them, while others carry light siege machinery to defend them. They are often built atop hills, and contain extensive subterranean tunnels, sometimes linking Tower forts and cities. Surprisingly, Tower forts change hands very rarely, thanks to the additional forces that can be routed to defend them through the underground tunnel systems.

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Though the army of the Dark Valley is not well trained or well armed, the soldiers fight well enough, and with such vast numbers that they are capable of fending off invading armies fairly easily. Adventurers who visit the area usually end up abandoning dungeon delving and instead turn to gathering an army of their own either to overthrow the government or to raid surrounding areas race seems to be ogres, who sport many powerful innate sorcerers, second only to troll sorcerers. Religion: Most of the races of Dark Valley owe their allegiance to Ziga, though there are sects within the valley dedicated to every evil god on the face of Amberos crawling within the land. There is no state-enforced religion, but the denizens here take a dim look at those who worship gods of good as weaklings to be killed, and tend to view those who do not worship Ziga with disdain. Adventuring: As stated before, adventure in Dark Valley is not very fruitful for good-aligned beings, for the creatures hunted in most dungeons are citizens in this country, and the city-bound cousins are likely to seek revenge. Armor and weapons in the hands of the populace is supposable illegal, but any person with sense carries an assortment of weapons and owns at least one (stolen) suit of armor for protection. Holidays: The goblinoids do not have any unified holidays, though most city-states will find excuse enough to celebrate anything and everything.

and pillage surrounding towns. Races: The residents of the valley include orcs, ogres, trolls, bugbears, giants, kobolds, goblins, gnolls, hobgoblins, orkans and bands of renegade humans, which marks the largest collection of Ziga worshippers on the continent. The constant battles have also drawn a host of carrion-eating creatures, and the remnants of goblinoid undead legions stalk the land during the nights. Magic: Goblinoid magic, which consists of mostly conjuring, necromancy and flashy damage-based magic, is strangely common in the Dark Valley among the imperial citizens. Practitioners are often powerful as well as evil, wielding inherent magical abilities gained from blood-rich magic or dealings with magical entities that has twisted their very soul. The most magical wielding

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Countries of Amberos Derauck


The Crowned Realm, Land of Silver Tinsel Possessive: Derauckian Government: Oligarchy Capital: Fullspring Standard of Money: Vegan Standard, no silver coin, hadj = 5 gp Cultural Basis: Dark Age Location: Central South Social Structure: Patriarchal Class System Current Leader: Archbishop O'Tooles Bach, (King) His Godliness Population: 49,000 Resources: Granite, Marble, Timber Estate Alignment: Lawful Neutral with Evil tendencies People's Alignment: Lawful Good Estatewide Taxes: Fief, Scutage, Tribute (Vall Vega) Estatewide Religion: DHORIAN, Circle of Good Overview: Little more than a puppet state of Vall Vega, Derauck is a land divided into counties ruled by counts with their own agendas. The land is still bouncing back from an unpopular civil war, and tensions across the land are high. History: The land of Derauck did not begin life until Titles: after the rebellion in Vall Vega against the Kingdom of Swordfall. Before that time, Derauck was a misbegotten land of goblinoids, and later a fringe colony of the Kingdom of Malovak. It had always had sparse human population until the growth spurt brought by the Time of Foreign Men, and from that point on, the goblinoids were slowly driven into what is now know as the Dark Valley. When the years of the Dragon War passed some time later, Derauck and Tlesto had emerged, as well as the Ksiki Con Korradan as countries in their own right. They were too far-flung and still overrun by goblinoids to be considered more than a collection of bandit raiders by Swordfall, and the bandits harassed the lands until the successful rebellion of Vall Vega. Once the Kingdom of Vall Vega broke from Swordfall, Derauck was able to solidify the chaotic cities under one lord - King Varos Derauck. Varos helped his brother, Augustus, solidify the lands of Tlesto, and was expecting his brother to stand under the Derauck rule. Instead, Augustus decided to strike out on his own, and the Derauck mustered an army to bring the rebellious brother back in line. Seeking an alliance with the independent Ksiki Con Korradan, Derauck promised power to the Ksikians if they could aid him. Unfortunately, Derauck made a poor choice, and though Ksiki readily agreed, when Derauck marched into Tlesto, he found himself lacking the Ksiki help that his attack depended on. The Tlesto forces routed the Derauck

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troops, and King Varos was slain in the debacle. Surprisingly, Tlesto made no move against the Derauck homeland, and instead spread its wrath against Ksiki, creating the bloodiest war in the history of Amberos. If it had not been for the timely intervention of the newly formed Knights of the South, Derauck would have surely fallen to the lands of Nauwflouwd. However, the Knights, who had been sent to stem the tide of the Tlesto-Ksiki war, were able to salvage the power structure of Derauck. After forging a treaty back with The Kingdom of Vall Vega, Derauck became more or less autonomous, and a cousin of King Varos was brought to the throne to lead the country. However, since that time, the last king died without an heir, causing a civil war to break out that finally ended when the church of Dhorian seized power and brought peace to the land. The country was divided into five counties with a count in charge of each one of the counties. The church oversees all the efforts of the counts, and intervenes when necessary. Allies/Enemies: Derauck is part of the West End treaty, and thus forced to ally with Kingdom of Vall Vega. Land: Most of Derauck has been settled since the Dragon Wars, though the recent civil war has left some areas of Derauck in ruin, which have not been touched since the battles, and remain as reminders of the terrible strife. Rumors of treasure and dangerous goblin hordes moving into the ruins abound, but are mostly discounted. The constant patrols that range the countryside have reported they have not seen an increase in goblinoid activity in Derauck, and doubt the rumors to be true. In any regard, adventuring in the ruins is forbidden, and all items brought out of said ruins is considered to be property of the state, not the individuals that free it. Government: The church of Dhorian refrains from involving itself in the politics of Derauck when possible, leaving the counts to handle the affairs of their county as well as their relationship to foreign countries. The church does supply Derauck's army, to keep the counts from warring amongst themselves or from starting a war with one of the surrounding countries. People: The people of Derauck dislike the counts very much, for the counts are continuously attempting to pull the country under their individual power and threaten to break the country into warring factions. The most belligerent of the counts face towards Tlesto, and often clamor for war against their brother realm to bring it under Derauckian rule. Most people trust the church of Dhorian, which acts in an impartial and predictable fashion. Races: Most of Derauck is populated by a mixed of Dhoric and afarian humans. There are a number of dwarven clans in the southern mountains of Derauck, but very few gnomes or Hillenfaey dwell in the land. Elves are almost unheard of within Derauck, for they tend to be uncomfortable being so close to the evil of the Dark Valley and so far from their homeland of the Evan Cordum. There are numerous goblinoid tribes in Derauck, stray raiding parties from Dark Valley either on a quest to cause mayhem in the outlying lands or having quit the dangers of the Dark Valley. Of note, there is a colony of Titanicus-worshipping minotaurs who hold the only port city in Derauck. Back during the Rise of Randu there was an attempt to oust the minotaurs from power, but they were able to maintain control of the waterways. Their presence is a sore point among the Derauck humans. Religion: Priests not of Dhorian or of the Circle of Good (consisting of Gosend, Logres, Opheus, Shame, Silamus, Triton, Urdeus, Visha and Zzadasa) are not welcome in the country. Magic: Wizards are highly prized by the counts, and visiting wizards can expect to be courted by the various counts in an attempt to gain their favor (weak wizards should beware, for the more

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powerful wizards are likely to get rid of the weaker upstarts). Adventuring: Weapons larger than a dagger and any armor more protective than a leather vest are forbidden from the general populace, and the church, as well as the counts, enforce the law with great zeal. Holidays: The Oath (March 1st): The counts of Derauck gather yearly in the capital to swear their oaths of allegiance. They often bring their entourage with them and the capital is generally abuzz with feasts and other minor celebrations during the time. Back in the counts estates, the populace tends to gather to have a feast and celebration of their own in a much more relaxed and rowdy atmosphere. In those counties where the counts are disliked, the celebrations tend to be more raucous, and often spill over into vandalism, brawls or other petty crimes from too much drink and loose lips.

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Countries of Amberos Dishnu


Land of Ancestors, The Unwashed Tribes Possessive: Dishnese Government: Tribal Monarchy Capital: None Standard of Money: Barter, some coinage accepted from Spi Dak Su Cultural Basis: Dark Age Mongolians Location: NE1, off-shore North Social Structure: Venerachal Patriarchy Open System; Prejudice (Spidaksuns) Current Leader: Various Tribal Leaders Population: 12,000 Resources: Mercenaries, Slaves Estate Alignment: Varies, usually Chaotic People's Alignment: Varies, usually Chaotic Estatewide Taxes: None Estatewide Religion: VARIOUS ONI Overview: A wilderness lorded over by various evil spirits; Dishnu is a savage land of nomadic tribes that constantly wars with itself and neighboring Spi Dak Su. History: During the age of technology, many of the Nippon people saw the signs of coming war with the Dhoric. Rather than embroil themselves in a senseless war, many of the Nippon began exploring northward, and discovered a continent to the far north, far from the warlike Dhoric. The Nippon began a northward migration to this new land, but before it could be completed, war on the continent of Amberos broke out. The slow migration turned to panic and a rout, and in the devastation that followed many Nippon found themselves stranded on the subcontinent of Spi Dak Su, just north of the main continent. As civilization was rebuilt on Spi Dak Su, the residents began to encounter evil outsiders that referred to themselves as Oni, who seemed to have a homeland of sort in the western tip of the landmass. The Spi Dak Su warred with the Oni and during the Elvin Golden Age, with the aid of the Nippon pantheons Ancient Ones erected a great wall to keep the evil Oni away from the civilized lands of the east. Following the fall of the Golgoloth Empire on Amberos, a large number of goblinoids migrated to Dishnu and attempted to overtake the home of the Oni. The Oni were able to capture other goblinoids and turned them into slaves and warriors for themselves the bakemono. Now, the Oni are rarely seen and instead bakemono swarm to do the bidding of their evil masters. As time passed, it became common practice to send the unwanted elements of society beyond the walls, hoping the Oni would eliminate them and keep the hands of the civilized folk clean. However, as time passed, the Oni came to create pacts with these folks in return for servitude and war with the easterners. The Dishnu, as Titles:

they came to be known, readily agreed and have warred with their brothers ever since. Government: In theory, the Oni are the true rulers of the Dishnu, however they rarely interfere with the Dishnu tribes except to whirl them in a frenzy against the eastern Spi Dak Su people. For the most part, the Dishnu tribes are self-governing, usually ruled either by an elderly patriarch or matriarch of the family or by a warlord who has organized the tribe for war. The laws of the Dishnu tend to be very harsh and cruel, to the point of sadistic. It is not uncommon to see the elders require human sacrifice before the start of a campaign to ensure success, and there is little value placed on human life at all at best the focus of the law is the survival and triumph of the tribe. Allies/Enemies: Many of the various tribes within Dishnu have developed complex alliances or enmities over the centuries. However, all of the tribes have a burning hatred for Spi Dak Su. Land: Dishnu is composed of untamed wilderness and a tribal people to match. Nomadic tribes often foray at the great wall created by Spi Dak Su, and fleets of reed ships occasionally slip into the civilized lands to raid and pillage the docile civilized people. People: The people of Dishnu are nomadic following the wild herds that migrate throughout the land. The folk of Dishnu are constantly battling against the decaying civilization of the Oni, the original inhabitants of this land. The nomads of Dishnu resent being locked away from the rest of the land by the great wall, and they often take out their wrath on those they feel have imprisoned them with the vile Oni and their cohorts. A given tribe consists of about 20 60 relatives usually led by the most capable male warrior, or in some cases, by the strongest-willed matriarch. A given leader

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generally rules until he is too advanced in age to fight effectively, and leadership is then passed on to the eldest male. Since the Dishnu face constant threats from the Oni and must hunt to survive, much emphasis is placed on the battle prowess of an individual, though among the old wisdom is highly prized. One saying of the Dishnu states, The strong warrior prevails, but the smart survives. The Dishnu tribes tend to stay 2-3 months in one area, setting up their Yurt encampments for the duration of their stay and then moving on when the herds move or trouble finds them. Most of the tribes are competitive, and will not stay in the hunting grounds of another tribe. The Dishnu rarely war against each other, but fights over hunting grounds and campsites have been known. Marriage is often the one thing that brings tribes together, even if briefly. Following the most ancient of customs, all but a few tribes meet in a place pre-decided from the last meeting. The moot, as it is called, lasts about a month, and the tribes trade, converse and interact with each other during this time. However, the primary reason for the moot is to arrange marriages. Young warriors coming of age (usually about 14 years or older) mingle with the young women of other tribes (who become available around age 16). Once a couple falls mutually in love, gifts are exchanged (to pay for the bride) and a wedding is set. Some warriors and brides wait several years before they find a suitable spouse, though few wait longer than age 21 to marry. Races: Dishnu is sparsely populated, and the most commonly seen inhabitant is the Nippon humans known as the Dishnu. The Oni of Dishnu are a race of outsiders who bred with the devils of the Dark Ones army during the Dark Age. Though the Oni gained terrifying powers, they became twisted, insane and decadent, corrupted in flesh and thoroughly evil. Twisted goblinoids, called bakemono, populate the dark western ruins of Dishnu. Purporting to be the mouthpieces of the Oni, the bakemono occasionally sally forth to ride in battle against Spi Dak Su sometimes in league with tribes of Dishnu, sometimes striking against them. Religion: The Nippon outcasts and the bakemono worship the Oni of the western fringe of Dishnu. Some cults have taken to worshipping the Dark One directly. Magic: Magical displays tend to generate fear in the Nippon and bakemono who dwell here. Spellcasters of this area tend to be shamans or shugenja who are steeped in the traditions of blood magic. Adventuring: Few foreigners willingly visit Dishnu. As the land is wild and untamed, there are no restrictions on weapon or armor, though the Dishnu may attack outsiders

to steal their superior weapons or gear. Holidays: Naming Day (Haleen 28th): On this day, the Dishnu people gather in secret, wearing masks and bells to hide from the Oni as they perform auguries to attempt to learn the true name of various Oni. Supposedly, if one can learn the Onis name on this day, it can be shackled and made to serve the binder for a hundred years. Regardless whether the attempt to divine the Onis name succeeds or not, the day tends to be filled with drinking and feasting as the Dishnu attempt to forget their worries for a day.

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Countries of Amberos Doonask


Land of Shining Sun, Dont Ask Possessive: Doonaskese Government: Autocracy Capital: Ffardn Standard of Money: Vegan STANDARD Location: NW1, South coast Social Structure: Equalitarian Open System Current Leader: Baron Dunson the III, His Lord of Games Population: 16,500 Resources: Coffee, Shipping Estate Alignment: Chaotic Good People's Alignment: Chaotic Neutral Estatewide Taxes: Explorer, Miscellaneous (Festival/1 sp) Estatewide Religion: DISCOFF Overview: Doonask is a carnival estate that always seems to be celebrating something. It is also a realm of high magic and evocative thought, producing some of the greatest intellectuals on Amberos. Despite its carnival state, or perhaps because of it, the land has little to fear of war or conquest with its neighbors. History:Doonask has a bizarre history, though one only stretching back to the chaotic years following the fall of the Skyland Hold. No records of the land exist prior to fall of the Skyland Hold, and even then, Doonasks appearance seems mysterious. The first record of its appearance is shortly after the fall of Skyland Hold, when the growing Farren Lands were stretching north to grasp Millos. The Farren Land troops wandered across a strange walled city that was decorated with various and mysterious runes. Taking it for a Millese city, the Farren Land troops besieged it in the hopes of taking it. However, during the first night of siege, the troops were engulfed in chaos by the sound of clanking weapons within the encampment. Troops ran hither and thither to locate the source, and many troops were slain by their own kind in the night. By the time morning came, the Farren Land troops were in utter chaos. When the city gates opened and the citizens of the town came out, the Titles: troops of the Farren Land fled, though none of the city dwellers had a weapon. The sudden fear and panic that made the Farren Land troops rout has never been satisfactorily explained, but since that day, the wild city has grown into a land just as wild, and just as avoided by the Farren Lands. Allies/Enemies: Doonask has cultivated an alliance with Millos, Irvenst, Sarkasti and the FarrenLands for peaceful trade between the countries. At the same time, there is a distrust of Zyans among the government, for reasons unknown. Doonask has rebuffed all attempts to be courted by the Silkna Kingdom of the Kingdom of Vall Vega, and has thwarted several attempted coupes against their own country by these realms. Land: Doonask currently consists of four allied cities between the borders of the FarrenLands and Millos. These four cities are Ffardn (the capital city), Doonask, Dunsk and Bfore. The four cities are within a days ride of each other, and the original city, Doonask, has become so bogged in parties and celebrations that the government moved its main operations to Ffardn. Dunsk started out as a port of call for Doonask to distribute and receive various wares, and has grown into a major city as Doonasks popularity has grown. Government: Citizens or foreigners rarely see the government, and public officials go unseen. Most Doonask are unaware of even the most basic governmental offices, and jails as well as other governmental buildings are well hidden from public view. Law officers and other such officials disguise themselves so as not to be easily noticed, and prefer to take offenders into custody in secret when such must be done. However, the government is loath to interfere in the affairs of Doonask, and only does so if the populace is unable to cope with the offender. Because of the strikingly strict moral code each Doonask holds; it is rare for the citizens of this land to perform deeds that are detrimental to others, such as murder. The people as a whole react rather poorly to offenders, and a murderer might well be strung up by a mob before the local government needs to get involved. People: Usually called Dont Ask by foreigners, Doonask is a land alive with wild parties where scientific marvels are playthings and the items of magic are everyday parts of life. Objects such as Eggbeaters of blending are standard household equipment, as are Shoes of Few Steps, Kerchiefs of Sunny Weather, and other bizarre items that have little adventuring use, but

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extraordinary use in household chores (A favorite is the Walking Trashcan, and the Bard in a Box). These items leave Doonask with vast amounts of free time, spent in learning, playing or discovering spells (Nearly all Doonask have skill with magic, 90% cantrips only). The guilds, who jealously keep the secrets of these items creation a tightly held secret, are the only groups able to create these items, and have resisted threats, bribes and all sorts of other methods to keep the creation of these items a secret. A favorite tale (though not likely true) speaks of how one guild and its guild master allowed themselves to be devoured by Jhalah rather than reveal the secrets to the creation of their items to a foreign wizard. The people of other lands often describe the people of Doonask as being flighty, easily bored and unable to cope with harsh reality. Yet, the country has never been successfully attacked and crime is virtually nonexistent. It seems strange that amid the wild tangle of parties, revelries and whatnot occurring in the land that the people have a strong moral code. Although Doonask will try about anything at least once (and more often if its fun), they are very unwilling to perform any act that will bring permanent harm to another being. While a fistfight or two will go unnoticed, burning down someones house, murdering or raping is viewed with disgust. Although a Doonask might look at someone who revels in selfmutilation as a little odd, they will do nothing against the soul so long as he does not harm someone else permanently. known dwarven communities within the four city-states. Adventuring: Festivals continuously occur across Doonask, and it is easy to get caught up in the festivities, which make most people feel like children again. There is no prohibition on weapons, armor, spells or religious beliefs (as long as another Doonask is not harmed by weapons or religious actions), and many adventures can find work in the employment of individuals, guilds or in the ranks of rare collectors seeking unusual creatures or specific spell components. The government has been known at times to hire adventurers out, but the government has not revealed the exact nature of these jobs nor the individuals involved. Holidays: Festival (Noris 25th March 2nd): Known also as carnival season, the city-states of Doonask throw nonstop parties through winter until spring arrives. Most of the parties are held in the evening after a days light work is done, and tend to end an hour before midnight. The only change to this pattern is on Deathday (Enfeeb 26th), when the parties tend to last until dawn and the revelers are encouraged to celebrate the fact that they themselves still live. Oddly, it is considered to be extremely poor taste to die on Deathday and the sick, ill and dying are urged or magically compelled to remain alive until at least the next day.

As far as it is known, Doonask has no army, but instead defends its borders with some sort of magical defense, which can lay an enemy army to waste. It is certain that Doonask can call on a wide array of magic, and the royalty has always claimed to have a special weapon for the defense of Doonask, if it is ever invaded. However, since the Farren Lands rout in the country, no land has bothered or dared to attack Doonask. Races: Doonask is populated by a mix of afarian humans, gnomes, Hillenfaey and elves. Dwarves dislike the nature of the Doonask city-states, and there are no Page 64 of 405

Countries of Amberos Duchy Of Molvak


Realm of Kings, The Black Hind Possessive: Molvakian Government: Theocracy Capital: Malovak Standard of Money: Vegan Standard, no Dromar Location: SW1, west coast Social Structure: Patriarchal Class System; Prejudice (Elves) Current Leader: The High Circle Population: 27,000 Resources: Iron, Gold Estate Alignment: Lawful Evil People's Alignment: Chaotic Good Estatewide Taxes: Income, Fief, Export, Tithe, Conduct, Tribute (Vall Vega) Estatewide Religion: DHORIAN Overview: An estate revived by the Kingdom of Vall Vega in a blatant attempt to grab land from the Southern Kingdom, this realm claims ancient ties to the Dark Age Kingdom of Malovak. However, the church of Dhorian has soured in this realm, and has moved to seize power and spread its malignancy across the realm and beyond if it is not stopped. History: The Duchy of Molvak, a corruption in name and spirit of the once-proud Kingdom of Malovak, has a long and glamorous history. First founded after the end of the Elvin Golden Age as one of the new kingdoms of man, the then Kingdom of Malovak grew to preeminence on the continent of Amberos. It was known for its wise and generous rule, and its constant bickering against the White Lords of Misake. The then King of Malovak saw the White Lords for what they were - weak and corrupt. He disdained fighting against the paladinlord Machiavelli, and would often seek to council with the paladin-lord about the evil of his employers. Titles: However, King Gregor Malovak would never see an alliance with Machiavelli, for he was slain by the evil fiend known as Sethinyor, who turned the Kingdom of Malovak into an evil tyranny. Finally, the son of late King Gregor, Prince Flanan Malovak, was able to drive Sethinyor from the throne. However, despite his resourcefulness and determination, Flanan proved to be a mediocre king and general. He was able to ally with Machiavelli against the growing Skyland Hold, but when Machiavelli fell into corruption, the Skyland Hold turned against the Kingdom of Malovak, and slew it to the last heir - or so it thought. Young Wolf Malovak was spared and raised in the wilds of what is now the Duchy, and finally grew up to face off against the Skyland Hold. Though she died doing so, she and her companions were able to bring down the evil leader of the Skyland Hold, and usher its slow demise. The lands of Malovak finally ended up in the hands of the goblinoids and elves from the Wild Wastes, and were forgotten until the height of the age of Swordfall. King Nannon IV of Swordfall, seeing a perfect opportunity to expand his lands, sent the greatgreat-great grandson of the Malovak line with a small army to retake the lands of Malovak. Backed by the clergy of the church of Dhorian, Duke Gerald Molvak traversed south to take back his ancestral lands. There, the Duke and his people fought a bitter fourteen-year war against the elves and goblins, eventually driving them

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south. Cities and towns was build and entrenched, and the government prepared to hold the land. During these years, the church of Dhorian in the land slowly became corrupt. At first, the priest began calling on dark magic to counter the magic of the elves and goblins, and this led to a further, though secret, downfall of the church. When the great rebellion of the Barons struck, it was Duke Gerald Molvak who held one of the brothers of the Sword of No Name. He was slain by King Nannon IV (though many suspect the church actually committed the act), and the land was handed over to the clergy to rule. At that point, the church partially cast aside its disguise as a beneficial power, and began to terrorize the land. Naturally, when the great rebellion against Swordfall occurred, the Duchy of Molvak broke away, hoping to become its own power. Since that time, the church has grown more and more decadent, and has on occasion struck out or been struck by its neighbors. Allies/Enemies: The Duchy owes its existence to the Kingdom of Vall Vega. The Duchy despises the Southern Kingdom, but is too involved in its own internal conflicts to mount any sort of aggressive stroke against the realm. The Duchy allows trade with the FarrenLands, but the church secretly has plans to eventually dominate the FarrenLands once internal disputes have been quelled. Finally, the Duchy is constantly contending with raids from the Frost Lands, and has often joined with members of the Brotherhood of Glory to quell the raids. Land: The duchy is a temperate semi-wilderness, with small communities that have been carved out of the wild lands. Most communities tend to be rural and simplistic in design. The southern forest has been of late suffering heavy logging, not due to a need for building material, but of pure malice against the fey races and elves that live there. Government: The country is currently under the rule of the church of Dhorian, with the descendants of the Malovak line kept in place as figureheads to ward of intervention from countries such as the Kingdom of Vall Vega. The church of Dhorian has obviously gone sour in this country. The people have as much hatred for the new government as they had for the old Molvak tyranny. However, the fist of the High Circle is so powerful and treacherous that there is nothing any of the citizens can do to oppose them. That was of course, until young Maria Molvak of the old imperial family began to resist the will of the High Circle. Now, a small rebellion is growing. People: The people of Molvak are encouraged to turn all traitors in, and receive handsome rewards for such acts. Because of the burden of the various taxes, many people find that this reward for their conduct is the only chance they have of keeping out of the tax dungeons. The church has retarded the advancement of knowledge and thought with its stiff inquisition, and continuously uses the army to burn books and heretics as well. The church even prevents its priest from using their holy miracles to aid the populace, or even the church. Groups known as Purgers roam the streets of the city searching out those whom commit acts of evil or who oppose the government. They are often involved in the taking of property from "heretics" and to inflict punishment on citizens as examples to others. The Molvak rebellion against this evil consists of nets of secret warriors and errand runners whom thwart the efforts of the church to collect money and steal property. The most well known is the dungeon-crawling "Tunnel-runners", whom keep contact between those caught in the dungeons and the outside world. They mysteriously show up with last wills written by doomed prisoners, thwarting the attempt to steal land, and they have aided the escape of innumerous prisoners. Their life is dangerously short, for capture means sure death. Races: Most of the citizens of the Duchy are afarian or Dhoric humans. The Bended woods of the south is home to elves that went their own way after the end of the Elvin Golden age. Because of the amount of logging being undertaken in the Broken Wood, there is much strife between the elves and humans over the logging being undertaken, to the point the church has put out bounties for capturing or killing elves. Also within the Bended wood is at least one Hillenfaey/gnomish mixed community. Like the elves, they have suffered persecution for attempting to defend their homeland, though the church has not yet moved against their kind. There are rumors of dwarves living in the

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mountains between the Wilde Wastes and the Duchy, but those dwarves who have been encountered in the land have been very tight lipped about the existence of any such communities, obviously fearing how the church might react to their presence. Lastly, the mountains south of the Duchy are a breeding ground of goblinoid creatures, which often make raids against the human settlements, and have also begun to raid into the elvin held areas of the Bended Wood. Magic: The church of Dhorian keeps a tight lid on magic casting in the Duchy. Legally, only church leaders are allowed to use their spells without requiring special permission, and the church officials have a great hatred of arcane spellcasters, and have been known to go to great lengths to exterminate them or drive them out of the lands. The church has demonized the casting of arcane spells, which has made it much easier for the citizenry to report, mistrust or avoid spellcasters altogether. Adventuring: The duchy is rife with opportunities for adventure. Such adventures can find evil of all sorts in the employment of the High Circle, or in exploring the Wilde Wastes of the elves and goblins to the Southwest. Since this adventuring uncovers much of the churchs evil, it is of course a high crime to undertake such activity. Weapons and armor is highly illegal, as is any sort of spell casting. Because of these restrictions, it takes the most heroic of adventures to survive here. Holidays: Flanday (Ember 28th): This day celebrates Flanan Malovaks birthday, often touted as the last King of Malovak. There are parades and feasts, and not hosting any mock combats or mentioning anything about the Skyland Hold during the day generally overlooks Flanans ultimate failure against the Skyland Hold. Day of Blades (Tide 12th): Instituted by the Church of Dhorian, this is a day that the church police take up arms and round up rebels and traitors. The imprisoned folk are hanged in 3 days time, and the clergy and its officers usually hold revels in the days following the arrests. Most peasants usually stay in their homes and hide until the executions have been performed.

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Countries of Amberos Dwarfhome


Daer Ignan, Realm of the Stout Ignus Monarchy/Oligarchy Lutz-Kirkan Standard, no blood notes or Dromar Location: West Amberos Social Structure: Venerachal Patriarchal Caste System; Xenophobic Current Leader: Dur Khahalas und Wufgrin, Lord of the Mithral Throne and various minor lords Population: 16,500 (98% dwarf, 2% other) Resources: Gold, Gemstones, Silver Estate Alignment: Lawful Neutral People's Alignment: Lawful Good Estatewide Taxes: Fief, Export, Protection, Blood Fee Estatewide Religion: DEOR, Fir Overview: Dwarfhome is the name given to the collection of city states that is home to the majority of dwarves on Amberos. History: When the great cataclysm rocked Tsre Vestu and brought Amberos to the surface of the sea, it likewise cracked the great mountain, opening the interior mazework of the mountain to the new world outside. Several of the dwarves who worked in the mountain were caught in the collapse, and a few actually survived, finding themselves on the continent floor. Some of the dwarven family members of the lost dwarves against the orders of Deor left the mountain to try and reclaim their kin. By the time the survivors made their way back up to the mountain, they had found that Deor had sealed the mountain to prevent any other creatures from escaping the mountain. Now expelled from their homeland, the dwarven survivors moved into the nearby mountains and hills surrounding Tsre Vestu. As time passed, the homes and mines of the dwarves expanded, until the dwarves had strongholds scattered across Amberos. When dwarves first met elves, the two could not be more different. Likewise, as the former secret caretakers of Tsre Vestu, they had long been raised to stay out of the sight of other races. However, life on the surface of Amberos showed them that they needed to communicate and work with the other races, and the dwarves tentatively made efforts to befriend the elves (and goblinoids). As part of their effort to co-exist, the dwarves and elves created the race of gnomes to act as diplomats for their races. However, the gnomes proved to be too full of mischief, and only drove the elves and dwarves further apart. Titles: Possessive: Government: Capital: Standard of Money:

The cataclysm of Guaradrell struck before dwarves and elves could rightly declare war on each other, and the dragons rampage only sent the dwarves into hiding. However, their vast wealth enticed Guaradrells greed, and he assaulted and destroyed many dwarven strongholds before he was felled. The dwarves (and elves) answered the call of Belli by sending the gnomish emissary, Fir, to take up Bellis challenge to defeat Guaradrell. He took with him the smithing secrets of the dwarves and the elvin skill of rune magic to the task, and in the end created the mighty weapons and armor Dhorian used to defeat Guaradrell. However, following the defeat of the dragon, Fir did not return to his dwarven and elvin masters with the secret to godhood, and has been intended. Instead, Fir himself became a god, and attempted to rally the dwarves, elves and remaining gnomes under his banner. He was only partly successful, rallying the gnomes, but gaining little ground with the elves and dwarves, who considered him a traitor. The dwarves split unevenly in two, with most still remaining loyal to Deor of the dwarves. In the technological age that soon followed, the Deorish dwarves collaborated and build an empire known as the Dur-Wundar Empire. The empire managed to last through the technological wars though once again retreating into the earth and through into the Elvin Golden Age before disaster struck.

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human settlements. Entire strongholds were ravaged or enslaved to the Skyland Hold or Roonhawk. By the end of the Dark Age, few of the dwarven strongholds remained intact; many had been destroyed, abandoned, or had fallen to infernal or goblinoid control. The dwarven kingdom lay shattered until just prior to the economic upheaval, when the fabled warhammer of the king of the ancient Dur-Wundar was discovered in the Thunder Mountains of Klinn. With the weapon unearthed, dwarves undertook a quest to retrieve the weapon and re-establish the ancient empire of the dwarves. It was not until the economic upheaval however, that conditions ripened for the dwarves to make an attempt to recreate their ancient kingdom. By using vast sums long-hoarded in lost dwarven mines, a small core of dwarven heroes managed to use the wealth to establish a small kingdom in the Crystalmire Mountains, and began sending emissaries to acquire fealty of the surviving strongholds under the new empire Daer Ignan the dwarf empire reborn. While many of the dwarf communities tentatively swore fealty to the new empire, it has yet to be tested as a true empire. There is still much friction between the established strongholds and the new dwarven lord, and it remains to be seen if the empire will survive to stand the test of time. Allies/Enemies: Daer Ignan is still too new to have collected a list of true allies or enemies. However, they have recently been able to sway the Silkna Kingdom and Southern Kingdom to recognize them as a true empire, though the Kingdom of Vall Vega still resists accepting the empire as it holds real estate that Vall Vega considers

Deep digging into the earth by the Dur-Wundar accidentally opened into Hell, but likewise stumbled onto vast deposits of minerals. Blind with greed, the dwarves sought to find a way to dig around Hell, and miraculously, did so. In their blind arrogance, the dwarves dug into the very furnaces that lit hell Gehenna. There, the dwarves garnered the attention of the devilhands master smiths of Gehenna who worshipped fiendish powers. The devilhands fell on the dwarves, and the dwarves were no match for the despicable creatures. Hold after hold fell to the devilhands, as the dwarves were forced into retreating to the surface. However, at the same time this occurred, the Elvin Golden Age was ending and the newly transfigured goblinoids fell onto the surface homes of the dwarves. Firs intervention in the subterranean war saved the dwarves from extinction, but also left many stranded on or near the surface of Amberos, just as the Dark Age broke out. The move switched dwarven devotion from Deor to Fir, a change that has not reversed since the Dark Ages. The Dark Age was a terrible time for the dwarves, who suffered as much as many of the nearby

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its own, as well as holding several mines that Vall Vega secretly covets. The dwarves have declared themselves enemies of the Dark Valley and the Dark Lands, both of which are too far from the new government to worry about such hatred directed at them. Finally, Daer Ignan has approached several realms mostly Roonhawk, Nauwflouwd and the FarrenLands, for compensation of ancient dwarven mines that have been absconded by the humans there, or in the case of Roonhawk, for crimes perpetrated against dwarves in the Dark Age. So far, none of the realms have even acknowledged the dwarven claims. Lands: Daer Ignan is a realm entirely below the surface of Amberos. Great strongholds are built into the stone of the peaks of mountains and delve down deep into the earth of Amberos. Luckily, the ancient tunnels to Hell and below have been sealed. The dwarven strongholds of Daer Ignan consist of a mix of unworked caverns and worked passages of stone. Caverns are treated with the same reverence humans might treat a beautiful glade or forest, and the dwarven worked halls can resemble vast underground cities, as if they were great canyons dug into the side of twin cliffs. Each of the strongholds of the core realm of Daer Ignan has worked tunnels for trade and passage carved between them. These tunnels are well fortified should they be overrun, and avoid intersecting natural caverns to avoid their compromise by the races inimical to the dwarves. The great cities of Dear Ignan, of which there are twelve, fly high above the deep underground lesser cities by being build into the peaks of mountains of the Crystalmire Mountains. These great cities contain docks to ply the Methane Sea in the winter, and use ancient technological or clockwork elevator shafts that run from the base of the mountain up into the city high above. Government: Still in its infancy, the current government is broken into two main groups. The topmost tier consists of a monarchy ruled by the last surviving bloodline of the ancient kings of the Dur-Wundar and their household attendants. The bloodline is housed in Lutz-Kirkan, though a member of the bloodline is housed in each of the major cities of the realm in case some disaster strikes Lutz-Kirkan. The monarchy is concerned with overseeing the growth and well being of the realm, as well as being on the alert for threats to the strongholds that are a part of the new realm. Beneath the monarchy is the rulership of each stronghold. Those that have sworn fealty to Daer Ignan are not allowed to maintain a king, though many have taken the title of Bharon, which is the dwarven equivalent of a Prince. Other strongholds may be ruled by an oligarchy that is composed of the various guilds in the stronghold and often including the military general as one of the oligarchs. Usually, one of the members asks a spokesperson/tiebreaker for the group. Such an individual is usually from the oldest or most prestigious guild in the community though more than one community has its military general as the spokesperson. According to tradition, these oligarchies are all male, though there are exceptions of mixed-gender groups in smaller communities and at least one instance of a matriarchal stronghold in the mix. Lastly, one would believe with the dwarven ability to see in utter darkness that the home realms of the dwarves would be lightless but this is not so. The strongholds of Daer Ignan are kept lit and warmed by myriad flickering fires that are representative of the forge flames of Fir and Deor. Light is used to enhance the natural darkness of caverns or to shine brilliant hues of color on the homes and forges of the dwarves. Many communities that have ties to the surface also use lighting to keep time with the day and night cycles of the world above. People: Dwarves are both xenophobic and workaholics. They are also extremely clannish and devoted to their family both literal and figurative. They tend to judge one another by their skills and the skills of their families. Lineages are extremely important, and it is generally considered ill to not take up the profession of ones ancestors though branching out to learn new skills is always welcome and encouraged. The dwarves of Daer Ignan have little patience for poorly crafted or frivolous items. Perfectionism and obsessive, compulsive disorders are not uncommon in the population of dwarves, though it rarely reaches levels where it interferes with a dwarfs ability to function in society. Due to an ingrained aversion to dealing with other races, dwarves tend to be xenophobic. This usually results in rude behavior towards other races, and usually only erupts into violence when violence is directed at them first. However, the dwarves of Daer Ignan do not go out of their way to welcome or help strangers, though usually if politely asked will give the most basic aid to those who prove courteous, patient and well-mannered. Dwarves do not suffer the foolish, and will never help those who wont help themselves or who are looking for a free handout dwarves always expect equal compensation for any task they assist another with. Races: Daer Ignan is almost entirely composed of dwarves. A few strongholds those mostly in the Crystalmire heights have human subsections, and a few of the allied holds sport small communities of gnomes. Elves are almost unheard of in Daer Ignan strongholds, and wandering hillenfaey are discouraged from residing in dwarven communities of Daer Ignan. Goblinoids are seen as an enemy, and generally unwanted, though an individual goblinoid can prove their worth and loyalty every once in a great while. Finally, though Daer Ignan has done its best to outlaw the practice, some of the lesser

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strongholds still use slaves usually human or goblinoid in their realms. Religion: Most of the dwarves of Daer Ignan officially revere Deor as the father of the dwarves, but actively worship Fir, who is far more likely to intervene in matters of the Daer Ignan. Magic: The dwarves of Daer Ignan tend to dislike cast magic as unpredictable and easily corruptible. They have hoarded technological secrets from past ages, and have likewise passed on the secrets of clockwork machinery and the ancient rune magic of Deor. In some strongholds, it is not unusual to see mixtures of all three technology, clockworks and rune magic working in concert. Dwarves never use these items to make life easier, they see such as weakening the skills of the dwarves and their use is usually reserved to make things safer or to perform tasks that are impossible for a dwarf to accomplish on his own or with assistance. Adventure: For those brave enough, there is ample opportunity for adventure among the Daer Ignan. Mercenaries are always welcome to help defend the strongholds or to take up quests of the monarchy to reclaim lost treasures or strongholds from the grasp of infernal, goblinoid or undead control. However, the people of Daer Ignan will only deal with trustworthy individuals and a test of skill and loyalty is often conducted as part of the hiring process. Holidays: Deeping Day (Inlude 12th): This day commemorates the day supposedly that the Dur-Wundar opened their mine into Hell, and the folly it led to. On this day, all forge fires are extinguished, and the dwarves spend the day in their homes, telling cautionary tales and reciting family lineages. A dinner of hard bread mixed with ashes is consumed with only water to drink. Hammers Day (Ember 1st): This day is the start of the dwarven new year. It is customary for smiths to fashion new tools to replace old worn tools on this day, and for new apprentices to receive their first tools on this day. Many communities have a special anvil located in the heart of their community that is rung with the clatter of mighty sledgehammers throughout the morning, ushering in the New Year. It is common to hold community-wide feasts in the evening after the first day of work of the New Year. The Questing (Noris 15th): On this day, dwarves take oaths either individually or in groups, to accomplish great deeds for the year. Each resolution is treated as a quest, no matter how large or small they may range from learning a new smithing skill, fashioning an item of master craftsmanship to organizing a company to retake a lost hold from foreign control and anything in-between. Quests usually tend to be actions to better ones self, though community-enriching quests are not unknown, though far more rare. It is considered bad luck to not undertake some quest of one form or another. Day of Gems (Enfeeb 30th): This day celebrates the destruction of Guaradrell and the ascension of Fir as a god. Communities are often decorated with gemstones in celebration of this day, and gifts of gem-encrusted items are common on this day. Many dwarves use this day to propose marriage, offering a gemstone-studded gem to their intended partner on this day. Evening brings a community-wide feast with gold-and-silver place settings and cups carved from gemstone geodes. The food at these feasts is always from aboveground sources a very difficult proposition as the end of winter. Wedding announcements from bonds made earlier in the day are often publicly announced at the feast.

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Countries of Amberos Evan Cordum


The Fey Realm, The Elf Lands Evanium Monarchy Bolv Vor Standard, no ingots, blood notes or Dromar Location: NW1, north coast Social Structure: Venerachal Equalitarian Caste System; Favors (Elves) Current Leader: Ymin Lanstru Bunmoue (King of our Kind) Population: 18,800 Resources: Timber, Copper Estate Alignment: Lawful Neutral People's Alignment: Chaotic Good Estatewide Taxes: Fief, Export, Protection, Blood Fee Estatewide Religion: FIR, Hamma Overview: The last great remnant of an ancient elvin empire that spanned nearly half the continent, the Evan Cordum is the premier home of civilized elves. Introverted and seemingly concerned with only elvinkind, the Evan Cordum has little to do with the outside world. History: The Evan Cordum (literally, Land of Elves), the remnants of the ancient Evanthium Coridium (meaning, Homelands of all Faeries by the Great Treaty) is a land of splendid wonder. It is a homeland that once dominated almost the entire western 3/4th of the continent, until shortly after the end of the Elvin Golden Age. It is a realm filled with many secrets, magic and unbelievable wonders. The Evanthium Coridium was created shortly after the Time of Magic. When men were young, and faerie had taken their first few steps onto Amberos, the elves decided they needed to establish who would be allowed to live where, to avoid conflict and mixing of the races. Without human consent, the faerie and goblin races set standards where their groups would live and thrive, and what was allowed and what was not. Primary among these were the treatment of humans as little more than pets, and the penalty of imprisonment for giving items of culture to humans. The Goblin races chose the mountains (which were close to the Gods) and the swamps (which were both earth and water places, and therefore of great power). The elves chose the woodlands and the remaining faerie chose the open plains and hills. Very shortly after setting homelands, the Goblins began to grumble about their new homes. The mountains were cold and stony, and difficult to create a place to dwell within. The swamps gave the goblins horrible skin diseases, making many ugly and ill. The goblins began to feel they had been cheated. Titles: Possessive: Government: Capital: Standard of Money: In the meantime, war broke out between the faerie. The elves wanted to unite all of faeriekind under their rule, and the other faerie races did not like to be controlled thus. Many of the faerie hid, some in the cores of the trees to avoid the elves (becoming Dryads), some fled into the rivers (becoming Nymphs), and others fled into the sea (becoming Coral and Sea Elves). The faerie of the hills retreated underneath the rocks to hide from the elves (and becoming the Galeb Duhr, and with later mixings with the goblinoids, the Dwarves and Gnomes), and the faeries of the plains blended into the thick grasses to hide from the elves (and eventually becoming Hillenfaey). As this war raged amongst the faerie, humans found themselves caught in the middle as pawns. The faeries often accused humans of being spies from the elves, and the elves often tried to enslave humans to perform tasks for them. Neither side allowed humans to become advanced. This war raged for hundreds of years, until King Kas managed to break away from the elvin wars of spite and develop his own kingdom. There, in the lands of what would be known as the Shovnov Coast, city-states of men began to grow and protect themselves. This shocked the faeries - how could the humans have come to be so advanced? The faeries were sure the elves had done this to spite them. As a result of this, the

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faerie refused to deal at all with the elves, and began to try and thwart both man and elf at every turn. The goblin races in the meantime, had taken a special interest in men. Having lived in the mountains and swamps for so many years, they began to envy men, who had taken land as their own. The goblins, wicked and twisted by the evils that plagued them, drove into the out after Guaradrells death. He spoke of the woes mankind had inflicted with their pride, and charged the elves to stop man before he caused further death. Taking Phromuss words to heart, the elves armed themselves for war. As they did, man began the war of technology that brought disaster to the continent. In anger, the elves enslaved the remaining humans with the consent of the Old Gods, who had been awakened by the War of Technology. With no empire left to oppose them, the Evanthium began to grow in power. The great Ymin, using magic never since duplicated, summoned the lords of the faeries and goblinoids to him and bargained for a united realm. Only the dwarves refused, stating they would serve no one. To stress their point, the dwarves mined deep into the earth, where the elvin magic could not reach them. But to all others, the Ymins words and plans held great promise. Even the corrupt goblinoids agreed to the Ymins words, and the elves helped to restart a much smaller version of their Golgoloth empire. Humans, for the most part, were made into a slave-breeding stock. They were not allowed to live in permanent houses, and spent the days serving the elves and fearing the wild animals of the night in their unprotected huts. As the great Evanthium Coridium began to grow, it also slowly began to change. The goblinoids became ever increasingly decadent, relying more and more on their humans slaves they first bought and then began to steal. The lesser faeries continued their carefree lives, caring not what happened to humans, and following the elvin dictums as far as they enjoyed doing so. The elves became more and more arrogant as their power became greater and greater. The greatest culmination of elvin magic occurred when Amberos was merged with Aurora, creating a realm of pure magical fantasy. It was not to last. The first blow came with the revolt of the black elves. Several elvin families conspired

plains, driving the elves before them. They captured and enslaved humans, and humiliated faeries wherever they could. Soon, there were three great kingdoms - the Evanthium Coridium (elves & faeries), the Golgoloth Empire (the goblinoids) and the Empire of Kas (humans under Kas). Tensions mounted between the three groups, and minor skirmishes often broke out as raiding parties hunted to make the other sides into prisoners. With the coming of death from Guaradrell, the Golgoloth collapsed into anarchy. The lands of Kas were consumed by Guaradrells hunger, and the elves retreated into the safety of their woods. Guaradrell was slain, but the elves remained in isolation. Time passed, and the Technological age descended on Amberos. While the elves remained in magical seclusion, Amberos went through dramatic changes, forgoing magic for the power of technology. Finally, it was Phromus who beckoned the elves

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to kill the Ymin, but the great king thwarted the attack. Fleeing in terror, the elves fled into the crevices of the mountains and the blackest and darkest pits of the continent. They were left for dead. The next strike against the elvin nation was twofold. Ziga, who had grown more and more disillusioned with her surroundings as a slave to the elves since her fathers banishment by the Elder Gods, convinced the goblinoids to rebel against the Ymin. However, the elvin priests of Jhalah warned the great Ymin. Jhalah had been promised the souls of the dead if he aided Ziga, but he hoped to cause more bloodshed by allowing the Ymin to put up a counter-defense. When Ziga was thwarted and discovered this betrayal, she transformed Jhalah - and his elvin priests - into occulars. Jhalah was mortified, and angered. With his new form, he broke the bonds that Titanicus had forged to keep him in his place. He hungered with an unappeasable passion that not even Zzadasa, the punisher, could stop. Then came another blow - the Great Rise of the Dead. Shames betrayal and the subsequent rise of Teeth pitted the dead against the living. Fueled also with Tumas rage and Zigas fury, the triumvirate threatened to destroy the Elvin Golden Age. But with the aid of Dhorian and other gods of good, who were finally able to overcome the Ancient Ones banishment, Teeth was stopped. The god Tuma, who had broken his own oaths, was destroyed. Only Ziga escaped destruction or imprisonment by returning to aid the gods of good. But the taint of evil corruption was not to fade away. Another evil appeared, this time in a dark form known for a while as the Shadow Lord. Only with great effort did Dhorian and the other gods bring this Shadow Lord and his otherworldly minions down. The god Gwieze was revealed for the first time. The end of the Golden Age came with the death of the Great Ymin. He was badly wounded in a battle with Ziga several years later, trying to revenge himself for her participation in the deeds of several years ago. Zzadasa decreed that as punishment for attempting to harm the goddess Ziga, the Ymin was fated to die. With the death of the Great Ymin, the link between Amberos and Aurora was severed. The last son of the Ymin, Hamma Cidhe, gathered the elves to retreat to Aurora, leaving only a rebellious handful left under the guidance of the daughter of the Ymin, Hanna Cidhe, to watch over Amberos. Left deep in the woods of the lands now known as the Evan Cordum, the great Evanthium Coridiums faded from hundreds of fabulous cities to two major houses - the Royal House of Evanth, and the lesser House of Syethlyn (in Kingscleave). The two lands became introspective, and tales of elves became like tales of ghosts - rarely seen and never contacted. For nearly five hundred years, the elves remained in hiding, slowly rebuilding their ancestral homes. Humans, Dwarves and goblinoids became the most prolific species on Amberos. After the Great Migration of the Afarians, humans became the dominate race in Amberos. Even though elves were rare to be seen, their influence on human culture kept mankind from making great leaps forward until the birth of the wizard Kinko. With his guidance and tutage in magic by Harp, mankind became able to overcome their fear of elves and magic, and slowly society began to develop. In the Years of Petty Kingdoms, the elves purposely refrained from showing their presence to humans. So rare were their appearances that many began to discount elves as myths. It was not until the fall of the Kingdom of Malovak that elves once again made an appearance. The appearance was two-fold. Raonake Major discovered elves raiding his land to drive back lumberjacks and scare off towns too close to the Groon Forest. He struck back, slaying many elves and pushing deep into the Groon Forest.

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The other appearance was with the Aurorean elves. Just months before the fall of the Malovak empire, the elvin son of the Ymin, Hamma, appeared to the daughter of Flanan Malovak and spirited her off to the elvin lands of Aurora. The half-brother of the princess set upon a quest to find her, and after a three year search finally freed his half-sister. However, it was not until the Dragon wars that more than elvin slaves filtering out of Raonaukes Roonhawk would be seen. It was shortly before the Dragon Wars the elves of the Evanthium began to strike back successfully at Roonhawk. With deadly aim from their bows and besetting dancing warriors upon the Roonhawk knights, the elves began to beat the Roonians back away from the Groon Forest. When the Dragon wars struck, the elves returned to the woods. Many had remembered the devastation of Guaradrell, and they feared for the lives of their woods. It was then that the elves decided to create the Guardians of the Woods, and the Golden Unicorns were born. The elves remained neutral in the Dragon Wars, fending off the armies of Swordfall as well as avoiding

the dragons. The powerful magic of the Groons made it clear to the Draconic High Command that the Groon Forest was a dangerous place that would not be taken easily. It was decided that the woods would be left, until last. With the end of the Dragon Wars, King Nannon of Swordfall came to the Evanthium to barter for peace. The haughty elves were reluctant, but the persistent King Nannon finally coaxed the elves into agreeing to peace and trade. As Swordfall grew in power, the elves saw their fears of mankind realized. Time and time again, the elves invoked Nannons agreements for peace to prevent armies from marching against the elves. The elves bided their time. They knew the men of other land felt as they did, they had only wait for the right time to escape from Nannon and his wicked Swordfall. With the rebellion of Vall Vega, the elves knew it was time to declare again their neutrality. They withdrew all agreements with Swordfall, and sent the delegates, merchants and other tradesmen from Swordfall back. Knowing that Swordfall would be too busy battling

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Vall Vega and the other uprising kingdoms, the Evanthium distanced itself from the other kingdoms. Their timing was perfect. Without much of the craftsmanship and magic supplies they desperately needed, Swordfall was hard-pressed to keep the rebelling nations down. If Swordfall had the only dominant mage, they might have succeeded. However, against the combined might of Sarve, the Seer of Silkna, Auris, the White Mage of Bansado and Semotan of Vall Vega Gherisus, the Archmage of Swordfall could not keep the rebels down. When the rebellion ended, the Evan Cordum was strong enough and wise enough to keep from being swallowed by the Great Kingdom. Roonhawk could not influence the Evanthium to join them as well, and the nearby Hawk Lands fought a bitter war to keep from being absorbed by either the Evanthium or Roonhawk. Allies/Enemies: Thanks to the efforts of Dwore the gray elf, the Evan Cordum is neutral sometimes even friendly towards the Hawk Lands. However, there is great enmity between the Evan Cordum and Roonhawk for the terrible acts of Raonake Major during the Dark Age. The Evan Cordum has done its best to remain neutral in the face of all the other kingdoms of Amberos, though there are nobles among the Evan Cordum who willingly (but secretly) work against the Dark Valley to prevent the likes of the Golgoloth empire from ever rising again. Finally, the Evan Cordum has a great distrust and fear of the Federation. Though the dragons have shown little interest in the elvin lands, there is always fear the dragons may choose to expand and incinerate part of the Groon Forest in their expansion. Lands: Nearly of the Evan Cordum consists of the mighty Groon Forest. The wilderness of the Evan Cordum is not truly wild; it is in fact carefully tended to by elvinkind to seem more natural than nature could produce. Settlements tend to blend into the surroundings, and often grown instead of being built. The elves seem to prefer to live among the lofty branches of the great Kordumwoods, and leave the lesser races to fashion dwellings at ground level or below. Government: The Evan Cordum is ruled by the gray elves, with the high elves filling out the citizenry. Described as ethereal, foppish and more concerned with their own well-being, the Evan Cordum rarely actually rules and simply sees to their own matters. They generally only become involved in high elvin affairs when a threat or other problem looms large on the horizon, and the usual response is to simply allow the problem to resolve itself in due time unless it threatens to destroy all of elfdom. Many times in the past the elves have simply conceded land or power to avoid a confrontation, or to claim neutrality when war looms around them. The fey of the land have their own court, under the rule of the great elvin Ymin of the Evan Cordum. Humans and elves, except for Wild Elves rarely visit the faerie court. The faeries tend to hold court in specially grown glens where magic is extremely strong, and that are tied to nature. People: The elves have not strove to increase their borders, and the surrounding lands fear the Cordum too much to aggravate its wrath. A few human communities have sprung up in the land of the elves, but these backwater villages are places of poverty, though little or no misery exists in these small hamlets. The Land of the Elves remains, first and foremost, a population of tree dwellers in the great Groon Forest. The lands of the Evan Cordum are lush and beautiful, and for the most part unspoiled by human hands. The elves have taken great care in maintaining the land and are prideful of their result. However, the close proximity to the Dark Lands has caused several problems, for various humanoid races emerge from the Dark forest into the land of the elves, causing havoc. The elves continuously battle these creatures, and the woodland skills of the elves allow them to easily send the humanoid races running. The elves of the land follow a rigid caste system, according to the descendants of one's ancestors. Grey elves are the nobility of the land, and live very well and comfortably. High elves are the common folk of the elves, making up the artisans, guild workers and craftsmen. The wild elves of old make the lowest caste, which is treated much in the manner of slaves by the other two groups. Most of the elves are concentrated in the capital city of Bolv Vor, though there are many smaller communities of elves spread throughout the vast forest. Bolv Vor is also home to the elvin court, and the royal household is a massive wonder that no human is allowed within. The royal house is made of KordonWoods, immense trees whose thickness can grow to be hundreds of feet in diameter, and can stretch over five hundred feet into the air. Yet, though the household covers approximately twenty miles to a side, and is nearly a mile and a half deep, an elf can walk from one end of the castle to the other in under six hours. Surprisingly, ringing this massive structure is the other noble households, each generally confined to fill no more than a trio of Kordon Woods. Beyond this inner ring is the rest of the capital city, a ground and tree-based community of nothing but elves, gardens and cleverly constructed houses that are almost impossible to tell from the untouched trees that fill and surround the city. The elves of the land are very haughty even of their own kind. Those elves that leave the Evan Cordum for a year or more may be "removed" from their family, in fact being cast out of their own society. This often occurs among the Grey elves, where other families are quick to press the departed out of government so as to advance himself or herself in the elvin court. High elves tend to be more tolerant, and will rarely "remove" a family member

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from their circle. As for the Wild Elves, they refuse to cast out any of their kind, and may often send out hunting parties to bring stray wild elves back home. The other faerie races rarely need worry about individuals leaving the great Evan Cordum, but will generally cast out individuals who stay removed from the land for extended periods of time. Races: The Evan Cordum is mostly populated with gray, high and wild elves, along with a large mixture of fey creatures. Afarian humans, most from the Hawk Lands, inhabit the outskirts of the great woods, and there are small communities of gnomes and Hillenfaey mixed in with some of the outskirt elvin communities. Dwarves have little love of the Evan Cordum elves, and there are no known dwarven communities to be found in the land, and even finding dwarven individuals is a rare find indeed. Goblinoids are not welcome in the Evan Cordum, and those who creatures who manage to find their way to the elvin woods are hunted down and destroyed without question or mercy. Oddly, the Evan Cordum is plagued with kobolds on the border between the elf lands and the Federation (Dark Lands). It is thought by many that the Federation employs the kobolds as spies, assassins and scouts and the Evan Cordum elves have not bothered to ask the kobolds about their purpose they simply shoot them on sight. Religion: The elves of Amberos are immortal and do not worship gods, though they certainly fear the touch of the god of death, Jhalah. Despite this, elves tend to keep small shrines dedicated to their forefathers, and there is known to be a stone cairn within the royal household that commemorates both elves that have died, and those elves who sacrificed themselves to the service of Jhalah (and became the occulus). It was the latters sacrifice of their lives of joy to work as the collectors and cullers for Jhalah that saved the elves who had been slain from the maw of the soul-devouring Jhalah, as well as turn Jhalahs evergreedy maw from devouring the souls of future generations of elves. While the elves do not worship any gods, due to the ancient magic woven during the Elvin Golden Age elvin clerics can draw upon the dreams of the Ancient Ones by means of a spiritual connection to Aurora, the dream realms (of the gods) and tapping its natural power as clerical magic. Since the elf-king Hamma controls the flow of this magic from Aurora to Amberos, the elves are beholden to the elf-kings demands, though the demands tend to be slight. Adventure: Finding adventure in the Evan Cordum is not difficult for humans. Though such adventure rarely involves battle, the elvin lands are a place of mystery for humans and other non-faerie races. Weapons and armor are strictly forbidden to the general populace. Wizards may cast non-combative spells freely, though most of the faeriekind tend to look down with disdain on non-elvin spell users. Priests of elvin gods are widely praised in the land, and most other priests are treated with neutrality or callousness. Evil priests and other beings are hunted down mercilessly and destroyed. Holidays: Alumvia (The Gathering, March 1-6): Instead of celebrating Bloodtest, the elves celebrate The Gathering with great feasts and various friendly competitions. The celebration tends to last the entire week, night and day. Since elves do not need to sleep, there is no end to the revelry for the entire six days. Alumvalo (The Parting, Dall 32nd): The Parting is a somber festival held in the memory of those elves and other beings that have passed to final death. At each gathering, a table is laid out, marked with place markers for the departed and loaded with food and drink favored by the individuals who had passed away. The table for the departed stands as a stark reminder of their absence, and the revelry at the festivities tends to be somber and light, unlike the gaiety of the Gathering.

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Countries of Amberos Erakatuo


The Land of Fair Warrioresses, The Amazon Lands Possessive: Erakatuoese Government: Matriarchy Capital: Ennexa Standard of Money: Standard, dram = 1 gp Location: NW2, central Social Structure: Matriarchal Class System; Prejudice (Males, Randese) Current Leader: Queen Alaya Zephyr, The Lioness of Raka Population: 53,000 Resources: Agriculture, Iron, Honey Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Fief, Slave, Explorer, Miscellaneous (Magic Casting/3%) Estatewide Religion: VISHA, Discoff Overview: Erakatuo is known as the land of Amazons the land of women warriors. The land of Erakatuo was borne out of violence, and is a land that has captured the fantasy of men, and won their respect as well. History: The origins of Erakatuo began during the First Dragon War. Scouts who were working for the Kingdom of Swordfall began working in the northwest arm of the continent. Secretly, they had taken their families with them, for most knew they would not see their homeland for a long time, if ever again. The northeast arm of Amberos was home to some of the fiercest fights against dragons. Most of the major dragon fortifications (so to speak) lay in that portion of the world, as well as the greatest creation of dragonkind - the Floating Citadel, which bobbed in the waters of the Forna Sea. The scouts did their best to hide their families from the counterattacks of dragons, but finally dragon spies learned of the scouts hidden city. In a bold move, the dragons attacked the town, sacked it, and took the families as prisoners. The scouts were crushed and crippled. They fought to free their family members, and many good scouts died in the attempts. Finally, the dragon wars ended. As part of the treaty to end the war, the dragons freed all their hostages, including the scouts families. Oddly enough, most of the women had learned magic while in the company of dragons, and had been taught about equality, some say by the amazons of Amberos. When many returned home, their dominant wills collided with their husbands. Many bitter arguments were fought, and the women banded together. They taught each other fighting skills to be able to match the strength and ferocity of their husbands, and many soon found themselves cowed by the powerful Titles:

might of the women, both magical and physical. The land of the scouts was so far-flung from Swordfall, and so insignificant that the empire totally ignored it. Within seven years after the end of the dragon wars, the women of the scouts had seized control and were ruling the men through magical, psychological and physical means. It became known as Erakatuo, or Land of Womens Perversion. Because it was so isolated from the rest of the empire, no attempt to take it was made, and the nearby petty towns were too weak to defeat the strong willed women. When Randu finally appeared in the east, Erakatuo had carved itself a small empire in the deserts and jungles of the far east. One of Randus first goals was to dominate the women of Erakatuo, and bring the women back in line. The Randese met with surprising defeat. The fierce warrior-women were not only better skilled at fighting than the Randese, but more apt to dirty tricks, and guerrilla-style tactics. The Randese also found their cavalry more of a liability than an aid in the sand dunes and forests, and by the time the war had ended, the warrior women had killed nearly twenty-five Randese for each one they had lost. The Randese generals were stalled, and finally decided to avoid the Erakatese and attack the countries surrounding them, cutting them off. However, the Erakatese were not finished with the Randese. As the columns advanced past the lands of Erakatuo and attacked the neighboring countries, the forces of the Erakatuo rallied and cut the supply lines of the Randese off. In the numerous rifts and seas of dunes the Erakatese would capture baggage trains, sometimes poison them or sell them to the Randeses enemy. When Randu sent legions against the Erakatese to flush them out, the crafty Erakatese would lead the

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Randese into clever deathtraps, and wipe out the enemy forces to the last warrior. The Erakatese fought in this manner until the Ironforge treaty between the Kingdoms of the West and Randu forced the Randese troops back to Randu itself. In the time following that period of warfare, the Erakatuo forces have not relaxed nor relented. Border skirmishes still occur between the two forces, though Randu has begun the practice to lead the Randese force with women officers (who they feel are crafty enough to meet the Erakatuo Warrioresses). With women leaders in the Randu forces, the ferocity of the Erakatuo Warrioresses has changed. Before, the Erakatese warriors would kill the Randese forces to the last man, and impale the officers. Now, the Erakatese warriors allow the Randese forces the chance to surrender (those who flee are still butchered), and often take in women officers as trophies and permanent prisoners of war (though such are treated as princesses in the land). and Simera built by the Simerians. The rest of Erakatoa is split between farmland, pasture lands and grassy wilderness. Most of the structures in Erakatoa have a stone base and wooden walls with thatch roofing. Cities tend to be walled or have defensible sections to retreat into should a siege or war break out. Communities tend to be spread out, but buildings are often built in such a way that they can quickly become defensive points and hold large numbers of individuals in times of crisis. Government: The Erakatuo are ruled by a council of twelve Matriarchs, each who is head of one of the oldest and most well-established families of Erakatuo. Women hold the positions in all levels of government where decisions or policy are made. Males are only allowed to fill tasks that primarily require both physical labor and little or no decision-making authority. Overall, the government only involves itself in matters of keeping order and protecting its own interests. The divisions along the lines of the families is very strong, and each matriarch generally presides over their own family, related bloodlines and allies to the family. The matriarchs are careful not to interfere in the affairs of the other family lines to avoid the political repercussions of the other matriarchs fury. Because of its matriarchal government and outlook, many countries have trouble dealing with Erakatuo, and as such, Erakatuo depends on itself for most items of need. Erakatuo has an extreme hatred of the Kingdom of Vall Vega, which refuses to accept any female dominated country. It is only because of Erakatuo's warrior strength that the Great Kingdom has accepted the existence of Erakatuo; though they have made it clear they dislike the matriarchal government. Of course, Queen Zephyr could care less, and refuses to deal with the Kingdom of Vall Vega, and has the muscle to back it up. This has gained the secret friendship of many of the surrounding countries. People: In Erakatuo society, women are the dominant gender. Men are considered inferior, and are regulated to menial, hard labor. Men are not allowed to use weapons, serve in public office and are punished with death if caught reading & writing. Most men learn how to box to protect themselves and honor the women with fighting displays, where men tend to fight to the death. The men profess to do this for the attentions of the ladies, who generally find this sort of action by men as silly, but good

Allies/Enemies: Erakatuo has allied with Llannhanex for support in case of invasion from Simera or Randu. Trade is terse between Erakatuo and Kennestone, but no major wars have been fought between the two realms in some time. Erakatuo despises Ulanst, but its strong military has rebuffed any of the lands attempts to organize a military force against it so far. Lands: Much of Erakatuo is grasslands that roll gently down from the Lapis mountains in the east. The eastern mountains are laced with deadly blue dust from the lands of Iiannhanex, and are for the most part uninhabited. The western border is demarcated by a series of defense towers and a series of ditches and walls between Erakatuo

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entertainment. Strangely, the women of Erakatuo have a different view of men from other societies, and judge the value of such men not by the works they do, but the equality they equate to women. In all cases, men are considered the property of whatever women acts as their patron, or whomevers house they sleep in. Legally, a particular woman does not bind men to a woman like a slave, though out of respect few men will leave a womans household or refuse patronage. Early in Erakatuos history, all women were warriors, and women were trained to fight as early as six years of age. However, in the new society, many of the great matriarchs have children who have never been trained with a single weapon. However, nearly all the women of Erakatuo have learned the art of the Tongue of Venom, a bizarre form of one-upmanship where two women argue their differences out by chastising, cajoling and tongue-lashing their opponent. Men often find themselves the victims of this vicious sort of pastime, as do foreign women. The women of Erakatuo are very open about their emotions. Love, sexuality and other emotions and feelings that are often kept tight-lipped in other societies are allowed free reign. The women of Erakatuo see no shame in crying in public or expressing hatred, love or any other emotion in the public eye. When it comes to marital relationships, the women of Erakatuo are free to have as many male lovers as they feel comfortable with. The women are not considered to own the men, and a man may freely reject the advances of a women, though few incline to do so. Rejecting a womans love is considered an insult in the least, and a base affront of morality by most. Women will often offer patronage to a man in return for a loving relationship, and again, to refuse patronage is considered an insult. In the cases where a woman offers patronage to a man who already has a patron, it is considered the mans place to remain in the patronage of the first woman. In the case where two or more woman ask a man to be a patron, the man must inform all his patrons, who will bid against each other for who should be patron. The bids commonly involve payments of a sum of money to the other women to withdrawn their patronage, though favors for the others or even outright privileges to the man might be offered - one of the greatest offers is to allow the man to run the household. If the others cannot match or beat the offers, they must withdraw. The man, however, has no say in accepting or declining the offers, and only waits until one woman has won the right to offer the man patronage. Erakatuo has little trouble these days with Randu, and it is assumed that this country pays some sort of tithe or tribute to keep this state of affairs with Randu, though the matrons firmly deny this is so. However, Randu has shown little interest of controlling the female dominated state. Erakatuo is constantly training its troops and teaching the females in their roles in society. Races: Most of the Erakatuo are female afarian humans; females tend to outnumber males by about 7:1 throughout the country. Of late, there has been a growing minority of randese humans in the estate. Most of these are women, but there are a few captive males among the population. Very few of these randese are not prisoners of the government. There is a smattering of Hillenfaey and gnomish individuals from Llinn, but no established communities of these two races. Elves tend to be quite rare and are individually encountered. Most of the elves to be found here somewhat revile the Erakatuo government as overly fanatical. There are ancient ruins scattered across Erakatuo that seem to indicate that the dwarves once had a large community in the area, but Erakatuo is practically devoid of dwarves, and even visiting dwarves can rarely stomach the fanaticism of the government for long. Religion: The Erakatese worship Visha almost exclusively. There are, however, a few secret cults dedicated to Discoff within the country, whose members tend to revel in parties, gossip and a bit of secret larceny. While the cults are not outlawed, because of the stigma of theft associated with its members, those who reveal their membership to the cults of Discoff tend to be shunned. Magic: The Erakatese are powerful sorcerers, having learned several magical secrets from the dragons during the dragon wars. The Erakatuo women have little to no fear of magic, though many of the men of Erakatuo tend to be skittish near female spellcasters, many fearing they will be bewitched or possibly tortured by female spellcasters. Adventuring: Female adventurers of all sorts can find plenty of adventure in the estate, and enjoy themselves

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immensely. Male adventurers, however, tend to find themselves playfully mocked and belittled, especially weak spellcasters. Female adventurers from other lands are always seen as great heroes, regardless of level, as the females of this land know of the sexual harassment of women in other lands. Holidays: Chantae Day (Vris 3rd): This day celebrates the matriarch Chantae Raka, founder of the current royal line, and most especially it celebrates her giving birth to her first child, as up until that time Chantae had been barren and unable to have children. It is a day when many newly wedded couples plan honeymoons or older couples plan to spend time together. Men are expected to court unwedded maidens on this day and there are feasts and dances generally planned for the day.

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Countries of Amberos Farren Lands


Realm of Independence, The Forgotten Tablelands Possessive: Farrenian Government: Autocracy Capital: Warsong Standard of Money: Vegan Standard, no notes Location: SW1, west coast Social Structure: Patriarchal Class System Current Leader: Count Baldon Furvonese the Great, Successor of Baldon Population: 47,500 Resources: Timber, Silver Estate Alignment: Neutral Good People's Alignment: Neutral Good Estatewide Taxes: Fief, Protection, Explorers, Tribute (Silkna Kingdom) Estatewide Religion: CIRCLE OF GOOD Overview: The FarrenLands are a rugged strip of coastal land that is very difficult to thrive on. The people are hardy and bold, and tend to act rather than react to the circumstances around them. History: The Farren Lands are perhaps the last surviving remnant of the Free League from the Age of War. Through most of Amberos's history, this rugged land has been sparsely populated, until melted ice from the Great Glacier flowed into the land to bring beauty to it. During the Age of War, the Farren Lands were an area favored by outlaws and pioneers hiding from the Free League and the Skyland Hold. It was a land of rough, rocky terrain with little that could be used as fertile farmland. Even wild game was scarce, and it was a land only the most desperate would flee to. After the fall of the Skyland Hold, the Farren Lands remained sparsely populated and mostly forgotten until late in the Dragon War. When Xenrax of the White Dragon Troupe rewired the Orb of Dragon Sleep and turned it into the Orb of Seasons and set it for a deep freeze, a great expanse of land was caught in the sudden chill. When the edges of the great glacier began to melt and run to the sea, it drastically affected the climate of the Farren Lands. What had been a blazing hot area of the continent with a deep water table and salty lands became a fertile stretch of land within a few years. The sparse population grew in leaps and bounds fighting amongst itself and carving out a kingdom while defending itself from raids from the Frost Lands, all without much contact Titles: or interference from the Kingdom of Swordfall, who was generally unaware of the Farren Lands existence until the war ended. When Swordfall did finally learn about the new wealth in the lands, Emperor Nannon immediately sent one of his generals to confiscate the land. A short, but bloody war was fought and the lands eventually were taken into Swordfall under the rule of General Fredrick Furvon, who was made Baron of the land for his efforts. Baron Furvon ruled the Farren Lands for nearly 30 years, though he allowed himself to be executed after fomenting rebellion against the Empire of Swordfall. His willing sacrifice kept Emperor Nannon from putting not only the Farren Lands to the torch, but also many of the lands of the other barons who participated in the rebellion. Because of his sacrifice, Baron Fredrick Furvon is afforded much respect and a bit of worship to this day. Even though Baron Furvons sacrifice saved the Farren Lands, Emperor Nannon not only chose a replacement leader for the Farren Lands but reduced the title to that of Count. While the Farren Lands have long since splintered into its own country, the title remains, partly out of respect for the deceased Baron Furvon. After the fall of the Empire of Swordfall, the Farren Lands allied itself with the Kingdom of Vall Vega, though it quickly came to regret this choice and attempted to become an independent country. Because of this move, the Kingdom of Vall Vega fostered the descendants of the ancient Malovak line to invade the Farren Lands and conquer it, and attempted to urge Millos to do likewise. A bitter war was fought between the Molvak general and the Farren Lands, and the Farren Lands lost a large portion to what would become the Duchy of Molvak. As the war between the newly established Duchy and the Farren Lands raged on, the Kingdom of Vall Vega made sure that the Farren Lands came to believe that Millos was preparing to attack as well. In a preemptive strike, a large portion of the Farren Land forces were marched north, where they unexpectedly encountered the Doonask and were routed without a fight. This rout, whether planned or not, worked as the Vegans had hoped. The Duchy was able to gain the upper hand and pushed the already weakened southern army of the Farren Lands back, and it began to look as if the Duchy would overrun the ancient Farren Lands for once and for all.

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middle of summer. Crops and the larger areas of population tend to hug the western coast of the FarrenLands, away from the perpetual frost of the Glacier of Seasons. Farming land is sparse, and protected fiercely by the government. Many cropfields are surrounded by protective walls and patrolled by guardsmen stationed in barracks on one end of the field. In the north, near Lost Vale, the Farren Lands tend to be much warmer almost tropical, and the land is much more fertile. Likewise, trade with nearby Doonask has ensured an affluence in the north that is absent in the south. This radically different climate has somewhat divided the populace, with the southerners often having a large disdain for the softer and pampered northerners. Allies/Enemies: The greatest enemies of the Farren Lands are Ice Mages and the Frost Lands. The Ice Mages are more a perceived problem than an actual foe, but the giants of the Frost Lands are definitely a thorn in the side of the Farren Lands. The Farren Land rarely sees the raids from the Duchy of Molvak as a real problem, and the leadership has not seen fit to strike back at the Duchy as of yet. While the Farren Lands were once allied with the Kingdom of Vall Vega, the country has now divorced itself of the Kingdom, and sees Vegans as decadent and cowardly. Government: The government tends to treat every other nation like a hostile opponent attempting to overthrow the Farren Lands at any moment. There is a very active military in the Farren Lands, and all government officials tend to treat everything as if the land were in a state of perpetual war. While protective of the lands, and to a lesser degree its people, government officials tend to treat any breach of

Realizing defeat was imminent, the Farren Lands beseeched the Silkna Kingdom of help, and it magically transported troops from the Knights of the South to the realm to aid in driving back the Duchys troops and ending the war. After the Knights helped the Farren Land troops drive the Duchys forces back south of the Far Mountains, a peace treaty was enforced between the Farren Lands and the Duchy, and the Farren Lands joined in the general treaty with the growing Silkna Kingdom, spurning overtures by the Kingdom of Vall Vega. After the recent economic upheaval on Amberos, the Duchy attempted another strike into the Farren Lands and the Silkna Kingdom and Knights of the South were too busy with other problems to send forces to assist. The Farren Lands were able to drive the Duchy troops back, but they have since declared the treaty with the Silkna Kingdom to be null and void and have rebuffed attempts by the Silkna Kingdom to repair relations. Lands: The Farren Lands are a beautiful place in spring, with beautiful flowers of every color and ancient ivy growing upon the buildings of note. Multi-colored trees dot the farmlands and the blue of Fars Mountains put a spot of color into the otherwise devoid sky. Summer tends to be cooler here than in most of Amberos, and it is not unknown to encounter a light snowstorm on certain days in some areas, even in the

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the law or crime as if it were treason against the state. Furthermore, the Count has little use for ineffective or corrupt officials, and has been known to not only remove officials from office on occasion, but have them executed as if they had committed the foulest treason against the state. Though the Kingdom of Vall Vega has successfully played on the Farren Lands fear and hatred of the Frost Lands and Ice Mages, they have not gained an alliance with the Farren Lands, though the Kingdom of Vall Vega receives most of the Farren Lands trade. People: The people of the Farren Lands are helpful and kind, willing to support a good cause and ready to fight evil wherever it surfaces. Most dwell in sparsely populated, small hamlets or villages, and the few cities in the Farren Lands are massive stone walled structures that are filthy and repulsive to the dwellers outside the city. In times of raids from the Frost Lands, many folk abandon the small towns to hide out in nearby tower fortresses, which the ruins of many dot the countryside. In the northern areas of the Farren Lands, near Lost Vale and Doonask, the land tends to be more plentiful and the people more affluent. Laws tend to be slightly more lax in the north, and the attitude a bit more laid back than in the survival-driven climate of the south. Races: The Farren Lands is home to many afarian, Dhoric and a few Ghan humans. There is also several communities of dwarves spread across the Farren Lands, and about as many abandoned dwarven ruins. There are several small communities of elves in the area, mostly based on the islands off the west coast of the Farren Lands. Though Hillenfaey are almost unknown in the Farren Lands and have no communities of their own, gnomes are no stranger to the land, though they tend to live in small subsets near or within dwarven communities or with the elves. There are a fair number of goblinoid tribes on the border between the Frost Lands and the Farren Lands, using the icy wastes to hide in and then raid in to the fertile Farren Lands for food and other commodities. There are also a few settlements of ice giants at the border between the two lands, and they sometimes work in concert with the goblinoids to raid and plunder the civilized areas of the Farren Lands. Religion: Most folk are fairly religious, and foster worship of the Circle of Good wherever they can. There is, in fact, a temple to each of the goods of the Circle in every major town or city (kept in much better shape than the rest of the city, most observe), and a shrine to each even in the minor villages. Of note, the ancient Baron Fredrick Furvon, who laid down his life to save the people of the Farren Lands following the Barons Rebellion during the age of Swordfall, is treated with all the respect of a great saint. His tomb is thought to be located somewhere on the boundary between Fars Mountains and the Frost Lands, and many folk make pilgrimages to the area to pay their respects to the deceased Baron. Magic: the populace, who associate such spellcasters with the raiders of the nearby Glacier of Seasons and the Ice Mages, generally loathes Wizards and sorcerers. On the other hand, there is little to no fear over clerical magic, though the common folk rarely can tell an arcane caster from a cleric by the trappings that they wear. Adventuring: The Farren Lands is rich with ancient ruins abandoned or forgotten since the Dragon War, and seems to be rich in troves of lost wealth and plunder from those ancient days or before. Adventuring groups need to procure a Letter of Adventure from the government to operate. This costs about 10 gp, and must be renewed annually. It can be used by local officials to draft adventurers into the common militia at any time, so getting one is not to be taken lightly. Weapons and armor heavier than studded leather or more dangerous than a short sword or bow are disallowed to the normal populace, at least in civilized areas. Spell casting is not forbidden, though most people of the land fear and distrust its power from the past experiences with the Ice Mages. Those thought to be aligned with the Ice Mages may find themselves jailed and enslaved, or on the wrong side of a lynch mob. It should also be noted that the government takes a dim view on any adventuring group that goes hunting to find (or loot) the ancient tomb of Baron Furvon, and will quickly detain and punish anyone it learns is even contemplating such a quest. Holidays: Farraday (Laten 5th): This day is a celebration of Baron Fredrick Furvons life and the day of his execution. Festivities are planned throughout the day, but as soon as dusk falls, everyone retreats home and bars themselves within their home. All lights, save for one candle in each household, are extinguished. A dinner of bread pudding mixed with ashes is eaten for dinner, and the older generation regal the younger generation with an evening of heroic tales, always starting with the sacrifice the Baron Furvon made to save the FarrenLands and the other nations.

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The Federation (The Dark Lands)


Unknown (thought Autocracy or Oligarchy) Capital: Unknown ( Kill-Kathon?) Standard of Money: Unknown (presumed any) Location: Northwest along Northern Coast Social Structure: Unknown (Venerachal Equalitarian Caste System; Prejudice: non- true dragons) Current Leader: Unknown (My Master) Population: Unknown (all dragons?) Resources: Unknown (steel, gold, magic?) Estate Alignment: Unknown (Lawful or Chaotic Evil?) People's Alignment: Unknown (Lawful or Chaotic Evil?) Estatewide Taxes: Unknown (nil or Income, Slave, Scutage ?) Estatewide Religion: Unknown (presumed none) Overview: The Dark Lands, or the Federation, has become the home of organized dragonkind. From here, Government:

dragons lead a life unmolested by the mortal races. History: The lands known to humans as The Dark Lands is the last bastion of dragonkind as a society. Once having lands that stretched across the eastern portion of Amberos (and possibly into Aurora during the Elvin Golden Age), the dragons have been reduced to the charred and foreboding lands of the Northwestern corner of the continent. Behind a wall of glittering, transparent force lay the remnants of a terrifying society. The dragon society known as The Federation among its draconic followers arose after the death of Guaradrell in the Time of No Time. After the death of that evil beast, the dragons swore an oath to never allow another of their kind to bring the same kind of evils to the continent. Although dragons agreed never to act as evilly as had Guaradrell, most of the dragons could not agree how to deal with mankind and the other races, and split along several lines. The metallic dragons believed humankind and its like could be forces of good, if trained and nurtured. The Chromatics saw humans as petty and grasping beings that could become deadly competition for their own kind. The gemstone dragons believed that changing or destroying man was none of dragonkinds

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business. The dragons quarreled for years, until the Technological war broke out. Seeing the danger present in mankind, the dragons briefly banded together to help bring down the war-like race. When the war ended, the dragons resumed their bickering deciding what to do with humans. During the Elvin Golden Age, dragons turned their attention to the glamour of the land of Aurora. Enraptured by the wealth and beauty of the land, dragons became rare sights during the Elvin Golden Age, and most were caught in Aurora when the gate between the two worlds collapsed after the death of the great elvin king. kind. Quietly, several tribes began to pull back their support. The Dragon War was not so much lost by the fact that humans overpowered the dragons, but by the fact that the dragons tired of the war and discovered it was not in their best interest to continue it. After suffering several humiliating defeats at mens hands, the dragons decided to cease the war and seek a simple stronghold for their kind. Though men were far from happy granting the dragons their own plot of land, the establishment of KillKathon and the force field enclosing the Dark Lands gave them little choice. Happy to stem the bloodshed, both sides agreed to a truce, and then quickly stepped into position to watch each other over a blasted patch of land. To this day, mankind still attempts to find the chink in the Federations armor to fell the entire structure. Allies/Enemies: The federation has no allies on the rest of Amberos. Though many government Amberos-wide hates it, it remains neutral towards them in return. Lands: Humans have not ventured into the lands known as "The Dark Lands" beyond its cinderized border. Partly due to the fact the land is thought to be populated entirely by dragons, the only information non-dragons have of the inner lands is by magical observation or rumor. The dragons have ensured that magical scrying not only fails, but is dangerous, if not deadly, for the user. A huge technological force screen guards the border of the Dark Lands with the only opening along the seaside and at Kill-Kathon, a mighty fortress/gate that allows access into the Dark Lands. This screen prevents all forms of magical scrying beyond it or attempts to circumvent it. The force wall is only 140 tall (and digs 100 into the earth), but special projectors atop each of the fence posts can project a deadly consuming force (akin to a disintegrate spell) to a height of at least 2 miles upwards. The same occurs underneath the wall. From what has been viewed by magic, the dragons have incinerated a full mile back from the force screen, leaving no cover for scouts whom occasionally sneak into the lands (and rarely return). Beyond that lies lush landscape, dotted by huge towers of metal. All residential areas and other facilities lie atop these spires, some extending a half-mile into the sky. No scout has successfully scaled or enter one of the spires and escaped to speak of the contents of these spires, though dragons are sometimes seen to pass in and out of them. Government: According to rumor, a council of dragons rules the Federation, with one representative of each breed. There is believed to be several Xaven dragons that are advisors and final arbitrators to the council, but the names of all the dragons involved in ruling the Federation are unknown. There is also rumor of a shadow council among the dragons of the Federation, who seek to secretly manipulate events across the rest of the continent to bring

Those dragons that remained began gathering in tribes, often according to color. These tribes extended for several generations of dragons, and by the time of the Dragon Wars, several of the tribes had banded together in a harmony not possible long ago. Shortly before the beginning of the Dragon Wars, some of the most powerful clans gathered together to finally decide who would rule dragonkind. Long before it had been the rule of might makes right, but many dragons now saw the error of that way as when Guaradrell had used his might to bring death to Amberos. After long council, the dragons finally were able to agree on a standard for rule. By utilizing the ideal of The Way, the dragons laid down the foundation to begin organize the Federation. At first, many tribes bought into the idea of the Federation, hoping to increase their personal wealth and power. The young dragons were especially ecstatic to join the new armies being formed to seize land and treasure that would be needed to found an empire. However, by the time of the Dragon Wars, the tribes were once again beginning to fracture. Though the dragons were able to win astounding victories at first, men began to put up a stiffer resistance, and some of the clans began to wonder what sort of benefit they were truly reaping by angering the entire continent against their

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the races under the rule of the dragons. The rumors vary wildly about which breeds of dragon are on the supposed shadow council, and it is strongly believed that General Drake, the yellow dragon who corrupted Fineburr the Astronomican and lead the final assault of the First Dragon War, to have been a prominent member on the council. In a rather surprising statement, Stormonu has confirmed that if there is a shadow council, there are no black shadow dragons on it, for in his own words he has stated, Id make sure of it. People: The only known sentient race of the Dark Lands are dragons, which have tossed aside their hatreds of each other and formed a strong government they call the Federation. The armies are well trained and well scouts armed with non-detection magic dare scout into the Dark Lands, and such missions are extremely dangerous. Boats of human make that come within the one-mile limit of the Dark Land coast are systematically sunk, with little or no warning. Although efforts continue to discover the nature of the governmental leader(s) of the Dark Lands, all efforts so far have been frustratingly foiled. Dragons are extremely tight-lipped about their leader(s) only referring to him/them as My Master. Races: Unsurprisingly, the population of the Federation is exclusively dragon. No other race or beast (other than that used for food) is allowed or survives within the Federation. There have been rumors that kobolds are allowed passage into and out of the lands as spies and servants for the dragons, but this has never been confirmed. Religion: Dragons do not worship gods, though they certainly respect their might. All dragons defer to the great Xavens, of which four are rumored to exist in the realm, and dragons have great respect for the Ancient Ones Buddhamit (of the Nippon Pantheon) and Tiamat (of the Babylonian Pantheon) who are believed to have spawned Guaradrell, the father of all modern dragons. That respect however, does not translate to worship. Adventuring: Only the foolish or the brave attempt to wander the Federation. Bypassing the protective screen around the Federations border is near impossible and dragons hunt down and kill any non-dragon (save perhaps kobolds) they detect within their realm. Holidays: It is unknown whether those in the Federation observe any holidays at all.

known with some outfitted in technological battle armor created during the dragon wars (called Carbide Suits). They have proven during first dragon wars of being capable of working together well and in a deadly fashion. The dragons of the Federation seem of a different breed of the rest of dragonkind across Amberos, and even tend to refer to the lone dragons spread across the rest of the continent as Renegades. Humans and their cousin races found in the Dark Lands are put to death immediately for breaching the Ironforge Treaty. Only Page 87 of 405

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The Truth About The Dark Lands

The Federation (Dark Lands)


Government: Capital: Standard of Money: Cultural Basis: Location of Estate: north Social Structure: Autocracy Korum Duradam Vegan Standard, no blood notes or Dromar Advanced Space Age MAP 1 & 2, northwest and west central along Venerachal Patriarchy Class System; Prejudice (non-true dragons) Xaven Meticulous, My Master, The Great

Current Leader: Emperor Population: 5000 Dragons Resources: Adamantine, Steel, Gold Estate Alignment: Lawful Neutral People Alignment: Neutral Good Estatewide Tax: Income, Fief, Protection, Scutage Estatewide Religion: NIL Description: The Federation, as it is known to the dragons, is considered the last hope of dragonkind upon Amberos by its members. Serving in the draconic army is seen as a great chance to prove ones loyalty to My Master and great privilege and wealth goes to those who do join. It should be noted that The Federation of Dragons extends beyond the surface of Amberos and out to the orbiting planet of Drajonis, where the main force and dragon society lays. In the grand scheme of things, The Dark Lands is little more than an outpost... The dragons of the Federation understand why the governmental powers and actions must be kept secret, for if the other races learned of the power and technology the dragons possess, war would be inevitable. Many dragon generals have made their desire to attack human countries well known, however, most dragons of the Federation accept the human countries as entities that will exist possibly beyond the life of the Federation. Humans receive little hatred in the country, but their actions are often seen as deplorable. Many of the dragons wish humans and their cousins would accept dragonkind as a brethren bodyguard, rather than a threat. Still, the ranks of the armies swell every day with the new hatchlings that clamor for order and superiority of dragons. Beyond the parading columns of dragons in the Federation are the non-combatants, or Cenzens (Flickering Flames). They are dragons that tend to non-combative needs of dragonkind, from artisans, philosophers, laborers and even dragon wizards. Since the dragons of the Federation refuse to use humanoids for slaves, many non-combative dragons must fill the role that hold the draconic civilization together. Such individuals are treated kindly, and in many ways, respected, though some of the younger dragons in the army tend to scorn such positions. Nearly all dragons of the Federation are willing to contribute to dragonkind, and the individualistic streak common to renegade dragons is stamped out. Those whom do not conform or are unwilling to work together are not are banished so much as such renegades seek to leave this confining life. However, because of the very nature of dragonkind, those banished from the Federation would never think to reveal the secrets of the Federation, though many come to call the lands by its derogatory name, "The Dark Lands".

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Countries of Amberos Frost Lands


The Frozen Wastes, The Lands of Icy Death Possessive: Frozen Government: Loose Autocracy Capital: currently Glacier Standard of Money: Vegan Standard, no Dromar, ingots or notes Location: SW1, glacier of seasons Social Structure: Varies Current Leader: Sith Dablon Sagma, The Warlord of Frost Population: 6,700 Resources: Workmanship (I, II, III) Estate Alignment: Lawful Evil People's Alignment: Neutral Evil Estatewide Taxes: None Estatewide Religion: KO KASSA Overview: The Frost Lands is a portion of the Great Glacier of Seasons that is primarily ruled by various frost giant tribes. It is a cruel and unforgiving land of ice and snow. History: The Frosts Lands were created when the dragon Xenrax the White rewired the Orb of Dragon Sleep during the Dragon Wars to make it the Orb of the Seasons, and set the Orb to a perpetual arctic climate. The Orb was buried deep in the chill heart of the glacier with a Cloaking Device that has thwarted all attempts to find the Mystic item. In the time since the Frost Lands have formed, it has become filled with the nastiest creatures of cold climates that anyone could imagine. Though there are sturdy tribes of men who dare to brave the freezing chill of the glacier, more often it is a land populated by Frost Giants, Yeti, Rhemoraz and other such chill creatures. Allies/Enemies: There is a dizzying web of alliances and enmities among the various clans and tribes on the Glacier of Seasons. The frost giants who dwell here see the lands and goods of all other realms on Amberos as spoils for the taking, and respects no claims of authority nor borders inflicted upon it by outside forces. Lands: The Glacier of Seasons upon which the Frost Lands resides rises some 500 feet above the true land beneath it. The glaciers edge can be ascended or descended by a variety of tunnels that permeate the ice, as well as the more dangerous method of scaling the icy cliffs to the frozen lands. Most of the glacier is featureless, flat ice, but occasionally the peaks of mountains or tall hills break through the ice in various places. Living beings, using the solid stone to carve subterranean passages in which they can survive, has seized most of these places. It is in these rare places that conifers and other hardy plant life sometimes take root, and both food and building material Titles: to live on the icy wastes. Government: The Frost Lands is mostly a white wilderness populated with small pockets of civilization with little control beyond the icy walls of their own domain. As such, the leadership of a given community can radically different from even its neighbors, and there is no true central government. Chief among the Frost Giants is the Dablon clan, spread through many areas of the Glacier and ruled by the Sith (Great Chief). The Dablon clan does not control all of the Frost Lands, but there are few areas their reach does not extend into. Areas dominated by the Law of the Sith tend to be larger and slightly more subdued, but only to the extent of organized force is directed at outside forces rather than against other towns or even those members in town. The army of the Sith consists the toughest of Frost Giants and their mindless white drake pets, and these groups of 30 - 40 giants and their pets often traverse the snowy plains looking for tempting towns to loot or slaves to capture or eat. Even amidst the unallied towns, the rules and codes of the various Frost Giant clans is dominate and more common than Vegan or other human-based law systems. Many of those introduced to the Law of the Sith accept it, for it means a better chance of survival and a chance for great power impossible in a small clan, as well as staying the forces of the Sith who wander the Glacier. However, some clans have preferred their freedom, and have declined accepting the Law of the Sith and its tribal

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leaders. However, such clans often make themselves targets of raids, wars and possible slavery or execution. People: To lead Strong, be Strong is the motto of the violently chill Frost Lands. Ever encased in the Glacier of the Seasons, the Frost Lands is one of the most fearsome collections of Frost Giants, goblinoid and human settlements one could meet. Many settlements have banded with their Frost Giant brethren and occasionally raid outside the boundary of the Glacier, into areas such as the Farren Lands or Zarkasti. Giants and their bands lurk at every turn, and there is little cooperation even between neighboring towns, who often compete against each other. Fights are common, and likely to drag entire clans into the fight before it end. The Frost Giants are more cohesive than their human minions, and the Frost Giants are more likely to band together to assault unaligned towns or seek slaves to raid the warmer lands surrounding the Glacier. Races: As indicated above, the sentient races of the glacier are mostly frost giants, various goblinoid tribes or afarian humans who are descended from the original inhabitants of the Empire of Swordfall who attempt to eke out a living on the glacier. Ice dwarves have made a home on the glacier, but elves, gnomes and Hillenfaey are practically unknown in this barren land. A small number of ice-dwelling faeriekind has also moved into the realm and sought to protect the area from those seeking to locate the buried Orb of Seasons and turn it off. Ko Kassa agreed, and further added his own magic to perpetuate and hide the Orb of Seasons (which was only supposed to cover the area in ice for a single season). Apparently, while ensuring that the lands would forever support his giants, he encountered tribes of goblinoids, dwarven miners and human survivors who were willing to bow to the god in return to continue to survive on the glacier. Ko Kassa conceded to save these people, and they worship him to this day. Magic: While most of the races are somewhat suspicious of spellcasters, there is no great fear of them, and sometimes the beings of this realm work with members of the Ice Mages to trade with or gain assistance in raiding nearby lands for supplies and treasure. The frost giants do, however, have a general hatred of spellcasters who employ fire magic, though they generally avoid such casters rather than raise their ire by attacking them. Adventure: The Frost Lands are abound with adventure, but such is extremely dangerous due to the violent nature of the glacier's inhabitants and even the weather itself. There is no restriction on weapons or armor, and those entering civilized areas without either may be taunted, teased or even robbed and sold into slavery. Spells are feared by the superstitious people whom have heard grim tales of the powers of the Ice Mages, and the coldness of wizard's hearts in their search for power. Holidays: Winters Heart (Dall 16th): The frost giants of the Frost Lands celebrate this day to mark the middle of winter the coldest and shortest day of the year. It is a day usually filled with festivities, though some frost giant clans prefer to use the day to go pillaging.

Religion: Despite being the Thunder Mountain King and normally associated with fire, Ko Kassa is worshipped by the frost giants and is often surprisingly worshipped even in goblinoid, dwarven or human settlements on the glacier. According to legend, when the glacier was created and the frost giants learned of it, they called on Ko Kassa to bless it and make it their homeland. Page 90 of 405

Countries of Amberos Golens


The Salt Swamp, The Fetid Lands Possessive: Golian Government: Varies, usually Dictatorship Capital: None Standard of Money: Any Location: Middle North Coast Social Structure: Varies Current Leader: No central leader, some of lesser leaders of various titles Population: 2,000 estimated Resources: Timber, Slaves Estate Alignment: Chaotic Neutral People's Alignment: Chaotic or Neutral Evil Estatewide Taxes: None Estatewide Religion: GWIEZE, Varies Overview: The Golens is a salt-water swamp inhabited only be foul creatures, the destitute, the dangerous and the depraved. It is an anarchic place of brutal survival with an undercurrent of malignant evil, courtesy of the ancient Empire of Shadows that once dominated the area. History: The Golens is what remains of the evil god Gwiezes once mighty Shadow Empire. During the Elvin Golden Age, Gwieze had established a dark and secret empire in the heart of what is known now as the Twilight Forest. From his castle in the heart of the woods (where now lies the city of Durabin), Gwieze extended his empire of shadows westward against the elvin Evanthium Coridium (the forerunner to the Evan Cordum). However, his plans of continental conquest were thwarted by not Dhorian and Gosend, but by the goddess of mischief, Discoff. After tricking Gwieze to set off a cataclysm that ended his empire, Gwieze fled to the fetid swampland southwest of the hillenfaey kingdom of Luthinway (now known as Llinn), and attempted to resurrect his devastated kingdom by corrupting and controlling the hillenfaey. His plan failed, but his power expanded the tiny swamp into the morass it is now known as. Though Sarve has been attempting for years to reclaim the swampland (and Vactorstein has been slowly sinking into it), the size of the swamp has not decreased very much. Allies/Enemies: Each of the city-states within the Golens has developed its own alliances and enmities with other city-states and the world at large. Few have any ties to the realms outside the borders of the swamp, and many more prey on the well-to-do communities outside the edges of the vast swamp. Lands: There seems to be a brooding darkness over everything in the Golens. The trees grow with menace and are often diseased, yet their branches are full of life and bring thick shadows to the brackish waters beneath the dark canopy. A myriad of foul swamp vapors drift through the landscape, some explosive, some poisonous Titles: others merely irritating and sometimes capable of blinding creatures who rely on scent to track prey in the swamp. Those areas that are not steeped in brackish waters are often home to the merciless and the cruel, who will fight to the death for their small clump of land. Government: There is no central government in the Golens, though there are many communities of former criminals throughout the swamp, as well as hermits and black dragons using the land for a breeding ground. Most communities tend to be ruled with an iron fist by a single individual, and it is not uncommon to find the rules or laws of a community to be based on Silkna principles. Most leadership roles are for life, and political turnover in a community due to the harsh conditions, the influx of new people and the criminal attitude of many generally means that most cruel leaders tend to have a short lifespan, though there is certainly no guarantee that the replacements will be any better. People: Golens is the name for the huge swamp well depressed below sea level. The great Bullyon River runs its waters from the Alusti Ocean and the Nyrr Ryann into the swamp, making it fetid and the water salty. This makes most of the water poisonous for humans to drink and deadly to most normal plant life. The Golens has adapted with its own series of salt-resistant plant-life and wildlife. The lands are also filled with evil criminals whom have escaped from nearby lands into the seething mass of swamp to avoid the law. Ancient artifacts and terrible evil secrets lie in the heart of the swamp, some left by the god Gwieze, and others by various criminals from through the ages. The depraved or insane individuals living there have taken to worship some of these items as well as Gwieze, giving the swamp a perpetual shadow of evil. The Silkna Kingdom has a hand in the number of criminals in the swamp, for they have made it clear they will not chase criminals into the swamp. Some corrupt officials have made lucrative agreements with barges that run into the swamp to supply passengers (i.e. falsely accusing people of great crimes, forcing them to use the barges, or enslaving troublemakers and selling them to the city-states in the Golens) for a kickback. Llinn has established a series of border-towers to watch the edges of the swamp for raiders and general convicts attempting to enter or leave the swamp. However, several towers have fallen into the wetlands, and either been abandoned or fell into ruins.

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fen during the Fademonths of every fifth year, for this is the time when black dragons and drakes come to the Golens to mate, and many reptilian children are born mere weeks before the cold winter sets in. Such young must be fed for, and a town of humans can make a tempting snack for not-so-picky mothers out hunting. Races: Most of the inhabitants of the Golens are humans who have been cast out of the Silkna Kingdom. There are also enclaves of deep Hillenfaey scattered throughout the swamp, and a surprising number of orkans thought to be descendants of Savage Avengers assassin ring. There are also a large number of troglodytes and lizard men who dwell in the swamp. There are practically no elves, dwarves or gnomes that willingly dwell in the Golens. Black dragons and drakes are also known to use the Golens as a breeding ground seasonally, and during other times of the year their abandoned lairs fall into the hands of those humans looking for refuge from the horrors in the swamp. Religion: Most of the humans who dwell in the Golens have either foregone religion or have devotedly embraced it. Cults of all kinds seem to spring up in the Golens all the time, though rarely do they extend beyond its borders. Strangely, followers of Gwieze are rarely encountered in the Golens, despite the gods ancient kingdom that once engulfed this realm. Magic: Because of the nearby Silkna Kingdom and its perceived cruel magocracy that has resulted in so many of the humans that are present here, there is a general superstition and fear of magic among the humans of the Golens. Many communities have erected wards or practice other superstitions to ward of wizards and clerics alike. Likewise, there seem to be a large number of magic-dead and wild magic areas that move about the swamp that makes magic even more unpredictable in the minds of the humans. Most of the other races that dwell here are slightly leery of magic, but do not fear to use it. Adventuring: As their is no central government in the Golens, weapons and armor are not illegal nor is their any restriction on them, unless so ordered by a city- state, and such restrictions are only good inside the city-state's area of control. Spells are not restricted, and various people act in various manners to magic cast in the swamp, usually with great distrust. Of note, many of the paladins of the Knights of the South make an once-in-a-lifetime journey to the Golens to seek out a peculiar raft in the swamp, with a stone horse set atop it. This stone horse belonged to the well-known and famous paladin Mordor Darrow of Inflamess (in Klinn), who was quested to visit the swamp as part of a self-atonement for a failure to stop a growing evil in his homeland. While Mordor lost his mount on the journey to a basilisk that crawled up on the raft, upon atoning for his deeds he was later rewarded with a bronze dragon mount named Tailwind, whose freedom he won deeper in the swamp. Paladins now travel to find this raft

The occupants of the Golens are usually either criminals or the descendants of criminals. Within the swamp itself are various dark age level towns built from felled Golenwoods built upon a island made of packed dirt. Since the average water level in the Golens is about 18 inches deep, these islands are prize real estate, and expanding the size of the island can take many years and layers of dirt and felled trees. Most such swamp-towns house between 50 - 100 people, and population tends to expand at about three times the rate of land growth, becoming overcrowded in about a years time. Unsurprisingly, a domineering warlord rules most of these walled towns, and the common means of travel throughout the Golens is by barge or raft. In overpopulated towns, the weak, ill or poor may be driven out with threats of death or torture and forced to find their own islands to start anew on. Many of those forced to leave do not live long enough to start their own towns. Other races, including lizard men, intelligent plants, and creatures such as backnives dwell in the swamp, and each race is careful to avoid the others. Sometimes, however, wars do break out between city-states, and it is not uncommon to see warlords sack a town for scarce supplies of food, water and other precious commodities. Besides humanoids, the Golens is a dangerous

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as a journey to remind themselves of the cost of failure in their battles, as well as the glory gained in the redemption of ones deeds. Holidays: The various city-states in the Golens tend to celebrate the normal holidays and may have one to two additional holidays they alone celebrate. These holidays tend to mark either the founders banishment to the Golens and/or the founding of the city-state. Several citystates observe both, with up to a week of fasting between the two dates.

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Countries of Amberos Hawk Lands


The Settled Lands, The Lands of Flat Wheat Possessive: Hawkese Government: Oligarchy Capital: Imperial City Standard of Money: Vegan Standard, no notes Location: NW1, north Social Structure: Patriarchy Class System Current Leader: Order of Barons, Their Excellence Population: 95,300 Resources: Timber, Livestock (Cattle), Copper, Silver, Steel, Tin Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Income, Export, Protection, Explorer, Tribute (Hawklord) Estatewide Religion: GOSEND, Dhorian, Circle of Good Overview: The Hawk Lands are typical medieval society, wedged in-between several wondrous realms. Despite the magic that surrounds them, the Hawk Lands has managed for the most part to remain mundane. History: The Hawk Lands actually began life in the years following the death of King Olman III of Roonhawk, who was slain by Baldar Olman (King Olman IV). Baldars younger, and more benevolent brother, Nathaniel Hawk Olman, was exiled by his elder brother and became a champion against Baldars rule. In late 1827, Baldar finally fell in a coup led by Hawk. However, rather than take the country as his own, Hawk brought Baldars son, Taelsin Olman, to the throne of Roonhawk as the rightful heir. In the years that Titles: followed, Taelsin Olman and Hawk became fast friends, and Taelsin not only had Hawks outlaw status removed, but gave him a Baronship and a large grant of land. As the years passed, Hawks lands prospered, and he had a son of his own. Working from the background, the Kingdom of Vall Vega began to foment distrust and fear in Taelsin for the stability of the land his son would inherit - inspiring fears that the beloved Hawks son might overthrow Taelsins own son. Acting on his fears, Taelsin demanded that Hawk break his barony from Roonhawk (Taelsin did not take the land away from Hawk because he feared a revolt if he should try - in this way, those not loyal to him would be removed, not embolden). Shortly after the split, the Kingdom of Vall Vega attacked, attempting to engulf the tiny, new realm of Hawk, but Hawk and his warriors fought back. Having fought a guerilla war for several years against Baldar, and capable of even defeating opponents when being outnumbered by at least 6 to 1, Hawk brought a stunning victory to his new realm. In retaliation, the Kingdom of Vall Vega, in the disguise of troops loyal to Hawk, then also tried to engage Roonhawk. The KKV attempted to start war between Roonhawk and Hawks new lands, but the attack backfired. The two countries merged in combat against the Kingdom, exposing its treachery, and expanding the Hawk Lands to cover a large tract of land that the KVV

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was forced to concede for its actions. Though tensions remained high between the new Hawk Lands and Roonhawk for many years, things eventually calmed, and a peace treaty between the two countries was signed. All was well for a little over 20 years, then, in the year 1849, the barons underneath Hawk began to flex their political muscle to reduce the kingship to a mere figurehead position, and attempted to place Hawks pompous son as king. As Hawk approached his 50th birthday, he saw the futility of attempting to face off with the barons and his son, and conceded his throne to his son, who was now a pawn to the whims of the Barons. In late 1850, days after his fiftieth birthday, Hawk and his loyal retainers retired to the Northeast estate that belonged to Hawk, and isolated themselves. Later that year, Hawks son was slain in treachery by the Barons, who divided power among themselves. To keep neighboring powers from attacking in the absence of a central ruler, the Barons returned Hawk to the throne, though he and his retainers remained isolated in their country estate and did not involve themselves in the Barons political agendas. In early 1851, Hawk declared his lands independent of the Hawk Lands, and disclaimed the throne of the Hawk Lands. In the confusion that followed, both the Kingdom of Vall Vega and Roonhawk declared war on the Hawk Lands. For six months, the combined might of Roonhawk and the Kingdom of Vall Vega made mincemeat of the Barons mercenary and peasant armies. What forces of the Barons did not fall in battle raided their own baggage trains and fled into the wildernesses. As the two armies mustered to siege the capital in the month of LATEN, the forces of Hawk came to the capitals defense. Backed by troops from Silkna Kingdom, Hawk routed the two opposing armies, and the capital was opened to welcome him. Hawk had the Barons beheaded for their incompetence and villainy that had led to the downfall of the land, and appointed new, trustworthy barons to the old lands. Allied with the Silkna Kingdom, Hawk established Hawk Lord as an over-dominion of the Hawk Lands, separate but superior to the vast lands held by the Barons. The forces of Hawk Lord would now only interfere in the matters of state in the Hawk Lands in the case of war or dispute without chance of resolution among the Barons themselves. Allies/Enemies: Despite the old wars, the Hawk Lands is now on good terms with Roonhawk and The Kingdom of Vall Vega. It has an alliance with the Silkna Kingdom and is under the direction of Hawklord and has a trade agreement with Nyrr Ryann. There is much fear of the Dark Lands/Federation, but no move has been directly made against the land of the dragons. The Hawk Lands have made several friendly overtures towards the Evan Cordum, but relations have been cool at best. Lands: The Hawk Lands borders on the Dark Lands, Evan Cordum, Silkna Kingdom, Vall Vega and Roonhawk, making it a metropolis of danger and intrigue. The lands of the Hawk Land include some of the flattest and most fertile plains in all of Amberos, and it is land highly prized by both the denizens and many surrounding estates. Most of the towns, villages and homesteads are rural and open, though a rapid system of communication and defense outposts has been engineered by Hawk and maintained by the Barons, who recognize how valuable the land they dwell in is. No town or city is more than a few hours away from a local communication post. The post sometimes consists of a lone homestead between two villages equipped with stable-ready horses that can relay information across a network to send word of attack or other dangers. This allows the entire country to be quickly notified of danger in little over a day. Troops and militia are stationed so that any opposing force of any size can expect to meet resistance upon entering the Hawk Lands within a couple of hours, and expect a major attacking force rallied by the Hawk Lands within eight hours time. Government: The Hawk Lands are divided into baronies with each baron directly responsible for his portion of the country. In the past, the barons often engaged in petty attempts to usurp one anothers power, but since the reorganization of the country, they have worked much better at cooperating and enforcing the law in their little area of the estate. Barons generally appoint a loyal staff and allow the populace to elect its local leaders for community positions. The Baron however, can remove a local official if he or she chooses to do so. Most barons allow local officials to handle both city and rural matters in their area and interfere only when a problem moves beyond the

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ability of local officials to handle. People: The success of this militia means that all males over the age of 15 have a duty and some skill at combat. Though most have had no real combat experience, local drills taught by traveling patrols keep most of the citizens ready for action on a basic level. The average farmer often has a suit of padded armor (sewn by his wife) in the house, and an assortment of weapons - a long bow that is often used for hunting, a hand axe or short sword, and knife. Many farmers carry the knifes with them at all times, though there is rarely a need to use them for combat though they are quite handy for chores. The axes or short swords are generally kept locked away, and strangers are not informed of their existence unless they need to be used. Women are not barred from fighting, but there is no standard for training them, and thus woman only learn to fight if they take interest to learn or drill when the patrols visit their town or homestead. Races: While afarian and Dhoric humans populate most of the Hawk Lands, there is a broad mixture of elves, gnomes, dwarves and Hillenfaey in the area. The areas toward Roonhawk hold many ancient Golgoloth ruins from which goblinoids occasionally seep. Likewise, kobolds are quite active in the area, and most assume this is due to the nearby presence of the Federation/Dark Lands. Religion: Most of the people of the Hawk Lands worship the Circle of Good, and Lord Hawk declared the worship of Gosend to be exalted, resulting in the establishment of churches to Gosend across the Hawk Lands, often built to include older shrines and smaller temples dedicated to Dhorian or the Circle of Good. However, a great many older temples still lie in ruins following the persecutions of the clergy by King Baldar. Magic: While there tend to be laws against casting in public in the larger villages and towns, there is little fear or suspicion cast against wizards or sorcerers. Many communities welcome clerical casters and often seek out such individuals for blessings, healing or other magic. Adventuring: There are many possibilities for adventure in the Hawk Lands, thanks to the teeming number of evil creatures that venture into the land, seeping from the Crystalmire Mountains or traveling from underground networks from Shovnov Coast. Weapons and armor are restricted in civilized areas to mere protective gear, and weapons must be peace-bound while in villages, towns or cities. However, in the wilderness areas, weapons and armor are unrestricted and often used by those venturing there, though large groups may be confronted by the patrols that wander the land. Holidays: The Freeing (Tide 4th): This day marks the end of the rule of King Baldar. There are festivities, mock combats and other displays planned for most of the day. The ceremonies always open with the release of a flight of falcons or hawks over the crowd, and end one hour after sundown. The end of the festivities is marked by the appearance of one nobleman dressed in black sackcloth and hood holding a dim lantern, who represents the ghost of King Baldar. It is believed that by paying this final respect to the dead king keeps him from rising as a ghost to persecute the living.

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Countries of Amberos Hawklord


The Hawks Clasp, Glittering Gem of the North Possessive: Hawkian Government: Monarchy Capital: Hawkbit Standard of Money: Vegan Standard, no Dromar or trade notes Cultural Basis: Medieval England Location: NW1, northeast Social Structure: Equalitarian Class System Current Leader: King Bartholomew Hawkson, Royal Blood Of Hawk Population: 12,1000 Resources: Granite, Gold, Sapphires Estate Alignment: Lawful Good People's Alignment: Lawful Good Estatewide Taxes: Export, Tribute (Silkna Kingdom) Estatewide Religion: Dhorian Overview: History: Hawk Lord is the sole establishment of the war hero and king, Nathaniel Hawk Olman. Hawk was the son of King Olman III of Roonhawk, and a younger son not destined for the throne. The throne was to be passed to Baldar Olman, Hawks older half-brother. King Olman III invested many years in training Baldar, and became arrogant and cruel, abusing his power and making war with against the neighboring countries whenever he could. However, when King Olman III learned of Baldars evil, King Olman III began to train Hawk in the ways to become king, intent on not letting Hawks elder brother, Baldar, gain the throne and corrupt it. However, when Baldar discovered the plot, he slew his father, and Hawk was forced to become an outlaw. After many years of bitter struggle between the two brothers, Baldar was slain, but Hawk refused to take the throne, instead passing it on to Baldars son, Taelsin. However, strife between Hawks first son and Taelsins son forced Hawk to take his lands and abdicate from Roonhawk, creating the Hawk Lands. After fighting a bitter struggle with the Kingdom of Vall Vega after the split, the Hawk Lands became a vast and wealthy tract of land. Again, treachery struck when the Barons of the Hawk Lands corrupted Hawks son, and Hawk was forced to pass the throne to his son. Hawk then retired to his estate in the Northeast corner of the Hawk Lands, and waited. By the end of the same year, Hawks son had been slain by the Barons, and Hawk withdrew his support of the barons. Without a leader the surrounding kingdoms beset the Hawk Lands, until Hawk came again to the rescue of the lands. After dealing with the enemy armies, Hawk had the treacherous barons removed and replaced them with those who could be trusted. Since that time, Hawks personal estate has been an isolated country, to keep the Titles:

barons from performing wicked deeds in the Kings name. Further, Hawk was able to procure a resurrection from his son, who now rules the lands of Hawklord. Lands: Unlike the Hawk Lands, Hawklord has a more rugged terrain that makes self-sufficiency difficult. While the northern reaches are covered in forest, the southern area is steppes and grassland strewn with large boulders that make using the land tedious. Luckily, the rough region is rich in gold and gemstones (most notably, sapphires), and they are used to purchase crops, livestock and other items necessary to keep the populace afloat. There are some small areas of farmstead and livestock in Hawklord; however, these tend to be communally owned and tended, rather than belong to individuals. Buildings in Hawklord are a fusion of stone and wood, all locally obtained. Dwores elves have taught the general populace alchemical secrets for treating the wooden structures against fire and decay, so that less wood needs to be taken from their preciously small forest. Allies/Enemies: Hawklord is strongly aligned with the Hawk Lands, acting as a sort of overlord for the barons of the Hawk Lands. Hawklord is neutral towards Roonhawk, though it often makes friendly gestures towards that realm that are usually rebuffed. Hawklord is suspicious of the Kingdom of Vall Vega and has made an alliance with the Silkna Kingdom to ward off any attacks from the great kingdom. Dwores ties to the elves of the Evan Cordum has allowed an alliance to be forged with that elvin nation, though the government has little faith that if the alliance were tested that the Evan Cordum would move to defend Hawklord. Finally, Hawklord

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often works with the Knights of the South and the Brotherhood of Glory, sending individuals to training in those lands and sometimes hosting troops or enclaves for a season or two in its own lands. Government: Though the kingship is rarely involved in day-to-day affairs, it always keeps an eye out for trouble not only brewing in Hawk Lord, but the Hawk Lands and Roonhawk as well. Most government affairs are handled at the local township level, which is set up and voted for by the citizens of the town. Rural dwellers often depend on the assistance of nearby town elders for aid. The King reserves the right to appoint or remove local leaders as he sees fit, but usually does not interfere unless there is an irrevocable clash between the two or if the leader is particularly inept, crooked or evil. People: The people of Hawk Lord are content and peaceful, well protected from danger by an alliance with both the Silkna Kingdom and the Evan Cordum. The majority of the people have had some sort of schooling, funded by the local churches, and are capable of producing elegant iron-wrought items in their spare times. Guild apprenticeship is common, though the government has been careful to ensure that the power the guilds wield does not threaten peace or become too politically ambitious. One method of control has been that all guilds are approved and given writ to operate by permission of the King. The King can, at will nullify the writ to operate of a guild, and either disband, imprison or scatter the guild members to other guilds. Given the nature of each guild to hoard their trade secrets from each other, this ability to disband a guild gives the King great leverage over the guilds. Though Hawk Lord has an incredible resource in it's people, it only exports tend to be agriculture devices, metalwork and foodstuff, as well as livestock. They do, however, take in mass quantities of materials, often purchased from the Hawk Lands or nearby Silkna Kingdom. In the woods in northern Hawk Lord, the elves have established a home-away-from-home community. Elves can freely travel and live between here and the Evan Cordum without fear of being removed from Evan Cordum society, and the small community even receives visits from the Ymin of the elves on a semi-annually basis. The hillenfaey folk are a bit more reclusive than the elves, and tend to think of the elves as noisy neighbors. However, there are good spirits among the hillenfaey, and they will at least put on a smile and give a fellow a friendly shake when met. Though they try to avoid human interaction when possible, they will be most gracious hosts to any humans who happen past their way. Races: A nearly fair even mix of afarian or Dhoric humans, high elves, gnomes and Hillenfaey inhabits Hawklord. Dwarves are welcome in the land as well, and

have recently established a small-fortified community within the bordering mountains. The high elves, under the guidance of Dwore, primarily dwell in the northern woodlands. The Hillenfaey, whose community was founded by the late Hillenfaey hero Woodland, lives slightly apart from the human population, but in buildings that are miniature copies of the humans architecture, instead of the burrows found commonly in areas such as Llinn. The dwarves have been busy building their own community into the base of the westernmost mountains, and have even managed to create a toll passage through the heart of the mountains from Hawklord to the Hawk Lands. Religion: While Hawk himself preferred to worship Gosend, the kingship takes an oath to Dhorian to uphold the good law of the land, and as such, it has become the leading religion in the estate. However, most individuals in Hawk Lord keep their religious beliefs and practices private, as there are gatherings of individuals from the continent over visiting the castle of the King at any one time. Magic: Magic in Hawk Lord is far from a mundane thing, and though many people cannot draw on its power, they have understanding of its usage and minimal fear of wizards or priests. There are many laws against malicious spell use, mostly to prevent mayhem or criminal acts from being committed. However, magic has played a heavy part in the politics about the capital, and magic can sometimes, though rarely, be seen in use across the

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countryside, including a pact with the Druids of Kennestone to visit and bless the crops of Hawk Lord on a yearly basis. Adventuring: The deadliest intrigues to be found in Hawk Lord is within the court of the king. As ambassadors from the Hawk Lands and other surrounding countries try to make their voices heard to the Kings ear alone, there is much political maneuvering and sometimes-deadly intrigue filling the very castle of the King. Such intrigue often spills over into Ambassador Town - the ward of the capital where the ambassadors dwell in the shadow of the kings castle. Adventurers are often needed to quell, or in same cases, stir the bubbling vats of intrigue brewing in Ambassador Town, and could be kept busy for quite a long time if they involve themselves in the politics therein. It should be noted that because of the Hawk Lords position and small size, it rarely has problems with monsters of evil bend running around at large. Holidays: The Freeing (Tide 4th): This day marks the end of the rule of King Baldar. There are festivities, mock combats and other displays planned for most of the day. The ceremonies always open with the release of a flight of falcons or hawks over the crowd, and end one hour after sundown. The end of the festivities is marked by the appearance of one nobleman dressed in black sackcloth and hood holding a dim lantern, who represents the ghost of King Baldar. It is believed that by paying this final respect to the dead king keeps him from rising as a ghost to persecute the living. Hawksons Day (Tide 5th): Held one day after the Freeing in the Hawk Lands, this day celebrates the birth of the current king (though its not actually his real birth date). The main festival is held at the capital, with smaller celebrations held around the realm. At the capital, one elf, one Hillenfaey and one dwarf are crowned as Hawks companion for the day, in remembrance of those demihumans who assisted Hawk in his fight against Baldar. Each of the crowned demihumans is chosen by their own community, and tends to have performed some feat during the year worthy of being noticed for.

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Countries of Amberos Hold Of Janrex


The Cruel Land, The Dragons Breath Possessive: Janrexian Government: Autocracy Capital: Shimmerwish Standard of Money: Barter Cultural Basis: Dark Age Location: SW1, glacier of seasons Social Structure: Varies Current Leader: Janrex, The White Dragon Population: 3,500 Resources: none Estate Alignment: Chaotic Good People's Alignment: Chaotic Good Estatewide Taxes: Protection Estatewide Religion: DHORIAN, Circle of Good, Gwieze Overview: Ruled over by a white dragon, the Hold of Janrex is a beneficial tyranny that seeks to unite the dwellers of the Glacier of Seasons into an organized, thriving community. History: The now infamous Hold of Janrex used to be a rather fertile part of the empire of Swordfall back during Titles: the days of the Dragon Wars. However, it was during the Dragon Wars that Blue Wing Troupe was lured into the depths of the empire of Swordfall, and the deadly Orb of Dragon Sleep was put to use, capturing the entire Wing. However, General Xenrax of White Dragon Troupe learned of the orb and the captured dragons, and put a daring plan into action. Using a diversion with his troops to lead off the Swordfall troops, Xenrax was able to secretly capture the Orb and rewired it, turning it into the fabled Orb of the Seasons. After affixing a powerful Cloaking Device to the Orb, he buried it deep in the ground and activated it. In the resulting ice age that descended on the affect lands, Xenrax was able to rouse Blue Wing and the two troupes escaped, while turning valuable Swordfall land into a permanent glacier. After the war, Xenrax settled in the cold glacier he had helped create, and founded his own tribe of dragons. However, in early AC 1795, minions from the lands of Swordfall raided Xenraxs tribe, slaying Xenrax and scattering or killing most of his relatives. However, Janrex, the grandson of Xenrax, survived and grew to become a benevolent and powerful ruler of the cold wastes he dwelled in. By 1847, Janes small realm was finally recognized as a true estate by the Kingdom of Vall Vega.

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Allies/Enemies: The Hold of Janrex has made gestures of peace toward Swordfall and Smanvalla, but has been rebuffed by both. Janrex wages a constant war against the raiding forces of the Frost Lands, and despises the frost giants who dwell there. Janrex has made some inroads towards alliances with the Ice Mages for security and trade, but likewise has as many enemies among the Ice Mages as he has made alliances. Lands: The Glaciers edge rises 500 feet above the surface of Amberos itself. Normally, most of the glacier would be bare, flat ice but Janes minions have been researching and placing plants and creatures in the hold that are not only resistant to the perpetual cold, but thrive in it as well. Some of these plants have crept across into the Frost Lands or the Ice Mages, but the majority can only be found in the Hold. Also, unlike the communities in the Frost Lands that are carved directly into the ice or into mountains or other stony protrusions from the glacier, Janrex has used his magic and his organizational skills to manufacture a material called heatstone that can be used to build community areas. One of the most unusual properties of heatstone is the fact that it can keep the area around it warm (about 55 Fahrenheit), but does not cause snow to melt. Seasons. This has proven to make ruling the Hold difficult, for constant blizzards can cut off the tribal towns for weeks. Most of the Hold is barren, beyond the law of Janrex, except in those areas where small communities of humans have sprung up with the help from Janrex or by sheer fortitude. The people of these communities are tight-knit, and have little patience for outsiders or vagabonds. They do believe in their own integrity and have harsh laws against those who are idle or contribute little to the community. All citizens understand that communal prosperity depends on the hard work of all of its members, and though the people own little individually, they are loathe to share with those who do not work for the survival of their community. Janrex has been able to gain the trust and respect of these communities by delivering and trading with the isolated communities to better their chances of survival, in some cases delivering the goods himself when other means are blocked by the bitter storms that rage across the glacier. Most communities have buildings that are built in a circular fashion, with the doors to the village facing a central town square, where festivals and other activities are held. Most of the communities are actually carved down into the ice so that no building protrudes above the flat surface of the glacier, making the communities less vulnerable to the terrible winds and freezing temperatures. These ice caverns are lined with heatstone or other materials to prevent melting or collapse of the structure. Strangely, since timber is so scarce on the glacier, most communities are not kept heated, and several towns rely on the body heat generated by keeping close to survive the chill nights on the glacier. In areas where timber can be found, it is guarded like gold, and the penalty for stealing it, or cutting timber without permission is death. Races: Those communities officially under Janes control tend to consist of afarian or Dhoric humans whose presence dates back before the glacier formed, or who fled to the glacier to escape the tyranny of Swordfall in later years. Though there are few goblinoid and ice giant clans within the hold they generally refuse to bow to Janes control and most have either been eliminated or resettled outside of Janes sphere of power. Religion: No particular religion holds sway in the realm, though most human communities worship either Dhorian or Ko Kassa. Magic: Most magic is seen simply as another aspect in the life and death struggle to stay alive on the glacier. In some communities, Ice Mages have even helped to create stable, livable temperatures and dwellings. Adventure: There is much adventure possible in these wild lands, despite the relative sparse population on the glacier and deadly environs. Janrex constantly seeks help in sending supplies, establishing communication and seeking out new communities that spring up in the Hold, as well as being on the alert for raids from the Frost Lands (or rarely) the Ice Mages.

Allies/Enemies: Janrex constantly wages war against the ice giants of the Frost Lands. He is neutral towards the Ice Mages and the nearby lands off the glacier, though Swordfall is in eternal fear of the dragon lord. Government: The Hold of Janes power is actually quite small, extending only a few miles outside of the capital city, Shimmerwish. However, it is the indomitable charisma and the range Janrex travels that has allowed him to claim such a large area to be under his dominion. No other country contests his borders, and Janrex is, for the moment, content to stay within the bounds of the glacier and establish a common government throughout the frozen countryside. People: Very little of the Hold is not mired in the glacier created during the First Dragon War by the Orb of

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Using magic in the Hold is a dangerous proposition. Most people wrongfully believe it was dark magic of the Ice Mages that brought the glacier into being and that it was dark magic that brought them to this wintry land. Most are frightened or at least uncomfortable about magic, with a strong hatred of wizards and tend to view priests with a lesser, but still respectful, fear. Holidays: Icingdeath (Kas 5th): Known commonly as Tribute Day in the towns loyal to Janrex, this day celebrates the official end of winter on the glacier. While it still remains freezing on the glacier, there is little chance until the fademonths of blizzard conditions, thus there is much rejoicing on this day. Likewise, representatives from Janes court make their rounds, checking up on the years needs for each town and accepting tributes and taxes.

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Countries of Amberos Hold of Severn


The Land of Misery, The Festering Realm Possessive: Severnese Government: Monarchy Capital: Vos Standard of Money: Vegan Standard Cultural Basis: Dark Age Location: SW1, North Social Structure: Equalitarian Class system; Prejudice (non-mutated sentients) Current Leader: General Severn, The ManyFaced Lord Population: 8,500 Resources: Glass, Lodestone Estate Alignment: Lawful Evil People's Alignment: Chaotic Evil Estatewide Taxes: Fief, Slave, Protection, Blood fee, Tithe Estatewide Religion: DERROGATHINS Overview: The Hold of Severn is a land of twisted mutations and vile evil that plots to overtake nearby Swordfall. Only the desperate and the depraved dare venture into the land, and few things that live in the desolation can survive outside it. History: Once a thriving portion of Swordfall, after the bitter breakup and consumption of the lands of Swordfall in the years of rebellion, this section of blasted landscape was taken by the fiendish general Severn of the crumbling Skyland Hold in a bloody two-year war. Severn struck as Emperor Nannon of Swordfall had dispensed his armies to the south to quell rebellion in the land, and as the mages of Swordfall, under the direction of the wizard, Nuerdragr faced off with Sarve. The capital, being lightly defended, nearly fell to the lightning swift initial attack that swept general Severn to the front gates of Vall Wall. Nannon faced off with the general Severn in the latter part of the year, and died on Severns blade. However, intervention by the forces of Smanvalla kept the general from taking Swordfall, but Sarve managed in the end to thwart Smanvalla from taking Swordfall for their own as well. Since that time, general Severn and his mutated hordes have remained in the blasted lands to the east of Swordfall, ever waiting for the chance to flood into the ancient lands and make it their own. Only the intervention of the Knights of South has kept this dream of Severns from coming true. Allies/Enemies: The Hold of Severn treats all other realms as fodder simply waiting the grip of Severn and his mutated armies. Lands: the lands of Severns realm are the most blasted, inhospitable areas on the face of Amberos. Mutated and deadly plant-life barely ekes a living on the surface, and those sentient beings who do dwell here remain Titles:

underground, for the very land has the power to twist and mutate all those who remain on its surface for too long. Government: Severn rules from his blasted fortress in the heart of the land. He and his forces only leave to recruit new soldiers or to raid into the nearby lands. Severn is wholesomely evil, and rules with an iron fist he brooks no power to others and simply shouts his orders down the chain of command and expects them to be followed. Those who fail him are eliminated and quickly replaced by those who can follow his orders. People: The lands of the fiendish general are a blasted, twisted landscape of rock, desert and volcanoes. The inhabitants are twisted monstrosities that were once human but have become near-mindless slaves to Severns evil will. There are no cities or towns on the surface of the land, but the inhabitants instead live in tunnels and underground warrens. Some of these warrens are simply cave systems that have been occupied, while others have been elaborately carved, expanded and crafted to meet the unusual needs of the strange races that dwell within. It

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should be noted that each of these communities is wholly evil and under the rulership of Severns forces. Races: Those creatures that survive under Severns rule used to be human or goblinoid, but have become twisted, foul mutations fit only for killing or making war. Magic: Magic is in common use by the demented races of Severn, and some claim that the magic the races use further twist the casters body in horrific ways. Outsider magic seems unaffected by this, though some mages that have visited the land report having headaches or nightmares after using magic in the foul land. Clerics appear to have no such problems, though many have reported feeling an oppressive burden in the land that threatens to block communication with the priests deity. At least one priest reported with his dying breath that the presence of his deity suddenly fled during an attack by the hosts of Severn, and the priest was unable to regain communication until he had been dragged from the land, where he later died.

Religion: The demented races of Severns hold worship Severn as a god in a cult practice known as the Derrogathins. It is thought that Severn has somehow tapped into the Realm of Madness to augment his own magical might. The Derrogathins seek enlightenment through madness, and praise the twisting of their forms into horrid and freakish shapes. Adventuring: Adventuring in Severns hold is a dangerous prospect. Hunters quickly become the hunted, and the sheer number of evil forces can quickly outstrip small adventuring groups. Most attacks occur at night, as the blasting sun that rains down the land makes daytime a sweltering pain to endure. It is also believed that the land warps those who stay in it too long, though the exact time varies from story to story, as does the source of the change, though most attribute it to the god-like will of Severn. Holidays: There are no formal holidays in the Hold of Severn.

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Countries of Amberos Ice Mages


The Land of Glittering Magic, The Death Lands Possessive: Mageborn Government: Confederacy Capital: Scyll (meeting place) Standard of Money: varies, usually Vegan Standard, no Dromar or blood notes; or barter Cultural Basis: Middle Age Location: SW1, glacier of seasons Social Structure: Varies Current Leader: None Population: 6,500 Resources: Magic, Craftsmanship III Estate Alignment: Varies People's Alignment: Varies Estatewide Taxes: None Estatewide Religion: NONE, Magius, Kerundinius, Dhorian, Circle of Good, Jhalah Overview: The ice mages are a collection of singular wizards who have made their home in the icy and forbidding Glacier of Seasons. Many have attracted communities who provide services or labor for the established mages. History: The lands of the Ice Mages is a collection of strongholds, mostly erected by magic means, which house various wizards whom have no desire to be bothered. It was established after the first Margrave Revolt in Swordfall. During the years of the Margrave Revolt, many wizards had backed or had residences in the City of Sinka in Thuers Home. After the end of the Margrave Revolt, Emperor Nannon began a purge of wizards as enemies of the state (since many had been allied with the rogue realm of Thuers Home). Those who did not bend to Nannons will and become slaves in the Kings labs fled the lands of Swordfall. Some escaped to the fringe of Swordfalls reach, while back in Swordfall a group of powerful mages took to the edge of the Great Glacier. When Nannon sent an army to break the wizards power, the mages fought long and hard, but eventually chose to retreat into the glacier. There they forged what would be known as the Ice Mages, though there was clearly no central government, and most of the wizards chose to keep themselves isolated. The glacier prevented Nannon from being able to effectively attack the wizards strongholds, and eventually the wizards became a standard feature of the glacier. Allies/Enemies: The ice-mages consist of individual city-states with their own network of alliances and enemies. Overall, however, the Council of Mages tends to keep relations open with the Silkna Kingdom, but little more. Lands: The Glacier of Seasons on which the ice mages Titles:

have established their strongholds rises some 500 feet above the level of the surrounding land. Unlike other areas of the glacier, magic has been used to smooth the transition between the glacier and the continental land, though other magic allow the wizards at Scyll to turn the glaciers edge into a formidable cliff to deter an attacking army. The wizards strongholds, around which the sparse communities have sprung up, vary in both size and style according to the wizard and those around them. Most of the ice mage towers are constructed of stone brought up from the glaciers depths or imported from nearby warmer areas. In many cases, magic is used in the construction of the tower almost a prerequisite for any of the established ice mages. Food and shelter are the greatest concern on the ice, and most time either is brought to the wizards tower by magical means. Some established communities have been able to import the ice-adapted plant life from the Hold of Janrex to sustain themselves, but doing such is perilous, as Janrex and his minions take a very dim view of those not allied with the white dragon stealing the carefully crafted plant life. Government: The land has no central ruler and only a loosely allied council, and the towns within the realm

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often sit at the foot of a powerful wizards tower, and are areas where wizards come to deal in spellbooks, magic components, and sometimes even magic itself. Most of the wizards controlling the various towers are capable of casting powerful magic, and have several apprentices and magical constructs within their fortress to protect themselves. With these small armies some wizards have gathered surrounding towns once part of the Frost Lands or surrounding lands outside the Glacier into their rule. Most use the surrounding towns to keep their towers from being invaded by other Ice Mages. With various wizards about, there is at least always one wizard seeking easy prey to enlarge their own library, as well as dungeons. The Council of Mages that gathers monthly in the fortress of Scyll is the only semblance of an overall leadership in the Ice Mages. Joining the Council is by invitation only, and the Council must approve in a 2/3rd vote to accept any new wizard to the Council. Currently, there are some fifteen council members, not including honorable members of note such as Nathan Kepp Tu, Telsar Stormblade, Zolar Wildewind, Emerald Burner, and Mjal Stormcloud. People: Not all of the inhabitants of the Ice Mages are wizards. There are many villages of common folk dwelling upon the fringes of the glacier, some of which fall under the sway of one fortress or another. They live in towns built of wood, stone or other materials gleaned from their bleak surroundings, and some of the more beneficent wizards have used their magic to aid in the construction of these towns. Most of the folk are simple farmers or craftsmen working in the employ of their wizard overlord. Many parents are fearful of children who display magic talent, for the wizards, for good or for ill, often snatch these children up. These people tend to fear magic, or are ignorant (often purposely) of magic ways. Depending on the nature of their wizard overlord, the citizens of a given town may view magic with contempt or with respect. Races: The little bit of life that dwells in the land of the Ice Mages are usually afarian or Dhoric humans descended from stock that dwelled in the area before it became a glacier. There are one or two small frost giant clans in the area, though they tend to avoid invoking the ire of any of the Ice Mages. There are purported to be a few goblinoid tribes and a large kobold tribe in the area, but they are mostly raiders who attempt to avoid directly striking at any of the more powerful Ice Mages. As for the kobolds, though they do occasionally raid for needed supplies, the kobolds are miners and have taken to trading with the Ice Mages. They have, however, turned on some mages who have shown too much weakness when dealing with the kobolds. Magic: Arcane casters, though generally respected by the common folk, must beware the more powerful, established wizards of this realm. These wizards dislike competition or interlopers into their realms, as there have been many spellslingers among the Ice Mages. These spellslingers are usually evoker-type mages who seek to battle and kill other wizards for the magic they possess. The ruling wizard of a community has all rights to eliminate competition in their own realm without fear of retaliation from the neighbors, and some act preemptively to ensure there is no one to oppose their power. It is possible for wizards to gain apprenticeship or become Ice Mages themselves, but such cases are rare and require a sponsor. Religion: Most of the Ice Mages tend to be atheists, but some mages have come to worship Magius or the dark runemaster, Kerundinius. The common folk of the Ice Mages often worship Dhorian or the Circle of Good. Priests are rare in these lands, and some mages even hunt priests down and drive them out or slay them. However, Jhalah and his priesthood has managed to set up shop in the Ice Mages,

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and a few necromantic and ice wizards have taken to worshipping the dark god. Adventuring: Adventure is easy to find in the Ice Mages, either in questing for various magic components or spells, or dealing in the intrigue between the wizards. Many adventurers come to the Ice Mages with the grandiose idea of freeing a innocent village from the rule of a cruel wizard, usually to end up finding that the village has no desire to be saved from their beneficiary. It must be noted however, that the slaying of wizards, whether powerful Ice mages or lowly apprentices (without consent, of course, of the neighboring wizards) tends to raise the wrath of surrounding wizards, who may fear a similar fate may befall them. Holidays: There are no special holidays in the Ice Mages, and each wizard and the nearby communities tend to celebrate their own customs and holidays as they choose.

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Countries of Amberos Iiannhanex


The Table of Amun-Ra, The Half-baked lands Possessive: Iiannian Government: Plutocracy Capital: Ohionaxxe Standard of Money: kord = 1 cp, tek = 1 sp, haalum = 1 ep, chore = 1 gp, syne = 2 pp Cultural Basis: Golden Age Location: NW2-NE1, central Social Structure: Equalitarian Class System Current Leader: Pharaoh Ptasha Oasir, The Son of Ra (Overking) Population: 51,000 Resources: Agriculture, Bronze, Iron, Livestock (cattle) Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Income, Fief, Slave, Export, Explorer Estatewide Religion: EGYPTIAN MYTHOS Description: Before the Elvin Golden Age, Llannhanex and Iiannhanex was one country under the leadership of the goddess Shame, and the country was known as Shamesse. However, with Shames imprisonment for her involvement in the War of Technology, the country found itself leaderless and without direction. The return of the Elder Gods, who brought the technological war to an end, took an interest in the people of the Aegyptians, and began to meddle in their affairs. More to the point, the Elder Gods of the Egyptian Mythos swayed a large portion of the realms inhabitants to worship them, and the country became known as Llannhanex (The Falcon of Gold). A small group remained loyal to Shame, and hunted by the minions of the Elder Gods, sought refuge in the dangerous Demon Jungle. Near the middle of the Elvin Golden Age, Harp returned to Amberos and placed the Elder Gods back into their eternal slumber. Without the direct interference of their gods, the power of the Llannians began to falter. The Shamesse, who had remained faithful to Shame, cursed the land of the Pharaoh, creating the evil blue desert that threatens to engulf that land. The Llannians, however, refused to give up their worship of the Ancient Ones. There was a great war as the Shamesse sought to bring the land back under Shames rule, but the Llannians would not relent and the utter destruction of both people loomed. At this time, the nation of Randu was rising in the east. The Iiannians, knowing that a continued war Titles: would only see both people fall to the growing empire of Randu, seized the southern lands and settled down into their own ways of life. The name of the Shamesse was dropped and the people called their new nation Iiannhanex (Falcon of Truth). An uneasy peace settled between the two lands and nations prepared themselves for the coming tide of Randu. Throughout the years of war with Randu, both Iiannhanex and Llannhanex managed to drive off countless Randu attacks Llannhanex with the might of its secretive technology and steadfast entrenchment, and Iiannhanex with the power of Shame and the enlightened secrets she had taught the people during their exile. However, after Randu was driven back by the kingdoms of the west, Iiannhanex has been slowly slipping into corruption. The established families, many whom were originally from Llannhanex and annexed into Iiannian hands, have grown fat with wealth. Not sharing the high ideals of the Iiannian leadership, they have come to dominate politics merely because they control the economy of the country. If the families remain to grow unchecked, before long Iiannhanex and Llannhanex may one day again be a single nation under Llannhanex control. Allies/Enemies: Iiannhanex has a dislike of Llannhanex, and occasionally involves itself in plots to weaken Llannhanex. Likewise, Iiannhanex has a strong distrust of Randu and Simera and is always on the watch for treachery from these two realms. In all other cases,

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Iiannhanex tends to be neutral in dealing with other realms. Lands: The rough lands of Iiannhanex is mostly scrubland that receives little rain yearlong. The days tend to be hot and without humidity. The heart of Iiannhanex consists of an unnamed desert that is mostly barren wastes, with a single three cities that have developed around natural oasises in the city. There have been several attempts to develop the desert into semi-arable land, which have met with limited success. The arability of the land tends to define who lives where; the poor are often forced to move into the deep desert areas of the three cities or the deserts edge, while the wealthy inhabit the more arable lands. In fact, the richer one is, the better ones land is capable of supporting crops or livestock. Government: The pharaoh is little more than a figurehead in Iiannhanex. The true power lies with those who have the wealth and exert it to make others do as they please. There are approximately five great wealthy houses in Iiannhanex who control the political table of the land. While the pharaoh appoints individuals to the government, his choices are influenced by the power and bribes of the wealthy families. Even the churches are influenced by the wealth of the great families of Iiannhanex, granting preferential treatment and praising the families of wealth in return for a bit of coin or gifts from the wealthy. People: People do not dare to question the decadent decrees made by the Pharaoh, and go about their business blindly, immune to the sights of the horrors the rich entreat upon the lower classes. In the minds of the majority, as long as the rich control the wealth, they are in the right, and should not be questioned in the slightest. This view has created tremendous schism between Iiannhanex and Llannhanex, though Iiannhanex is so wrapped in itself that it cares little for even the countries surrounding it. As a result, the country has declined into an almost abysmal dependence upon the rich. Even the middle class people must often sell themselves as indentured servants to the rich to merely survive. Perhaps worst of all, the true slaves of the rich are treated more kindly than the free poor. The poor masses of Iiannhanex are swept out of sight into special walled sections of town and ignored. The only time decrees seem to extend to them is during a scouring, where police officials ride into these sections and slay all they see, in order to reduce crime or halt the spread of disease. In these scourings, there is no hunt for the truth or mercy from the troops who physically carry out the attacks. The poor are simply attacked and slain because they are guilty, regardless whether they have truly done anything wrong. These atrocities are so frightening that even the Kingdom of Vall Vega, well known for its restraint on issuing decrees against the actions of other countries, has on several occasions threatened to take military action to cease such actions in the realm. Iiannhanex has in return shown blatant disregard for such threats. Races: Most of Iiannhanex is populated by Aegyptian humans, with a few communities composed of randese or Ghan humans. There are some elves living in the arid lands towards the mountains, and scattered tribes of desert dwarves to be found in the land. There are no communities of gnomes or Hillenfaey in the land, though there are a few immigrants from other areas. There are relatively few goblinoids in the land,

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and those found wandering this land usually have a base somewhere in the western mountains, and are raiding into the lands below. Religion: The worship of Shame is the official religion of Iiannhanex, and the gods worship none of the other gods, including those of the Circle of Good. Some of the older families have slightly revised the standard view of Shame to commingle it with attributes of Isis, but worship Shame nonetheless. Worship of other gods, even gods of good, is forbidden in Iiannhanex. That said, there are some secret cults dedicated to the Ancient Egyptian gods (primarily to Horus) that still exist in this land. Magic: Clerics of Shame hold great power in the land, and thanks to many magical monuments build by the Iiannians, they can draw tremendous power from these shrines to work miracles to protect the land and its people. There are a few wizards dedicated to the study of magic under the Ancient Ones, and their abilities are much feared by the populace, as are foreign spellcasters. Adventuring: Adventure in Iiannhanex is can be very prosperous for the fact that many tombs and forgotten ruins dot the land, especially near the western mountains. However, the ancient Aegyptians were very protective of their dead, and many areas contain Technological apparatus to protect the tombs, of which magic is no aid against. Others, more recent, but just as well guarded, contain powerful magic wards, but tend to carry even greater items of wealth. Finally, to reach most of the undisturbed tombs, one has to enter the lands of the deadly blue desert. Holidays: Counting Day (Epoch 1st): This is day where the nobles gather and have their wealth assessed. While it is primarily for taxing purposes, it is also used as a method to assess that the most powerful families are and their current state of wealth for means of political maneuvering and jockeying for the year. Since it is used to assess taxes due, many of the families siphon off a small amount of money and donate it to the peasants in showers of thrown coins, feasts or other festivities that they can write off.

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Countries of Amberos Irvenst


The Homelands, The Little Land Possessive: Irvenstian Government: Monarchy Capital: Weeve Standard of Money: Crown = 5 gp, Kings Bounty =1 gp, Kingdom coin = 1/10 gp, shill = 1/100 gp Cultural Basis: Middle Age Location: NW1, west central coast Social Structure: Patriarchal Class System Current Leader: Surking Jon Baumos, Our Lord in Waiting (Baron) Population: 46,000 Resources: Marble, Steel, Silver Estate Alignment: Lawful Good People's Alignment: Lawful Neutral Estatewide Taxes: Income, Export, Explorers, Tribute (Vall Vega) Estatewide Religion: HARP, Logres, Dhorian, Circle of Good Overview: A wanna-be power, Irvenst is a land caught between the machinations of the Kingdom of Vall Vega and the brutality of Bansado. History: Though many sages hotly contest it, Irvenst claims to descend directly from King Kass ancient Kingdom. According to Irvensts doctrine, the kings of Irvenst are direct descendants from the ancient kings lineage, and that the capital, Weeve lays atop where Kass ancient capital once stood. Certainly, the marble and gold spires that decorate the capital seem to bring this image of Kass ancient city to mind, as do the foreboding monoliths that stand at the edge of the oldest part of town. Though the faces of the monoliths are greatly worn, those of Irvenst believe that those mighty stones once carried the great runes Kas erected to keep his city safe. The Irvenst further claim that though their citizens were oppressed by the elves like all other men, the Irvenst were able to preserve the city and the kings lineage, keeping it pure. They claim that once freed from the elves slavery, they helped inspire the lands of Misake and the White Lords - though they are quiet silent on the Afarian Kingdom of Malovak. During the Dark Age when Roonhawk and the Skyland Hold rose in power, Irvenst was able to remain independent even though in the heart of the Roonhawk. This was thanks to the power of the Runes of Kas, which hid them from prying eyes. Further, they were able to help the Free Barons establish themselves and deliver important information to the Free Barons to thwart the Skyland Hold. They apparently were caught up in the charismatic power of Swordfalls King Nannon IV. Titles:

During the Dragon War, Irvenst aided the war effort by providing precious minerals that would be needed to create the War Relics. When Swordfall fell apart to rebellion, Irvenst was once again free, but time had so eroded the ancient Runes of Kas that the capital of Weeve is no longer protected from invasion. The realm's future is very much in dispute, especially in the face of the greedy Kingdom of Vall Vega. However, most sages, especially those from Shovnov Coast, hotly dispute Irvensts claims of descent from Kasian kings. They claim that Irvenst sprang from Afarians who settled in the lands during the Time of Foreign Men. This enrages many Irvenst, who despise being labeled Afarians. Also, these sages also claim that these Afarians were pawns of RoonHawks Raonake Major during the Dark Age, with the king being little more than a puppet to the wizards whims. They further claim that the Irvenst king aided in the assassination of Raonake Major so it could defect to the Skyland Hold, who it thought would win the final conflict. This opinion is one that few dare to speak of in front of an Irvenstian. Sages of history further claim that when Skyland Hold fell, it became a pawn of Swordfall. For the duration of the Dragon Wars, Irvensts tribute to the war was the gifts of gold, silver and other items to keep its folk from being dragged off to fight. Nearly all Irvenstians hotly refute this cowardice, though by all accounts, it appears to be close to the truth. Sages claim that once Swordfall collapsed, a baron from Vall Vega, one who opposed the ideals of King Romethus of Vall Vega, broke away, taking his knights and establishing the city-state of Weeve on the spot of old ruins dating back to the Time-of-the-Magic. There, the Baron raised his knights in a manner he thought to be glorious and good. Apparently many agreed, and the Baron was successful enough to eventually become a King. As Irvenst became more chivalric and successful, its people began to remember their past differently, until at last the current truth has become fact for those who live in Irvenst. Or at least, so

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say the sages of Shovnov Coast. Allies/Enemies: Bansado is Irvensts biggest thorn in its side, and it seems that Vall Vega allows the Bansado armies to use the mountains within it borders to launch attacks against the estate. Irvenst has entered into a pact with Millos, Saltbrine and the Shovnov Coast (though it ignores the Shovnov Coasts presence in the alliance) against the Dragon Armada Lands: Often described as surrounded by mountains, much of Irvenst sits on grassy plateaus that step down toward the sea. The mountain areas are home to brooding fortresses built to withstand incursions from Bansado, which may strike from anywhere along the easternmost curtain of mountains. Government: The Surking has been cowed by the constant ware between Bansado and Vall Vega, and has relatively ineffective at presenting a strong leadership for the country. The government does its best to uphold the status quo, but it will not go out of its way to become entangled in the conflict over its borders with Bansado. If trouble begins to brew on the border, the Surking immediately calls for help from the Kingdom of Vall Vega or the Knights of the South to handle the matter, possibly even suffering a loss of land until the forces from one of the two kingdoms can arrive to drive the Bansado forces back. People: The people of Irvenst live tense lives, for they never know when a new attack from Bansado will occur, nor how far their enemy may sweep into the lands of Irvenst before being stopped. People avoid the borderland between Irvenst and Bansado, which is always in contest. This has left most people to dwell in the southern lands or near the Wishing Lake (which itself houses at least four known raft-cities). Most people are polite to strangers, though cautious and not very talkative. Many Irvenst are well versed in the chivalric codes of knighthood and feudalism, and take the system and code of values to heart. They also believe that during the Age of Kingdoms that the greatest king of Irvenst (and perhaps of Amberos) lived, named Aurtur Conchbrech. Tales abound of an atoll in the midst of the Wishing Lake from which one can travel to Aurora (The Faerie Realm of Dreams, where now many believe King Kas, and his descendant, Aurtur Conchbrecht lives now), by merely wishing (thus the lake's name of Wishing Lake). The wicked bastard son of Conchbrecht, named Irvenst, survived his final battle with his father by means of Morgan le Fays magic, and became King of the lands of what would forever be known as Irvenst. Despite the connotations associated with the name, no King has bothered to rename the country since Irvensts time. Note that many sages from lands other than Irvenst believe Aurtur, his son and companions to be mere fiction, for there is no concrete

proof or evidence of their existence. But as chaotic as things were during the Age of Kingdoms, the lack of proof is not surprising. Races: The majority of those who live in Irvenst are afarian or Dhoric humans. There are some elvin communities scattered across the southern portion of the land, and several isolationist communities of dwarves in the mountainous border between Vall Vega and Irvenst. Hillenfaey and gnomes are scarcely found in Irvenst, with no communities of their own in the land. Goblinoids have become more common in the land in recent years, and they are thought to perhaps be filtering in from the Shovnov Coast. Religion: The government official sanctions the worship of Harp, who is known among the Irvenst as the protector of Amberos, as it is he who keeps the Ancient Ones asleep and away from meddling with the affairs on the continent. Logres is also popular in the country, namely for his healing abilities and kind nature. The military-minded officials of the state generally revere Dhorian, and almost all the people of Amberos respect the

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Bansado. The area of Wishing Lake is more civilized and sacred to Irvenstians, but evil trolls and goblins live in rocky areas about the Lake, occasionally foraying into human settlements. Few adventurers travel to the isle out of reverence for the ancient king or fear of the Fey magic and the fabled lich remains of Morgan le Fey and her fell associates. The southern areas of Irvenst contain many active volcanoes and hot spots, where creatures of fire and heat tend to live. The very mountains of Irvenst are alive with malicious creatures, though some of the mighty creatures of good take refuge in these inaccessible areas as well. Holidays: Day of Wishes (Noris 22nd): While mostly a day of feasting, this day is centered on the tales surrounding Wishing Lake, and the greatest festivities occur near that body of water. The height of the festivities occurs at sundown, when great crowds at the foot of Wishing Lake cast their eyes towards the single island at its center and silently, but forcibly direct a wish toward the isle. Legend has it that if a mist arises from the isle that night, the wishes will be granted.

Circle of Good as the true gods of Amberos. Magic: Spellcasters are extremely rare in Irvenst, for magic is a mysterious and mystical art, of which most are fearful and superstitious. Most wizards from or visiting these lands prefer illusionary or deceptive magic, rather than bold magic, for such people are branded as demons or devils, and treated accordingly - often meaning a trip to the burning stake to return them to their fiery realms. Adventuring: Adventure here abounds, especially in the lawless area surrounding the border of Irvenst and

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Jsarath
The Strong Aerth, The Steppes of Bitter Death Possessive: Jsarian Government: Autocracy Capital: Kard Arkham Standard of Money: Standard Vegan or Barter Cultural Basis: Dark Age Location: SE1, south Social Structure: Patriarchal Open System; Favor (Elves) Current Leader: Jarl Huggo Celenti (Lord of Lands) Population: 7,000 Resources: Iron, Oil, Silver Estate Alignment: Chaotic Good People's Alignment: Chaotic Good Estatewide Taxes: Fief, Explorer, Scutage Estatewide Religion: Norse Deities Overview: Jsarath is home to a society of civilized barbarians and raiders who make their living through raiding and plunder. History: Jsarath is perhaps the most well known example Titles:

of Afarian culture. Though the land has been inhabited since the Time-of-the-Magic by Goblinoids, and later by the warriors of Ghan, it is the Jsaraths that have come to define the land. Their defiant and mysterious arrival decimated Ghans Kingdom, leaving almost no trace of the Ghan kingdom or culture in the lands. The genocidal war of the Jsaraths was so complete against the Ghans that not one town can be found to this day from Ghans kingdom, nor can any pureblood Ghan be found within the land. Jsarath is derived from its ancient language to mean "Strong Man's Arm". The people of this land live with the belief that might makes right, though there have been several attempts to establish laws of conduct and quasi-chivalry laws, but any successes are remote and subject to change. People live organized into extended families, with usually the grandfather in charge. Any insult against any family member is seen as an insult to the entire family, and many blood feuds have been continuing across the country for many decades. Perhaps the most well known was that of the Celenti family and the royal family, Arggos. The current Jarl only came to power when the Celenti family murdered the entire Arggos family as they slept. The cause of the argument:

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The Arggos family had refused to give Princeship to Huggo's father, instead giving it to the old Celenti's enemies, the Jhaus family. It should be noted that the Jhaus family lineage has also been wiped clean. Allies/Enemies: Jsarath sometimes allies itself with its brethren land of South Jsarath, but often as not raids into other realms on whim, making it difficult to establish peaceful relationships with the other realms. Jsarath is in constant and unceasing war with the Dark Lands, and will not rest until it or the evil lands have been purged. Lands: The lands of Jsarath are filled with lush wildlife in the late spring through fall months. During the deadmonths, the land is usually covered in a thick blanket of snow that turns almost everything gray or white. When the land is not beset by snow, vast rivers and wetlands trickle across the land until the summer months and again as fall approaches, encouraging the riverside communities to use the waterways for commerce. The tricky and often-swelled rivers make planting crops difficult, and the people of the land have learned to raid other settlements to supplement whatever they grow themselves. Government: The laws of Jsarath have been made from rulings of great wisdom and in some cases, by the whim of the strong, though it is only those from the wise that tends to pass from generation to generation. The laws are strictly obeyed, even if it hurts the royal family or puts them into a conflict of interest (which it has many times). The rules must be obeyed, for the loyalty of all others depends on how well one follows their own rules. Most contracts or oaths are made by invoking the divine as a witness, which inflicts divine retribution by the Norse Gods if one side or the other welches. Many clever individuals though, find no end of ways to bend the rules slightly to allow them to break them. broken as well. While the men and women of Jsarath are generally skilled fighters, few are actual warriors by trade. Most Jsaraths are simple farmers or cattle herders, growing or raising what they need to survive, and raiding when times are lean. Curiously, though no Ghan town still exists, there are myriads of Ghan ruins that dot the more rural areas of Jsarath. Some of these ruins are still prisons to the evil spirits that Ghan sealed away long ago. There are claims he had summoned and used the spirits, then stored them, but most claim that Ghan vanquished and imprisoned these horrors, never using them himself. Races: Besides humans, one is likely to find a large number of Dwarves and Goblinoids in Jsarath. The Dwarves dwell in Jsarath mining the mithral and gold mines to be found in the land, while the Goblinoids seek to reclaim what they feel was their land. The Jsaraths often foray against the Dwarves to steal gold or other precious minerals. The Jsaraths also battle against the Goblinoids because of years of hatred between the two races. Religion: The Jsarath worship the Ancient One pantheon of Norse mythology. One of the more popular legends claims that Ragnarok occurred long ago, and before being claimed by the day of judgment Thor set adrift the last of the Norse on a longboat to a world safe from the last war of the gods. These survivors are supposedly the Jsarath, and they call this the second age. While according to the legend all the Norse gods are now dead, the Jsarath still keep the traditions and faith alive, believing one never knows when the Norse gods may return. Magic: Norse priests with powers are rare, but are overall more common in these lands than wizards. Wizard folk tend to be rather weak, and are often loners or hermits. Most people have some skill with minor rune magic, and can create good luck charms and other small magic wards to scare off evil spirits. Both priests and wizards from Jsarath are much better at rune magic than the common folk, and tales speak of the great magical power they have. One such rumor speaks of powerful wizards who, by inscribing a name in runes on a stone, and then shattering the stone, can kill an individual. Adventuring: Finding adventure in Jsarath is not a problem. Keeping away from adventure is much more difficult, for the very nature of the people insists that they be of the adventurous sort, always interfering and causing problems. Problems also arise due to their believe that a man must be strong enough to defend his belongings those he cannot defend should, and will eventually find themselves in the hands of those who can protect and hold it. Some of the Jsarath also believe that their deities often walk the earth in mortal form, and the Jsarath are ever vigilant for strangers who may be gods in disguise. Those seeking to pass themselves off as gods to gain

People: Much of Jsarath is wilderness, broken only by small communities that live off the bounty of the land. Every man and woman is skilled in combat and independent of nature; conquering a Jsarath is not only accomplished by taking their land, but their spirit must be

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favors and bully others had best beware - one never knows when the true eyes of the gods may be upon them, or when a proud Jsarathian may react violently to such ill treatment. Warriors and rogues are the most common adventuring profession in the land. Holidays: Jsaraths towns hold many minor celebrations, but none that span the entire realm.

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Countries of Amberos Kennestone


The Forested Lands, Lands of the Druids Possessive: Kennian Government: Monarchy / Oligarchy Capital: Wardon Standard of Money: Standard, coins minted in Kennestone Cultural Basis: Middle Age Celts Location: NW2, Central Social Structure: Patriarchal Class System Current Leader: KingStone Cello d'r Sauthause, His Lordship (Overking) Population: 43,000 Resources: Coal, Dyes, Timber Estate Alignment: Neutral Good / Neutral People's Alignment: Chaotic Good Estatewide Taxes: Fief, Explorer, Tithe Estatewide Religion: BELLI, Vermnia Overview: Kennestone is home of the original druids, and a country whose king is subservient to the lords of nature who still rule the forest that bears the name of the ancient people who dwelled here. History:Kennestone is a land of raw beauty, almost untouched by the hands of man. The only massive city in Kennestone is the capital, which is ringed by a great wall of living wood. A few wooden outposts dot the countryside, but the towns of Kennestone appear squalid made of twigs and hides draped to create semi-permanent structures. Only enough land to feed a given town is toiled, leaving great masses of Kennestones lands fallow. A great expanse of the Kingdom consists of the Kennestone forest, which is controlled by the Elder Circle of Druids and managed by the White Rangers of Kennestone. The human population is under the jurisdiction of a King, who is appointed his throne by the Elder Circle. The Elder Circle generally allows the lineage to pass along to the first-born son of the King, though they may choose to revoke a Kings crown or deny an heir the throne. The Elder Circle, due to some of its teachings, refuses to allow a queen or princess rule Kennestone. Kennestones history extends back to shortly after the Elvin Golden Age. Druidus, a crafty slave who had been apprenticed to an elvin cleric, escaped his bonds and slew his master shortly after the death of Greensbeech Earthlayer. Taking the teachings of the elves, Druidus set up his own sect of humans dedicated to the worship of Belli and nature. Because of his teachings, Druidus and his sect was forced to flee the Elvin Lands of the Cordum, and fled to the halls of the Dur-Wundar, the mountain dwarves. The mountain dwarves were at the time the bitter enemy of the elves, whom they hated for their arrogant and forceful ways. Druidus and his followers lived among the dwarves for a few years, but frictions due Titles:

to the elvin habits of the sect eventually drove them out. Finally, Druidus and his sect settled in the vast Ken-Ney Stones Forest. Humans had sparsely inhabited the Ken-Ney Stones Forest since the Time Before Time, when Kas had ruled the land. The few humans that dwell there had lived in the forest since the death of Guaradrell. They had avoided elvin enslavement by hiding, and were fearful of Druidus and his followers. At that time, the great women sorcerers of Simera ruled the Key-Ney. Druidus quickly dominated the folk of Ken-Ney by overpowering the god-spirit of the Ken-Ney - a great Runic stone that protected the village that had been created in The Time Before Time that had been controlled by the Simereans. From the Ken-Ney Stone, Druidus began to expand his power, careful not let the tribes of the Ken-Ney grow to attract the elfs attentions. He expelled all the Simereans from the tribes, and refused to allow women to take places of power, and had any female sorcerers stoned to death as heretics to Bellis will. By the time of the Dragon Wars, Druidus was the absolute master of the Ken-Ney Stone and their forest. The Simereans feared Druidus, calling him Tuen Gar Logos,

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the Heartless Lord of the Woods. Because of its position near the eastern-most borders of civilization, Druidus and his people were relative unaffected by the domination by the Malovak and Skyland Hold empires. The lands of Druidus were considered by many of the Iron League Barons as safe, though remote, lands to flee to during the conflicts of the years. As Swordfall rose, Druidus purposely had the Key-Ney keep a low profile so as not to attract Swordfall's attention. The Dragon Wars brought many men to the KenNey Stone Forest, who attempted to log it to create ships to track down Dragons in the Nyrr Ryan Sea, the Forna Sea and the Golens. Most had been tricked there by Simerian lies, in the hopes that the Key-Ney would become weak and be targets for the Simereans. But Druidus and his people fought back. To ensure the loyalty of the Ken-Ney when the Empire of Swordfall sent emissaries or war bands, Druidus created the White Rangers. Under his direction, these Ken-Ney warriors kept the Ken-Ney and foreigners in line. Disaster struck when the Green Wing of the Dragon Armada gained permission to investigate the KenNey Stone Forest and its inhabitants. The Green Wing encountered several White Rangers while performing a survey of the woods, and the two groups fought. The White Rangers did not stand a chance, and were slain to the last man. Druidus was frightened by the devastation, but managed to feign enragement. With a speech that is still repeated to the White Rangers to this day, Druidus turned the remaining White Rangers into avengers bent on the destruction of Green Wing. In the end, it required the powerful magic of Druidus and the indomitable will of the White Rangers to defeat Green Wing. For years-long war that would rage, Druidus fashioned 12 mystical swords for the White Rangers - weapons to become know as the Sword of the Woodlands. Though inferior copies were created in the years following the Dragon Wars, the 12 true blades are known by their one notable feature - they weep tree sap when near a green dragon. This weeping sap sticks to draconic opponents, and burns green dragons like acid, until it is washed off with alcohol. Though many White Rangers and Druids (as the followers of Druidus had become known) died in the fighting, the Key-Ney survived and owed their lives to Druiduss power. Once the menace of the Green Wing passed, the Key-Ney requested to appoint leaders over their tribes. Druidus wisely agreed, but required the leaders to tithe a portion of all that the Key-Ney grew. Further, the Key-Ney could not construct any buildings without the express permission of a Druid that would be assigned to the city. Gladly, the Key-Ney agreed. When the Dragon Wars finally ended, bitter wars began to break out between the tribes, secretly sparked by Druiduss followers. In a perverse battle of the fittest, the warlords bitterly fought each other until only one remained, a stout barbarian known as Karros. Satisfied with the outcome, Druidus make the new King Karros submit to powerful concessions. The land below the King belonged to Belli, and with Druidus and his followers acting as agents, the people of Kennestone (as it was now being called by the Afarians) were to pay rent for the use of the land. For many years, the King of Kennestone and Druidus pursued different goals. Karros sought the domination of his neighbors and to expand his land. Eventually he hoped his raiding would make him wealthy enough he could break free of Druiduss control. As for Druidus, the great leader pursued the perfection of the woods and to further his own power over the forest. The years of rebellion against Swordfall were bad years for Kennestone. States that had been stripped of wealth to fuel Swordfall suddenly turned their energies to conquer their neighbors. The Key-Ney rode to many battles, and suffered nearly as many defeats as they gained victories. Then came Randu. In less than a few months, Kennestone was overrun, and Druidus was slain, though the King of the Key-Ney avoided destruction by hiding in Simera. A few months after Randu had settled in Kennestone, complacent they could not be budged, a war band of Simereans and the Kennestone King struck, routing the Randese. Oddly, when the King returned, his first act was to seek out the Druids and regain their blessing as the ruler of the Key-Ney. The King made few demands on the druids, other than to open certain portions of the woods to allow for development of the capital city and a few protective outposts. The Druids agreed, and the King of Kennestone ascended the throne as a glorious leader. In the following months, The King of Kennestone whipped the White Rangers into a powerful host to resist future attacks from Randu. Backed by the Key-Ney berserkers, the force was more than a match for the Randese in their homeland. Kennestone never fell again. Allies/Enemies: Kennestone has maintained friendly relations with Nyrr Ryann, but has rebuffed any and all attempts by both the Kingdom of Vall Vega and the Silkna Kingdom to ally with the western nations. Kennestone is likewise cool towards Erakatuo, and has had several brushes with Simera/Randu that has made it an undeclared enemy of those realms. Lands: Kennestone is dominated by the large forest that bears the same name. Very little of the forest has been used for timber, leaving a large portion of it untouched since the first sapling grew to produce the forest. The lands surrounding the Kennestone forest are rich for use in farming or raising livestock thanks to the blessings of the druids, and even the nearby settlements seem to be

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tidier and cleaner than most. Even the larger settlements seem to be spread out instead of cramped and there is a truly rural feel to even the capital city of Wardon. Allies/Enemies: Despite being halfway across the continent, the druids of Kennestone bear no love of the Evan Cordum, and seek to cause trouble for the elves whenever they can. Were the draconic Federation active in continental affairs, the druids of Kennestone would likewise seek ways to upset them. Closer at hand, Kennestone is often at odds with Ulanst, whose barbarians often raid into Kennestone lands and lumber the Kennestone forest whenever they can get away with it. Likewise, Erakatuo has been a thorn for the druids, for the Amazonian maidens of Erakatuo fearlessly lumber the Kennestone forest despite the protest of the druids, and their military is more than a match for that of the smaller and less militaristic forces of Kennestone. In fact, recent skirmishes between the White Rangers and the Erakatuo warrior-queens has brought a division of the Knights of the South to keep the peace between the borders and has so far favored Kennestone by restricting Erakatuo access to the woods. Also, despite the closeness of Nyrr Ryann, the druids of Kennestone has nothing but disdain for the Nyrr Ryann. The druids, however are tolerant of the greed of Nyrr Ryann and its capitalistic ways due to the fact that many people even in Kennestone depend on Nyrr Ryann for trade. Government: The true owners of Kennestone are the druids or Kennestone forest. However, since they are primarily interested in preserving the forest and the pristine nature of the surrounding lands, formal government falls in the hands of the King of Kennestone. The King appoints all officials in Kennestone, and all of the major appointments from city leader on up are generally approved by the druidic order. Only the King of Kennestone has the authority to remove an individual from office, but the druid can request or demand an individual to be removed. Only rarely has the King ever refused to remove an official from office when asked to do so by the druids. The White Rangers are Kennestones elite warrior force. In times of peace, the number of rangers is small, and they tend to double as a police force. In times of war, mercenaries and drafted individuals are employed to enlarge the army, with the White Rangers acting as officers and commandos. People: Kennestone is a country filled with slowly rolling slopes and masses of deciduous trees. Even the cities rarely cut down trees, and several fortresses across the land contain trees that grow inside several buildings. The largest forest, the Kennestone Forest, is home of the Kennestone druids and their ambassadors, the White Rangers. Most of the druids live in modified natural vegetation - the Hierophant is said to dwell in a fortress made from a single briar patch, which itself is alive. The White Rangers have set camps and cities built into trees, though they are careful not to hurt the trees or surrounding vegetation or animals. The timber export of Kennestone is very deceptive, for they do not export cut trees to make items, but instead export live trees to be transplanted elsewhere and keep those forests that are being lumbered fruitful. The people of Kennestone are likewise very ecology-wise, and take the preaching of the druids very seriously. They are very open and helpful, and very skilled at not being wasteful of the items they make or create from forest products. Race: Surprisingly, there are few elves to be found in Kennestone, as the druids long ago drove the elves and many fey out of the forest. The greatest majority of people in the land are afarian humans, with a smattering of Hillenfaey and gnomes mixed in with the human population. Dwarves had a

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stronghold in the nearby hills on the west long ago, but it fell to goblinoid attacks and the surviving dwarves have since intermixed into the cities and towns of Kennestone. The Twilight Mountains to the north supply a steady stream of goblinoid invaders into the realm, but their numbers are small and the druids and rangers are quite effective at keeping them out of the great forest. Religion: Worship of nature and Belli as its lord is the official religion of Kennestone. Vermnia, Bellis wife, is recognized and placated across the country. There are few organized churches in the realm, usually only stone circles or small stone shrines exist for people to worship at. Many of the shrines also contain waystones to recognize Belli and Vermnias children, though they are never worshipped directly. Non-druidic priests are treated neutrally, and the Kennestone people allow minor temples to be built to gods other than Belli and Vermnia, but would greatly oppose (and probably start a holy war against the Druids) if a large temple were erected or established. Magic: The people of Kennestone are wary of spellcasters, even Druids. The people of Kennestone are aware that the Druids value the forest and its wildlife above mankind, and are not above killing a person to save the wilderness, or decimating a logging town to save the Kennestone forest. Wizards are greatly hated and feared because of the teachings of the Druids, especially female sorcerers, thanks to the fearsome reputation of the Waatari witches of Randu. Adventuring: There is plenty of adventure in the land in the name of the King or under the guidance of the druids, who constantly seek to expunge creatures destructive to the lands and to battle against the spies of Ulanst or Simera, who occasionally raid and arson the Kennestone Forest. Brave adventurers can protect the gold caravans traveling the routes traveling to the Kingdom of Vall Vega, or if exceptionally daring, raid one such caravan. Holidays: Dragonday (Ember 14th): This day marks the decent of green dragons upon Kennestone during the First Dragon War, and the fierce battle to drive them off. On this day great green wicker dragons are built and filled with meats and other food. The dragons are burnt on pyres, and the food within (that isnt burnt to a crisp, and considered an offering to Belli) is doled out for an evening feast. Druidusday (Dall 16th): Referred to as Midwinters day in some towns who despise Druiduss fouler acts, this day celebrates both the middle of winter and the birth of the first druid, Druidus. Druids move about the community, bearing a gourd or other melon-like fruit filled with holly berries, blessing those who stop them with the phrase I know of Druidus. The day is also filled with feasts and nature-themed activities such as bear wrestling, speed lumbering tests, pumpkin smashing and mud wrestling. At the end of the day, the person who has done the most damage to nature is crowned with a wreath of thorns, lightly whipped and pelted with small stones, and turned over to the druids for punishment. Usually the villager returns home next day dyed in blue paint that wont wash off for a week if found guilty, or with a small blue whirl on their forehead if deemed innocent. In extremely rare cases, if the victim is found truly guilty of crimes against nature, their headless body is found in the middle of the community the next day.

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Countries of Amberos Kingdom of Vall Vega


The Great Kingdom, Vegas Land Possessive: Vegan Government: Monarchy Capital: Vall Vega Standard of Money: Standard Vegan, minted in Vall Vega Cultural Basis: Renaissance Location: NW1-2,SW1-2 Social Structure: Youthitarian Class System; Favors (Humans) Current Leader: Lord Emperor Rometheus Bicard the III, His Royal Majesty Population: 1,225,500 Resources: Gems, Mithral, Platinum, Steel Estate Alignment: Lawful Evil (Lawful Neutral cover) People's Alignment: Chaotic Good Estatewide Taxes: Income, Fief, Slave, Export, Protection, Explorer, Wergild, Blood Fee, Conduct, Scutage Estatewide Religion: CIRCLE OF GOOD Overview: The top dog of the countries of the west, Vall Vega is the successor to the Empire of Swordfall and has the power to dictate most of the policies of western Amberos. It is, however, a prideful as well as powerful kingdom. History: The history of the Kingdom of Vall Vega pivots around one of the most influential people of Vall Vega Lord Emperor Rometheus Bicard the III, or so the Kingdom would have everyone believe. The first records of the appearance of Vall Vega were shortly before the fall of the Skyland Hold at the end of the Dark Age. Ancient Malovakian records record tribute collected from a city located near the peaks of one of the Crystalmire Mountains. The name of the town was Vebrek, and was ruled by a self-proclaimed Baron named Bicard. Machiavelli also recorded this city-state as an ally of the White Lords before the destruction of those lords, and it is believed that forces overran the city from Roonhawk during the bitter battles between the Skyland Hold and Roonhawk. The city was believed sacked, and the inhabitants slaughtered, driven out or enslaved. The Baron was believed to have died during the fighting, and the Barons son slain in the death that Machiavelli caused when he destroyed the White Lords. As time rolled on from that point, there is reference in ancient texts from Roonhawk of raiders in the Crystalmires against the Skyland Hold, who were postulated to be remnants of the sacked city of Vebrek. This was supported by the fact that the raiders who were alternately captured by Roonhawk forces and employed by them referred to their leader as the Robber-Baron Titles: Bicard. When Raonoake Major of Roonhawk was slain on the Iron Throne in later years, there is record of a pardon created by General Northhagen to clear one Baron Bicard, Loyalist of Roonhawk of all wrongdoing involved with the death of the wizard Raonoake Major. This loyalist was also granted land in the Crystalmires, noted as the Valley of Strong Men, or Vall Vega, in dragon. The first real records of Vall Vega can be found in the archives at Swordfall. The Vegans were one of the many factions competing to be the leading country of the new conglomeration that would fill the void left from the Kingdom of Malovak many years ago. When Swordfall won, Vall Vega did not take the loss kindly, and plotted an assassination attempt against King Nannon IV of Swordfall. Nannon learned of the plot, and let it advance far enough to be able to reveal the Vegan plot in all its sordid detail. Nannon had the then Under-King Bicard imprisoned, and had many of his nobleman accomplices hanged or otherwise executed, and Nannon assumed the lands of the Vegans as his own. A heavy tax was leveled on those who dwelled in Vall Vega, and the troops of the slain noblemen were kept busy as a ruthless police force to prevent rebellion. When the First Dragon War broke out, Nannon quickly elevated several wealthy, but unlanded families as nobles of the Vall Vega, divided the troops up to each nobleman, and promptly set the forces to war against the dragons. Those who resisted had their lands confiscated, or disappeared to be replaced by another, more docile nobleman. The Vegan army fared very well in the Dragon Wars, giving almost as much grief to the dragons as it received. When the army returned home, though, bitterness against the kingdom that had sent it to its doom ran high among the troops, though none dared to speak of it, fearing the wrath of Swordfalls Emperor. In secret, the Vegan generals plotted and were able to free Underking Rometheus Bicard III from prison, and provide him with one of the Seven Brothers of the Sword of No Name. This act sparked the Margrave Revolt, and the Underking was eventually brought down by Emperor Nannon, and made into Nannons personal slave. Bicard fumed over his forcefully submissive role, and plotted his revenge. He was finally able to gain the aid of a wizard known as Semotan, and escaped from under Nannons foul rule. After retreating to his homelands, Bicard openly declared his rebellion against the Empire of Swordfall, and prepared to war upon the Empire. Luckily, it was also at this time that the wizard Sarve had managed to escape, who dispatched Swordfalls wizard, Meander, who Nannon had often counted on to aid him in quelling rebellion. Coupled with the growing threat of Randu in the east, and other

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baronies in the South who also openly revolted, Swordfall crumbled under the strain of so many forces. When Emperor Nannon IV died upon the battlefield, clamoring for weapons to defend himself, none wept. Underking Rometheus Bicard, who later changed his title to Grand King, then finally Emperor, united the Kingdom of Vall Vega. The Vegan King promised the countries that were separating from Swordfall protection from that country and allowance to expand. It was the allowance to expand and rule themselves that many countries were separating from Swordfall, for that great kingdom had contended that it feared to allow the human countries to expand in the fear another war against dragons or goblinoids would emerge if human populations were spread too thin. Eventually, Vall Vega absorbed over 20 of the separating countries through bloody war, and made peace with many other emerging countries. As Swordfall's power dimmed, The Great Kingdom rose as the new driving force upon the continent. With the eventual rise of Randu in the east, and its rapid conquest west, it was the military might and ability to coerce other countries that allowed The Kingdom of Vall Vega to grind Randu's conquest to a halt. Allies/Enemies: The Kingdom of Vall Vega has made

several treaties with the various realms of Amberos, the most important being the West End Treaty. The Kingdom also has lesser alliances for aid and trade with the Knights of the South, the Duchy of Molvak, the Principalities of Xatmas and Misake. For all its alliances, the great kingdom has spawned a great many enemies, some of which are otherwise allies under the West End Treaty Bansado, Barbed March, Erakatuo, the Farren Lands, the Frost Lands, the Hold of Severn, the Ice Mages, the Lands of Sarve, Misake Barbarians, Ran Da Khan, Randu, Simera, Tlesto and Vactorstein. It also is in constant competition with the Silkna Kingdom and the Southern Kingdom, whom have been drawing off many of Vall Vegas allies to their own banner. Government: Bicard is a tyrant who hides his power for passion and his greed in a velvet glove. Pretending that Vall Vega is the only thing that stands between peace and utter chaos the continent over, Bicard plots and manipulates events across the western half of the continent to keep his allies under his thumb. Emperor Bicard makes appointments to the various government offices from among those nobles loyal or easily controlled by him. These nobles are

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responsible for the appointment of staff under them to perform their job, and though Bicard can hide his wrath well, all those working for him know that the price of failure to perform as expected means ruin, if not imprisonment or death. Land: Most of the Kingdom of Vall Vega actually is mountainous country, and it depends on its alliances and ability to direct its military force for the resources that it survives on. At the same time, this rough, mountainous country makes it nearly impossible to take its fortified cities by a large-scale force. Although most of Vall Vega is encased in the Crystalmire Mountains, making it difficult to traverse by foot, and poor for farming or herd-raising, this country has risen to become the most influential and renown of the countries currently on Amberos. It has been both the enormous military and financial power that Vall Vega can wield, and the wealth of precious metals from the mountains that has kept the Kingdom of Vall Vega the foremost in Amberos. In one aspect, because it commands the alliance of a majority of the countries on Amberos, its threats of military action against other realms (and the promise of allowing allies to take the land they help conquer) makes many of the other lands hesitant to disobey the orders of Vall Vega. Coupled with the vast wealth at its disposal, what Vall Vega cannot frighten into submission it can often pay to conquer or force into submission. Most of the dwellings in the Kingdom consist of isolated and small mountain-borne forts near the peaks of the mountains, where people mine for the country and hope for supplies from abroad to be brought to them. Each fortress/city has its own laws and unique customs, bound together by the influence of Vegan law and the dependence upon supply ships flown by Vegan merchants. Traveling through the Kingdom of Vall Vega by foot is folly. The sharp slopes of the mountains of the Crystalmires requires trails to wind and meander only through the valley floors, and these valleys become mired in mud and snow during the winter, making them impassible. Most travel through the kingdom is performed by mistboats, light wooden galleys enchanted by magic to ride the thickened mists, called the Methane Sea that forms in the cold winter months. These thick, foul-smelling mists can support boats as if they were fogshrouded oceans, allowing rapid transport between the mountaintops of the Crystalmires. The warmer months see merchants passing through the valleys to the capital of Vall Vega, or using the much more rare skyboats of the Kingdom to reach the mountaintops. Some of the larger mountain-cities have developed special stairs that allow properly equipped merchant caravans to reach the mountaintops, but such commerce is rare. Most other mountain-cities often send procurers down to the valley beneath the city to meet with passing merchants. These procurers return the goods to the mountaintops by means of elaborate rope and pulley systems, or in at least one case, using the played out mine shafts of a gold mine. The mountains are filled with various assortments of Vegan clans and are home for many evil monsters deep within the bowels of the mountains. Most are Zigas races, though there are a few goblinoid cities and rare dragon lairs to be found. The valleys tend to be barren, but a few clans of nomads do wander the valley, usually holing up in cave systems at the mountain bases during the winter. Traveling the valleys in winter is dangerous, for rockslides, avalanches and quicksand can easily wipe out even the heartiest adventurer. The capital valley is another world entirely. Surrounded by the cursed Living Forest, those who are escorted to the capital city will find the four grandest castles in all of Amberos. With one castle set to each of the primary points of the compass, with a small mountain beset in the center, the capital is a place of magic, mystery, and danger. By magical means the mountain, named Centermount, has been hollowed out to be a gigantic underground city, home of those who dwell in the capital. While the unwashed masses tend to be cast together in the middle levels devoid of light, food and many other necessities, the middle class enjoy life in the ground and first four stories of the mountain, where the caverns are very large and illuminated by permanent, colorful faerie fire. Though not richly dressed, one might mistake walking within the corridors as little more than walking along a great city street at dusk, even as people

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fill the walkways about oneself. The upper class fill the upper and outer levels, with most having views that overlook the grand valley. The greater the status of the person, of course, the higher up on the mountain they can be found, until one finds that the wizard Semotans penthouse makes up the pinnacle of the mountain. The sublevels of Centermount contain many caverns filled with a variety of entertainments, from circus-like carnivals, to drinking and gambling establishments to rumors of seedier places catering to the dark desires and whims of the more decadent folk. Finally, the entire mountain has been enchanted so that at night, when seen from outside, the very stones of the mountain seem to glow with an internal fire, giving both a fascinating and frightening appearance to the mountain. Admission to the castles is restricted to government and military personnel. Further, though merchants have gained license to set up shop in the grandest castles main corridor, and any individual may enter here to shop and stare in amazement at Vegan excess, access beyond that point is limited to those personally invited by the Emperor himself. Each of the castles has a strict hierarchy, reporting to the Emperor who resided in the grandest castle. A King controls each of the other three castles, and it is these Kings that perform all of the countries day-to-day affairs, bringing only the most important matters to the Emperor himself. Perhaps the blackest mark against the Kingdom is the place known as Centerworld. This netherworld prison is said to lie beneath the basements of the great castles and the foulest levels of Centermount. There, as legend tells, Emperor Rometheus sealed away the greatest criminals on all of Amberos, including his personal enemies from Swordfall and neighboring lands. Many

claim to have found the black, magical seals that lead to the nefarious realm beyond, but none have so far dared or been powerful enough to break the seal to enter - or escape it. Exactly who was sent to Centerworld varies from tale to tale, but the number is estimated to be about 330,000 souls. Of course, there are no official records, and many consider Centerworld to be anti-Vegan propaganda. People: The Vegan system of doing virtually everything has become the accepted norm across the continent, from using Vegan currency, Vegan language and forms of government to mimicking Vegan art, maps and fashions. Failure to do as the Vegan does can have serious consequences, including embargo, forfeiture of land, property or money, and possibly even rogue status meaning the Kingdom will turn a blind eye to anyone who raids or attacks the realm. In short, the country becomes isolated, unable to get items and becomes open to attack from any country, especially the mighty Vegan army. Many of the more well to do Vegans have come to believe the air of superiority the government has created. The average citizen, however, often balks at the pettiness of many Vall Vegas rules and cruel taxes, but does so where the Emperor cannot hear. Though officials working in the Vegan government abroad or within its own borders can expect lavish pay and accommodations, many of the common citizens despise these taxcollectors and bullies, smiling in the face of their condescending attitudes and cursing them behind their backs. Luckily, the majority of citizens dwell in high mountain cities amidst the Crystalmires far from most of Vall Vegas oppressive rule, and only are bothered when the local Mistboats come calling to collect the citys tributes. Races: The Kingdom of Vall Vega only recognizes male

Countries of Amberos
human leadership across the country and beyond. Nonhuman communities within the borders of the Kingdom are assigned human overseers or are subjugated and made into slaves a practice which has made the dwarves of the Crystalmire Mountains enemies and fugitives of the Kingdom. There are no elvin, gnomish or Hillenfaey communities to be found in the Kingdom of Vall Vega, though their kind can be found intermingled with the human communities spread throughout the mountains of the land. Religion: The dominance of religion in daily life in the Kingdom varies wildly from one area to another. The capital has only one approved church dedicated to the Circle of Good, located on the exterior northern slope of Centermount. Attempts to build other temples, altars or the like in the capital carries a serious offence, and most mages who dwell in the capital take offense to clergy located there, and have even petitioned in the past to have the church removed. In the wilds of the Crystalmire Mountains, religious tolerance is much more relaxed, and many of the city-states have adopted one of the gods of the Circle of Good as protector of their city. Also, traveling merchants have set up a variety of altars in the passages through the mountains, some of which have become famous enough to attract clergy to tend to the site year round. However, in the valleys, established temple buildings are almost unheard of. Magic: While not practiced by the majority of the Kingdoms citizens, magic is generally accepted as a legitimate profession across the country. In the capital of Vall Wall, there is even a magic academy that trains young, capable nobles in wizardly ways. There are separate classes and dormitories for sorcerers, and sorcerers do face many prejudices that wizards do not. Any sorcerer foolish enough to boast having either dragon blood or lycanthrope blood is removed from the school, and may subsequently disappear. Adventuring: Finding adventure in the Kingdom is never a problem, for many unexplored areas of the Crystalmire mountains contain foul creatures, and many abandoned mines can be found, either long played out or overrun now by Zigas races. Merely attempting to survive a harsh winter in one of the mountain towns if a supply boat does not happen by is a daunting adventure itself. Indeed, even acting as a guard on one of the miraculous Mistboats is a daunting task in itself, for both raiders and survivors of unvisited colonies will harass the ships. The capital itself is a land rife with intrigue and decadence, and many find the city life here a neverending adventure. When traveling in Vall Vega, one should be wary of slavery, which is still legal in Vall Vega in certain instances. Vegan nobles sometimes purchase natives brought from Arocnek and beyond by Millos traders to educate and raise. They are, in reality slaves, for those who do seek freedom must be able to prove they are educated in a battery of test that even few sages would be able to pass fairly. This form of slavery is hereditary, for the children brought about by such slaves must be educated as well. However, most Vegan nobles allow the 3rd generation to have their freedom, and their parents, if they can pay for it.

Another form of slavery that often gets visitors into trouble is Crime repayment slavery. Foreigners who break Vegan laws can be punished to become slaves to work off their debt to society. This practice has become corrupted among the nobility, who may sometimes bribe an official to convict an innocent foreigner of a crime to gain potential slaves. Though these slaves cannot be sold to others as the educated slaves can, a Vegan noble can often hold an innocent victim for the duration of his or her life with repeated bribes, with the crime slave having no recourse to free himself. So far, outcry against these forms of slavery have gone unheeded, thanks to the lucrative bribes of the Vegan nobles. Since no country dares to move against Vall Vega, it is unlikely the practice will ever cease. Visitors have been warned! Spell casting in the Kingdom is unrestricted, except in the capital, Vall Vega. There, only licensed spellcasters may employ their magic, using only approved spells. For those who attempt to cast magic in the area without a license, the inquisitors (whom are mage and/or priests of no less than 12th level, with lots of wellmuscled back up) are quick to deal with such lawbreakers. It should be noted that even using unapproved spells for defense in the capital is still punishable (and likely so) by death. Even with the unrestricted casting of spells in the wild, spell users are cautioned to find out public opinion from the local folk before casting spells (the government may not mind, but the people may have a different view). Holidays: Vegan day (Bristus 11th): A day of national pride, Vegan day is marked by displays of the Vegan flag, feasts and competitions of all sorts designed to promote

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the Vegan way. Vegan day ends with a grand celebration at castle Vega, where the mage Semotan and his apprentices put on a display of magic in the night sky representing the history (starting with the Dark Ages) of the Kingdom.

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Kennestone (The Key Ney Stone people). This colonization occurred in the years of Druiduss rule. Many people became disillusioned or were frightened by Druiduss stern rulership, and abandoned Kennestone, moving to the far side of the Nyrr Ryan Sea. However, the Kirran Ney were not alone in their new land, for there dwelled the Nyrrians, the predecessors to the rulers of the Nyrr Ryan. The Kirran Ney and the Nyrrians lived two different lifestyles in the land - the Kirran were established farmers who hedged in large estates for their crops and herds, while the Nyrrians were wanderers and nomads, leading their herds across the land. Many bitter conflicts arose between the Nyrrians and the Kirran Ney, but because the Kirran were entrenched, they usually came out on top. However, in the years following the Dragon Wars, this changed when King Nannon forced the Nyrr Ryan clans to the east. Violent conflict between Nyrr Ryan and Kirranays flared over grazing land and land to house their kind. However, as Nyrr Ryan entrenched the lands it held as it progressed eastward, the people of the Kirranays were slowly forced back. Finally, in 1792, the Kirranays Kings High Council Wizard took charge of the situation. Gathering a handful of other wizards in the country, the wizards used their magic to raise a border of steep hills around the land of the Kirranays, and inscribe them with magical runes that would prevent them from being overtaken by the Nyrr Ryann. Very quickly, the Nyrr Ryann learned that death resulted from those of their nation who attempted to pass into the warded lands. Though this came to eventually isolate the Kirranays from most of the occurrences on the continent, it was not complete protection. Foreign mercenaries, hired by Nyrr Ryan could still breach the barrier, though by AC 1932, such attacks had almost entirely ceased. Allies/Enemies: The Kirranays still sing of wars fought against Nyrr Ryann, and the magic around their kingdom prevent those of Nyrr Ryann blood from entering the kingdom. The Kirranays are friendly toward Kennestone

Kirranays
Titles: The Sunny Lands, The Land of Small Dreams Possessive: Kirranese Government: Magocracy Capital: Shilos Standard of Money: Vegan Standard Cultural Basis: Middle Age England Location: SW2, inner sea coast Social Structure: Equalitarian Open System Current Leader: Archmage Burna The Deceiver, Our Lord High (King) Population: 6,000 Resources: Magic, Wood, Fish Estate Alignment: Lawful Good People's Alignment: Chaotic Good Estatewide Taxes: Income, Protection, Miscellaneous (Magic Items/10%) Estatewide Religion: HARP, Magius, Belli History:Kirranays comes from the word, Kirran Ney, meaning The People Who Went Forth. The land as always referred to as The KirranayS, as if in multiples. This is primarily due to the independent nature of each of the towns in the Kirranays. The people who inhabit the Kirranays are descendants of those who came from

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a state of affairs that has slowly been growing warmer, but tend to resist any foreign country attempting to influence them. Land: Life is fairly hard in the Kirranays, and there are few dense cities in the land. Most communities are spread over a wide area, though most folk are sociable if approached. Each city, town or village highly prizes its Meet, an area, usually in the center of the community and/or near a well where the people gather to meet, trade, talk, and entertain each other. Though the Meet usually has a sparse crowd each week, each town had special days set aside, that by tradition, nearly everyone gathers to keep up acquaintances. Such Meets occur at least once a month, and often three to five times per month. Government: In the modern times, the kingship of the Kirranays has passed on. Each town is now under the watchful eye of a competent wizard and his assistants, who also tend to be mages of some degree. Unlike in the Ice Mages, these mages are respected by all, both those within the estate and without. Each of these mages is responsible for the defense and well being of their city, and failure can incur a variety of punishments, including fines, replacement of the wizard, flogging, or even execution. Luckily, because of many safeguards set against the wizards to keep an eye on their activities, there is little corruption among the officials. In turn, each of these town officials reports to a regional office. These regional offices are often in hot competition against each other, for they are responsible for the transit and collections of funds to run the government. Towns can legally switch from regional office to office, with such decisions being based on what the regional office can offer to aid the town, and the level of taxation that the office imposes. These regional offices are closely watched, as are the town mages, by an independent body known as The Hooded Mages. These mages gain their name for the somber gray, all encompassing robes the mages wear. Each mages eyes is bound with a black kerchief, reputed to grant a variety of divination powers to the mage, as well as allow him to cast curses upon his enemies. None of the town or regional officials knows who exactly belong to the Hooded Mages, as their identity is kept a strict secret, even from other Hooded Mages. Tales are told that the Hooded Mages sometimes spy on each other, to weed out corruption. Above all of these mages is the Archmage, who is currently Burna Killstone, commonly known as The Deceiver. This is not a title of disrespect, but is meant to convey Burnas ability to keep his actions secret from prying eyes. Many folk trust the Archmage explicitly, for he has shown a great ability to not only rule and keep the country safe from harm, but keep his enemies flustered and corruption within the state to a minimum. People: Many citizens of the Kirranays are farmers or fishermen. The residents of the Kirranays, who still bear ill feelings towards Nyrr Ryan, look down on the profession of trader or merchant. Those who do engage in mercantile are often the creators of what they sell, so stores full of a variety of items (or items not manufactured within the Kirranays themselves) are almost non-existent. Men and women are fairly equal in status in this country with hard chores being shared by both, though most men take to outside work, while women tend to take to work done inside a building. Thus, while the man of the house may work out in the fields, his wife may stay in the house to sew clothes that are sold to neighbors or visiting foreigners. Both will share in work around the house, but again the man will likely focus on exterior work, while the woman tends to the interior. Races: The Kirranays is inhabited by about an even mix of elves and Afarian humans. There are some small dwarven communities within the hills surrounding the Kirranays, and local legend purports that the magical creation of the hills created the dwarves as well. There are likewise a few small scattered communities of Hillenfaey and gnomes who have migrated from the lands of Llinn to the area. Many still have relatives living in Llinn, and at least one gnomish community has set up a carrier pigeon service that relays messages between relatives in Llinn and the Kirranays. Goblinoids are rare in the land, though there are some tribes that have slipped in from the Dark Lands to raid or pillage. Religion: Most people in the Kirranays thank Harp for their protection against the evils outside their country. Unlike the majority of the atheistic Ice Mages, many of the governmental mages actively worship Magius, especially among the Runecasters, and defiantly among the Runeshapers. Surprisingly, there are few temples to either god in the land, although most towns contain a public shrine for the community to worship at. Clerics are also a rare sight in the Kirranays as well, though none of the inhabitants tend to take notice. Magic: The Kirranays is the only place on all of Amberos who still contains mages able to manipulate rune magic. Though most Runeshapers can merely transfer or augment existing rune magic, there are a rare few Runecasters in the government employ who can create new Runestones and possibly devise new (and potent) runes. These mages are used to protect the runes that guard the Kirranays from foreign attack, and none have ever displayed interest in leaving their homeland. Magic and magic items are quite a commodity in Kirranays. It is also highly regulated by the government, which is unusual, as the liberal government rarely imposes any sort of regulations. Wizards from afar who come the Kirranays must register with the regional offices, along with their repertoire of spells. Even then, only those wizards who are employed by the government are allowed to buy and sell spells. Those disobeying this law in the Kirranays can be executed for trading spells.

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Adventuring: Adventurers who travel to Kirranays often comment on how rustic the population seems. Happy and jovial, they are often disconnected by their isolation from the happenings across the continent. Despite that fact however, the sparse civilization in the Kirranays has allowed dangerous creatures to grow in the wilds. Since there are not active organized patrols that scour the land for evil creatures, passing out of civilization's reach can be quite treacherous. Over the years, bands of goblinoids, failed magical experiments unleashed by evil wizards (who often have been long destroyed), and occasional mercenary bands (more than likely raiding from Randu) dot the land. Though most Kirranese deeply frown when encountering someone bearing deadly weapons and who may be heavily armored, there are no laws against weapons or armor, except in the capital, where weapons must merely be kept sheathed, and it is advised for folks not to wear armor. To a lesser extent, magic items are also regulated. Anyone possessing a magic item is subject to a yearly tax of 10% of the items value. Those who fail to pay can have the item confiscated, or worse, can be imprisoned or slain for its possession or use. Holidays: Wanderers Day (Areign 27th): This day is filled with song, dance and poetry reading by bards who are drawn from across the world, in celebration of the Wanderer. There are feasts and musical competitions scheduled throughout the day and evening. At midnight in the capital, a two-hour long rendition of all of the Wanderers works is performed by selected guests from across the realm.

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Countries of Amberos Klinn


The Barons Realm, The Adventurers Land Possessive: Klinnian Government: Monarchy Capital: High City Standard of Money: Standard Vegan, barter Cultural Basis: Middle Age Germany/England Location: NW2, north coast Social Structure: Patriarchal Class System Current Leader: Gran King Marcos Karron, His Majesty of Kingscleave Population: 43,000 Resources: Agriculture, Fish, Livestock (Cattle, Sheep), Steel Estate Alignment: Lawful Good People's Alignment: Chaotic Good Estatewide Taxes: Fief, Explorer, Tribute (Vall Vega) Estatewide Religion: HARP, Visha History: The land now known as Klinn was once a massive pasture of soft, rolling knolls only interrupted by the sharp spine of the Thunder Mountains, Combe and The Kingscleave Forest. In even earlier times, the mountains of Klinn did not exist. Klinns history begins far back in the Time of Magic. During those years, the land was flat - the Thunder Mountains and Combe did not exist. The Kingscleave portion grew to cover most of southwest Klinn, and was home to the elves. Deep in the woods, the elves built a small city made of white stone - the ruins of which are known now only as The White City. The White City was a complex, though tiny outpost, with a massive aqueduct that allowed the Tiger River to stalk through the city, providing its inhabitants with clean, cool water for drinking and playing in. As the magic of the Time of Magic grew, some of the elves of the city were transformed, becoming satyrs and dryads, which dwelled in the woods until the time of Blazer. The true elves began to shun the city, and moved away farther to the north, to establish a well-known city of their own, Lolthlainen. The White City slowly was abandoned after the elves left, for the goblinoids soon grew tired of the small city and moved out towards the north and east. The satyrs and dryads, too wild to be willing to maintain the city, slowly moved out until by the Elvin Golden Age, the city was overgrown and abandoned. But during the Time of Technology, the land was struck by disaster. War parties, armed with technological weapons of destruction, raided the elvin city of Lolthlainen. The elves fled in terror to seek the safety of the goblinoid city, and the raiding parties followed. Lolthlainen was laid to waste, only the inaccessible and abandoned cliff dwellings left behind. Titles:

The goblin city could not stand against the technological assault, and was abandoned. The goblinoids blamed the elves, and in their anger, drove the elves deep into the woods while they withdrew to the rocky ruins of what is now the Twilight Mountains. Using their magical skills, the goblinoids infested the mountains with powerful magic until it could completely overwhelm any technological attack. However, these goblinoids vanished from knowledge until much, much later. When the might of the anger of the Old Ones descended on man and took technology away, the elves briefly emerged from the woods to destroy the human settlements that had invaded their land. Their destruction was complete, and after so doing, the elves retreated into the heart of the woods and vowed never again to allow man into their land. To protect their lands, the elves began to raise circles of magical stones that could ward away attackers and provide strength to the defenders of the woods. Through the Elvin Golden Age, Klinn was a silent land. The land remained untouched despite Gwieze stationing his black tower in the forest to the south - the forest now known as the Twilight Forest. Even when Black Goblins of the Twilight Mountains, twisted by Ziga, emerged to do their evil mistresss bidding, they could not turn towards the warded Kingscleave Forest. In

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turn, the remaining goblinoids of good drove the Black Goblins underground in the Twilight Mountains and east of the Kingscleave Forest. There in the caves near Kingscleave Forest the goblinoids of good built a magical fortress underground to prevent the escape of Zigas evil minions. As time passed and the fortress was abandoned, the tales of Hells Gate began to emerge. It was not until near the end of the Elvin Golden Age, when the dwarves began to climb in power that things began to really change. The growing Dur-Wundar wanted to establish a kingdom for themselves, but the elves of the great court opposed it. So, in response, the dwarves pooled their magical might and forced the ground where now stand the Thunder Mountains, to rise to the sky, creating a fortress for their race. They chose the lands near the Kingscleave Forest purposefully, for the Elvin King of Kingscleave had mocked them in the Grand Court. For several years, there was open war and resentment among the elves and the dwarves. Finally, though, the elves came to accept the presence of the mountain chain, and as a token of peace, the dwarves and elves worked together to create the mountain Combe, as a token of goodwill where the two races could meet in friendship. However, the dwarven kingdom was not to last. Their raising of the mountain had also pulled a section of the Black Goblins realm up with them - a mazework of tunnels filled with evils the Black Goblins had become or summoned. Soon, the dwarves found keeping the mountain a war, and they were convinced they had accidentally drawn up part of Hell itself in raising the mountain. Eventually, the mountain was abandoned to the Black Goblins. Shortly after the dwarven abandonment, the Dragon War reached the area of Klinn. Subordinates of General Kronndike, following the fleeing dragons eastward, were told to set up fortresses in the surrounding land. A rather inept commander, Laird Angrus Mngru (of the young Barony of Vall Vega) took his troops and headed into the lands that would eventually be called Klinn. On his way, he stopped along the way to conquer the small hillenfaey communities of Luthinway, what is now Llinn. Heading eastward, he set up his fortress at the outskirts of the forbidding Kingscleave Forest, using the lumber of the woods to build his small fortress. The Lairds scheme was to set himself up as the petty ruler of the hillenfaey, and avoid the Dragon War. Unfortunately for him, that was not to happen. Needless to say, the elves of Kingscleave did not brighten at the fact that humans were not only in their lands once again, but that they were cutting down the ancient trees of the Kingscleave woods to make their houses. So, in secret, the elves began a campaign to harass the soldiers. The first few attempts were aimed at scaring away the men, by animating the wood composing the wall of the fortress to animate and walk back into the woods. The elves performed this feat at night, so only the guardsmen would see it. The Laird refused to believe the tales, and had his men flogged for their dereliction of duty. He ordered more trees to be cut down to replace the missing sections of wall. It was then that the Lairds lumberers began to disappear. At first the Laird thought it was desertion, and he threatened dire punishment for those that were caught trying to escape. Then, the guards who went with the lumberers began to disappear as well. The Laird began to fear that he had found a troupe of green dragons and sent word to Swordfall for reinforcements, lest he lose his petty kingdom. But Emperor Nannon was suspicious of the Lairds motives, and sent a distant cousin of his, with a small band of troops, to investigate and offer help. This cousin, Baron Benjamin Nauroud, was appalled by what he found in the Lairds camp. Hillenfaey had been taken and treated like slaves. The Lairds men lived in fear of their leader, and many were on the verge of revolt, fearing that the Baron had come to punish them for not following the Dragon Army as their original commands had stated. The Baron worked as quietly as he could to usurp the Lairds control and solve the disappearance. Over the period of two weeks, the Baron placed himself as a guard on the fortress walls, to witness the disappearance of the wall himself. With a small band of loyal troops, he followed the trees into the woods where he was captured by the elves of the Kingscleave. Upon hearing the elves tale, he managed to work out an agreement that would allow the men to remain, if they would leave the woods alone. When the Baron reappeared after having been thought dead, he was accompanied by a small band of elves. The Baron pronounced the elves demands, and had the Laird arrested for violating the peace between the two nations. The Baron apologized to the elves, and then pronounced the ban on logging the Kingscleave wood. The Fortress was torn down, and the Baron settled the people further west. Emperor Nannon was impressed with Benjamins actions, and made the Baron the Lord of the lands of Kingscleave (For the King of All has set these lands aside for your management, hence cut them from his own, the herald had proclaimed). A fortress reminiscent of the Lairds was erected where High City now stands. The fortress was made of stone quarried from the mountain Combe, and the wooden wall that surrounded it was cut from the wild trees of the land, but not from Kingscleave woods. The Fortress, called High Fort, remained a minor outpost at the edge of civilization for many years, until the end of the Dragon War. The people of High Fort traded with the hillenfaey of the west, while slowly

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exploring to east. By the time the Dragon War had ended, the fortress was now a small town, called The Heights. Eight years after the end of the Dragon War, Klinn faced a new enemy. The Black Goblins of the Twilight Mountains rained down from the east, striking westward. The Black Goblins burned the town of NorthHaven (later to become Inflamess) in the southeast, and marched north and eastward around the Thunder Mountains. The Black Goblins sent terror through wherever they traveled. They marched all the way to The Heights, and lay siege to the border fortress. They knew if the Heights fell, the lands of Llinn would cower before them. However, at the battle for the fortress, the elves swarmed from the Kingscleave Forest and assaulted the Black Goblins. Unprepared for this additional army, the Goblins fell back eastward. The humans and elves pursued. At the hamlet of Years Run, the Goblins paused to sack the village and take slaves. When the humans and elves arrived, the Goblins threatened to kill the slaves. The elves, caring nothing for human lives, prepared to assault. The humans, fearing losing so many lives, managed to prevent the elves from attacking. Instead, the twin forces sank into the woods, vanishing. The Black Goblins were amazed, as were their prisoners. The Black Goblins were so flabbergasted that they simply took their slaves with them, rather than kill them. It was when the Black Goblins were marching eastward that they got the surprise of their life. The Black Goblins hated the light, and feared the woods even more, since the elves and men had vanished into them. The Goblins had thus been attempting to avoid the woods at all cost, forced to camp in the open plains with little cover. One night, the Goblins awoke to find the edge of the woods almost upon them. Their guards had been magically put to sleep, and their human slaves had all escaped. During the day, the human and elf forces had secreted the prisoners out. As the Goblins tried to reorganize, the elves and human warriors struck. Though the side of good was outnumbered by at least six to one, Black Goblins fell in waves, whereas each elf or man had to be dragged down fighting. As the dusk approached on the day of fighting, the field was glossed by the tinge of the brackish violet blood that filled the plains, where the black blood of goblins had mixed with the red blood of men and the gold blood of elves. The coming night forced the humans to retreat, and the elves were satisfied with the losses they had caused, and retreated into the woods as well. During the night, the Goblins continued to retreat to the east, heading for the Twilight Mountains. For three days the Goblins moved without stopping for rest. Those who could not keep up were left behind to slow down the human and elvin pursuit. Those that did lag often fell to the pursuing force, slowly whittling the Goblins force down. On the third day, the Black Goblins reached another small human hamlet called Vallaven. The Black Goblins were low on supplies, and weary from travel, and decided to sack the town, and possibly use it as a camp as they had with Years Run. However, the found the humans soldiers they had fought earlier waiting here, ready for the Black Goblins. The fight was horrid. The elves had used the magic of their woods to transport the human forces there days ago, and the men had ample time to booby-trap the entire town against the Goblins attack. The Goblins charge turned into a deathtrap, and before an hour had passed, the Goblins forces had been decimated. In memory of the titanic struggle, many towns were abandoned, and others were renamed. Years Run never recovered, and was eventually abandoned. The

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field where the massive fighting between men, elves and goblins occurred became the most fertile lands in all of Klinn, and the city of Violet arose from it. The town of Vallaven, a Vegan name, was changed to Climax, in memory of the climax of fighting that occurred there. Finally, as NorthHaven recovered from its terrible beating, it became Inflamess, the city from flames. However, the tragedy and triumph over the Black Goblins would not be the only obstacle Klinn would face. After Klinn began to recover from the fierce fighting that had decimated many small hamlets and towns, Ghan raiders from what is now called Simera began to raid the damaged towns. After a few years of struggling to fend off the raids, the then High Baron Michus Karronkiev was able to organize a Klinnian army large enough to beat the Ghan raiders back. Karronkievs goal was to not only drive the Ghan away permanently, but to destroy them utterly. His vicious slaughter of the Ghan caused the surviving tribes to unite. Finally, under the leader of a Khan name Simeras, the new Simerians beat the Klinnians back, and created an uneasy and heavily watched border east of the Twilight Mountains. However, after ten years of minor raids into Klinnian land, the Simerians struck in a massive sweep that pushed Klinnian holdings back to a few feet east of the Twilight Forest. The Klinnian force that arrayed against the Simerian force was slain in treachery within the Thunder Mountains. It was on its way to retake the land along with newly crowned King Karronkiev, and Klinn was forced to allow the lost land to remain in Simerian hands. The death of Karronkiev forced Klinn to crown a new King, Demenus Karron I. Two years later, Simera struck again, this time pushing the land border back to a few feet east of the easternmost gate in Inflamess. The city of Inflamess became a veritable fortress against further incursion, but as time began to pass, it fought long and hard against Simerian immigration and threat of war over the dissidents who fled newly conquered Simerian land by escaping into the city. After six months of high tension within the city, word reached the new King of Klinn that Simera was under attack by its neighbors, but the allies arrayed against Simera were on the verge of disaster. Mustering his troops, and calling for aid from the Knights of the South to regain its lost land, Klinn mounted an attack against Simera that brought about the final death of the Khan Simeras himself. The land taken by Simeras, dubbed the Protectorate of Klinn was returned to the homeland, but only remained in Klinnian hands for three years. After the three years of enforced peace with Simeras, the Simerian war machine taunted Klinn into another war, in which King Karron I died, the protectorate was lost, and King Harcus Karron II became king. The years that followed that saw many years of strife between Simeras and Klinnians, and would be the cause of one of the royal heirs, Nichalenus Karron III to be slain, allowing King Kulmoth Karron IV the rise to the throne. Kulmoth was the most hated King of Klinn, and eventually his cruel treatment caused the various Barons of Klinn to revolt. This revolt eventually drew the hated dragon Blazer to Klinn, who slew the King and proceeded to plunge the land into a terrorized fiefdom under his fearsome watch. After fifteen years of terror, Blazer was slain by a young man named Tamon Galenson, and the royal heir was located and brought to the throne. Though Blazer has resurfaced at least twice in Klinn, the dragons passing has brought a new government to Klinn, and finally made allies of the Simerians. Allies/Enemies: Klinn is cool towards Simera seeing it as an extension of Randu, and there are many that would eagerly seek war with the country given the chance. There are many travelers who come annually from Llinn to trade in High City, and thus there is a friendly rapport between the two countries. Klinn has entered into the West End treaty with the Kingdom of Vall Vega and sought the Kingdoms (and the Knights of the Souths) help in reestablishing its kingship, though there is little interaction between the two countries. Likewise, the nobles of Klinn often send their first-born to a term of least four years among the Knights of the South, and there is great respect between the two countries. Land: Nowadays, Klinn is a small, civilized country of simple farmers and sheepherders. The legacy of the dragon Blazer has left most of Southern Klinn devoid of human settlement, and there are still two baronies in Klinn that do not have a established Baron ruling over them. Even the settled portions of Klinn tend to be somewhat rural, and most towns are still walled to protect against the dangers of the wilderness. Since the time of the old country, the various district system of Klinn became much stronger, to the point each Baron of the various districts has nearly as much power over his lands as the King himself. However, the King has complete command over the national army, and the Barons only command a small entourage of personal bodyguards. This balance of power prevents the King from bullying the Barons, as well as providing the King with the power to defend the lands and watch the Barons for treachery. Government: Klinn is divided into baronies, and each baron has complete authority over the law in their land, bowing only to the king. The barons raise their own personal armies and appoint officials to all offices in their realm. The methods the baron use vary according to tradition, and range from appointment of family and friends to contests to find the most worthy for a position. While in theory the King commands the allegiance of the Barons and can direct the barons as he

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chooses, the reality is that there is much tension and the King is usually forced to negotiate with the barons to get his way. The King, however, does have complete authority over the capital city of High City and its surrounding lands, making all official appointments over this area. The King likewise has his own personal army of loyal troops, but to keep the baron from moving against him, it is no larger than any of the other barons forces. actions, not stature. This has made the barons more responsive to the opinion of his people (to avoid a revolt), and fairly disheveled any ideas of strong-arming the peasants. Races: Klinn is populated mostly by Afarian people, with a small mix of Ghan from Simera thrown in, living mixed within the Klinnian communities. There are old communities of elves, gnomes and Hillenfaey in the Kingscleave Forest, and a growing community of dwarves has made their home in the forest as a waypoint to their attempts to recover the ancient halls of the Dur-Wundar in the Thunder Mountains. However, the presence of fierce bands of goblinoids in the Thunder Mountain has made the journey to the area dangerous, despite the reopening of Nord Hyatts pass through the mountains. Likewise, the lands facing towards the Golens are wild and filled with many dangerous creatures and beings. Adventuring: Adventure in Klinn is a profitable business, especially in the area known as Thunder District, and in the Kingscleave area. The northern areas hold some viciously evil creatures, some which are remnants of the Black Goblin hoards that plagued Klinn long ago, but such creatures are being slowly weeded out. Because Klinn rarely exports precious minerals or exotic items, there is little business in protecting trade routes. However, with the closeness of Klinn to Spi Dak Su, there is a great chance to visit the oriental lands or vice-versa. It should be noted that wizards casting spells are seen with much fear by the average person in Klinn. Most of this stems from the foul practices of wizards such as Corpion Golund, who was aligned with King Kulmothe and was thought to have summoned Blazer with magic, and Oreus Foulwater, a wizard who had tried to poison High City several times before he was driven out of Klinn. This hatred can often result in a witch-hunt and the burning of the offender, guilty or not. There have been recent attempts to quell this hatred by the Church of Harp, but in previous days, during Blazers reign, it was the clergy of the church who often fomented the witchhunt, claiming all wizards were in league with the dragon. Clerical magic is seen with less disdain of course, and its magic is termed as miracles (though clerics other than those devoted to Harp are often seen as heretics using magic), instead of magic. Most folk try to avoid either, if they can get by without it. Holidays: Goblinday (Haleen 13th): This day is conducted in memory of the terrible battle at Violet. Though celebrated across Klinn, the most elaborate celebrations occur in Violet, and the King himself usually attends it. The day is marked with a goblin parade of citizens dressed in ragged clothes and goblin masks, who beat onlookers with cloth weapons for good luck. At the end of the parades, there is a feast for the entire community. Once the sun goes down, everyone retreats

People: The people of Klinn are honest and hardworking folk, who are good people at heart and need few established laws to run their life. However, the government of Klinn has set up a complex codex of laws, including the dreaded Dragon Law from Blazers time, though the law is not in force at this time. Many people of Klinn are still distrustful of the government because of the acts of King Kulmoth and some of the Barons, especially in how poorly the Barons handled Blazers reign. In some places, mob justice can still be an effective means of controlling criminal behavior, but the government looks down on this sort of vigilantism. The people are loath to break the law, but if they consider it evil, they certainly will attempt to expose it. In Klinn, it is extremely unusual in the notation that there is little value placed in the distinction of nobility from the common people. Part of this evolves from the fact that the deliverer of Klinn came from a family struck from its noble nest, and that the king himself was raised (unknown) as a commoner for many years. This has resulted in the general ideal by the populace that every man, whether noble or not, should be judged according to

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home in memory of the goblins propensity to attack at night. Gloryday (Ember 1st): This day marks several tragedies that have been overcome in Klinn. It is a day remembering the ancient battles with Simera, the Barons Revolt and the death of the evil dragon Blazer. It is generally a day of feasting with parades of citizens dressed as Simerian warriors, wicker dragons or as pompous nobles (celebrants are careful to only mock those barons who aligned with Kulmouth during the Revolt). There are feasts and a great many activities planned for the day. In the evening, households light candles in remembrance of those who passed away, and there are gathering where minstrels or other entertainers tell war stories and other tales of the tragedies of the past.

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Countries of Amberos Knights Of the South


Saviors Land, The Knights Land Possessive: Southese Government: Militocracy Capital: Kinship Standard of Money: Vegan Standard Cultural Basis: Renaissance Location: SW2, central Social Structure: Equalitarian Class System Current Leader: Lord Banneret Knight Arnold Glasium, Good Sir of Quality Population: 25,000 + 18,000 abroad Resources: Soldiers, Iron Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Fief, Protection, Scutage, Tribute (Vall Vega, Silkna Kingdom), Miscellaneous (Heraldry tax/ 50 gp) Estatewide Religion: DHORIAN, Circle of Good History:After the collapse of the Empire of Swordfall after the Dragon Wars, what had once been the greatest army of Amberos collapsed into a disorganized band and either returned home or created marauding bands that scoured the heartlands of the West. As the fragmented countries struggled over the choice bits of the collapsed kingdom, the rise of Randu in the east spread fear throughout the conglomeration as the countries fell before the might of the Randese army. Then, in 1809, guided by an avatar of the gods Dhorian, who appeared to Vall Vega, Gosend who appeared to the Silkna Kingdom, and Visha, who appeared to the Kingdom of Roonhawk, the three countries came together to create the martial force known as the Knights of the South. Allying their troops together under a banner of all, yet none of the kingdoms, the Knights were able to halt the advance of Randu and bring stability to the heartland of the West. Since that time, the Knights have strove to keep peace between the kingdoms of Amberos, to various degrees of success. The most recent upheaval in Amberos, with the disappearance of a large degree of monetary wealth Titles: from the continent, became a test of the Knights mettle as they managed to prevent widespread war from breaking out from the resultant economic upheaval. Though several countries passed hands following the upheaval, and border changes were quite dramatic, the Knights were able to make most of the transitions both legal and bloodless, though the Kingdom of Vall Vega was perhaps the most selfish and hard to control of the lot. Lands: The homelands of the Knights of the South were carved out of wilderness that had been contested land between the Misake Barbarians and Barbed March. It is generally rough land, and barely enough to support the Knights armies in fact, were it not for Nyrr Ryann, the knights would likely have to abandon the realm due to famine. The Knight households live in militaristic fortified encampments that have slowly developed into walled cities. There are practically no rural areas in the Knights realm it tends to be either part of a defensible city or wilderness. The defenses of each city are impressive and often arranged in concentric rings. The militaristic style tends to extend into all edifices; things are not built to look beautiful, but to withstand an all-out assault by any and all enemies. The noble leaders of the knights have always strived to introduce vegetation and gardens into the scenery to hide the ugliness of some of the defenses, but such concerns are always secondary to their use, and in some cases those knights who follow may rip out or change such aesthetics dramatically.

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Allies/Enemies: The Knights of the South operate under a joint charter of the Kingdom of Vall Vega, the Silkna Kingdom and the Southern Kingdom. They accept knights from many countries allied by the West End treaty, including Aluski Sath Tusko (rarely), Barbed March (only ex-patriots), Brotherhood of Glory, Bulungi, Derauck, Doonask, Duchy of Molvak, the FarrenLands, The Hawk Lands, Hawk Lord, Irvenst, Kennestone, The Kingdom of Vall Vega, Kirranays (rarely), Klinn, Ksiki Con Corridon, Lacosis, Lanster, Llinn, Millos, Misake, Nyrr Ryann, The Principalities of Xatmas, Roonhawk, Saltbrine, Sarkasti, Shovnov Coast, The Silkna Kingdom, Smanvalla, The Southern Kingdom, Swordfall, Tlesto (rarely), Ulanst, Vilalance, Zarkasti, and Zyans. The Knights often treat Randu, The Skienlands and Vactorstein as enemies; they are often called in to help against the armies of Bansado, but only when Bansado attacks a neighboring country. The knights tend to be cool towards Barbed March, The Federation, Ran Da Khan, Riddlekill, Simera and the Dark Valley. Government: The estate is run by a council of peers (knight bannerets), usually the oldest and wisest of knights, many of whom have wounds or show the sign of age and are no longer fit to be on the field. The knights handle all their own internal matters personally, though they tend to defer to requests by the Kingdom of Vall Vega or the Silkna Kingdom for sending assistance or acting in the two countrys interests. There are currently 12 peers in the council, with one of the twelve directly appointed by the Kingdom of Vall Vega and another a direct appointment by the Silkna Kingdom. Roonhawk used to have a peer in the council, but following the recent economic upheaval Roonhawk retracted all official association with the Knights of the South, and has not seen fit to rejoin the ranks of the knights. All members of the upper government are knights, and most are minor nobles as well. All knights serve in their posts for a stint of 5 years, and many continue to stay on for up to 20 years or more. People: The Knights of the South are a collection of the best warriors from middle and upper classes around the western continent, charged with the defense of the various countries of Amberos. There are only a few countries in which the Knight's forces have not been spread to bolster the ranks of troops. Areas such as Arocnek, Dishnu, Barbed March and other countries are too barbaric or have great disdain for the three countries that fostered the Knights and do not contribute to the Knights forces.

Even with their forces spread far and wide, there is a sizable army that remains in the homeland, as do most of the immediate families of the knights. The knights are well trained to put aside their loyalties to their home country and to instead do things for the greater good, and to keep the Great Kingdoms in good standing (these kingdoms are the Kingdom of Vall Vega, Silkna Kingdom, Roonhawk and Nyrr Ryan). However, most of the legions are organized along lines of the country of origin of the warriors, given a greater brotherhood and trust among the knights. Most Knights cannot be bribed or led from their duties except in all but the most extreme cases. They administer justice fairly and swiftly, and are trained to lead the forces of any country into combat, though this is a task reserved to officers. The Knights of the South's legions are send to the various countries to both live within and defend the land, but to avoid involving themselves in politics and to avoid involving themselves in any obvious evil ventures the country performs. The knights do not consider themselves mercenaries, and owe their loyalty to the Knighthood first, and the realm they are stationed within second. The knights receive their supplies and payment directly from the homeland, which in turn is paid from tithes collected from the realms containing the Knights troops. Despite their name, most of the soldiers in the Knights of the South are not truly knights, and are instead well-trained and well-armed foot soldiers. It is possible for the common troops to become knights through brave actions or long-term membership in the knighthood. However, most true knights, who are distinguished by the warhorse they ride into battle, often come from the upper classes that have joined the Knights. Such knights tend to lead a legion of some twenty to fifty foot troops. Most Knights are treated as nobility in the country they are

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stationed with and therefore tend to eat and live well, but most are careful enough to not let their status decrease the morale of their troops. Races: Most of the knights are human in nature, and most other races are grouped into companies of their own kind, though half-elves are usually found in the human ranks. There is currently an elf brigade, two dwarven brigades, a Hillenfaey scout company, a gnomish brigade and a single company of orkans. It should be noted that elvin knights are not associated with the Evan Cordum and tend to come from other western countries, as the Cordum is known to ex-communicate elves from its homeland who join the knights. Religion: Because of the mix of citizenship in the country, religion tends to be downplayed and is generally a personal matter. The knights do not abide the worship of evil gods in the land and worship of Titanicus is punishable by execution or ex-communication. The general trend is for the residents to worship the Circle of Good, with strong a strong popularity among worships of Dhorian, Gosend and Visha. Scattered across the Knights lands are various temples within the myriad of fortresses dedicated to the Circle of Good. Most Knights pledge their oaths of office and valor on Dhorian, though Gosend is a second favorite for such pledges. Most of the clerics of this land are militant in nature, and handfuls accompany legions to foreign lands or wade into battle at the sides of the Knights. However, all clergy keep themselves separate from the state, and do not fall under the jurisdiction of the Knights proper. This allows the priesthoods to oppose tagging along for a battle they might otherwise object to. Magic: Spellcasters are not normally accepted into the ranks of the Knights because magic is feared in too many of the countries they protect, and mages tend to have little desire to drill, march and obey a commander. However, the knights occasionally hire or accept mages into the order (and such wizards are given at least equal rank to a full-blown knight) to aid commanders in particular tricky battles or against foes (such as the Randese) that employ wizards in their own armies. However, various knights, due to background, may have reason to dislike magic, so it is very wise to avoid excessive magic use in civilized areas. Adventuring: Adventuring in this land may prove difficult, for few evil creatures and non-aligned groups roam the land. Those not in the military orders may be captured as spies, but it is possible to receive grants to scour the country of evil creatures, leaving the Knights to drill and train their troops. Adventuring groups in the lands of the Knights must supply their own gear, though

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they can often count on falling back to the forts that dot the land in case of trouble. Holidays: Day of Glory (Ember 1st): This day generally marks the end of any military actions for the Knights of the South. It is a day of feasting and light entertainments. In the evening, crowds gather at cemeteries to place wreaths or light candles at the graves of the fallen, and the gathered crowds sing ballads of grand heroics. Night of Peace (Enfeeb 1st): This festival, according to tales, began back during the Dark Age in the realm of one of the Free Barons. It is a day where the knights become squires, and the squires are treated as knights. There is light weapons combat among the newly-made knights for the enjoyment of the true knights, a mock court where the squires can make minor decrees for the day and must rule on disputes between the true knights (usually these disputes are in jest and/or tests of the squires ability to resolve problems) and a great feast in the evening for the squires. It is a day to encourage and educate squires in what will be required of them when they become knights, and to remind the knights themselves of their origin and to be humble in their ways.

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Countries of Amberos Ksiki Colonies


The Stardust Isles, The Pirate Lands Possessive: Colonial Government: Confederacy Capital: See Mouth Standard of Money: Vegan Standard, Barter Cultural Basis: Renaissance Location: SW2, off-shore south Social Structure: Patriarchy Open System (Favors: Humans) Current Leader: Various Magistars Population: 6,700 Resources: Timber, Trade Goods Estate Alignment: Lawful Evil People's Alignment: Chaotic Neutral Estatewide Taxes: Income, Export, Miscellaneous (Travel/5-15 gp/trip) Estatewide Religion: TRITON, Lepornunse, Sillah The Mad, Mkree Malka History:The Ksiki colonies began life with a rather ignominious history. During the Dark Age, the nearby land of Ksiki Con Corridon (meaning the land of the crawling conquerors) was an unruly area of prison-forts containing the dissidents of the Skyland Hold. Those who opposed the government, but were thought unlikely to revolt were marched to the Colonies to live out a life of hard labor mining minerals and working stone for the evil empire. After several revolts in some of the prison-forts, the Magistrates of the prisons decided to ship the troublesome leaders out to the far islands and maroon them there. This they did, and as the years passed, more and more of the prison-hulks, sailed to the wild and dangerous isles, and dropped their human cargo to suffer the fate of the vicious wildlife and unruly savages that populated the isle. However, some of the more fortunate prisoners were able to band together for protection against the wild animals, poisonous plants and savage cannibals whom dwelled on the island. These groups took shelter in the rocky coastal caves, and cobbled together palm and date tree forts to protect themselves and their families. Though many times the fortresses splintered over disputes for leadership, or were sacked from attacks by the natives, they slowly began to grow more and more advanced. Near the end of the Dark Age, an arriving fleet of prison-hulks got the surprise of their life when Ksikians boarded it. The ship was captured and the Corridon force slain or forced to join the Ksikians. Taking their prize back to their fortress, plans were laid to begin raiding other hulks. For a period of three years, the Ksikians covertly raided and stole several hulks, and freed the prisoners aboard, many who joined the growing Ksikian raiders. Titles:

Finally, the Ksiki raiders luck ran out when a suspicious Magistrate sent a small armada to discover the secret of the disappearing ships. One prison-hulk was sunk, and the others were badly damaged, but the fleet was turned back, and one of the warships burned to its waterline later in port. Soon, a larger fleet was dispatched to sink the prison-hulks, but the Ksikians managed to lead the ship back to the colonies, where the bulk of the fleet was smashed into the unseen reefs surrounding the isles. The prison-hulks managed to dispatch with the rest of the fleet ships, except for a few small, fast vessels. The Ksikians salvaged what they could from the enemy, slaughtered the warship crews, and took the surviving ships as their own. Some of the more heavily damaged ships were dragged back to the shores of the islands, disassembled, and used to help lay the foundations for several of the Ksiki Colonies more prominent cities. With the fall of the Skyland Hold and the turmoil that followed, Ksiki Con Corridon found itself unable to adequately handle the Ksikian Colony threat. Renaming

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itself the Stardust Isles, the two powers bitterly opposed each other, and sea battles raged between the two. During the rise of the land of Swordfall, Ksiki Con Corridon allied itself with Swordfall in the hopes of receiving the manpower and materials to crush the Stardust Isles once and for all. Swordfall did, in fact, loan the Corridon materials to develop a large fleet to crush the Stardust Isles, but the leaders of the Stardust Isles discovered the ship-building occurring at the mainland, and struck with the ancient prison-hulks. The water-laden vessels rammed and destroyed many freshly completed Corridon ships, and raiders aboard the prison-hulks burnt the remaining force that was being built to cinders. The raiders then overpowered the crews of the remaining Corridon warships, and sailed the vessels home. The Corridon was never able to recover, and Emperor Nannon of Swordfall forced the Corridon to repay for the materials that had been lost in the bold attack, nearly wiping it out of existence. For most of the Dragon Wars, the Stardust Isles remained neutral, and became something of a haven to those fleeing the deprivations of the Dragon War. However, the Stardust Isles was not able to completely avoid the war, and was forced to face an invading force of rogue Green Dragons, who sought easy conquest of the isle. Though many eventually withdrew to return to the Dark Lands after the end of the Dragon War, some remained behind, and still exist scattered across the isles of Ksiki. After the end of the Dragon War, the Stardust Isle went through a rapid population growth and expanded period of pirate raiding against the mainland and in the Forna Sea. When Randu appeared in the east and dammed the only entrance to the Forna Sea, many Stardust pirates were caught unaware and destroyed when they attempted to run the gauntlet of the Answan Suwat. Further, though Swordfall never made a strong stand against Ksiki pirate ventures, the Randese took great offence to it, and began using their Black Fleet to categorically wipe out the Ksiki pirates. When Randu reached its height of glory, the Stardust Isles were barely able to eke out a living as pirates. Surprisingly, when the west organized itself against Randu, the fleet of the Stardust Isle, comprising the Colonial fleet, as well as pirates, aided the western forces by transporting them from Nyrr Ryan to the far north arm of Randu, near the capital, Zarame Kull. And, after deploying the western troops, many of the pirates of the fleets turned to sack the city of Zarame, when it unexpectedly sunk to the bottom of the sea. Near decimated, the Stardust Isle fleet returned home - only to face a waiting fleet from the Corridon. In a matter of hours the Stardust fleet lay at the bottom of the ocean. The Corridon fleet then turned towards the Stardust Isle, and the Colonials, not suspecting treachery welcomed the fleet, to discover the Ksikians at the helm. In a matter of a month, the rulership of the Stardust Isles fell before the Corridon attack, and the Stardust Isle became known as the Ksiki Colonies. The Ksiki colonies never liked the domination of the self-centered and xenophobic Ksikians, and broke away from Corridon at the first chance they had during the turmoil during the Tlesto - Ksiki war. Most of the residents still refer to the isles as the Ksiki colonies, though most official documents annotate the name of the Stardust Isles.

Allies/Enemies: The Stardust Isles constantly makes fun of and berates Ksiki Con Corridon. Millos, Saltbrine and the Shovnov Coast have accused the Ksiki Colonies of being behind the Dragon Armada, a claim the government vehemently denies. While the Ksiki Colonies has garnered several trade agreements with Nyrr Ryann, allowing the use of ships to transport goods outside the bounds of the Forna Sea, the Nyrrians have become increasingly irritated with the number of pirate attacks that have been launched against their vessels in the Forna Sea, and believe that many may actually be Ksiki Colony pirates masquerading as official ships from the Isles, or even under the orders of some of the corrupt magistrates of the Isles. Lands: As can be expected, the Ksiki Colonies have uniformity to the islands. The isles have a proliferation of tropical flora and fauna, with many cities seeming to fight back the edges of quickly growing forests of deciduous tropical trees. The isle of PortsReach is a well-known pirate haven, and it is littered with caves that the pirates use to hide from the authorities and as strongpoints to defend their ill-gotten loot. PlaguesReach Isle is desolate save for the leper colony city on its north side. This city, once a place where the diseased were forced to reside, has been abandoned, with only ruins remaining. However, it is a popular point for adventurers to begin journeys into the isles reaches, which are rumored to be home to vast

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treasures that the diseased created or unearthed during their stay on the island. However, it seems that once every year or so, a terrible outbreak of some disease erupts among visitors to the isle, as if the ghosts of that land were exerting their revenge. Arcanis Isle has been nearly flattened and turned into inhabitable agricultural land. It is also the most populated and home to the capital of See Mouth. There are innumerous small islands mixed between the major three isles, several of which are the lone residence of a single Magistar who has control of the surrounding small islands. Government: A Magistar, who is in effect the equivalent of a governor, controls each of the various islands. Magistars are required to have arcane or clerical power, and most of the islands favor arcane spell casting Magistars. The Magistar of Arcanis, the largest of the islands, governs the appointment of the Magistars. Each Magistar in turn appoints their own staff and is autonomous in their handling of the islands affairs. Once a Magistar is appointed, he is only relieved by death, retirement or revolt. It is not uncommon for the Magistars to vie for control against one another, and some of the Magistars employ thugs or even pirates to perform raids on other sides for goods or to gain an upper hand in the politics of the islands. People: Though the majority of the people in the Stardust Isles appear to hold to a Spanish culture, most are involved in the pirate activities of the Colonies. The towns and cities are bawdy, but contain rich culture and a diversity of people. Pirates in the land are not looked at with disdain so much as respect and sometimes envy, except for the most foul-hearted of pirates such as The Black Hand. Most young men (and a few exceptional women) are handy with the rapier and or musket, with swashbucklers, pirates and other raucous folk floating about, mixing together and duking it out. The atmosphere is fairly jovial, but it hides a grim and serious side of the Ksiki Colonies, mired in blood and conspiracy. There are various factions or guilds of pirates and land based thief guilds that constantly battle for loot and land, with many people caught in the crossfire. The government, with its remnants of magisterial lordship originating from the Ksikians, battles a losing war against the pirates and swashbucklers, attempting to bring a vicious tyranny to the land. It has recently been proven by Nyrr Ryan that the Dragon Armada is based in the Ksiki Colonies, though not even the government of the Colonies has been able to discern its location. The Dragon Armada is deadly and dangerous, consisting of bombard-laden warships commanded by fire wizards of great power. The deadly combination has yet to be defeated in the open sea, though the granite warships of Saltbrine nearly did so. Many on the continent who have seen craft fall to the Armada blame Millos for the deadly ships, for they are the only country capable of creating the fell Bombards that are employed by the Armada. The Millese hotly deny having sold any Bombards to foreign countries, having lost a hefty number of ships, both merchant and warships, to the Armada. Sages are quick to claim that the number of Bombards available to the Armada cannot be accounted for by capture from Millese warships, and several have postulated that the Armada is either devising their own, or receiving them from a secret source, often suspected of being Millese in nature. Races: The Colonies are almost entirely populated by humans, with a sprinkling of imported elves, dwarves and gnomes. Goblinoids are almost unknown on the isles except in the company of some of the pirate bands on Pirates Paradise, though they tend to be singular in nature, and are usually orkan. One entire isle, the junglecovered Forbidden Isle, is home to several tribes of lizard men and reputed to be populated with scores of dinosaurs, including the intelligent Duvopulos. Religion: The most common god to be revered, if not worshipped on the islands is Triton. There is a temple or shrine to the god in every village, and a few great memorials have been erected to the god in the midst of ship graveyards. Lepornunse has a minor following in the colonies, and he is often placated to stay his wrath from his home island of Plagues Reach, also known as the Leper Land. Mkree Malka has established a secret sect across several of the islands, though the Magistars are always seeking to stamp out any worshippers of the shark god they learn of. Finally, a perverted form of Silamus is worshipped by most of the pirates of the colonies, who combine elements of Titanicus, Silamus and Jhalah into their vision of the ultimate pirate, named Sillah the Mad, who steals life from those he meets aboard his vessel, the Nightboat. Piratical priests of Sillah the Mad tend to be of evil or neutral bend. In all, these three religions have few priests on the isles, though the most traveled and feared are those of Lepornunse, who seek to spread plague and disease throughout the jungle-infested islands of the Colonies. Magic: Spellcasters on the Stardust Isles mostly consist of Mystics and Witches, both of who are feared, respected and sought at the same time. A wizard or sorcerer can make a pirate boat invincible, but few trust wizards enough to hire them, fearing bewitchment or eternal damnation as a crew of the undead at some spiteful wizards hand. Witches are widely feared for their ruthlessness and curse abilities, but their mastery of healing and weather related magic is unrivaled by wizards. Mystics can be quite helpful at protecting the crew or finding out the strength and value of the enemy and his ship, and are highly sought, though they tend to be more rare than any of the other type of spellcasters to be found.

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However, the land-dwelling folk of the Colonies tend to greatly fear spellcasters of all kind, and witchhunts are not unknown or uncommon. Adventuring: Finding an adventure in the Colonies should prove no problem, even for those not particularly looking for such adventures. There are many possibilities for land and sea adventures, as well as joining or fighting pirates. Even if not engaged in the seedier sides of life within the towns and cities, there are many smaller islands in the Colonies that remain uninhabited. Most are rumored to contain the remnants of the savage cannibal culture that dominated the islands or have wild beasts or monsters hidden on them. Some are havens to forgotten hoards of pirate gold from the Dark Age to the Rise of Randu. Holidays: Snakeday (Eprim 25th): This day celebrates the defeat of the Ksiki Con Corridon fleet. Paper boats are made by the populace and put into a calm harbor, bay or lake. Each boat is equipped with a candle (usually designed to burn down in about 5 minutes) that when burnt down, will catch the boat on fire. Recently, many of the participants have begun to fill the boats with a small amount of fireworks, creating a much more spectacular display. However, improper handling of the fireworks has led to more than one location banning such substances. Before and after the boat burning, there are various competitions and feasts planned for the day. Plagueward (Miry 2nd): On this morning small groups of citizens move about town dressed in black sackcloth and wearing red gloves as they ring bells and shout out warnings of plague and doom. After about an hours procession, all shops and homes open up, and the streets are filled with celebration and much noise making. Free foods are given out by merchants - often gross-looking stuff with plague-sounding names, or the ever-popular licorice treat, rat-on-a-stick. Many families give gifts of handcrafted clothes to one another. In the evening, most celebrants join a parade led by a gray-clad, scythewielding individual (who represents Lepornunse, god of disease) to the southeast corner of the community. There, villagers hurl rocks, flowers and other items thought to ward of the lord of disease in his home on PlagueReach Isle. The scythe is planted at the towns edge and lit on fire, and the celebrants retire home for a peaceful meal afterwards.

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Countries of Amberos Ksiki con Corridon


The Learned Land, the Land of Snake Oil Possessive: Ksikian Government: Autocracy Capital: Minden Way Standard of Money: Standard Vegan Cultural Basis: Middle Age Location: SW2, south coast Social Structure: Patriarchal Class System (Prejudice: Non-Ksikians) Current Leader: Bauron Laurd Pauran Homoni, His Exiled Sire (Baron) Population: 74,000 Resources: Granite, Marble Estate Alignment: Lawful Neutral People's Alignment: Neutral Estatewide Taxes: Income, Fief, Slave, Export, Protection, Explorers, Blood Fee, Tribute (Knights of the South) Estatewide Religion: ZZADASA, Gwieze History:Ksiki Con Corridon has had a tumultuous history that spans since the elvin golden age. There are no records of the inhabitants in the land before or during the elvin golden age, though it greatly thought to have been loosely populated by elves or greater goblinoid nobles. In the years following the fall of the Elvin Golden age, the land was discovered by Misakeans, though at the time it was described as a horrid wilderness of fantastic, dangerous beasts. It was sparsely settled for a time, until war broke out between the Kingdom of Malovak and the land of Misake. During the war, many of the Misakean outposts were badly damaged or destroyed, and those that remained lost touch with the great realms as the remnants of the Goblinoid Golgoloth Empire were pushed into its wilderness. Following that, the rise of Ghans Empire saw the cultivation and reclamation of many of the wilder areas of the Corridon, but when the Skyland Hold swept across the continent, they swept all traces of Ghan civilization from the land. At the edge of the Skyland Holds empire, the lands of Ksiki (The crawling lands, named after the numerous snakes that dwelt in the land) became a vast tract of hideous prison land. Numerous fell fortresses brimming with criminals, slaves and political prisoners dotted the land, and the various wardens of these prisons began to burn back the jungles of the realm to clear out the venomous snakes that would creep into the prisons. Titles:

As the lands of Ksiki became more and more civilized, it began to see the prison complexes as nuisances. Magistrates, who had previously been wardens at the numerous prison-forts, now ruled the land. With their influence, the Magistrates were able to build several fleets of prison ships, and began shipping the prisoners out to the various wild islands out at sea, isles that became mockingly called the Ksiki Colonies. This practice continued for several years, until the Colonies struck back, capturing several prison-ships and sending them against the Ksiki fleet. Luckily, the Colonies did not have the craftsman or skill to build or repair ships, and could only subsist off capturing Ksiki ships, usually only prison hulks. When the Skyland Hold fell, the lands of Ksiki raised their own banner, proclaiming their independence. The Magistrates elected a single leader, whom they termed the Bauron. This Bauron was charged with leading the country into the future, allowing the Magistrates to focus on keeping order in their little realms. Though they often referred to themselves still as the Corridon people, Ksiki was the name they begrudgingly granted to their homeland. When Swordfall began its ascent in power, several of the nobles came to Ksiki to attempt an alliance. The Magistrates, wooed by the words of the ambassadors who offered aid against the Ksiki Colonies (who had likewise declared themselves free, and changed their name to the Stardust Isles), joined with Swordfall. As promised, Ksiki received the materials it requested to break the back of the Stardust Isle, with the

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pirates managed to trick the majority of the fleet far to the south while it rallied to help the troops of the western countries attack the capital of Randu, Zarame Kull. How ever, when the Stardust fleet returned, the Ksiki fleet was waiting for them, and it was now back under Ksiki Con Corridons control (since Randu had been defeated). The Ksikians crushed the Stardust fleet, and then assumed the colors of the Stardust fleet and returned to the Isles, where the surprise was complete. Within two months, the Stardust Isle fell, and became a true colony of the Ksikians. To differentiate themselves from the people of the colonies, the home kingdom adopted the name Ksiki con Corridon (which unfortunately, directly translates as the land of the crawling conquerors), and called the Stardust Isles as the Ksiki Colonies. For many years, the colonies remained under Corridon rule, until 1823, when war between Ksiki and Tlesto broke out. While the mainland was at war, the Colonies quietly rebelled, and were forgotten in the bitter battle against Tlesto. If it had not been for the swift intervention of the Knights of the South, the Corridon would have likely fought to the last Magistrate had fallen dead on a Tlesto spear. The Kingdom of Vall Vega, who was brought in to settle the dispute between Ksiki and Tlesto ruled against the Corridon, and decreed that Ksiki must repay for the damages it had caused. Further, they decreed that Ksiki con Corridon could not reclaim the Stardust Isles. Since the time of the war, the country has recovered little. The domination and influence of the Kingdom of Vall Vega has hampered the efforts to rebuild, for the Ksikians refuse to allow others to aid rebuilding buildings vital to the defense of the country or to repair aid stations where foreigners can receive its services. Also, because such places have not been rebuilt,

agreement that the Ksiki ships built by the supplies would be turned over to Swordfall once the war had ended. The Magistrates agreed, and work began to create an unstoppable fleet. Unfortunately, the spies of the Stardust Isles discovered the Ksikian fleet-building operation, and struck shortly after several of the ships had been completed. The Stardust Isles capture or sunk the completed ships, and burned the half-finished hulls of the other ships under construction. Worse, when Swordfall discovered what had occurred, it forced Ksiki to pay back for the lost ships. Unable to pay for the great wealth that was lost, the Corridon became a slave realm to Swordfall, nearly stripped of all of its wealth. The Dragon Wars that swept across the Colonies were terrible indeed. Dragon raids swept across the land, seeking for treasure to take and people to kill, and finding little of either. Though the dragons razed even the capital, Ksiki managed to rebuilt, and did so in secret. By the end of the Dragon War, Ksiki had managed to rebuild a good portion of its fleet, using funds it claimed had been stolen during the dragon attacks. Ksiki managed to keep the fleet secret, until the rise of Randu in the east. When Randu swept down from the north, Ksiki found itself a target to the black wave. With its forces concentrated in its fleet, Ksiki fell, and the Great Khan of Randu discovered the Ksikian secret fleet. The Khan used Ksikis fleet to help strike against the pirates of the Stardust Isles, though eventually the

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raiders prod the area and those whom are in desperate need of aid die or become hateful and hamper efforts by attacking the aiding Knights who have been stationed in the land to keep the peace. Lands: Ksiki con Corridon was once almost entirely bog land before the Dark Ages. Before the Golgoloth Empire crumbled, it had used its magic to raise portions of the land from the soggy ground and make it arable and suitable for habitation. Since the collapse of the Golgoloth Empire, the lands have been slowly sinking back into muck and mire. Ancient tracts of agricultural land have become swampy bogs over the years, and ancient forests that once crossed the land have been culled by the demand for building materials (as well as sailing vessels) over the centuries. The slow sinking has been affecting cities, which have been attempting to shore up the sinking cities by inserting brick foundations beneath structures. Tunneling under the cities is required for this work, and there have been numerous occasions of collapsing and sinkholes where magical means are not used to keep the areas dry or supported. There are numerous ancient Golgoloth ruins scattered across Ksiki, many of which have been reclaimed or salvaged for modern buildings. Most older human structures were made from the plentiful trees and mud to be found in the area, but as these have begun to rot, newer structures are often made of brick atop granite foundations. Many of the ancient Golgoloth architecture has become entwined in Ksiki buildings and often misrepresented by the unknowing as elvin in design. Government: The government is ruthless in its obsession to rebuild at whatever the cost to its citizenry. The high taxes are often more than many families can afford, and as a result they are imprisoned and sent to forced labor camps to help in the rebuilding effort for no pay whatsoever. The current Bauron preaches openly about casting all foreigners out of the country, and constantly blames others for the estates problem most especially the Knights of the South. The Bauron makes all official postings in the land, though the Knights have attempted several times to have the Bauron remove incompetent or vile officials, to little or no effect. In fact, the Knights actions have only seemed to increase the Baurons fervor to appoint officials who share his hatred of the knights and more extreme views of how to get the country back on track. People: The people of Ksiki are reclusive to the point of paranoia, and they often have the false idea that the world is out to get them. They tend to act obsessively and in the creed do it to others before they get you. Most are distrustful of even visitors from neighboring villages, and all Ksikians have a notable hatred for foreigners, whom they believe to be vastly inferior to themselves. The Ksikians have a strong tie to family, and often organize their businesses and communities around these families. Fierce and deadly competition between families and guilds is not unknown, though the Magistrates try hard to keep situations from escalating out of control. Races: Most of Ksiki con Corridon is made of Afarian humans, with some Ghan and a small percentage of Dhoric, the latter of whom the Bauron favors to put into office. There are almost no elves in the kingdom, and few dwarves. However, there are several communities of kobolds dwelling in the eastern half of the country, and they even have garnered a Magistrate to represent their clans. There are also a fair number of goblinoid marauders in the area, most filtering in from the Dark Valley area, raiding for plunder or the sport of a kill. While the Bauron publicly despises these humanoid raiders, it is believed he has had a hand in directing them against Knight of the South strongholds for his own nefarious reasons. Religion: Zzadasa is the state religion of the Ksikians, having been adopted shortly after the fall of the Skyland Hold. However, several prominent members of the country many of whom are in government positions belong to the secret cult of Gwieze, and use their influence in matters to attempt to sway the Bauron into fouler and fouler acts, hoping to eventually replace the Bauron with a shadow government under the direct control of Gwieze. Temples to Zzadasa can be found in most civilized areas, and the priests often aid the Magistrates in matters of state. Any and all magical abilities the priests may have are used sparingly, and in secret. It should be noted that the Magistrates of Ksiki con Corridon, unlike the Colonies, do not use magic. It should be noted that the Bauron has publicly outlawed the worship of Dhorian, Gosend or Visha in the country, a declaration that has been aimed at upsetting those among the Knights of the South stationed in the area. Magic: Most of the people of Ksiki are indifferent to the use of magic. However, the government has highly regulated its use, and the punishments for openly performing magic are stiff. As a result, very few spellcasters are interested in traveling or remaining in Ksiki con Corridon if it can be helped. Adventuring: Adventuring in the area is not a wise idea, for the xenophobic people are equally likely to do away with foreigners as the Knights are likely to apprehend wanders as bandits. Of course, there are many devastated areas that are brimming with lost treasure, but are often guarded by the dead or powers long forgotten. As xenophobes, Ksikians greatly fear any magic of any sorts, and will burn such practitioners as demons or worse. Any show of magic in the country is strongly advised against, including displays of clerical magic. Because of their culture, the Ksikians dislike resurrection or reincarnation magic, feeling it is a tool of fiends and

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often claiming that such returned beings can bring no good. Holidays: Zzadasas Day (Bristus 16th): Celebrating both the longest day and Ksiki devotion to Zzadasa, this is a day where communities gather to watch sentences carried out on convicted criminals. The day is generally filled with hangings, though especially vile criminals may be drawn and quartered. In extremely rare cases, popular criminals may be executed by ingesting poisoned food prepared for him at a banquet with the community (of course, only the criminals food is poisoned).

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Countries of Amberos Lacosis


The Simple Land, The Walled World Possessive: Lacese Government: Monarchy Capital: Wolflaung Standard of Money: Poman = 1/100 gp, Himan = 1/10 gp, Limpet = 1 gp Cultural Basis: Dark Age/Middle Age Location: SE1, southern coast Social Structure: Matriarchal Caste System Current Leader: Jeserell Misha Dunatin the III, Her Empress of the Fortress (King) Population: 7,000 Resources: Copper, Stone, Livestock (Cattle) Estate Alignment: Lawful Good People's Alignment: Neutral Good Estatewide Taxes: Export, Explorer Estatewide Religion: GOSEND, Triton History:Lacosis did not form as a state until the Dark Ages befell Amberos. In the previous years, it had remained a bastion of the Golgoloth Empire of the goblinoids until the rise of Ghan. The Ghan drove the goblinoids into the sea, forcing them off the mainland to the south and east. When the Afarian cultures of Jsarath came to Amberos, the Jsarians in turn crushed the Ghan empire and drove its inhabitants south and east. Goblinoids, who had been forced into hiding by the Ghan, rose in the putrid valley of JshenMaliNumath (Dark Valley), as the fleeing Ghan took to siding with the goblinoids for their own survival. Within a few years, the first of new race of humanoids, the Orgri (the first orkans), surfaced from crossbreeds between the orc and Ghan within the valley of Lacosis. During the Dark Age, the Orgri were a barbaric race divided into tribes that dwelt in the land now known as Lacosis. They harassed the prison-forts of Ksiki Con Corridon, stealing slaves, supplies and weapons that they took to use against other tribes in Lacosis. For the many years that the Dark Age loomed over Amberos, the Orgri were factious, barbaric and constantly at war. However, once the Dark Age ended, and the rise of Swordfall began, the new, unified country of Ksiki, backed by Swordfall troops, marched into the barbarous lands of Lacosis. As the years passed, the Orgri were driven back or slain, until the valley was swept clean, and the remaining Orgri had fled eastward into the wilds or into the protection of the Dark Valley. Titles:

As the years passed, the people of Lacosis still saw occasional raids into their land from the Dark Valley. As the homeland of Ksiki concentrated on the problems with the Stardust Isles (Ksiki Colonies), the people of Lacosis found themselves primarily forced to defend themselves without outside aid. Many of the small villages within Lacosis became stone-walled, self-reliant enclaves and as the towns became more stable, the defense network was expanded, until finally all of Lacosis was engulfed in a ring of stone, save for small sections of the coastline. Known as freeports, these unwalled coves were bases for ships that came trading from the Stardust Isles and kingdoms along the southern shore. They were usually owned by foreign nobles, and were free of Lacosis taxes so long as cargo was not brought onto land. Many merchants took advantage of this by trading cargo while harbored in the ports, moving the cargo from ship to ship without ever allowing it to touch land. When Randu rose in the east, Randese warships raided many of the free ports and the vessels there sunk. As advancing enemy troops gobbled the wild swamplands east of the mountains up, Lacosis maneuvered its illequipped and ill-trained militia and armies to the easternmost border, to prepare for the coming assault. As the Randese riders attempted to pass through the narrow mountain passes that led into Lacosis, the militia of Lacosis struck with guerilla tactics, wiping out nearly a fourth of the enemy, before suffering enough losses to rout their own troops. When the Randese army finally reached the protective curtain of stone within Lacosis, the Randese had summoned the fabled flying Black Fleet to aid in overwhelming the walls. But to the Randeses surprise, the Lacosis had managed to delay the Randese troops long enough for the Knights of Vall Vega, and the newly formed Knights of the South to arrive and aid the Lacosis. Bolstered by sky-ships taken from Vall Vega, the two armies clashed in a mighty conflict that lasted for many days (though the aerial battle ended in a stalemate within the first four hours of the war). The Randese sent word by the Black Fleet to gather more troops to crush the

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amassed force. By the time the Black Fleet prepared to depart to Lacosis with the fresh troops, the Knights of the South and Vall Vega, aided by the Nyrr Ryan and Stardust Isle fleet, attacked near the capital of Randu. This forced the Black Fleet to break off and take the fresh troops to defend the capital. standing some 40 tall and about 20 around. Many of the towers contain catapults, ballista, and other items to defend against siege warfare, and are constantly manned. Also, at varying intervals in the towers are barracks containing a small group of about twenty soldiers always ready to battle. The towers communicate by means of flags in the daytime and by lanterns at night, keeping watch on the countrys uneasy borders. The inner country is beautiful, though even the mighty cities of these lands are walled as well. The structures in these cities are beautiful and made of rare and wondrous materials duplicated nowhere else on the continent. The dwarves who dwell in this country in the northeast mountains are well known, for they often visit the palace in Wulflaung, where they forge beautiful items for the Jeserell. Government: The Jeserell has her hands full keeping the various evils that threaten to subsume the land at bay. Though relatively poor, the Jeserell keeps a constant vigilance for encroaching forces and can usually rally aid from the local communities without much effort to stave of any sort of large-scale invasion. When possible, the Jeserell relies on the stationed Knights of the South to gather taxes and help in administrating the estate, and their assistance fills in for the many gaps in local government across the land. People: The people of the land are not fearful of others, and rather pleasant and friendly. They are cheerful most of the time, and dour when need be. Most are little more than farmers or peasants, though small guilds in the major cities employ some of the masses, defining a small middle class. There is no chivalry or its evidence in the land, and the people of Lacosis tend to be plain, but fierce and fearless. Since most of the folk are law-abiding, but dislike outside interference in their lives, there tends to be no standard law enforcement, such as a sheriff, in a given town. Instead, a local militia of volunteers keeps tabs on happening within town, and will arm themselves if trouble starts (usually in quilted armor with a crossbow and short sword for weapons). Towns near the Dark Valley are always on guard for attacks and a large militia can be quickly raised to meet the enemy if needed be. These towns also tend to have one or two siege weapons, such as scorpion ballistas, in storage in case of such an attack. To help bolster the forces of Lacosis against incursion, there are several permanent groups of Knights of the South who dwell within Lacosis. They ride about the countryside to aid in governmental duties, ranging from acting as judges in local trials to organizing patrols to sweep the nearby lands for felons or evil creatures. The Knights are well respected by most, though they are seen as outsiders at best. Though the land is beautiful, creatures of evil do stalk the lands, but they tend to avoid civilized areas. Most are Orgri or goblinoids that live within the

Back in Lacosis, the battle was looking grim. More Black Riders from Randu had managed to mass from the surrounding countryside and descend on Lacosis, tilting the odds toward Randu. But then, in the morning of the twentieth day of battle, the Randese were shaken from their tents by the battle cry of the March Riders, who had ridden from their homeland to join in the fray against Randu. Overtaken by the tenacious March Riders and the Red Cabal that joined them, the Randese were forced to retreat. However, the Randese were finally able to put off pursuit when they employed their own wizards and witches in battle, enlisting the aid of the Wa-Atari and Wri-Atari (witches and wizards, respectively). As the fight died down, Lacosis had been saved, but at a terrible cost in life and property. Likewise, Randu never was able to surge westward along the southern arm again. Allies/Enemies: Lacosis trades with the Ksiki Colonies and is bolstered by troops from the Knights of the South, but these two countries are perhaps the one lone friends that the realm has. Raiders from the Dark Lands, South Jsarath and/or Randu often beset it. Lacosis has turned away overtures from Silkna Kingdom, the Kingdom of Vall Vega and even Nyrr Ryann. Land: Today, most of Lacosis is strongly barred against the intrusion of armies by a massive wall of stone that stretches around its border where the mountains do not protect it, giving it the nickname, The Walled World. This wall is formally known as Izibn Ghulthalan (The Wall against the Ghan), though it is commonly simply called the Ghul. This wall is 20 feet tall and over 15 feet thick, containing a massive earthen rampart that runs the length of the wall, which runs for some 250 miles. All along this wall are towers every 600 to 1000 yards, each

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mountains or filter in from the Dark Valley. The land of Lacosis has a rich heritage from the Golgoloth and Ghan empire that once dwelt here, and there are ancient buildings, some still in use, from these older times. Ghans tomb is rumored to be somewhere within the lowlands of Lacosis, and many place it in a man-made lake somewhere within the plains. A few of the freeports from earlier times have survived, though such places are now heavily defended, often with bombards and stone forts that can only be assailed during low tide. Nearly all are in control of seminobles from the Stardust Isles/Ksiki Colonies, and at least one is owned by a freewheeling buccaneer (though none have been able to prove he is engaged in such activity, and thus, has yet to be shut down). Lacosis has not shut these ports down as the landowners contribute heavily to the nearby economy in the taxes they pay to own such land (and they make much more money on the trade in the freeport than they pay in taxes, to be assured). Besides the freeports, there are various other fishing villages dotted along Lacosiss coast. Most are defended with little more than a low stone wall that also acts as a tidal wall, preventing enemy ships from coming close to Lacosiss shore. The people of these fishing towns are as rustic as their inland fellows, and often trade fish for supplies from the inland. Races: Most of Lacosiss native population is Afarian, with strong Ghan communities on the eastern border. Randese are actually quite rare in Lacosis, and there are no full communities of Randese humans in the land. There are almost no elves in Lacosis, though there is one gnomish community nestled in the middle of Lacosis. There is also a strong dwarven fortress community in the western mountains of Lacosis, but they have declared their independence of Lacosis rule, though they are in constant contact with the government and on the watch for raids emanating from the Dark Valley. There are numerous scattered goblinoid tribes eking a living out of Lacosiss wilderness areas, and they are a constant threat to the security in the country. However, as fast as the Knights of the South can eliminate the marauding bands, others sneak in from the Dark Valley to replace them. Magic: Spellcasters are advised to use non-overt magic in the presence of the folk of Lacosis, who view wizards with disdain, following the acts of many of the Red Cabal mages and the Wa-Atari witches of Randu. Anyone attempting to peddle their magic wares in Lacosis is asking for a trip to the Jeserell's dungeons. Adventuring: There are no restrictions on adventurers from afar, though those whom carry weapons or wear armor in civilized areas may be approached by the patrols of Knights of the South, who seek to keep order in the Kingdom. It should be noted that though Lacosis lacks a strong army, and has no standard law enforcement, the citizens are very active and likely to rise en masse against lawbreakers that ride into town. Holidays: Ingman (The Day, Drug 3rd): This day marks the official start of winter in Lacosis. Bonfires are built in the center of the community and various competitions of strength and agility are conducted near the base of these great fires. There is a feast following the activities and before parting when dusk falls, there is an exchange of gifts usually blankets, firewood and winter wear for use during the coming winter.

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Countries of Amberos Lands of Sarve


Titles: The Secret Lands, The Witchlight Estate Possessive: Sarvian Government: Dictatorship Capital: Suer Conathe Palle (the estate of Sarve) Standard of Money: Standard Vegan, Barter Cultural Basis: Middle Age Location: NW2, central Social Structure: Equalitarian Open System Current Leader: Sarve of the Wilderlands, His Eminence (Overking) Population: 15,000 Resources: Timber, Wine Estate Alignment: Chaotic Good People's Alignment: Chaotic Good Estatewide Taxes: Fief, Protection Estatewide Religion: URDEUS, Circle of Good History:The lands of Sarve came into being during the fall of the Kingdom of Swordfall, though Sarves history extends back much further. The lands originally were fertile fields and plains that thrived during the Age of Kingdoms, and were held by a kingdom of little note known as the Ceal-Thrian Kingdom. This kingdom thrived until the Dark Age, when the Skyland Hold absorbed it, and the King of the Ceal-Thrian became a monstrous, seemingly immortal pawn to the wicked Volk. However, the King was eventually slain by his own greatgrandson, Sarve, after the initial collapse of the Skyland Hold. However, Sarve was exiled to the Gray for his actions, but finally escaped in time to aid in crushing Swordfall during the second rebellion. Sarve also thwarted attempts to capture his home estate by transforming the very land into a living, deadly swamp that only his people could navigate. Since that time, Sarve has ruled unopposed. Also known as the Witchlight State, Sarve is a land secretly dedicated to the lycanthropes. Few are aware that the majority of the nobility within Sarves Lands are creatures of two shapes, and it is a secret that has been kept since the inception of the land. Sarve himself is the direct grandson of the original werewolf species of Amberos, a creature that has only been around since the Dark Ages of the Skyland Hold. Ancient wars have forced the remaining Clans of Urdeus (other lycanthrope races) to this spot, where, in the muck and mire of the dark swamps, they are virtually invincible, and can live out their lives without interference. Allies/Enemies: Sarve has openly turned down attempts by other countries to ally with him, and has an open hatred for many of the western countries most especially the Kingdom of Vall Vega, Swordfall and Smanvalla. He openly taunts the Ice Mages as pawns of the Silkna Kingdom, and derides the Silkna Kingdom itself as a catspaw of the Kingdom of Vall Vega. Lands: Within the Lands of Sarve itself, there are several magnificent cities cloaked by the mire of the swamp. Built upon solid stone foundations in the heart of the swamp, the land about these cities fades from fetid swampland to dense jungle to open plain within the distance of about a quarter mile. Much of the open plains around these cities have been tilled into fertile crop land, while in others the residents play freely, protected from the dangers of the swamps by ancient Runestones reputed to have been uprooted from the lands in Shovnov Coast. These cities offer refuge not only to the Lycanthropes, but to a number of pure humans as well, though the lycanthropes are careful not to allow their true nature to be discovered. Their design often includes powerful enchantments to protect the borders of the city from the ravages of the surrounding swamp, and some are reputed to even have spectral armies that guard against invasion, or cities that vanish or move when threatened. Among foreigners, tales are told of cities astride the back of giant turtles, cities built of crystal or gold, and even of mighty cities within the

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trees or that fly about as if a cloud upon the wind. The denizens of the Lands of Sarve discount most of these tales, but with the amount of magical influence Sarve has pumped into the land, none are sure if the claims might not be true. human blood, though there are a few scattered communities of dwarves, elves, gnomes and Hillenfaey lycanthropes who have made their homes here. Sarve has also welcomed kobolds to the land, though the individuals here tend to be less evil than their elsewhere cousins, and have been working with Sarve to find a way to retrieve their ancient draconic heritage. The human denizens of Sarve live in small towns that have been selected for their solid ground amidst the marshes of what is Sarve. The capital itself sits on a magically raised plateau of stone placed there by Sarve, and personally maintained by the mage. Most of the humans here are of Aharati, Aztec or Afarian descent. The lycanthropes mingle among each other rather freely, though there are several cities whose inhabitants is limited to one race of lycanthropes. The lycanthropes look down on any human-lycanthrope love relations, and may punish the couple for such actions, usually with banishment from the Lands of Sarve. There are a few rare lycanthrope-human marriages, such as werewolf Sarve's marriage to the human Rysona. Religion: Most of the lycanthropes in this land natural worship Urdeus, the twin of night and father of the lycanthropes. However, there are some who worship darker gods such as Ziga or Gwieze, though Sarve is always on the hunt to drive out such individuals. Overall, religion is seen as a personal affair, and few citizens of the land delve too deeply into their neighbors lives or religious practices. Magic: When Sarve first established the lands, magic could only be practiced by noble (and therefore lycanthropic) mages, and human mages were disallowed to learn or practice magic in Sarve unless they joined Sarve's army. However, as the lands stabilized, Sarve became less and less interested in finding and hunting down non-lycanthrope mages in his land, and lifted the ban within ten years of founding the lands. Adventure: There is much adventure to find in the cities of Sarve, not only plots of intrigue, but marauding beasts that invade the towns from the swamps. However, the swamps and jungles are littered with fell creatures, ranging from common alligators to fearsome black and green dragons. Weapons and armor are allowed in all sections of Sarve, even in the cities, but are forbidden in all temples and governmental buildings. Silvered weapons in Sarve tend to disappear or are confiscated when possible. Holidays: Day of Changes (March 2nd): On this day, young men and women are brought before the community elders and undergo ceremonies to become recognized as men and women. Though the exact ceremonies are different for each community, they usually include competitions, feasts and often conclude with gifts for the newly inducted adults to assist them in their new way of life.

Government: Sarve is in a constant state of war with the surrounding countries, even though real war in the swamplands is rare. The wizard Sarve is able to hold the current boundaries of Sarve by magical means, but does not have an army strong enough to expand and maintain the borders of this country. Though he has made the land available to all his kin, the tribes of the Wilderlands are not beholden to Sarve. Most of the clans follow their own traditions for filling their power structure and managing their laws, turning only to Sarve when outside problems loom to interfere in their ways of life. Many Sarvians agree they needs the surrounding land for fertile crops and sound building, but the small army fights most effectively in the marshes and jungles of Sarve, becoming easy targets in the open scrub plains that surround the land. People: The people of the Lands of Sarve are friendly and forward towards each other, ready to help a neighbor at a moments notice. Many respect of fear the power of Sarve, and none dare to speak out against him, fearing expulsion in the swamps or worse. However, the people are not particularly friendly to outsiders, only dealing outward from their homeland when forced to. Most folk have nothing to do with the world outside the swamplands of Sarve, and the secret routes between cities is known only to the inhabitants, as is the location of the capital, and Sarves home. Finding one of the lycanthrope cities is an almost impossible task for those whom visit the country unaided, for many are hidden by magical growths and other illusions and magical power. Only a rare few that prove themselves friends of the lycanthropes are taken to the great cities, and no being outside of the Lands of Sarve has ever had the opportunity to visit the capital. Races: The lands of Sarve have been reserved for the lycanthrope races, and they make up the majority of the population here. Even among the lycanthropes most have

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Countries of Amberos Lanster


The Lofty Realm, The Maggots Realm Possessive: Lansterese Government: Oligarchy Capital: Chateau Dey Braue Standard of Money: Vegan Standard Cultural Basis: Early Renaissance France Location: NE1, north coast Social Structure: Patriarchy Class System Current Leader: Ledaro Empora Desyia DLormaine (The Master Lord) Population: 36,000 Resources: Coal, Limestone, Steel Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Fief, Protection Estatewide Religion: XYGLEON, Visha, Vermnia, Belli, Triton, Dhorian, Titanicus History: Lanster was borne of rebellious nobles who had fled the deprivations in the west during the Dark Ages. After the fall of the Kingdom of Malovak, and the destruction of its nobility, a handful of lesser nobles gathered up their families and fled into the wilderness beyond the Skyland Holds reach. They passed through Ghan-held lands, and even passed through the Curtain Mountains and the terrors of the Blue Desert. Passing beyond the lands of the Aegyptians, the nobles settled on the rich seacoast and built small fortresses protect their lands from the wilderness surrounding them. Life in Lanster during the Dark Age was difficult. The lands the nobles had passed into were claimed by the remnants of the Aegyptian people, and were coveted by the Ghan people as well. Most of the land was uninhabited however, and the nobles neither infringed upon, nor drew the wrath of the two groups, content to remain isolated through the years. The lands of Lanster slowly grew in the years of occupation, until the time of the Dragon Wars. Isolated from the new, encompassing realm of Swordfall in the west, Titles: Lanster suffered terrible attacks from dragonkind, and became a subjected state, under dragon rule. This remained so until the end of the Dragon War, when scouts from Swordfall discovered the people of Lanster. As part of the peace treaty, the people of Lanster were placed into the protective custody of Swordfall. However, the reality of the isolation of Lanster meant that the realm was once again on its own, and began to rebuilt itself, and fend off the advances Swordfall made to absorb the realm. When Swordfall finally fell in the rebellion against it, Lanster was little affected by the events. However, the rise of Randu in the east soon posed a great threat to the country. In fact, within the first year of Randus rise, Lanster fell before the Randese forces. It was taken intact, and Randu began to assimilate the culture of Lanster with its own. Several Pashas of the Khans court were taken with the land, and seized several estates, making themselves petty rulers in the land. However, with the fall of the Khan and the destruction of Zarame Kull, Lanster was able to rise up and free itself from Randu rule. Though the Randese culture left an indelible impression in the Lansters lifestyle, the Pashas of old have now been replaced with Lanster blood. Allies/Enemies: Lanster is neutral towards Llannhanex, though Llannhanex would seize any opportunity to encroach on Lansters land. Randus presence had forced Lanster to join the West End treaty with the Kingdom of Vall Vega, but it has recently switched to seeking the Silkna Kingdoms offer of protection against Randu in return for sending teachers and wizard-instructors to its

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realm. Lands: Most of the buildings in Lanster are made of limestone, mud brick or plaster-coated wood. Limestone is a favorite among the upper class, and mud brick makes up the majority of middle class housing. The vast majority of peasants in Lanster rely on plaster-coated wood, and such houses must often have their timbers replaced every ten years or so. Lanster has a large number of coastal towns, many of which were erected by the nobles who preceded the Pashas. Some of these coastal towns contain elaborate Malovakian palaces constructed of limestone or riverstones. Non-pasha noble families often still own these manors, and the nearby Pasha estates reflect the Randese heritage they have been built from, with golden spires and ivory towers. Further inland, the Pashas estates are the most grand, consisting of large tracts of land isolated from the outside world. In many of these cities there are no Malovakian manors to be found, and the only middle-class homes belong to guild members. The rest of the majority of any given town will be made of winding mud streets lined with peasants plaster-wood houses built on land owned by the Pasha. Outside the confines of the town, the Pashas fields are worked and tended by the peasants, who use the money they make from their toils to pay the rent on their housing. It is a vicious cycle of poverty that few peasants can escape. Government: The new government of Lanster has its sights on bringing the country out from under the tyranny of Randus old, war-like ideals. The government has been promoting attempts to educate the common professional training. However, they are being violently opposed by the established nobility, who fear the loss of servants, slaves and peasants. So far, however, the government has broken the back of these individual rebellions with the assistance of the peasantry they are helping. People: Lanster is a country divided into three groups the nobility, the peasantry and the government. Those in government have been chosen for their education and loyalty to the Empora. They tend to be progressive, seeking to better the living conditions of all, and generally oppose the power of the nobility. The nobles, most of whom are descended from families who have held land since the Dragon Wars. Most nobles have a large estate tended by a multitude of servants, slaves and peasants. The progressive programs of the government have the nobles worried that their lifestyle is in jeopardy, and they have gone so far as to bond together to create the Council of Lords to provided a united front to the government. Though some nobles have chosen to directly strike against the government policies, most of the nobles prefer to use their political clout to control the government. The common people of Lanster are mostly peasants, who are still tied to the lands of the nobles. While the government is attempting to improve their condition, many are still fearful of incurring the wrath of the nobles, and thus many do not take advantage of many of the programs the government has made available. A small middle-class is beginning to emerge, however mostly those who have benefited from the work programs and schools the government has offered. Professional Guilds are beginning to form and grow in strength, though many nobles still prefer to depend on their own servants for any goods they need in order to snub the guilds. Schools have of late been springing up across the country, though they have been thoroughly opposed by the nobles, who fear revolt if the unwashed masses become too independent. However, the Empora completely believes that these schools will greatly aid the country, and has used every means at his disposal to keep the schools open to the public. Religion: The Empora has recently declared Xygleon to be the religion of state, and has commissioned a grand temple to the god to be built in the capital. There are many abandoned temples to Dhorian from the time of the Dragon Wars across the country, and most of the nobility was converted to the worship of Visha during the Randu Wars, though the peasantry has always revered Belli and Vermnia. There are some semi-secret temples dedicated to Titanicus remnants left behind by the Randu armies. Because of the reverence for Belli and Vermnia, many coastal towns also revere Triton the sea god, the son of Belli and Vermnia. Most churches to Belli, Vermnia or Triton are not built within the confines of any town. They are

population and create a larger class of middle-class with

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separate affairs, with their own croplands, monasteries and crop/pasture fields. Pilgrims from nearby cities tend to make a full days journey to one of the nearby temples every week to worship. In some cases - such as during harvest time - a single pilgrim may come to represent the entire peasantry of a single nobles farmlands, as the nobles rarely allow all of their peasants to leave when there is work to be done. Magic: While the nobility often have spellcasters among their ranks, the peasantry is deathly afraid of magic, believing it to be the work of the fiends of the Demon Jungle. Spellcasters not under the protection of a given noble are often hunted down and executed by an angry peasant mob sometimes encouraged by the lord of an estate. Divine spellcasters tend to keep a low profile, since the peasantry rarely can distinguish between arcane and divine magic. Adventuring: Finding adventure in Lanster is not a difficult task. There are many ruins within the land of Lanster, and perhaps the most dangerous place to be is the border between Lanster and the Demon Jungle. Bizarre and dangerous creatures occasionally filter out from the strange jungle, and the towns near the jungle often need help in slaying or driving off these beasts. However, the Pashas have made carrying weapons or wearing armor a difficult task in Lanster, requiring groups who use weapons carry armor or who possess items or spells of magic to register with local officials and pay a hefty tax for the use of the items or spells. Priests are not taxed for use of their spells or possession of magic items, so long as the priest is of one of the faiths promoted by Lanster. Holidays: Day of Knowing (Bristus 31st): This day is designed to promote learning with trivia and spelling tests, as well as the day that wizards accept new apprentices.

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Countries of Amberos Llannhanex


The Land of Kings, The Realm of Blue Sands Possessive: Llannian Government: Autocracy Capital: Llanot Standard of Money: Plume = 5 gp, Pheon = 1 gp, Tipper = 1/10 gp, Uses ingots and bars Cultural Basis: Golden Age Egypt Location: NW2-NE1, North coast Social Structure: Matriarchal Class system Current Leader: Pharaoh Ramses the VII (Son of Osiris) Population: 60,000 Resources: Brass, Dyes, Gold, Livestock Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Fief, Slave, Blood Fee, Scutage Fee, Conduct Estatewide Religion: EGYPTIAN MYTHOS History: Llannhanex is one of the two offspring of a country originally ruled by Shame. Known originally as Shamesse, Shame controlled the country even when she became a god and continued to control it until the end of the Technological War. The Technological War awoke the ancient gods, and as punishment for the acts of the mortals that awoke them, the Ancient Ones made Shame into a slave in the royal household of the Egyptian gods. Her people were given over the Egyptian gods, who would rule them until deep into the Elvin Golden Age. Renamed Llannhanex (The Falcon of Gold), the Ancient Ones ruled the Llannhanex as they pleased, often working the populace to death to build glorious idols and other iconography for the Egyptian gods pleasure. Two secret cults, however, kept the original dreams of the Shamesse alive, even as those faithful to Shame fled to the Demon Jungle to avoid persecution by the Ancient Ones. These two cults, the Cult of the Scepter and the Cult of the Snake, fought a secret battle hoping to one day rid the land of the Ancient Ones. The Cult of the Scepter kept safe and secret the technological wonders from the Technological Age they could collect. One of the greatest items they managed to retain secret was the technological engines within the Pyramids of Kufu, which also acted as a vault for technological wonders hid from the hateful eyes of the Ancient Ones. The second cult, the Cult of the Snake, kept alive worship of the Amberos gods, despite their enslavement. They tended to secret shrines to the imprisoned or exiled Titles: gods through the ages, despite constant oppression and persecution by the Ancient Ones and their loyal followers. Llannhanex prospered until late in the Elvin Golden Age when the Ancients Ones were lulled back to sleep by the god Harp. Suddenly cut off from their vast power, the clergy and nobility of the land found themselves easy targets for the Cult of the Snake and the Shamesse, who returned from the Demon Jungle with the power of the goddess Shame behind them. The Cult of the Snake, however, soon came into conflict with the Shamesse. Where the Shamesse only professed the worship of Shame alone, the Cult of the Snake sought to restore worship of all the Amberosian gods. Soon, the Cult began to work against the Shamesse, and what could have been an easy victory turned into long civil war. Eventually, the Shamesse relented and took the southern area of Llannhanex and turned it into their own kingdom, calling it Iiannhanex (Falcon of Truth). The civil war ended, and though the leadership of Llannhanex had been gouged by the war, it remained intact. The Cult of the Snake was driven back into hiding, and a new dynasty arose in Llannhanex. The new family that rose to power in Llannhanex was the Ramses family, a lineage that had been very devoted and loved by the Ancient Ones. Claiming to have within their veins the blood of the gods themselves, they seized the pharaonic seat of power and began to rebuild Llannhanex. While the country was content to remain within its borders, it repulsed many attempts by outsiders over the years to usurp control in the land. Most notably, the country was able to hold its own against the dragons during the First Dragon War, primarily thanks in part to the timely intervention of the Cult of the Scepter, which activated the Pyramids of Kufu to repel the dragon attacks. Since that time, an advisor from the Cult of the Scepter has remained at the pharaohs side, ready to use the power of technology to protect the land and its people from danger. Allies/Enemies: Llannhanex is neutral towards Iiannhanex these days, but would not pass up any opportunity to cause its sister realm trouble. Likewise, Llannhanex seems comfortable to let Lanster be a buffer between it and Randu, but would not pass up an opportunity to seize Lansters land. Llannhanex has allied itself with Erakatuo against attack by Simera, though it does engage in a large amount of trade with Simera these days. Lands: Most of western Llannhanex is barren thanks to the presence of the Blue Desert. However, strange ruins dots the old desert, remnants of cities slain by the deadly blue sands that none seem to be able to survive. Foolish foreigners have made numerous attempts to either fly over the deadly sands or build contraptions to safely traverse the deadly desert, only to be caught in a violent sandstorm

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or have their conveyance infiltrated with blue sand and discover that the displaced sand is as deadly as on the surface of the sand dunes they were trying to avoid. In the eastern areas of Llannhanex, the area changes from desert dunes to scrublands as one heads eastward. By the time one come within a hundred miles or so of the Demon Jungle, the land has taken on a temperate quality, though it still tends to be poor for large-scale crop planting and the like. Over all of Llannhanex, it is uniformly hot, even in coastal areas, where the sun reflects off the waters and bakes the surrounding land. Most of Llannhanex has poor stone quality and little wood, making building difficult. Adobe-like buildings are common, though in the mountain ring surrounding the capital, there are several active granite and chalk mines that are used to delve building material for the pharaohs monuments. The two exceptions to this are the Pyramids of Kufu and the Temple of Ra. The temple of Ra sits atop a strip of hard granite, which was mined to create the temple/city and also used to create the inner structure of the Pyramids (which have an outer covering of adobe stones). Government: The government rules from on high, concerned more with supporting itself and its way of life than helping the common people. The high positions in the land are filled by the relatives of the Pharaoh, with lesser positions given to friends and favored individuals at the whim of pharaoh. This often leads to many inept officials in position of power, but luckily many of these said officials are smart enough to surround them with lackeys who can perform the required functions and not offend pharaoh, while the official in turn draws a plump salary for basically doing nothing. People: Llannhanex is strong in its Egyptian heritage, interested highly in enlightenment and power. They employ many slaves throughout the country, who are generally made of foreigners who are caught in the realm. Many of the lower classes also indenture themselves to wealthier families, and the practice has continued so

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through several family generations. Most rules are geared to benefit the nobility and to come down harder on the common person, and are extremely harsh against slaves and foreigners. However, it is possible to pay a blood ransom to avoid being punished for a crime, except for crimes against the Pharaoh. Slaves and indentured servants can eventually buy freedom for themselves and their families after many years of hard work, at least in theory. Most citizens of Llannhanex are content to obey the laws and rarely question authority. However, the secret sect of Hthua (who worship Set) constant attempts to upset the government with various terrorist plans. However, the strong military is almost always able to prevent the plans from working, though on occasion a well-planned trap has worked, one of which slew Pharaoh Ramses the V. Most of Llannhanex is desert, and a large portion of this desert comprises the infamous Blue Desert. This has made travel through Llannhanex difficult, and has also saved the country from repeated invasions. Most of the cities of Llannhanex are built near a river source, whether a trickle from the mountains that ring the protective border around the capital, or the life-giving Nileus River that winds towards the Alusti Ocean. Most cities straddle the river, with canals, dams and other such waterways that bring water to a vast section of the city, and prevent seasonal flooding from wiping out the city or town. Outside of the walled cities is mostly lifeless desert. Though the eastern portion of Llannhanex contains sparse scrubland that becomes more habitable towards Lanster, the Blue Desert has made a vast section of land uninhabitable. City ruins can be found in the blue sands, and huge magic monoliths have been erected over the years in attempts to slow or halt the spread of the Blue Desert, to no avail. Perhaps the most fascinating feature of the lands is the Necropolis and nearby Pyramids of Kufu, the only surviving structure from the Time of Technology, and the most sacred site in all of Llannhanex.

The creatures of evil that roam the lands of Llannhanex are most unlike those encountered anywhere else on the continent. Most are intelligent and bizarrelooking, and thoroughly evil. Luckily, most of the creatures avoid human settlements. It should be noted that characters whom go tomb-robbing in this land are in for a very grievous surprise, for the people of Llannhanex are exceptionally protective of their forbearers, and traps and protective devices of technological nature often protect such tombs. Races: The majority of the population of Llannhanex is composed of Aegyptian humans. There are some clans of sand and desert dwarves who make their home in the land, but elves, gnomes and Hillenfaey are practically unknown in this region, as are goblinoids. Religion: The people of Llannhanex are fairly intolerant of foreign gods, seeing them as inferior, though citizens may not take action against worshippers of another faith, unless they break a law. Priests from Llannhanex, however, can imprison or execute foreign priests and can capture worshippers of foreign religions and convert them to Egyptian powers by means of torture. Magic: Spells cast in this country have few restrictions, except for attack or enchantment spells, which tend to be illegal. Most of the military city guards wear special amulets that protect from all sorts of magic, and a few have been trained in the art of wizardry or in the miracles of the priesthood. Adventuring: Armor and weapons have special considerations in Llannhanex. Though there is no law against wearing armor or using weapons, the intense heat in the land tends to make armor use impractical. Further, it is generally looked down upon for a person to carry a weapon, and any foreigner who threatens a citizen with a weapon will receive the death penalty, even if the weapon is never used. Further, non-citizen associates of the offender will be sold into slavery. Holidays: Rahadrah (Day of Ra, Inlude 5th): This is a day of worship and sacrifices in the honor of the Egyptian pantheon.

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Isazhadrah (Day of Isis, Haleen 15th): This is a highly magical day, when the magicians of the Pharaohs court perform great spells and other displays of magic are performed. Acolytes are taken on at the temple of Isis to learn magic, and many families hold feasts in honor of the goddess. SetAmhanath (Night of Evil, Dall 28th): On this somewhat strange day, the populace performs all manner of rituals in attempts to ward off the spirits of evil. Events include such as crocodile baiting, the burning of a lepers home and the slaughter of an ox and spilling of its guts into a pit of vipers. Perhaps one of the most unusual rituals is for a line of criminals each convicted of a vile crime brought into the pharaohs court, where they are executed in the vilest way imaginable. This is done in an effort to put fear into the spirits of evil that will flee the realm in fear of punishment.

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Countries of Amberos Llinn


Old Luthinway, The Short Realm Possessive: Llinnian Government: Monarchy Capital: Klintku Standard of Money: Standard Cultural Basis: Middle Age Celtic Location: NW2, north coast Social Structure: Equalitarian Interracial Open System Current Leader: Britton Wayne Neauson (human), Norinvold the Wise of Clan Grayknock (gnome), Sezner Whiteburns (hillenfaey) Population: 45,000 Resources: Agriculture, Livestock Estate Alignment: Lawful Neutral People's Alignment: Lawful Good Estatewide Taxes: Fief, Export, Festival (1%) Estatewide Religion: DHORIAN, Discoff, Fir History: the gnomes of Amberos inhabited the land of Llinn in the time before the Elvin Golden age. The gnomes had been created by a joint venture of the Elves and Dwarves to be ambassadors between the two races, but the mischievous ways of the gnomes instead drove a wedge between the two races, and the gnomes were sent away to the rolling landscape of Llinn to live out their lives. Late in the Elvin Golden Age, the goddess Discoff managed to free the Hillenfaey race from the evil yoke of Gwieze and his Shadow Empire, and led the Hillenfaey out of the swampy Golens to this fair land and into the care of the gnomes. Both races got along easily, and they formed the kingdom known as Luthinway. Before the arrival of men in Llinn, Luthinway was a rural land of green pastures and homes of gnomes and Hillenfaey hidden just under the topsoil. When the Dragon Wars began, Kronndikes army passed through the land, and Kronndike left a token force behind in the lands to hold it in Swordfalls name. To add insult to injury, the humans renamed the land using the ancient Llannhanex name of Llinn (Golden Fields). Being peaceful and friendly folk, the Luthinway did nothing to oppose the settlements the humans built. By the time the Dragon War had finished, the human capital of Klintku was laid, and it was clear the humans would not be leaving. The Luthinway made a halfhearted attempt to coax the humans to leave, but backed by Swordfall, the Luthinway were subdued and subjected to the will of Swordfall. However, Llinns position on the far side of the Golens made control of the land from Swordfall extremely difficult. Following the Barons Rebellion, the hillenfaey of Llinn rose up and threw off Swordfalls Titles: cruel yoke. Many humans joined in the rebellion, and Swordfall attempted to use the last remainder of its force of will to coax Klinn into attacking to subjugate the realm. Klinn did attack Llinn, but for its own reasons. However, the hillenfaey and human forces of Llinn proved too canny to be overwhelmed by the forces of Klinn, and drove the Klinnians back. After the war, Llinn built a series of fortresses along the border between Klinn and Llinn. During Blazers reign in Klinn, the fortresses were razed and their wealth stolen. Only of late has Llinn rebuilt any of the forts, but they are now more greeting centers than defense fortresses, and only half have been put back into action. Since the war with Klinn, Llinn has slowly been growing, thanks to trade with Nyrr Ryann and the nearby Silkna Kingdom. Llinn is cool towards Simera, and the occasional border clashes against forces along the twos boundary. The Golens provides Llinn with a constant problem, but the clerical strength of the hillenfaey has kept the swamp from growing out of control, and has even allowed sections of land to be reclaimed from the salt-water swamp. Allies/Enemies: Llinn has few enemies, mostly malcontents within the Golens that would love to take the wealth of the Llinnians for their own. The government is wary due to ancient wars with Simera, as well as trouble with Klinn, but both fronts have been quiet for many years. Lands: The southern section of Llinn, towards the Golens, tends to be marshy area not well-suited for crop growing, and places such as Murky Woods has to have food shipped in from areas further from the swamp. Luckily, the land rises swiftly in the north as one gets further from the Golens, and the remainder of Llinn consists of low, rolling knolls that actually get steeper and more common closer to the coast. Because Hillenfaey and gnomes primarily inhabit the land, most of the established communities are difficult to spot from the surrounding terrain, except in those cases where large sections of humans have move in. While the human structures have been strongly influenced by gnomish and Hillenfaey building techniques, the human prefer this buildings to be highly visible, though ascetically pleasing. As one nears the eastern border with Simera or the northern border with Klinn, the human influence becomes more and more apparent. Large sections of Llinn are uninhabited, and those that are inhabited tend to be a mix of agriculture or small cattle lands. Surprisingly, there are few fenced areas in Llinn, and while cattle are branded to allow them to be identified easily, they are allowed to mingle and sometimes can even be found amidst crop areas so long as their presence does not unduly damage the crops. Strangely, the openness of inner Llinn is a direct contrast to her borders. Sections of human-built walls and observation and barrack towers line the border, designed

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to keep both Simerian and Klinnian forces at bay. This is a human invention, and one that both the Hillenfaey and gnomish communities tend to despise, but speak little about. Luckily, in the west the Salt Way provides a natural barrier against the Silkna Kingdom, and the soft earth of the Golens prevents such structures from being feasible. Government: The government of Llinn is ruled by a triumvirate power. The military is under the control of a human leader, while the civil government is under the coleadership of a gnome and Hillenfaey leader. In theory, the human military runs under the jurisdiction of the Hillenfaey and gnome leadership, but in practice the humans tend to act first and ask permission later when they see a threat. Since most of their efforts are tied up with warding against raiders from the Golens, there are rarely instances where the civil and military sides clash. has rubbed off on most folks, creating the most pleasant towns to visit in all of Amberos in Llinn. Most people tend to have some level of education, learned from guild or wandering teacher-sages, but country-wide schools are not established. There are a variety of guilds in Llinn, and several private groups that provide this education for a fee, whether it is apprenticeship for guildsmen or platinum coins for the noble schools. Still, Llinn is far from boring, with its festivals and contests, and tales of daring-do told by the traveling merchantmen that escort their wares through the countryside.

People: The people of this land are well-to-do, and the country seems to be fast approaching an economic revolution. Its food wares, produced mostly by the hillenfaey population, is in great demand wherever it can be sent across the continent. They have strong trade agreements with Nyrr Ryann, who is investigating ways to bring the relished wares of Llinn to all corners of the continent. There are few remaining inhabited castles in Llinn, and in many cities the old confining stone walls surrounding the outskirts of the city are being torn down to allow for new growth. Many of the older, uglier buildings within the cities have likewise been torn down, and replaced with fine gardens or open, well-tended pasture land. Hillenfaey aesthetic is in vogue across the realm, and most hillenfaey communities have abandoned burrows for stone or sod houses that match the human architecture in many towns. In some places however, the ancient Luthinway burrow-forts still exist, though many are being revamped to appear prettier and less foreboding. The humans of Llinn are kind and plain, with little worries or fears. Hillenfaey joviality and goodwill

Religion: While the humans have declared Dhorian to be the official religion of Llinn, such matters rarely come up in day-to-day affairs. On the other hand, most Hillenfaey and gnomes worship Discoff, for whom they give blessing for this land. Likewise, most of the guilds and professionals in the land revere Fir, the master blacksmith. There is a grand church to Dhorian in the capital, and many shrines or smaller churches to the god across the realm. Outside of the capital, such affairs tend to be small white-stone buildings attended only by human congregations. Churches dedicated to Discoff are unheard of, though there are many shrines to the goddess spread across the realm. It is not uncommon for the faithful to leave trinkets at these altars, which the local priesthood generally collects and sells to maintain the shrines. Temples to Fir tend to consist of a huge, dense iron anvil kept in the back of the local blacksmith. Services are held once a week, led by a priest of Fir. Magic: With gnomes having a natural knack for spells, most inhabitants are familiar with, and unafraid of, magic. However, the casting of attack spells in most communities is frowned upon, if not outright prohibited. Adventuring: Finding adventure in Llinn is not hard, if one knows where to look. The Golens is always rife with adventure, as it the Simera-Llinn border. It is best for

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adventurers to keep up on local gossip, and to learn whom they can trust for correct information. Weapons larger than a dagger are not allowed to be worn in public, though they may be carried openly on horses or other pack animals (concealed weapons are totally illegal). Armor can be worn in public, though one may receive some jives if they continuously parade the streets in full plate armor. Holidays: Two-cup day (March 2nd): Pioneered by the gnome community, this day is a celebration of drink. Festivities are arranged this day, many revolving around drinking contests or taste-testing contests. The Turn of Tide (Tide 2nd): This day is a festive day celebrating spring, with many outdoor activities, competitions and feasting. In many cases, small communities band together to meet at a common spot for competitions to designed to prove which is best at a variety of tasks, from simple tug of war, to dances and even cooking competitions. The Dance (Beran 5th): This day is filled with competitions not only in dance, but with musicians as well. Onlookers enjoy feasts and lessons in song and dance. As evening falls, it is customary for recently engaged couples to gather for dances in honor of their vows, with the families gathered to cheer them on. The Great Trek (Inlude 6-15th): This fifteen day event consists of a grand race from the southern edge of Llinn at Murky Woods, to Klinta, on to Trampton, to Bayreach and finally to Seaside, a total of approximately 351 miles. While generally more of a hike than a race, its main draw is as a sight-seeing adventure in which hundreds of individuals take part. Communities all along the way compete to throw interesting and lavish parties in an effort to draw the trekkers off the path and into their community. Over the years, the city of Raft and Riverton have been attempting to set up their own Trek that starts at Groonside, but so far have not been able to garner official support. However, it is slowly beginning to draw attention with those who have grown weary of the older route. The Skydance (Bristus 4th): Considered to be the true end of the great trek when everyone has returned home, the Skydance is a festival that welcomes back those who underwent the trek with feasts and the distribution of gifts (often picked up along the way during the trek). In the evenings, gnomish illusionists put on grand displays in the night sky for the communities to enjoy. ShadowDay (Areign 2nd): On this day, gnome forecasters observe the habits of birds and burrowing animals to predict the winters weather. While the official forecasters work, feasts and activities are planned to amuse the populace. By sundown, the forecasters give their report, and each community begins for the fademonths to prepare for winter. Starshow (Ember 2nd): This festival is hosted by the gnomish illusionist association as a display of their skills and as a method to gather new apprentices. The day is filled will tricks and magical competitions, where the illusionists mingle among the crowds pulling pranks and seeking prospective students. There is much mischief this day, and prospective students are secretly spirited away to be presented at Skydance as junior apprentices. Reckonday (Noris 4th): Sometime also known as the last prank, this is a day of humor, practical jokes and funning around. Snacks and sweets are the order of the day and in the evening presents are often presented by the jokesters as recompense for their pranks. Deckingday (Deckus 4th): This festival dates back all the way to the time of the empire of Kas. Communities decorate their buildings with golden bells and silver tinsel, while the citizens gather for a day of feasting and swapping tales. It is common to give hearth-warming presents between friends on this day. In the evening, the community gathers for carols and a bit of dancing before retiring to home when the cold becomes too great to bear. Remembrance (Dall 4th): This festival is usually held indoors and celebrated at the family level. Families gather to eat and tell stories of the past. Some Hillenfaey communities put on plays telling the ancient story of Discoff and how she fell the Shadow Empire of Gwieze, with gnome illusionists providing surprising effects for the play. The Long Night (Enfeeb 2nd): This holiday does not start until sundown, and is the one holiday primarily started by the humans of Llinn. Once the sun has set, a parade of black clad citizens, holding single white candles, proceeds down to the communitys gathering hall. Once inside, the black robes are cast off, and the citizens gather to remember the years events and pay tribute to those who have passed away. The festival ends with a banquet at midnight. A display of candles, one for each person who has passed away within living memory of the residents, is left burning in the hall as a final remembrance of this day.

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Countries of Amberos Lost Vale


The Land of Gods, The Timeless Approaches Possessive: Aztec/Tzuchian Government: Tribal Capital: Unknown (Techautila is a suspected meeting place) Standard of Money: Varies, usually barter Cultural Basis: Bronze Age Aztec Empires Location: NW1, south Social Structure: Varies Current Leader: Various tribal leaders Population: 16,000 Resources: Technology, Magic, Gold Estate Alignment: Varies (LE to LG?) People's Alignment: Varies (LE to LG?) Estatewide Taxes: None Estatewide Religion: AZTECH SUPREME, Tzuchamus, Aspus Overview: The cliffs rise nearly a thousand feet straight up, their tops shrouded in thick mist. Ancient caverns and time-hewn boulders decorate the face of the cliff, colored by splotches of green moss that clings to the rocks like a damp carpet laid out to dry. The beaches below, made of white sand, are barely wide enough for twelve men to walk abreast without touching a bubbling, churning water of the boiling sea. Through the vapors that hiss and steam from the underground volcanoes of the Boiling Sea, the murky shape of sea monsters can be seen to occasionally rise out of the water, only to vanish into the churning, roiling depths. Somewhere high on the cliff wall, a banshee-like wail rises as enormous reptiles glide down from the high reaches to search for food amidst the monster laden sea. Even further up the cliffs, in the barely visible jungle at its peak, something enormous and fearsome growls. This is lost vale, home to the Aztecs and their monstrous breeding pits. Lost Vale is an enormous plateau that rises nearly 500' above the Boiling Sea. Atop the Vale lies a jungle morass deeper than any other jungle on the continent, continuously wet with rain. Forgotten and foreboding cities rumored to be made of gold, platinum and even mundane marble jut from the jungle, giving the beleaguered sojourner a marvel beyond comprehension. History: Lost vale's history extends far back into the time of technology. It was during this time that the area was known as the genesis pits, areas of biotechnology where the Aztecs were breeding various creatures for their own amusement. The pits stood in the middle of the Aztec Empire, a decadent mixture of Dhoric and Aegyptian culture, interested in the Sciences of biology and cybernetics. It was the Aztecs who created and bred the Burners-a mechanize police force designed to deal with and destroy enemy wizards. One of their greatest Titles:

creations during peacetime was the Aztec series of computers. It was from this series of computers that the Aztecs gained their name. The Aztec series was powerful and that advanced AI routines, allowing it to interface, control, program and enhance technological devices. Quickly, they were in use by the Aztecs, Dhorics, Aegyptian and even the Nippon, who routinely used them for their scientific and explorative work. When the War of Technology broke out-partly fostered by the Aztecs empire desire to control all of Amberos, they used the fell Pits to generate terrible soldiers of war for their use. Their biggest breakthrough was with the creation of the Dinars, huge lizard-like creatures with bits of draconic genetics in them. The name of the Dinars later degraded to dinosaur, and has remained ever since. The Aztecs fomented the war by playing the Dhoric against the Aegyptians. However, through the ages the Dhorics have been blamed for the most aggressive stance and the War, it was the Aztecs who were creating the destructive weapons all the sides were using. As the War labored on, the Aztecs found themselves targets of the other groups, and began to withdrawn into the heavily fortified Genesis Pits-even knowing so far as to raise the Genesis Pits to amazing heights and encircling the area in a dome of impenetrable energy. The other cultures were so engaged in combat they believed the Aztecs had somehow doomed themselves with some sort of ultimate weapon, and were quickly forgotten. The last action the Aztecs aspired to was to create the Techogods, which accidentally awoke the Elder Gods. The Techogods were destroyed, except

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for two, though which two escaped has been a point of debate for centuries. Behind their impenetrable force-field, the Aztecs fell victim to their own Genesis Pits. The rise of the land was not as smooth as they had hoped, and several key technological centers were destroying, releasing a myriad of beasts into the Lost Vale region uncontrolled. Six Aztec series computers survived the cataclysm, and they began to war against each other for survival. In the end, Aztec Supreme destroyed the others, and assumed complete control of the Vale, including the force field. Attempts to beseech the computer to lower the force field failed, leaving the Aztecs isolated from the outside world. Within the Vale, the people were forced back into a barbaric existence. Aztec Supreme culled all technological supplies from the surrounding countryside to keep itself and the force field intact, treating the people of Lost Vale with no more respect than it treated the beast of the Genesis Pits. Because of the upheaval, there were several areas Aztec was unable to influence. Several of these allowed difficult, though direct access to the Vale, and Aztec Supreme began to enlist minions to block these access points, and tried to reestablish control throughout the entire vale. Within 50 years, Aztec Supreme had created an empire with itself as leader, and the once proud Aztecs now worshipped the computer as a god. A cultural system very similar to the Aztec Empire of our own world was born, with Aztec Supreme as the supreme god-there were no other deities besides the mighty Aztec Supreme. However, as time passed, another of the ancient Aztec computers, known as Tzuchamus, revived itself, gathering a small faction unto itself. Associating itself with the sun, Tzuchamus declared war against Aztec Supreme, if and the two computers began to descend into a battle for control of the Vale. During the war, Tzuchamus disabled the power grid to the force field, rerouting the power to fuel its own needs. Since that time, which occurred shortly after the end of the Elvin Golden Age, the Lost Vale has had no protection, and the environmental generators have been slowly breaking down. If the war between Tzuchamus and Aztec Supreme does not swing in Aztec Supreme favor in the near future, the Vale will become a cold, dead land of ice as Tzuchamus drains the generator power to fuel his efforts to control the Vale. Aztec Supreme has been hard at work attempting to repair the force field, but Tzuchamus has been resolute to ensure it cannot be repowered. Allies/Enemies: Lost Vales greatest enemy is itself. The tribes of Aztec Supreme constantly war against the might of Tzuchamus in a never-ending conflict. Few of the tribes are even aware of kingdoms outside of Lost Vales mountain plateau. Lands: The northern edge of Lost Vale consists of shallow beaches of pebbles that quickly rise as sharp dirt or stone cliffs that extend almost a thousand feet upwards. The southern border is protected by the And-Colquina Mountains, a series of terraced mountains that hold many ancient ruins of undetermined age (though many thought to hail from the Time of Technology). Most of Lost Vales high plateau is covered with lush rainforest, despite the nearby Glacier of Seasons and its high altitude. According to the legend of the Aztec, Aztec Supreme maintains this environment himself and a host of lesser spirits. The Aztec have carved back small sections of the rainforest to establish their own city-states, which tend to be made of wood or stone cultivated from their surroundings. Wood structures tend to rot quickly in the humid land, and are generally only used for housing. Governmental or religious buildings tend to be made of stone and often are quite massive structures in themselves. Government: There is no central government in Lost Vale. Instead, there are many semi-nomadic clans that dwell in the area. A chieftain or shaman, with its own power structure, leads each clan. Those clans that worship Tzuchamus tend to be mostly warriors, while the worshippers of Aztec Supreme tend to have a small nobility and warrior class and the rest being peasants.

People: There are two major groups of humans in Lost Vale, with a minor third group. The first group is loyal to Aztec Supreme, and is called the Pluma people. These people are fairly peaceful, except during specially regulated times of warfare. These times of war are similar to holidays in other realms, and often involve small skirmishes between friendly tribes, similar in fashion to a large scale boxing, wresting or fencing match). When not engaged in ceremonious war, the Pluma people are working at simple jobs in their adobe villages, attending religious activities or practicing special non-combatic arts such as pottery, stone-carving or bronzecraft. The Pluma people have very strict rules about not fighting amongst themselves or with friendly villages unless Aztec Supreme had declared a formal war. Most of the wars rarely result in bloodshed beyond a few cuts, bruises or a bloody nose, and killing a

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follower of Aztec Supreme is looked down upon even in these wars. In combat, scars bring glory to a warrior who receives them, though in some cases, it is also considered a mark of ineptness as well, should one gain too many scars in a short time. Before and after wars, the Pluma people often enjoy tales by the warriors of how they received their scars, and gifts are given to the warrior with the best tale about his scars. Bragging about killing another Pluma person is considered in bad taste, and may result in the execution of the tale-teller to atone for their wicked deed. The second group of people, those loyal to Tzuchamus, is known as the Hishna people. They are warlike, barbaric and not very bright, though very cunning. They often decorate themselves with tattoos and body piercing, a sign of their prowess and fearlessness. Among the Hishna, there are three distinct castes - the Zunti, who are farmers, laborers, priests and other craftsmen, the Qu-Ti, or women, who are expected to be mothers and housewives, and the Zuckal, who are male or female warriors. A final caste, or no-caste, is the Spundi, who consist of undertakers, slaves and concubines. None of the castes associate with each other freely, and each caste will only marry within the caste, with the exception of the Qu-Ti, who may marry any caste. It should also be noted that Zuckal warrioresses or Zunti craftswomen who become pregnant are expected to become Qu-Ti, and cannot return to their former caste until the children are grown. One cannot cross caste lines, except as stated above, and it is a great taboo to attempt to do so. This leads to situations such as a Zuckal warrior would rather drop dead than pick up a Zunti masons trowel for fear of losing his warriors edge, to a Qu-Ti who would not dare to pick up a weapon, fearing it would be later used to slay her children. A Zunti would refuse to bottle-feed a baby or cook a meal, fearing the angry spirit minions of Tzuchamus would take their own crops fertility away. There are tales among the Hishna where the dead have piled on the street awaiting to be hauled away by the Spundi undertakers, for none of the others dare to touch the dead, fearing their own death if they did so.

The various castes do their best to avoid each other, though the Qu-Ti often have a husband of the Zunti or Zuckal caste with whom they tend to associate very little. Each caste busies themselves with the tasks of their kind, and outright avoids or ignores others of various castes. The Hishna people hate the Pluma people, seeing them as weak beings that must be destroyed. The Hishna Zuckal often march out in large groups to combat the Pluma, but they are as likely to attack a nearby Hishna tribe as well, attempting to conquer it. In combat, the Zuckal attack with bronze or crude wooden swords with a serrated edge of beaten iron. They wear light armors made either of the hide of beasts killed in the Vale, or of bronze scales resembling a snakes skin. The Hishna often wear feathered garments, and prefer black and red feathers in the plumage when they can find it. The Hishna also tend to offer human sacrifice to appease Tzuchamus, and constantly war with other Hishna tribes or Pluma people to find such sacrifices. Pluma prisoners can expect to be sacrificed to Tzuchamus once the Hishna have garnered all the knowledge from the poor soul that they can extract, or after the Pluma prisoner has served as a slave for an undetermined amount of time.

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deadly halls for long. The wrecked substation is the main reason Tzuchamus has rerouted the power from the force field to fuel itself, and it is desperately attempting to find a way to clear the debris from the lower levels and repair the leaking power grid. The location of Aspuss home lair is unknown, though it is rumored to be a vaster underground grotto of steam vents and hanging gardens known as the Labyrinth of Madness. From here it is said that the Great White Cobra plots and schemes to bring Lost Vale in its slippery coils, and devour it. The Labyrinth is said to be filled with all sorts of Aspii monstrosities, and that the bewitching effects of the caverns themselves transforms flesh into snakeskin.

The last group of humans to be found in the Vale is the Aspii, the worshippers of the god Aspus. These folk were once either Pluma people of Hishna, but the divine snake, Aspus, managed to charm or trick these folk into worshipping him. Their number is small, but they are often transformed into hideous Aspii, and become incredibly dangerous to the surviving Pluma and Hishna tribes. Aspuss coils have been slowing seeping through Lost Vale, and though Aztec Supreme and Tzuchamus have yet to attempt to interfere with Aspuss growth, the divine snakes influence may soon force the hand of the two computers in stopping his growth. It should also be noted that Lost Vale is the home of many Technological secret bases which survived intact, but their locations are now lost. However, traversing the jungle lands is a dangerous proposition, for not only are the beasts of the Genesis Pits wandering the land, but disease and natural hazards abound as well. It should also be noted that a small portion of Lost Vale is not enclosed in jungle, and consists of terrain including rocky badlands, a marsh or two deep in the jungle, and magmatic or frost-covered lands near the old force field border. Most of the Pluma villages can be found dug into the ground or underground, either shaped out of caverns that once were technological stations, Genesis Pits or subterranean technological cities. The House of Aztec, home of Aztec Supreme, is one of the last surviving subcities, a sacred place some 800 feet below ground, shrouded in a steel and plastic shell. Aztec has accumulated enough resources that the subcity remains in pristine condition, though it seems desolate as well. The House of Hishna, the home of Tzuchamus and the Fallen Sun, is a different place altogether. Housed in what was once a geothermal substation, the blasted hulk of Tzuchamuss house is overgrown with roots invading from the plants above the station. Boulders and debris fill portions of the complex, which partially caved in during the Aztecs raising of the Vale. Deep in the heart of the complex can be found the wrecked remains of the irradiated power grid, and no human can remain in the

Races: Most of the inhabitants of Lost Vale are Aztec humans. Beside the underground houses of man and computer, the jungle is alive with creatures found nowhere else on Amberos. Great dinosaurs roam the jungle, as well as genetically-altered or enhanced creatures. Creatures of the Pleistocene era roam the icy lands where the environmental generators fail - one such place rumored to be near the House of Hishna, where green glowing saber-tooth tigers and triple-headed mastodons dwell. Few Pluma people venture from their caverns into the jungle beyond because of the dangers within the land, though the Hishna constantly test their strength against the beast of the wilds, and sometime even capture or enslave dinosaurs for their own use. A few other intelligent races are said to dwell in Lost Vale. These include wild elves, which live in small

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clans scattered throughout the jungle, as well as animalfolk, who live in grand, walled cities within the most inaccessible areas of the jungle. There are a few intelligent undead, including a vampire who is worshipped as a bat god and a cyberlich who has been creating his own undead machinations deep within the jungles. Finally, a few isolated metallic or gemstone dragons can be found scattered across the Vale. Religion: For the longest time, Aztec Supreme was the main god of Lost Vale. The Pluma people would often make sacrifices of grains to areas sacred to the computer A.I. (which were, in fact, granaries). When Tzuchamus was activated, many of the followers of the military A.I. were sent on missions to steal the gifts to Aztec Supreme or poison the food stores. The remaining holy areas of Aztec Supreme are closely guarded secrets only visited by the high priests. Tzuchamus is worshipped from various ironhard ceramic obelisks scattered across Lost Vale. Stone altars have been set at the foot of these obelisks where priests make blood sacrifices to the god. Legend also tells of a pit of blood, where one can meet the unholy avatar of Tzuchamus himself. The location of the pit is unknown, though there are many powerful warriors who claim (often falsely) that they have stood in the presence of the god. Worship of Aspus is often reviled by many of the non-Aspii inhabitants of Lost Vale. Those clans of non-Aspii who have fallen to worship of Aspus decorate the outer boundaries of their encampment with feathered headdresses and human skulls. Most ceremonies involve the handling of (poisonous) snakes and orgies dedicated to the snake god. Human sacrifice (often to a true Aspii) is a common practice, with the sacrifice being some rival captured by the tribe. Magic: Magic is seen as a dangerous, unpredictable entity in Lost Vale, and the latter seems to manifest itself in areas of heightened, diminished, magic dead or wild magic areas across the realm. In most of the mountain border areas of Lost Vale, the cavernous areas beneath the mountains seem to have a powerful dampening effect on magic, preventing the most powerful spells from working at all. Divine magic is often more prominent in Lost Vale, and in some cases unaffected by the magic-warping effects. Finally, science and psionics seem to be unnaturally strong in the area. Both are unaffected by effects of magic warping, and even function in those areas that are magic-dead. The reasons for this unusual phenomenon is unknown, but believed to have been part of Lost Vales defense system, and perhaps the reason it survived the technological purge of the Elder Gods. Adventuring: Many formidable monsters inhabit the lands, as well as towns that have degenerated to a state far removed from anything one could call human. There are rumors of a Dragon City in the Jungle, though none of the Pluma or Hishna believe the rumors to be true. Of course, there are no known restrictions on weapons in Lost Vale, but it the people of Lost Vale only manufacture and use the following weapons: blowgun, bola, club, dagger (usually stone or bone), Macahuitl, shortsword (usually bronze) and spears. The only armor that the denizens of Lost Vale know of is quilted, hide, bone, lacquered and a bronze scale mail armor. Holidays: Tezkamlumi (Day of Sun, Shine): This day marks the longest day of the year, and the Aztec who worship Aztec Supreme celebrate this day with feasting, song and ritualistic dance. Lotzumnumi (The Long Night, Deadmonths): Just as the worshippers of Aztec Supreme celebrate Tezkalumi, the worshippers of Tzuchamus celebrate the longest night of the year with feasting, song and ritual sacrifice during the nighttime hours. Great bonfires are built to illuminate the ceremonies, and in some cases the surrounding jungle is set alight (in a semi-controlled manner) to feed Tzuchamuss greed for death and blood with the wildlife that burns in the blaze.

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Countries of Amberos Millos


The White Estate, The Ringing Realm Possessive: Millese Government: Monarchy Gov Align: (Lawful Evil) Lawful Neutral Capital: Cezanne Standard of Money: Vegan Standard Cultural Basis: Middle Age/Renaissance Spain Location: NW1, west south coast Social Structure: Patriarchal Class System Current Leader: General Magnifico Se Demios Lene Audimos Population: 37,500 Resources: Platinum, Trade Goods People's Alignment: Lawful Good Estatewide Taxes: Fief, Export, Scutage Fee, Smokepowder License (500 gp), Public School (2 sp/year) Estatewide Religion: XYGLEON, Dhorian, Triton, Vermnia, Ssrell Overview: Millos is a small country that wields great power. They are the inventors of arquebus, wheellock pistols and bombards on Amberos, and have recently began to employ these weapons into their armies, making them more than a match for most other armies. Luckily, Millos has no interest in testing the new weapons on its neighbors. History: Millos was part of the ancient Kas Empire, but was quickly absorbed by the Evanthium Coridium following the great rage of Guaradrell. It remained lightly inhabited until after the end of the Elvin Golden Age, when it became one of the first lands to fall to the Skyland Hold. Throughout the Dark Age, the lands of Millos were used to train troops and move supplies and troops up and down the western coast. Millos had many fortified and protected harbors, making it a popular stop. When the Skyland Hold finally fell to the Kingdom of Swordfall, the ports of Millos held out for the longest time, thanks to their fortifications the scores of troops based in the area. Many ports were leveled as the defenders refused to yield short of their own destruction. As Swordfall continued to grow in power, many of the ports were rebuilt, and with the shadow over many areas of the Shovnov Coast still in place, it became a vital point to move supplies up and down the coast once again. By the time the First Dragon War broke out, most of the ports in Millos had been rebuilt many stronger than before. During the First Dragon War, a wing of blue dragons looking to disrupt the vital trade lanes that Millos Titles: supplied attacked many of the ports. Initially, the dragon attacks were very successful, despite the heavy fortifications of the ports. Ships were especially vulnerable once they left the ports, as the lightning breath of the dragons could easily shatter the wooden hulls of the ships. However, a now-well-known general of Millos, Carpathos de Millese, came up with a solution that eventually drove the dragons away. Carpathos managed to get his hands on several blueprints from the workshops of Fineburr the Astronomican for devices to fight the dragons. However, lacking a scientist to decipher the plans, he, on his own, deciphered and constructed crude copies of the items which led to the invention of the devastating smokepowder, iron-clad steam-driven ships and cannons that Millos is now famous for. While his ability to construct these items is astounding in itself, what was perhaps most astounding was that Carpathos dissimilated the new designs to the port authority guilds, and commissioned them to build the weapons en masse. Within three months, the new fleet of Millos found they could stand against and drive away the blue dragon invaders. Unfortunately, shortly after the incident, assassins slew Carpathos, and several of the workshops were destroyed. While the secrets to smokepowder and cannons were not lost, the factory to produce steamdriven ships was as well as the secret to their creation. While most believe that the assassins were Algalue sent by the dragons as revenge against defeating the blue troupe, some believe that the assassins were actually sent by Emperor Nannon IV of Swordfall himself, who feared the power Carpathos was amassing. After the First Dragon War ended, Millos became a nation of trade and internal exploration. Much of Millos countryside seemed to be plagued with the same dark poison that wafted through Shovnov Coast, and the government concentrated its efforts on rooting out this poison and removing it. By the time of the Barons Rebellion, Millos was making a tidy sum on trade. The masters of Millos decided to remain neutral in the Barons Rebellion, but when it became apparent that Swordfall was collapsing in the years afterward, Millos quickly allied itself with both the Kingdom of Vall Vega and the Silkna Kingdom as well as the Nyrr Ryann. Millos rode a tide of wealth following the carving up of the former Swordfall Empire, up until the great economic upheaval that rocked Amberos. Facing financial ruin when King Sebastian Monte Cruze vault of gold unexpectedly vanished into blue smoke, the King of Millos enlisted his military commanders as pirates to raid any and all ships for gold to bring stability back to the land.

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Little did he know he was planting the seeds of his own doom. While the military initially did as requested, and scored many riches for the king, two things occurred to forever alter Millos thereafter. The first occurrence was the discovery of the continent of Dinosauria to the west. A military expedition had been sent in search of the vault of the gods that Dhorian had raided himself in the Time of No Time, and had instead stumbled on the gold-laden continent. The treasure brought back was enough to save the King from bankruptcy. However, no sooner had the treasures been loaded into the Kings vault that the militarys raid of all shipping had reached the ears of Millos allies. A trifold army the Thuersons, the Knights of Vall Vega and the Knights of the South, stood at Millos border, ready to make right the Kings error. This event sparked an internal military coup. The Grande General of Millos deposed the king and turned him over to the assembled armies for trial. Likewise, he send out dispatches to all the military vessels of Millos to cease their raiding and return home. However, not all of the vessels returned. A few of the cannon-laden ships had grown wealthy from their operations and saw no reason to stop. These ships formed the core of the now-infamous Dragon Armada. Allies/Enemies: Millos government has a strong hatred of the Ksiki Colonies, which it is sure is behind the Dragon Armada that plagues the realm. Millos has allied itself with Saltbrine and Bulungi against the raiders. However, Millos is in trade competition with the Shovnov Coast, who has come to call the Millese petty jackdaws for their focus on finding treasure-laden isles. Millos was once part of the West End Treaty, but after the disastrous raiding by the former King of Millos, it was temporarily removed from the roster. Luckily, the new Millese government was able to reach an accord with the Silkna Kingdom to forestall any invasion by other realms who might consider the nation open for plundering, but the Millese government is working to find a way to stand on its own two feet; in many ways it is hoping that the Broken Lands and Dinosauria might lead to such a position. Millos has colonized Arocnek and been traveling farther west, and the Millese greed and desire to conquer other areas has been growing discontent all along the Broken Lands, and even in Arocnek.

Lands: Millos is a land consisting of soft, rolling plains that flatten towards the Serpentia Ocean and the Boiling Sea. Its northern border is protected by the Perinee mountains with only two accessible gaps the Path of Zebulon along the northern coast, and the Dragons Tongue that passes from Galamedes to Toras de Guado through the steep Saltbrine Hills. Much of Millos has been turned into either cattle & sheep grazing land or agricultural land, with a nearly even mix of both. The government is involved in keeping the cattle herders and sheepherders on separate lands to avoid the inevitable conflicts between the two; usually the rockier central lands are doled out to sheep farmers and outer lands split between farms and cattle herd flat land. Most of Millos has been civilized or cultivated to some point by humanity. As a result, there are no permanent communities held by other races on Millos, making it somewhat unique in all of Amberos. Government: The old monarchy of Millos has been swept aside, and is now fully under the control of the military. The head position is controlled by the General Magnifico and his council of five generals Grande General de la Marina de Guerra (Grand General of the Navy), Grande General de Civil (Grand General of the Citizens), Grande General del Ejercito (Grand General of the Army), Grande General del Comercio (Grand General of Trade) and General Consultivo (Advisory General a

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representative of the Knights of the South assigned to Millos). Perhaps the most exciting thing occurring in Millos is the Exporatium Corpes (Exploration Corps), under the command of the Grand General of Trade and the Mercante Marinare Corpes (Merchant Marine Corps) under the command of the Grand General of the Navy, which are just beginning to organize. The Exploration Corps are investigating the ancient maps they have recently uncovered pointing to the existence of other continents upon Joapan. The government has authorized and funded the Exploration Corps in the hopes that if these continents are discovered, Millos alone can claim them. The Merchant Marine Corps has been created in response to the attacks on Millos ships. Most of these attacks are by the Dragon Armada. The job of the bombard-bearing ships is to find the Dragon Armada ships and other pirates and sink them, freeing the sea lanes for safe travel. Since the Dragon Armada's discovery of the Merchant Marine Corps, several epic sea battles have been fought. One ended in a draw, and the other two were victories for the Merchant Marines, though the Merchant Marine ships sustained heavy damage, and over 3/4 of the Dragon Armada escaped. People: This country has been long sponsoring sea trade and colonization, such as what is occurring on Arocnek. The people of Millos have, because of their trading practices and technical advancements, taken an obnoxious and superior outlook of themselves. They tend to believe their way of doing things is superior to others, and many trade agreements force others to perform as the Millos desire. Millos people are not above bullying others into doing things their way, and the army has, on occasion, raided nearby countries in order to educate their masses. However, despite the level of education in Millos, magic is a force far from ignored in the land. Millos has some of the best learning and magic academies, rivaling those craft masters from the Farren Lands. Public schools are being swiftly established throughout the land, to which all children must attend. The average cost for the this schooling by the parents is 2 sp per year. Currently, most children are receiving four years of education. Among the people, times are changing for Millese. There are a good many uneducated serfs still operating across the lands, and semi-educated freemen still work small tracts of lands far from the cities. However, well-educated merchants and guild masters are gaining more power and wealth, and taking in many serfs and other less fortunate people in an effort to increase their markets. This is inadvertently raising the standard of living across the country, and making the average man more educated as well. This new level of education has begun to reveal some of the evils in the government, and local riots and uprisings are beginning to slowly strike across the countryside, forcing the government to slowly change to match the people's good alignment. At times however, inquisition boards, ordered by the government, not the church, are set up to weed out rebels, entrenching the evil power of the government. Races: Millos is almost entirely composed of Afarian or Dhoric human. There are a small scattering of elves and dwarves in the realm, but they hold no isolated communities of their own, and are mingled in with the human community. There are some wandering hobgoblin and goblin tribes scattered across Millos, but these races are constantly on the move to avoid annihilation by the human forces, and spend as much time in deep underground caverns that wend through the underdark beneath Millos as they do above ground in raiding. Finally, the Perinee Mountains holds a few enclaves of cloud, fire and storm giants within their boundaries. These giants mostly keep to themselves and disdain the intrusion of lesser races.

Religion: The common folk and military personnel of Millos tend to be very religious. Most of the residents used to worship Dhorian until the military coup, when the official religion was change to Xygleon. In fact, obtaining a post in the government requires that the applicant demonstrate they are worshippers of Xygleon. Most of the old churches to Dhorian were forcibly

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converted to Xygleon, and usually only churches in farremoved rural areas are still devoted to Dhorian. As a sea-faring country, there are shrines in the port cities to Triton and Vermnia to encourage good seas and fair trade winds. The Gremio del Ingeniero (Guild of Engineers) maintains shrines to Ssrell in those areas where smokepowder and iron-clad ships are manufactured. There is also a singular church to Ssrell housed inside the Academia de Ciencia (Academy of Science) at Cezanne. Magic: The Millese have somewhat of a disdain for arcane magic as a tool of the greedy and self-absorbed. Most Millese believe that magic is only available to those with the money to study the complex and arcane rites to cast spells, and have been raised believing that that most magic requires evil sacrifices (of blood and living souls) to power arcane spells. Most of this stems from the ancient practices of the hellish mages of the Skyland Hold, and while rare, fiendish sorcerers can sometimes be found whose practices all-to-often reaffirm the Millese suspicions. Perhaps because the Millese are so religious, the same stigmatism does not surround divine magic. Likewise, there are practitioners of science within Millos, and the advent of public schooling has helped to disseminate knowledge among the common folk about the principles of science though it is often beyond the understanding of most common folk how to manipulate science to their needs. Adventuring: Finding adventure in Millos is not a problem. However, most weapons and armor are prohibited due the numerous uprisings occurring within the country of late. Generally, armor heavier than studded leather is disallowed, and the only allowed weapons are clubs, daggers, knives and short swords. In all cases, those in cities or towns must register their names and weapon/armor when they arrive. Holidays: Uno de Kas (The first of March, March 1st): This day is a celebration of the coup that replaced the former King of Millos. It is marked by parades, games and feasts mandated by the new government. In some areas still loyal to the old king a painting of his majesty is prominently displayed as a center-piece to the festivities, though there is no comment made about its significance.

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Countries of Amberos Misake


The White Hills, The Olive Lands Possessive: Misakean Government: Parliament Government Align: Varies, usually Lawful Capital: Mildors Standard of Money: Vegan Standard, minted in Misake, no blood notes Cultural Basis: Greek Golden Age Athens Location: SW2, north west Social Structure: Varies, usually Patriarchal Class System with Favoritism to Dhoric humans Current Leader: Consular August DeoGinnes, Our Favored Wiseman Population: 42,000 Resources: Agriculture, Livestock People's Alignment: Chaotic Good Estatewide Taxes: Varies Estatewide Religion: CIRCLE OF GOOD Overview: Misake has been in existence in one form or another since before the Time of Technology. It was, and is, the homeland of the Dhorics and is more a collection of city-states than a true organized country. History: Misakes history is convoluted. Before the Time of Technology, it was composed of over fifty free cities with an Overlord city ruled by King Kas. Kas died at the hands of Guaradrell, and the fifty cities fell for a short time into a dark age. After Dhorian ascended the throne of godhood, the fifty free cities were now thirtytwo free cities under Dhorians rule (the others were divided between Shames Aegyptians and Gosends Nippon). When the Algalue came to Amberos, the people of all three gods accepted the new technology with open arms. Only Firs people, guided by the gods cautious eye, avoided using technology. Dhorian began urging his people to unite in building grand cities and awesome vessels powered by technology. However, the dethroned Phromus, who had gained a small following of people (the Aztecs) began competing against Dhorians people and their creations. Smelling trouble, Belli (who led the Aharati) counseled his people against using technology. When Belli came to Dhorian and begged Dhorian to cease using technology because it was destroying the land, and therefore him, Dhorian only laughed. The others began to fear Dhorians ways, and soon enough their fears were realized as Dhorian tried to make all the other groups bow to him - even daring to slice off a limb from Bellis sacred tree of law and control the laws of the universe. As the Dhorics began their assault, Belli banished Dhorian from his folk for his crime, leaving the Dhorics leaderless. Panicked, the Dhorics created god-like artifices to fight for them, and Titles: this awoke the Elder Gods, who came down to Amberos to punish men for their audacity (Phromus had seen how things were turning, and had his people hole up and hide from the impending doom. Then to keep from suffering the same punishment the other gods received [Except Fir, who had not been involved], Phromus abandoned the Aztecs). The sons and daughters of Kas were scattered across Amberos by the Elder Gods, and Firs elves took up the reign of power. Many humans were enslaved, and it was not until deep into the Elvin Golden Age that man was finally released of his bonds, but prevented from improving his lot beyond simple farm tools and crude thatch huts. However, Harp took no delight in seeing man being punished so cruelly, and after luring the Elder Gods back to sleep, aided man in restoring his former skills and cities. By the time the end of the Elvin Golden Age arrived, much of the human cities had been rebuilt, and those who clung to the old ways brought the land of Misake (meaning Almost Forgotten) to life. To protect itself from petty and cruel kingdoms rising about it, Misake established magistrates and ambassadors to present a united front against enemy kingdoms, while allowing great freedom within its own lands. During the years of the rise of the Skyland Hold, Misake kept from being disassembled by pledging allegiance and paying stiff tribute to the rulers of that realm. Even still, many Skyland troops occupied the land to ensure its compliance. Those that left themselves undefended or spoke against the Skyland hold were raided, torched or their citizens massacred. After the fall of the Skyland Hold, Misake struck out on its own. However, remnants of the Skyland Hold continued to harass the towns and cities, though they were driven to the wilder lands of Misake, and became known as the Misake Barbarians. As banditry from the Barbarians and Barbed March continued in the years following the fall of the Skyland Hold, the Misakeans were forced into an unholy alliance with Swordfall, as they would come to term it, to defend themselves against attack. King Nannon IV of Swordfall used his cunning to trick Misake into allying with the larger kingdom. It kept the Misakeans from resisting him by setting the various city-states against each other, and keeping the tension between the lands high. However, Misakes chaotic nature often made it difficult to deal with, and Swordfall finally decreed that the growing lands of Smanvalla should take control (i.e., invade and subjugate) Misake. This nearly sparked a revolt in Misake, if the start of the Dragon Wars had not occurred before Smanvalla could mount an assault force. With the start of the Dragon War, Swordfall seemed to change it tune towards Misake, and gave it more independence. However, the realm also found itself

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under increasing dragon attacks, and mustered a vast army under the general Kronndike to strike back. Armed and trained by Swordfall, the massive army pursued the dragons east, only to vanish at the edge of the Twilight Forest, a humiliating defeat for Misake. Whilst the army of Kronndike was following the dragons eastward, the greatest scientist of Misake, Fineburr the Master Scientist, went to Swordfall to aid in the war effort. Armed with unfinished plans brought to him out of Lost Vale, he began to assemble what would be called the War Relics, including the fabled Sword of No Name. However, before Fineburr finished his creations, he was corrupted the evil dragon, Drake, and had to be destroyed. Once again, Misakes greatest triumph became their greatest tragedy. Misake fought and suffered bravely through the

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Dragon War, often against greedy Smanvalla as well as the dragons. Smanvallian hunting for Misakean riches razed many cities. The Smanvalla nobles claimed to sack the cities to save the treasures within from periodic dragon attacks, though no one believed such tales. Misake gained the final revenge against Smanvalla many years after the war however, when the mage Sarve the Unavenged rose the enemy land up in a series of volcanoes. After the Dragon War, Misake chaffed under Swordfalls rule. Many of its cities had been reduced to ash by dragons or greedy Smanvalla nobles, reducing it from a rich belt of gold, silver and diamond mines to a pastoral series of valleys. Though Misake continued to produce the mightiest of wizards and scientists in the land, Swordfall often would spirit such individuals away or kill those that were troublesome. After the tragedy of the failed Margrave Revolt, the Kingdom of Vall Vega secretly contacted the Misakean cities, and began to help foment rebellion in the land. When the army of Swordfall prepared to march on Misakean lands, they were surprised to find the Misakean troops backed by Vegan knights. Though the surprising victories did not last long, it was enough to inspire fullblown rebellion in Misake, and the folk of the land, who had been oppressed too long, eagerly took sword in hand to face the forces of Swordfall. With Swordfall divided in too many directions to stop rebellion, Misake was able to regain its autonomy, and the upheaval Sarve caused in Smanvalla removed the greatest enemy to Misake peace. Though the realm still deals with the Barbarians to the east and Barbed March to the south, the strength of its individual city-states and the united front it can present has kept the invaders at bay. Allies/Enemies: Misake is part of the West End treaty with the Kingdom of Vall Vega. It has likewise entered into a pact of protection with the Silkna Kingdom and is friendly toward the Principalities of Xatmas, whom they consider to be kindred spirits. On the other hand, Misake finds itself constantly at odds with the Misake Barbarians, many of whom are tribes originally founded from the outcasts of the old city-states. Likewise, while most of the city-states are allied with one another, a few have ancient grudges against one another and have been known to even draw armies up against each other. Lands: Misake is dotted with numerous small ponds and lakes, as well as wound with a myriad of hills and mountainous regions. Olives are the most common crop grown besides wheat and sheep or wild rams are the preferred cattle of the land. The rocky soil of Misake makes developing land difficult, but also provides some level of protection against invading armies especially mounted cavalry. Many city-states are built on rocky outcroppings overlooking a sizeable body of water and have been ringed with stone walls for defense. Some city-states have even purposely sown large rocks into the fields surrounding the city to prevent massed troop formations from congregating outside their walls or keep siege engines from being rolled into range to batter the city. A few city-states have even sown magical runestones in the fields to give attackers a surprise should they dare to stalk the city-state. Outside the confines of the city-states, most of Misake tends to be sparse scrubland or wildly overgrown valleys. Single cart cobble roads stretch between well-to-do city-states, and all other roads tend to be little more than cattle trails through the wilderness. Government: Misake is actually a collection of separate city-states. However, the various city states have come together to present a united front to the outside world. In theory, each Misakean city has equal power, and is a democracy, though there are only 12 cities with real political power. The other towns and hamlets owe allegiance to one of the twelve seats of power, which is supposable representing the needs and desires of the towns. Most cities do an honorable job of living up this

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expectation, and it is one of the reasons Misake has existed so long. However, to external forces, the conglomeration of cities is one empire, though there is no one leader, but a minister who represents each city and is the sole ambassador who deals for the country with other lands. Because of the station of this minister, he or she is often mistaken as the leader, though such a position is more that of a mediator. The parliament of the Misakean government is made of the head priests of each different god of the various Greek gods. They have permanent residence in Mildors, and the city itself tends to be both one huge bureaucracy and temple combined. The parliament makes all the decisions that affect outside trade, most internal laws and even worship laws. However, very rarely do they pass a law that restricts upon the freedom of an individual, instead attempting to better educate the citizens and keep the city-states unified. People: The people of Misake are friendly and hospitable, willing to share home, food and a place to rest to all - except the outcasts. The houses tend towards resplendence, and every house has at least one magic enchantment bestowed upon from the priesthood to make life easier. Some enchantments include anti-dust barrier on all objects in the house, magical ovens that require no fire to cook food, tables that generate food by merely placing a magical tablecloth upon it, and other household items, such as animated brooms of sweeping and other paraphernalia. Even though Misake has retained its ancient charm, progress cannot be totally stopped, and this has affected certain aspects of life in an unusual way. Misake trades with the outside world through Nyrr Ryann, and thus its culture has not completely stagnated in the ancient days of the Time Before Time. Most modern arms, gear and methods for storing and processing food have filtered into Misake, though most clothing fashions have remained little changed from ancient days. However, for its side of light, there is an equally dark side of the country - the outcasts. Every year, the priesthood conducts a census to count the population and to divine out those individual fields whose aura wavers meaning they are on the verge of collapsing from the grace of good. The priesthood marks these individuals as outcasts, allowing them to live in the country, but forbidding them to own property or to associate with other citizens. They must conduct all their business with the approved Black Markets and are given all the menial jobs to perform under the stern eye of the priesthood. It is possible for even a visitor to be marked as a outcast by the priesthood, and any individual who refuses to engage in the census is in violation of the law and can be tortured, punished or expelled from the country. Religion: Worship of a Greek/Roman deity from the Elder God Olympic pantheon is mandatory in the various city states. Those caught worshipping the Upstart Gods of Amberos are quickly put to death, or in rare cases, exiled. Magic: Misakeans both respect and fear magic. Many priests are also dabblers into arcane magic, and many socalled wizards of Misake know at least a few prayers to call down the divine wrath of the gods on their enemies. Overall, however, magic is a rare commodity to the Misakeans. While it is not uncommon for a household to possess an everyday magic item or charm given to them by the church, few can make their own items or afford magical objects of even meager power. Adventuring: The clergy of Misake make a brisk business of selling potions and scrolls (both arcane and divine; many high priests can use both arcane and divine magic). Misakeans tend to score advances in technology and thus certain complex items are virtually unknown in the land things such as water clocks, plate mail armor, smokepowder weapons or any technological item whatsoever. In fact, possession of a so-called technological item (including smokepowder weapons) is generally punished by confiscation of the items, its eventual destruction and the hanging of the offender. Misakes wilderness outside the city states is home to a wide variety of creatures and the city states are often seeking help in eliminating or beating back such terrors. Holidays: Celebration of Marathon (March 1-5th): This day celebrates the Misakes stalwart defense against the ancient Skyland Hold during the Dark Age. Starting in Pelops, athletes gather for a five-day race to the capital of Mildors. While there is a large number of participants, each city-state sponsors one specially chosen individual for the race who carries a special magical torch on their trip from Pelops to Mildors; as part of the ceremony, the torchbearers stay together for the entire race and usually are among the last to arrive at the capital. Upon arriving at the capital, they take their torches to a special brazier in the citys heart. A great feast is held once the brazier has been lit, and it is common for the leaders of the various city-states to gather at Mildors to renew their vows to protect each other and Misake as a whole against foreign invaders.

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Countries of Amberos Misake Barbarians


The Cozy Realm, The Barbaric Lands Possessive: Barbarian Government: Various city-states and tribes Capital: Sanae Mildors, Meeting Place Standard of Money: Vegan Standard, No blood notes, and barter Cultural Basis: Dark Age Celtic Tribes Location: SW2, Central north Social Structure: Varies, usually Patriarchal Open System Current Leader: Various self-proclaimed Cearths (Kings) Population: 10,000 Resources: Mercenaries, Iron, Cattle Estate Alignment: Chaotic Good generally People's Alignment: Chaotic Good Estatewide Taxes: Varies by Region Estatewide Religion: CIRCLE OF GOOD, Morian, Gwieze Overview: The Misake Barbarians are the ragged remnants of outcast Misakean society. Over a series of several centuries, the outcasts of Misake have joined together to create their own tribes and nation, living the simple lives of nomads, farmers and raiders. History: The barbarians have only been in existence since the end of the Dark Age, when the surviving Misakean cities began a process to weed out those that had been corrupted by the forces of the Skyland Hold. By means of lottery, supposable inspired by the Circle of Good (which it was not, being instead inspired by Morian), each citizen of the myriad of citystates was to draw a single tile from a vast black cauldron. Those who drew black tiles were deemed tainted, and driven from the citystates with barrages of stones and curses. The banished people were forced to live on the fringe of Misakean society, and slowly began to gather into groups for protection and comfort. Denied food, lodging and the better things in life, many of the outcasts took to raiding and pilfering to sustain themselves. As time passed and Swordfall began to grow, the Barbarians were isolated from Misake and placed into their own lands, which were barren and rocky. However, the Barbarians continued to thrive, Titles: and despite the fact that Swordfall tried to eliminate their numbers by sending them into war against the dragons, the Misake Barbarians instead grew stronger, and began to develop their own culture. During the height of the Swordfall Empire, the Barbarians held minor tracts of lands in areas poor for farming and sparsely populated by game that could be hunted. The Barbarians were barely able to get by, until the years where Swordfall began to crumble. Seeing their chance, the Barbarians struck and expanded, raiding and destroying the cities of their former oppressors. By the time the Kingdom of Vall Vega rose to the top of the heap, the barbarians had grown in leaps and bounds, and had gained total control of several former Misakean cities, and seemed unwilling to desert such prizes. As the surrounding countries became involved in helping repel or slow Randu, the Misake Barbarians holdings went mostly unchallenged. Though Misake was able to regain some of its land, none of the cities ever returned to Misakean hands, and still belong to Barbarians. Allies/Enemies: The Barbarians of Misake have a constant hatred towards Misake, and they hotly desire the lands of the Misakeans as their own. There have been numerous clashes with the Knights of the South, though the fortress-cities have long attempted to make peace with the knights to avoid conflict. The barbarians have a great disdain for Vilalance, and constantly raid into the land, looking for plunder to take back to their homes, as well as

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suffering raids into their own territories by Vilalance crusaders seeking to destroy the barbarian tribes. Finally, because of the presence of the Dire Peaks, there are few raids from the barbarians into the lands of Aluski Sath Tusko. For the most part, the Aluski ignore the barbarians whenever they can. Lands: The realm of the Misake Barbarians is a cruel land. While some areas are fertile, most of the land is scrub with rocky or hard-to-master terrain. The threat of famine is constant in the land, and most tribes take to raiding nearby realms both out of habit and necessity. There are few permanent settlements among the barbarians; most of the tribes are nomad and live in tents made of hide and little more than bound sticks. The fertile edges of the Misake Barbarians are home to the few existing fortress-towns that have permanent encampments. These cities are often used as kick-off points for barbarian raiders, and in return for the protection and gathering points they provide, the barbarian repay the cities with a portion of their loot, and may even come to the assistance if other countries attempt to retaliate against the fortress-towns. Government: The Misake Barbarians compose various tribes created by outcasts of Misake. Usually a given tribe is descended from a single ancestor or family that was cast out ages ago. The term "Barbarians" only refers to how Misake sees them, as uncouth and uncivilized beings, even though the people of many of the various city-states at the edges of the land are well-educated and rather peaceful. There are still tribes that wander about the countryside and raid into surrounding lands, and these tribes tend to be aggressive and uneducated, though cunning and crafty. Most of the tribal leaders arose from mere households who imposed their will on the outcast family. As these households entered into treaties or combats with other households, certain families grew more powerful until they could claim large tracts of land as their own sometimes taking up the titles of nobility in an effort to solidify their claims or leadership. People: The Barbarian cities have been well-maintained, and are actually thriving with trade and travelers. Though the cities tend to be unruly, many people dwelling within the cities are not barbarous at all, and as well-educated and well-mannered as other cities across the continent. However, the chaotic attitude of most peoples means that a certain level of lawlessness should be expected, from thief and assassin guilds to bar-brawl pickers and scam

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artists. Many Barbarians still retain ancient customs adopted by the outcasts, and even when they trade with Misake, they are only allowed to trade with the Black Market. No Barbarian is allowed to rejoin his descendants in Misake, though very few Barbarians would be willing to do so if given the chance. Because of the various city-state attitudes, it is impossible to describe the attitudes of the people, as it ranges from very war-like in Caelthus Cirthus to ominously peaceful in Atune. There is no central army, and each city-state employs its own form of an army, from the Mercenaries of Mildors to the Bard Lords of Atune. The roving tribes are a varied lot as well, and even the cities often see the tribes as Barbarians, and may refuse to allow tribe members entry into a given city. Most of the tribes are skilled warriors or brigands, and can be a threat to incautious city-states both within the Barbarian realms and the neighboring realms as well. Religion: Considering themselves forsaken by the Greek Elder Gods, Morian attempted to lure many of the outcasts to his service. Likewise, the god Gwieze attempted to manipulate several of the households to his cause. For many years, the clans loyal to Morian and Gwieze fought overt wars against each other as often as they attacked other clans in attempts to convert them to their rule. However, following the battles with the Knights of the South, many of the tribes adopted the worship of the Circle of Good to escape the clutches of Morian or Gwieze. Under the guidance of these gods, a large portion of the uncorrupted clans united and made the Circle of Good the official religion of the Barbarians, and the clans hunted down many of the worshippers of Morian and Gwieze, forcing them into hiding or the secret worship of their dark gods. Magic: The foul taint of Gwiezes shadow magic has left a bitter taste among the barbarians, who have come to scorn magic overall. While most barbarians know that the divine magic of the Circle of Good is beneficial, most avoid its use when conventional methods can achieve the same effects. The barbarians universally scorn arcane spellcasters, especially since necromancy has such a strong hold in the land. Most barbarians will kill a wizard on sight or flee if victory seems unlikely. With the threat of becoming an undead slave to a necromancer, few barbarians are willing to fight wizards to the death. Adventuring: When it comes to adventuring, the possibilities in the Misake Barbarians are endless. One can employ themselves as a spy or warrior for the various households or strike out against the various monsters that hold the lands in deep fortification outside the cities. There are also blood gangs that roam the countryside, trying to build up enough force to take one of the citystates for their own or to attack Misake itself. Also, the secret agents of Morian and Gwieze prowl the land, seeking to fulfill their dark and evil plots to control the barbarians. Holidays: Twelveday (March 12th): Celebrated primarily in the established cities of the barbarians, twelveday celebrates the end of the first two weeks of the new calendar year. It is also a nod back to the day when Misake would hold the lottery that would subject Misakeans to becoming the outcasts who ended up founding the Misake Barbarians. It is usually noted with feasts cooked from scrap parts in large cauldrons (the same types of cauldrons the outcast names were drawn from in Misake), various competitions and the day ends with villagers casting stones (often inscribed with personal messages or their name) in the direction of Misake.

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Countries of Amberos Nauwflouwd


The Free Lands, The Raiders Nauw Various city-states and tribes Gjern Vegan Standard, No blood notes, and barter Cultural Basis: Dark Age Celtic Tribes Location: Middle South, SW2 Social Structure: Patriarchal Open Class Current Leader: Ovuenreiche Yurien Ngasala, the Mighty Warlord Population: 230,000 Resources: Timber, Cattle, Mercenaries Estate Alignment: Neutral People's Alignment: Chaotic Neutral Estatewide Taxes: Feif Estatewide Religion: CIRCLE OF GOOD, Titanicus, Norse Pantheon Overview: Nauwflouwd is a chaotic, barbaric land of individualism. History: In the later days of the Kingdom of Malovak, many people came to see the last ruler of the kingdom (Flanan Malovak) as weak and incompetant. Near the end of the life of the Kingdom of Malovak, several towns in the southeast portion of the Kingdom those bordering the Empire of Ghan, rebelled against the kingdom, splitting off to become their own city-states. Some of the city-states were either reconquered by the Kingdom of Malovak or absorbed by the Empire of Ghan, but the remainder allied together in a confederation called the Nauwflouwd (New Bloods) to ensure their own survival and were able to fend off both the Empire of Ghan and the Kingdom of Malovak. Unfortunately, after the fall of the Kingdom of Malovak, the Skyland Hold swept into the region, subjugating the city-states of the Nauwflouwd and establishing its own cruel rule. When the Skyland Hold was finally destroyed by the Empire of Swordfall, the city-states of Nauwflouwd were brought under Swordfalls rule by force. The Nauwflouwd proved to be volatile and difficult to contain, and even during the First Dragon War tended to raid nearby lands more often than sending warriors to aid in the war. When the Revolt of the Barons broke out after the end of the First Dragon War, Nauwflouwd was one of the first areas to participate in the revolt, and even allied with the Southern Kingdom to conduct raids against Swordfall. Unfortunately, Nauwflouwd also took the brunt of Emperor Nannons rage, and several city-states were razed by the end of the Margrave Revolt. Still, even this did not quell Nauwflowds rebellious nature, and when Titles: Possessive: Government: Capital: Standard of Money: the second revolt occurred, Nauwflouwd again was one of the first regions to rise up in revolt. After Swordfall crumbled, the various tribes of Nauwflouwd united under a pact to stand against its neighbors. Over the years, Nauwflouwd has slowly been organizing into a proper nation, though it still conducts a large number of raids into its neighboring realms. Allies/Enemies: Nauwflouwd tribes often raid into the nearby realms, and has gained a great enimity to many of its surrounding neighbors. The Nauw also have a dislike of the Knights of the South, whom are often called in to defend against Nauwflouwd raids.

Lands: One of the reasons that has helped Nauwflouwd avoid invasion by the likes of Barbed March and its neighbors is its relatively poor land. Though most of Nauwflouwd is covered in grass in the spring and summer months, the soil is overall poor and gravel-laden, making farming and herding livestock poor choices for its inhabitants. Predatory animals vastly outnumber more peaceful herbivore creatures in the area, making the wilderness dangerous areas to venture into alone. In the late fall and winter months, most of Nauwflouwd is bare earth, making surviving the winter months extremely difficult. Further, the coast of Nauwflouwd is riddled with sea caves that are home to an overabundance of sea monsters that make fishing difficult. Why such sea monsters congregate in these areas is not exactly known, though it is suspected that the sea caves may offer solace from other predatory creatures as a safe spawning ground.

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Government: Government above the local level is rare, and usually only found in either Copenhage (the old Malovak capital) or in Gjern. In other communities, a single community hall and outbuilding for the local magistrate is the only governmental building, but generally the center of the community. Government positions tend to be heritary and held as long as the official remains in good health. Positions are often occupied by those strongest and capable of physically beating down any competition, though those who have the social clout to ruin any contenders also hold many positions of power. However, in cases where corrupt or unpopular officials may hold sway, it is not unknown for the local populace to promote and train a contender to confront and take away the position of the unpopular leader. In extreme cases, assassination may be used to uproot leaders who cannot otherwise be removed. The army of Nauwflouwd is conscripted from among the city-states and under the command of the Ovuenreiche. Many of the soldiers of Nauwflouwd are the second sons of families of the city-states of Nauwflouwd. The members of the army have sworn an oath to forsake their loyalty to their city-state and instead to the nation, and to a lesser extent, the Ovuenreiche. It is not uncommon for soldiers to remain in the army for their entire lifes, retiring in their late forties to become officials in various city-states, usually one far removed from where they were born. People: There is a strong independent streak among the city-states, down to each individual person. Communities tend to be rural and spread liberally over a large area. It is common for the Nauw to tend herds and/or farm during the spring and summer months, and to join in raiding

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parties in the fall or winter months when times or lean. Most of the Nauw organize their households around family lines. Usually a community will consist of several clusters of buildings with a central dwelling occupied by the patriarch of the family line and blood relations dwelling in lesser buildings that radiate out from this central dwelling. The first-born son of each household is the most important asset, for it is to this individual that all inheritance and power will flow to. Second-born sons are important as it is these children who move on to become the soldiers of Nauwflouwds army. Later sons are expected to be laborers and bearers of the family name under the rule of the first-born, and many take up crafts the family is known for. The strong individuality of Nauwflouwd stems from these later sons, who must always strive to fight for whatever prestige or skills they wish to acquire. The first-born daughter of a Nauw household is lavished on, as it is seen that she will be the one to bear the next line of a family; her position is so important that she is never allowed to marry a first-born son, and retains her own name upon marriage. Later daughters do not receive anywhere near the same amount of prestige, and though they are often seen as little more than tools to snag power or prestige through marriage, they are not mistreated and raised with the same individuality as the male offspring of the family. Races: Nauwflouwds primary population is composed of a mix of Afarian, Dhoric and Ghan humans. Aharati humans can sometimes be seen in the southewest section of Nauwflouwd, but the hostile land rarely sees them remain in such areas for long. Dwarves have isolated settlements in the western and southern mountains, while elves have xenophobic communities hidden in the southeast regions of Nauwflouwd. Due to the raiding nature of most of Nauwflouwds inhabitants, the elves tend to hostile to outsiders of all races human or otherwise. Goblinoids tend to be populous in the northern reaches toward Riddlekill and Derauck, and infest the mountain range between the Knights of the South and Nauwflouwd. Religion: The Nauw are supersticious more than they are religious. They pay respect to the Circle of Good out of fear that if they do not respect the gods of Amberos, their realm may fall to its enemies. Some of the older or more remote Nauw worship the Norse pantheon from the days of the Elvin Golden Age and Dark Age, though they are generally quiet in their worship. Some of the Ghandescended city-states worship Titanicus, though as a whole, the government does enforce his worship by the populace. However, a good many raiding parties offer prayers up to Titanicus before setting off. Magic: To the Nauw, magic is rare, dangerous and wondrous. It is a force that cannot be trusted, but it wielders are respected for the power they have at their disposal. The Nauw dislike relying on divine magic, for the gods are finicky and often demand much for little return. Adventuring: Nauwflouwd crawls with raiding parties seeking to make a quick fortune. While most of the smart raiding parties restrict their attacks to raiding other realms and hiding in Nauwflouwd, there are several raiding parties that secretly foray against Nauwflouwd city-states. The government hunts down such raiders who are traitors to their own kind, and often hires mercenaries to hunt down such traitors and bring them to justice or execute them. Holidays: FlouwdenDau (March 3rd): Day of Blood. This is essentially Nauwflouwds celebration of Bloodtest. On this day, feasts are thrown in honor of the second-born sons who have or enter the army. The second-born sons of a city-state march home to participate in parades on this day and to visit their families. Those second-born who just reached majority age will gather to march in groups with a former veteran of the city-state to the capital of Gjern to become soldiers. This is also the day that veterans accept the vows of fealty of the local magistrate in a public ceremony. There is a darker side to FlouwdenDau; at night, groups gather together to form raiding party alliances for the year. A leader is elected for the raiding party usually a third-born son, but not always. Each member seals the pact in blood. The events of FlowdenDau have given rise to a popular adage often sung on this day: First-born lives to rule, Second-born is sent to fight, Third-born seals a blood pact, Fourth-born is a blight The last line is a ubiquotous reference to having too many children.

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BludenDae (Beran 1st): Held in place of Marriagefest, BludenDae (Wifes Day) is a daylong festival where young women show off their skills in an attempt to win husbands, and married women are pampered by their husbands and children. One of the odder festivities of this day is that winter clothes are burned (rather than be laundered) to make fires to cook over, and crockery is smashed (rather than cleaned) after dinner. UnumDau (Areign 12th): Held the day before Debtday, UnumDau (First Day) is a celebration honoring the fistborn sons of Nauwflouwd. This is a day that inheritances are passed out, leadership changes are announced and festivities are hold to honor the first born of a family. The timing of UnumDau is deliberate: It is often the last chance of a family deep in debt to pass on any goods to the firstborn before they are confiscated to pay debts the next day.

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Countries of Amberos Nydonna's Sea Kingdom


The Deep Realm, Land of the Mermen Possessive: Nydonnan Government: Monarchy Capital: Nydonna Fair Standard of Money: Cop = 1/100 gp, Slag = 1/10 gp, Sheer=1/2 gp, Clam=1gp, Drase=5 gp Cultural Basis: Golden Age Atlantis Location: NE1-SE1 off-shore Social Structure: Equalitarian Class System with Favoritism to Sea Elves Current Leader: Consul Lord Cessile D'rowla, The Lord of the Whitecaps Population: 75,000 Resources: Seafood, Coral, Sea Silk Estate Alignment: Neutral Good People's Alignment: Neutral Good Estatewide Taxes: Fief, Trade, Slave Estatewide Religion: TRITON, Silamus, Mkree Malka Overview: Nydonnas Sea Kingdom is a vast undersea realm that claims most of the sea off the east coast of Amberos as its own. Its primary population is a mix of aquatic elves and merfolk. History:It is unknown for how long the Sea Kingdom has existed, though even with the first accounts of it by Nathan Kepp Tu in the 450s, the Sea Kingdom already appeared to be several centuries old. It is believed to have been founded during the early years of the Elvin Golden Age, and has only expanded during that time, unaffected by the strife on dry land. It was Nathan Kepp Tu who brought this mysterious kingdom to light when he began to explore the eastern reaches of the continent to explain the magics that made up the Island Triangle. Nathan claims to visited the great undersea kingdom, and fancies himself as the only person to ever escape it. Since then, several expeditions have been made to open contact up with the sea kingdom, only to end in dismal failure. Allies/Enemies: Nydonnas Sea Kingdom constantly faces the threat posed by the empire of the Ister-Suul in the deep sea trench to the east, and the Sahuagin Empire that lies to their north. Likewise, the Sea Kingdom has had to constantly defend itself against attacks by the citystate of Zarame Kull. Nydonnas Sea Kingdom has no allies among the surface nations, and instead despises them as amoral and corrupt. Titles: Lands: The Kingdom rests some 350 - 400 fathoms deep in a coral bed made of rainbow coral. Great manta rays, the size of Caravels, have been sighted floating through the kingdom's waters, and patrols of mermen with sharks have been reported as well. The cities are lit at night by means of phosphorous undersea kelp that the mermen harvest. The kelp is strategically placed to gather light during the day, and makes the whole city seems to glimmer at night, as does a good portion of the seabed around the cities. Paths made of colorful coral, likewise bedecked with the glowing kelp, allow travel between the various cities, and protect travelers from undersea attacks. The inside of the great buildings is filled with air, and the people of the kingdom appear to be human while on dry land in the air, but contact with water reveals their true nature - they are mermen, and can breathe water as easily as air. The mermen are not friendly to any of the above-water races, and they use those they capture as slave labor to build the kingdom ever bigger and deeper. The deep sea beds of Nydonnas Sea Kingdom are a beautiful coral-laden garden of deep-sea kelp forests and massive mosaic cities made of colored tile, sea jade and mother-of-pearl. Magic allows light to penetrate to the very bottom of the sea kingdom, though it is not visible from the ocean surface. Magic likewise keeps the crushing pressure of the depths at bay in the realm of the Sea Kingdom, though there are certain ancient cavern systems under the colorful coral beds in which this magic wavers and fails. The structures of the Sea Kingdom are made of white marble culled from mines at the edge of the Sea Kingdom, as well as being made of living coral. Gold and Platinum is used to decorate many official buildings, and polished shale is used to decorate many commercial buildings. Mother-of-pearl is the common material used to decorate public buildings of the Kingdom. Personal homes for the populace are usually carved out of coral, though the houses of the nobles are often decorated with tide chimes sometimes massive collections of semiprecious minerals and decorative seashells that make lovely sounds when they drift in the undersea currents. Government: The highest levels of government in the sea kingdom is commanded by the Tritons, merfolk who have, by the magic of the sea lord Triton, been made into powerful beings to rule the sea kingdom fairly and wisely. Beneath the noble tritons, the majority of the government is filled with both merfolk and aquatic elves. Aquatic elves are always given the choicest positions of power, and most merfolk fill out the menial roles in government.

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The army of Nydonnas Sea Kingdom is impressive with triton generals and aquatic elf officers, its main forces consists of scores of merfolk ready to defend its deep waters. In addition, the army uses a host of sea creatures in its defense including sea cats, hippocampi, giant octopi, squids, giant lobsters, crabs and other crustaceans and even dolphins, seals and otters. People: Most of the citizens of the Sea Kingdom dwell in one of the six cities that dot the seabed of the kingdom; the danger presented from the Ister-Suul and sahuagin empires makes rural living extremely dangerous and unwise. Three of the cities have a large portion of their populace dedicated to working and maintaining the Kelp Sea, which is the primary food source for the entire kingdom. The forest is primarily tended and worked by mermen under the guidance of sea elf overseers. Shipwrecked individuals from the surface world occasionally fall into the hands of the Sea Kingdoms citizens, and by the law of Nydonna, the merfolk are allowed to keep the individuals as slaves in their households for seven years of service. After seven years

of service, the individuals have the choice to become merfolk themselves or be returned to the land, the memory of the last seven years wiped from their minds. The mermen are not cruel to their slaves, giving them any spouse they choose, a home of their own, and all the precious minerals they desire from their work in the mines. They are allowed, once every year, to leave the sea kingdom to go to the upper world to spend the money they have collected, and to visit old friends and relatives though they are geased by magic to not discuss where they have been or any detail about the Sea Kingdom. In a week, the collar they have been given teleports them back to the sea kingdom, if they have not returned. Nathan escaped by magically removing his necklace on his first sojourn back to his homeland. Nathan states he was very lucky, for those the mermen find that have tried to escape or tell what they know of the Sea Kingdom are slain upon their return. If the necklace is not handled properly when the victim is away from the Sea Kingdom, it will instantly transport its wearer back to the Sea Kingdom. Nathan has admitted since his return

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he has had to fight off several other mermen whom were sent by the Sea Kingdom to retrieve or slay him. Religion: All levels of society in Nydonnas Sea Kingdom worship Triton exclusively. Nathan Kepp Tu described the temple in the capital city as a glorious colonnade of coral and mother-of-pearl, with a grand aisle of giant clams lining the walkway, each showing its glorious twin-fist sized pearl to those moving along its length. Nathan also states that unearthly music constantly echoes from the vast structure, filling a large portion of the city with its continuous beautiful, soul-wrenching tones. Though Triton is the state religion, there apparently are evil cults who worship a befouled version of Silamus or even Mkree. Nathan ran afoul of these cults in his stay in the Sea Kingdom, and both attempted to sacrifice them to their gods. Magic: The citizens of Nydonnas Sea Kingdom are not overly fearful of magic, but they do have a disdain of the Landers magic of those who dwell on the surface of Amberos, especially fire magic. It is not uncommon for individuals to bear magical charms that perform minor magical tasks, and usually at least one member of even a merfolk family has some skill with sea elf magic. Adventure: It is unknown what kind of adventure can be found in the Sea Kingdom, or what, if any monsters lurk in the area, beyond the mysterious empire of the IsterSuul and the occasional giant kraken (both of which Nathan witnessed the mermen battle). From Nathan's tales, weapons and armor are not allowed to be worn or used by the slaves, but most of the citizens, even women, bear weapons (usually knifes and short swords or spears) and wear some sort of battle protection, preferring sealskin or fishscale armor when out and about. Nathan has stated that the magic of wizards is disliked in the Sea Kingdom, though its use is not banned altogether. He states that the mages of the Sea Kingdom are all outcasts, and generally only evil magic is practiced. However, clerical magic is very strong in Nydonna's Sea Kingdom, and priests tend to have much influence upon the citizens. Holidays: Beachers Day (Inlude 6th): While the government officially despises land-dwellers, this traditional day is when the priests of Triton hear the requests of those who would like to visit or see dry land and bestow upon them the ability to breath air and/or walk on land. The magic lasts for only the daylight hours, so all citizens must be sure to return to return before nightfall. Likewise, this is a day when any land dwellers who may have been held in the Sea Kingdom are returned home or allowed a brief visit to the surface.

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Countries of Amberos Nyrr Ryann


The Trading Lands, The Land of Greasy Hands Possessive: Nyrrian Government: Monarchy Capital: Nydon Standard of Money: Vegan Standard, ingots and trade notes Gola = 10 gp Blood housenote = 500 gp Cultural Basis: Middle Age/Renaissance Venice Location: MAP 2-3, North Central Social Structure: Venerachal Class System Current Leader: Lord Roman Templar, His Gold Coin Sir Population: 33,000 + 12,000 abroad Resources: Timber, Emeralds, Salt, Trade Estate Alignment: Lawful Neutral People's Alignment: Lawful Good Estatewide Taxes: Income, Fief, Export, Protection Estatewide Religion: LOGRES, Circle of Good Overview: Nyrr Ryann is one of the dominant powers on Amberos, but it not a power known for its military might. Whereas the Empire of Swordfall, Randu, Kingdom of Vall Vega and Silkna Kingdom tried to forge empires through military force or protection, Nyrr Ryann has become feared and powerful because of the economical juggernaut it has become. History: Nyrr Ryanns roots lies in the mass migration of men to Amberos from another plane of existence. Known as Afarians, a crafty merchant family known as the Ryann family worked from wagons, traveling the length of the continent to deliver goods. During the years where much of the continent was terrorized by the evil triumvirate of Roonhawk, the Skyland Hold and Sethinyor, the Ryann family traded discretely between the three warring powers, dealing in trade goods and never weapons. As the might of the Iron League Barons rose to challenge Skyland hold, the Ryann family was key in the supply of food and other necessities to the Baronial forces. In several cases, Volk tortured and killed Ryann family members, earning the hatred of the Ryann family, who turned to arms smuggling. Popular legend has it that DragonSmith stole away from Volks dungeons in a Ryann family caravan, and it was the Ryanns smithery that DragonSmith used to reforge Hellhammer. During the rise of the Empire of Swordfall, the Ryann family found its niche in trading goods from the heartlands of Swordfall to supply the borderlands of the expanding empire. In the years preceding the Dragon Wars, the Ryann family suffered many losses from goblin Titles: and human raiders, and a few clans turned to raiding themselves. For the duration of the Dragon Wars, the Ryann family continued their trading, but refused to deal in weapons. They understood all too well the might of dragons, and preferred to feed, clothe and deal with those not actually engaged in the war wherever possible. This even saved one clan of Ryann when Xenrax rewired the Orb of Dragon Sleep. The mighty dragon allowed the family to teleport to safety (with their clientele) before activating the Orb of Seasons bitter cold. After the Dragon Wars, Emperor Nannon forced the Ryann clans to settle in the east, as far distant from the heartlands as his spears could hold them. He considered the merchants traitors for not helping in the war effort, and the tale of flight from Xenrax made him no happier. Despairing, but with little choice, the Ryann clans packed up their goods and settled east of the empire, in the lands the called Nyrr Ryann - Land of the banished clans. As Randu rose in the east, the Ryann families uprooted from their homesteads and took up their nomadic caravans again. For the duration of the war, they used their mobility to deliver valuable goods from Randu into the lands beyond while evading Randese armies, creating enormous wealth for itself. When the rebellions against Swordfall in the west began, the people of Nyrr Ryann made attempts to filter back into the countries they had left, to return to their trading ways. However, nearly all the people of other lands had become wary of them and their motives, and would not let the Nyrr Ryann settle in the rebellious lands.

Finally, the leader of the Nyrr Ryann clan did something that had never been done before - he rallied the Ryann for war. Under the banner of Nichole Ryann, the warriors of Nyrr Ryann returned to their land of banishment and attacked the forces of Randu. The fight was long and bloody, but the mobile caravan of the Nyrr Ryann allowed them to roll over Randus fortresses, isolating forces so that the Nyrr Ryann could destroy them more easily. Within seven years, Randu had abandoned the land to the Nyrr Ryann, and signed a treaty of peace and

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trade. With the aid of Nyrr Ryann as an ally, Randu found that its troops and conquered people could be well taken care of, and the fantastic goods of Randu fetched great sums from their enemies, depleting their coffers while filling its own. In all the fighting between Randu and the countries of the west, Nyrr Ryann remained neutral. In some cases, it even allowed Randese soldiers to starve to prevent Nyrr Ryann from being pushed into a position where it might be vulnerable to a Randese attack. Finally, the Treaty of Crossed Swords created peace between the countries of the west and Randu. Nyrr Ryanns caravans began to settle back into the swamplands around the lands they were forced into by Swordfall, and began solid trade routes between Randu and the western countries. By using overland routes instead of plying the seas, Nyrr Ryann avoided the heavy tax Randu laid on ships passing through their great dam. As other countries began to balk at the high prices Nyrr Ryann was able to charge for its goods from Randu (even though they were lower than the price any merchant-ship company could offer), several countries began to search for ways to skirt Nyrr Ryann and the Great Dam. Shovnov Coast and Millos led the way, though eventually Millos would turn its attentions to the west, and the lands of Gold that lay in that direction. Only Shovnov Coast was able to complete against Nyrr Ryann, and as they plied north and around the continent, they began to outsell the Nyrr Ryann, for they could deliver faster and cheaper than Nyrr Ryann. It might have remained so if it was not for the appearance of the Dragon Armada following the economic upheaval on Amberos. The wizard-led fleets attacked and sacked Shovnovs merchant ships, causing great losses of money. Of course, Nyrr Ryann was blamed for the attacks, but the Ryann claimed the only

ships they had plied the Forna Sea, and no further. Several countries who felt the ravages of the Dragon Armada threatened war against Nyrr Ryann, pressing Nyrr Ryann to investigate the attacks. After three years of near-war conditions, Nyrr Ryann was able to prove that the Dragon Armada was based in the Ksiki Colonies, far south of the trade routes, and consisted of Millese ships that had turned pirate. Many countries were skeptical, until the Nyrr Ryann led a Millos & Nyrr Ryann fleet through a magical portal that brought them through to the Ksiki Colonies. There, one of the Dragon Armadas fleet was confronted, and sunk, though most of the Millos ships were sunk in the battle. The Nyrr Ryann clippers suffered heavy damage as well, but were able to escape before the Dragon Armadas reinforcements were able to arrive. The Nyrr Ryann have been attempting to find a way to permanently close the gate the Dragon Fleet is using, but are now aware of its location. Unfortunately, attempts to blockade the magic gate have ended in disaster for the Shovnov and Millos fleets, who find themselves quickly outgunned by the Bombard-laden ships of the Dragon Armada. Since Nyrr Ryann does not use the waterways, it has avoided the area, and chose only to ply the Forna Sea. As of yet, the Dragon Armada has been too powerful to stop. However, recent developments on the continent are also threatening Nyrr Ryann. The sudden disappearance of vast hoards of wealth across the continent has placed a large dent in the Nyrr Ryann juggernaut, for many loans cannot be collected from nobles, shops or even governments that have fallen. Also, the appearance of the Skienlands to the northeast of Nyrr Ryann threatens the safety of the land, and many Nyrr Ryann have picked up their nomadic habits once again. Nyrr Ryann has not been able to successfully trade with

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the Skienlands, and many raiders from the Skienlands have struck chords of fear throughout Nyrr Ryann. Allies/Enemies: Nyrr Ryann is part of the West End Treaty. Oddly, Randu has also signed trade agreements with Randu, Ran Da Khan, Simera and the Skienlands, all of who are or were part of the former Randu Empire. Nyrr Ryann also has agreements with the Ksiki Colonies to use their ships for transporting goods outside the bounds of the Forna Sea. About the only realms that Nyrr Ryann does not involve itself with (openly or officially) is the Dark Lands/Federation, Dark Valley, the Frost Lands, the Hold of Severn, Statisdome, Nydonnas Sea Kingdom and Zarame Kull. Lands: Nyrr Ryann holds a narrow strip of moderate wetlands that surrounds the Wyvern Sea. Overall, the land is poor for farming or habitation, but the fact that it is strategically poor land makes it excellent for Nyrr Ryanns purposes as a sort of series of storehouses and home bases for the merchant empire. Most of the cities of Nyrr Ryann have been built upon rock pylons or stone piles sunk into the wetlands to form a solid foundation upon which to build. This gives each city enormous control on its own growth and the value of real estate within its bounds. Most cities require a lengthy and expensive approval process to add buildings to the city core. However, most cities are surrounded by shack-towns built from scavenged lumber and directly on the soggy grounds surrounding the city. Government: Nyrr Ryann is controlled and directed by various merchant houses, each of which has proven themselves to be a financial juggernaut. There is no formal organized government; sometimes the merchant houses even turn on one another in their attempts to turn a profit. However, they are often able to provide a united front against deprivations by other countries, though they have had rare occasions in which they need to show this strength. Lately, with economic upheaval, one of the merchant houses was able to seize power over the other houses, and has become the de facto ruler of Nyrr Ryann. Whether or not the household will be able to retain control of the entire realm remains to be seen. Still known as The Great Trader, any other country trembles at the thought of having to negotiate against this country. Nyrr Ryann has, though rather subversive means, gained near total control of all commerce passing across the continent. Nyrr Ryann merchants, whom tend to make lucrative deals and expansive profits from their dealings, handle nearly any trade that occurs between countries. Few people can barter better than a Nyrr Ryann merchant or refuse a sale offered by these guile people. They are not crooks in the slightest, but have a seemingly raw talent to wheel and deal. Because of the great influx of trade that emanates from the state, Nyrr Ryann tends to be the most advanced country about its neighbors. Its people tend to always be dressed in the latest styles, and first to gain the newest of inventions designed to make life better. However, Nyrr Ryann self-importance has at times caused it lag, for they refuse to use any item created by nonhumans hands, and loathe to use any item that was created in a "barbaric" country (Dark Age culture or consisting of non-European people). People: Not all the people of Nyrr Ryann are merchants, and a good many are Sea-Captains, Mercenaries or Miners whom work the vast salt and emerald mines at the border of the Deadgate Swamp. Working the mines is the most dangerous profession in all of Nyrr Ryann, but the most well-paid as well. The workman's benefits from mine work are extraordinary, including pay for vacation (unheard of in any other country), free healing services (mostly non-magical in nature), overtime fees (the miners are paid by the hour, not a standard fee per month) and a home to start with. This has made many miners incredibly loyal to Nyrr Ryann, and defensive of the mines as well. Races: There is an extraordinary mix of races in Nyrr Ryann. While humans, elves, dwarves, gnomes and Hillenfaey are greatest in number, there are even orkan and goblinoid trading houses that operate out of Nyrr Ryann. Likewise, the land has a large number of lizardfolk tribes scattered from the Deadgate swamp in the west to the Forna Sea in the east. The one major race that is not represented in Nyrr Ryann is giants. For reasons unknown, giants have little to do with Nyrr Ryann or the area, and some giant clans on other areas of the continent even seem to be deathly afraid of the lands of Nyrr Ryann, though they will not explain why. Religion: For the longest time, there was little unity among the Nyrr Ryann in regard to religion. Since religion could often interfere in business transactions, most Nyrr Ryann households downplayed religious matters. However, after the ascension of Logres to godhood, many Nyrr Ryann began hiring members of its clergy, who were often inoffensive and willing to use their healing and curative spells on anyone, even those of radically different religions or beliefs. Over time, the church of Logres became the unofficial official religion of Nyrr Ryann, and churches to the inoffensive god were established across Nyrr Ryann and at trading outposts across the continent. It should also be noted that there are a smattering of temples across Nyrr Ryann dedicated to one or more of the gods of the Circle of Good, but they tend to be visited by travelers or those not associated with the merchant houses. Magic: Many Nyrr Ryann households employ arcane spellcasters, either as advisors, transporters or to protect shipments from the hazards of travel.

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Divine spellcasters do not enjoy as high a station as arcane casters; their usefulness tends to depend on their inoffensiveness. While priests of Logres tend to be the most common encountered in a merchant house, there are some houses that prefer to have no clerics at all or may, for religious reasons, choose clerics of a different faith, though these houses tend to be minor and rare indeed. Adventuring: There is a lot of adventure not only available in Nyrr Ryann, but working for Nyrr Ryann abroad. Wild monsters roam the semi-civilized lands and fighting the evil creatures within the swamps is no easy task, as is facing the wizards of the Land of Sarve. Also, many thief guilds seem to spring up in this land, and secret organizations constantly attempt to plunder the wagons laden with precious metals on their route out to the other countries, requiring the Nyrrian merchants to hire bodyguards against the thefts. Holidays: Tradeday (Inlude 8th): On this day, the great houses sell red tickets, often called bloodhouse notes, that can be redeemed for favors at a later date throughout the year. The prices of the red tickets are always haggled over, and have a fixed value of 500 gp each. Surprisingly, the tickets often sell for much more than the face value on the ticket, as they can be used to manipulate a trade house to honor deals that they might otherwise refuse (but are still within reason a special Nyrr Ryann court has been established that handles any and all disputes generated by the red tickets and what is considered reasonable). While various houses sell the tickets, the tickets are redeemable for items or services by any Nyrr Ryann house (the house that issues the ticket covers the cost to the house it is redeemed at). The tickets cannot be redeemed for direct cash, and cannot be redeemed for more than the face value in goods or services. While the haggling for these limited tickets occurs, there are feasts and special markets set up for the publics enjoyment.

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Countries of Amberos Principalities Of Xatmas


The Ring of Princes, The Cradle of Kings Possessive: Xatmese Government: Confederacy Capital: Zolarus, meeting place Standard of Money: Vegan Standard, No Dromar Cultural Basis: Dark Age Carolinian Fiefdoms Location: South and West Social Structure: Patriarchal Class System with Favoritism to Dhoric humans Current Leader: The Twelve Princes, His Noble Ascendancy Population: 151,000 Resources: Gold, Steel, Copper, Livestock Estate Alignment: Neutral Good People's Alignment: Neutral Good Estatewide Taxes: Fief, Blood Fees, Import Estatewide Religion: XYGLEON, The Circle of Good Description: Known as the Ring of Princes, The Principality is the remnant of the ancient White Council of Misake. The Princes consist of noble families with ancient ties to the White Council of the Dark Age, and use this fame to rule and hold land to this day. History: When Machiavelli destroyed the White Council during the start of the Dark Age, the families of the White Council members went into hiding or tried to oppose the Skyland Hold. Many were sought out and crushed, though some families were able to hide from the Skyland Holds attacks. In the years of the Dark Age, several of the families resurfaced to become the pivotal members of the Free League, and helped to eventually drive the Skyland Hold back. After the destruction of the Skyland Hold, the surviving families of the original White Council settled in the lands south of Misake and began to attempt to rebuild their ancient kingdoms might. However, interfamily strife and the prodding of the growing Kingdom of Swordfall kept the families splintered and feuding. Though by the start of the Dragon Wars Emperor Nannon IV of Swordfall had declared seven of the surviving families Princes to Swordfall, the title was purely honorific. After the Dragon Wars, when the rebellion of the Barons occurred, the princes briefly united under one banner and attempted to break free of Swordfalls influence. The rebellion was crushed Titles: however, and the princes reabsorbed. Several of the traitorous princes were executed, and Nannon further broke the power and alliance of the princes by raising the number of princes to twelve. Thus fractured among themselves, squabbling for the hope of eventually taking the crown of Swordfall, the princes power was diminished to near null. When Swordfall finally fell apart, the princes continued their bickering amongst themselves for the crown of Swordfall, and the princes armies marched against each other in a series of genocidal attacks aimed at wiping out the other lineages. As chaos befell the gap left by the fall of Swordfall, the neighboring realm of Barbed March and Misake Barbarians, each acting independently, began a rapid expansion, and pushed into the Principalities, determined to pull the crown under their rule. Though fractured at first, the princes began to gather together for their own defense against Barbed March and the Misake Barbarians. As the land of the Ice Mages drew up to the Principalities west, the country found itself encircled, and eventually was able to put aside their own petty ambitions to keep their lands from falling to the foreign realms. However, the principality troops were no match for the March Riders or the Barbarian hordes, and an ill-fated assault against the Ice Mages sorely depleted the troops protecting the principalities. The principalities would have eventually fallen if it had not been for the fortuitous intervention of the Knights of the South, who helped the Principalities draw up a strong border against the Barbarians and Barbed March. For nearly a hundred and fifty years, the land of the principalities has undergone only minor changes to its borders, thanks to aid from the Knights of the South, and the principalities border watch. The interior borders between the princes has moved little as well, though the recent upheaval in the economy has forced several princes to swear fealty to those princes who were not affected by the sudden shift in monetary wealth. This has lead to only nine sovereign princes, with three princes now vassals to one or more princes. The Knights of the South have been watching the current situation closely, attempting to ensure that the princes do not soon erupt into a war for dominance amongst each other with the new alliances.

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been rebuilt often with enhanced defenses and superior stores to outlast any attempt at a siege. Government: Each prince claims to be able to draw his lineage back to one of the thirteen council members on the original White Council. Only one of the original thirteen families has been destroyed over the many years since the white council was scattered by Volk. All of the current princes agree that the stricken family had fallen under the influence of the Skyland Hold and had been destroyed along with the accursed country. Each of the twelve princes controls a large section of land with attendant lesser nobles and knights. Each prince believes themselves to be the sole heir to the ancient Misakean Councilors throne, and the current throne of Swordfall. However, no prince has been able to put forth a strong enough case to have the other princes to rally to support a Grand King, which could feasibly revive the Empire of Swordfall. Because of this potential, many of the western countries have political interest in the princes, and either back a particular princes claim or (in the case of the Kingdom of Vall Vega) attempt to thwart any princes claim to the throne of Swordfall. The nobles and knights of the principalities are dedicated to aid the prince in ruling the lands, though bickering among the princes is quite common, and occasional wars spark over political and territorial disagreements, especially in regard to control the various gold and copper mines in the realm. For the most part however, the princes work together for the benefit of the entire principality, and a mutual brotherhood among the princes infects the realm. When the princes cooperate, they are able to present the principalities as a rather powerful realm, and even the Kingdom of Vall Vega has attempted to wean the favor of the princes, when possible. Each of the twelve princely families is described more below. Aesclipius (Thrace) Known as the white wizards realm, the Aesclipius has been ruled by a heritary mage since its formation. The people of Aesclipius are good, kind and proud, and live in the shadow of Manne, who has often threatened to destroy their weakling prince. Cheldora (Cadarus) This displaced family has been scattered across the lands of Kholias, Mullin and Semberflame. Though they still hold prominence as a Xatmas ruling body, they have no holdings save for a few estates held in these provinces. Gambling has been the primary downfall of the Cheldora family, and many believe their name will not survive the next few generations. Chessin (Chess) This family rules the land and cities around Xamos, Lauve and Mulkin. They have sworn fealty to the Kholias family, having lost considerable land and power when the Glacier of Seasons was created. The Chessin family is very prudent and cunning, with many believing they are merely biding

Allies/Enemies: The principalities are members of the West End treaty and have joined the Brotherhood of Arms to gain the protection of the Knights of the South. Barbed March is constantly seeking to take land from the Princes, and the Princes sometimes strike at military targets in Barbed March to preempt strikes from them. The princes overall have disdain for the Southern Kingdom as barbaric, and treats them no different than the barbarians of the Misake Barbarians. The princes have a great deference to Misake opinion and way of doing things. Lands: Bordered on the north by the mountainous badlands of Smanvalla and protected from Barbed March in the south by the Curtain and Iron mountains, the Princes enjoy some of the most fertile lands on all of Amberos. Vast plateaus of farmland stretch across the land, and most of the forests that once filled the wilderness have been reduced to tiny clumps of trees now protected by the princes themselves. The towns and cities of the land are clean, wellbuilt and maintained. Most structures are made of stone quarried from the mountains and covered in a mud plaster. Many of the official buildings of the princes were originally destroyed during the Dark Age, but many have

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their time until they expand their power aond possibly reverse the position with the Kholias family. Kholias (Chalice) Once a strong military princedom, Kholias has become the largest holding in the Xatmas, and it has softened considerably. Sporting the only city in the Xatmas with a population exceeding a hundred thousand, the land of Kholias may one day become the capital, if the other princes do not conspire to bring the haughty family of Kholias down soon. Kreistan (Kreistor) A southern princedom, Kreistan constantly must deal with the threat of Barbed March. The realm has become little more than a pawn of that kingdom, paying an annual tribute and sending its young citizens to train in the March camps as servants and slaves for four years before returning to their own realm. Lately, Barbed March has been granting citizenship to the young folk who do exceptionally well during their years of service, and now some of these folk have returned, and been entering into the politics of Kreistan. The direction of this princedom will soon surely lie in their hands. Manne (Mannekrin) A rather dark realm, the prince of Mannekrin had long lived under the vindictive rule of his father, and has become nearly as vengeful as his former father. Tholin is an angry realm of bitter mistreatment and the threat of military war against the other princes. So far, only the threat of Kholias has made the prince of Mannekrin pause, but as Kholias continues to soften, Mannekrin plots to strike at the nearby princedoms. Mullin (Bharocke) With a border on Smanvalla, the lands of the Mullin tend to be steppe-like in the north, leading to its people to be rather rough and hardy. As one travels further south, the lands become greener and more arid. As a result, the cities of the south have become opulent and soft, creating friction between north and south. The Mullin family has based itself in the southern city of Vordenhome away from its ancestral city of Bharocke, and it has become very tyrannical towards its own people, having crushed one rebellion in the north already. Nannos (Vall Vesum) Considered to have been the greatest White Lord before the Dark Age, Nannos is one of the most respected princedoms in Xatmas, and one of the most-sought to curry favor from as well. Not only does Prince Manne plot to one day control Verdenholme, many of the other realms believe that if Nannos were to fall, the Xatmas would crumble, and the hope the realm inspires across the continent would be lost. Thus, though Nannos appears to be a paradisal garden on the surface, it is rife with intrigue to support or tear away the princedom. Though it has been suspected that the last Nannos prince was poisoned, the current prince seems quite capable of holding his own. Semberflame (Lhead) Often referred to as the caretakers of Zolarus, the Semberflame family is steeped in tradition and second only to Nannos in being curried for favor by the other lands, and even the other princes. Because of its duties as caretakers to the capital and ways of the Princes, it is directly protected from the likes of the Manne and even expanionistic Kholias families. Thales (Thaleswall) This principality has undergone numerous wars and the loss of three princes to treachery. Thales is the most democratic and popular realm in Xatmas, though due to war and the princely deaths, it has been much reduced in size. People: The people of these lands are pleasant folk, and most fall into the middle class as craftsmen or artisans. Architects employed by the princes plan towns and cities, so that no building is founded before its impact on the community is researched. The delay from this research is fairly minimal in the case of housing, but can be quite complex when planning a public building or the location of a new guild house. Most buildings are made of white or white-gray stone, with thatched roofing and decorative timbers. As a bow to the countries past, most buildings receive a yearly coating of white plaster, to remind people of the purity of the White Council forbearers. The beauteous wares created in this realm are sought far and wide across the continent, and the guilds who train these artisans are very covetous of their talent, and have even sparked wars between the princes to keep their craft secrets from falling into others hands. Beyond the normal artisans and craftsmen, the principalities have a fair number of mercenary men-atarms. For their own personal defense, each prince requires a small army to protect his lands from outside forces as well as from other princes. Though most of the mercenaries work for the pay, a good many are loyal to a particular prince, and are very difficult to bribe or lure away from their employer. The quality of each princes army is questionable, with the armies facing towards Barbed March being clearly more battle-tested than those who face the realms of Misake or even the Ice Mages. Knighthood in the principalities is rare, and granted only to a select few, chosen by the prince himself. The knight must be able to afford the yearly tithes demanded of him, and is granted all the rights of lesser nobility in the princes realm. Knights are the only beings other than the prince himself who are able to call troops forth to battle, though as in all things, the prince has final authority in his lands, and many punish a hasty knight who rides forth to battle without good cause.

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Even for all the political maneuvering the princes conduct to attempt to gain superiority over the others and gain eventual control of the country, the princes are tightly allied, and will not hesitate to aid another in ridding the prince of an evil plague, creature or invading army. Races: Most of the people of this land are of pure Dhoric human ancestry, with a large Afarian human population mixed in. There are some minor clans of woodless elves and dwarven miners who have made the realm their home, but both live mixed in within the human communities of the realm. There is a smattering of Hillenfaey and gnomes in the realm, but no clans or family lineages like the elves and dwarves. Religion: The princes pay lip service to the church of Xygleon, which the White Council was founded under. However, the true devotion of each Prince varies, and there are even rumors that some of the princes worship some of the darker gods perhaps even The Dark One. Most of the populace worships Xygleon in deference to Princely orders, but because of the influence of the ancient Kingdom of Swordfall there are several churches devoted to the gods of the Circle of Good, with churches to Dhorian being the most common. However, some Princes have been know to strike out at these churches, so its follower must always be aware of the religious tastes of their lord and liege.

Magic: Because of the betrayal of the White Council to the foul magics of the Skyland Hold, and the presence of the unpredictable Ice Mages, most of the population has been raised with a hatred of spellcasters. However, many princes recognize the advantage of having an arcane caster on hand, though they must be careful not to incite riots from outraged peasants or let it seem they have fallen under the spell of some wizard. Divine magic suffers much of the same stigma as arcane magic, thank in part to the betrayal of Machiavelli. Clerics tend to downplay or conceal their magical works to avoid raising the ire of Prince and peasant alike. Adventuring: Most of the lands of the principalities are settled, and there are few creatures to be found in the realm, except near the mountainous borders. However, those willing to take up with the eastward armies or to border patrols can expect plenty of adventure and danger as well. The princes court is a hotspot of political intrigue, and those suited to spying or espionage can find a fulfilling niche in either a princes, knights, guilds or noblemans household, attempt to keep up with the intrigue of the court. Weapons and armor are not disallowed in the Principality, but heavily armored and armed persons must be wary or risk being imprisoned if they threaten others with weapons or become local nuisances.

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Holidays: Day of the Lunatic (Ember 2nd): This day celebrates the god Urdeuss marriage to Luna. It is full of feasting and games. Strangely, since the Dark Age, and especially after the creation of the Lands of Sarve, many anti-lycanthrope innuendos have crept into the celebration, such as the use of silverware at feasts, belladonna table arrangements and the like. Teenagers often play on this latent fear by engaging in pranks of imitating lycanthropes in the evening hours. Marriage of the Sun (Bristus 5th): This day is similar to the Day of the Lunatic in that it celebrates the marriage of the god Opheus to Shurdeua, the sun. It is a day of outside activities, feasting and athletic competitions. It is also the day that young men (or women) receive their first sword (representing Dhorian, Opheuss father) and begins training to become warriors by the next Bloodtest.

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Countries of Amberos Ran Da Khan


The Pearl of the Forna Sea, The Gilded Realm Possessive: Ranian Government: Monarchy Capital: Raniak Ka Standard of Money: Barter, Korr=1/100 gp, Vass=1/10 gp, Nall=1/2 gp, Onum=1 gp Cultural Basis: Renaissance Arabic Location: SW2, inner sea Social Structure: Matriarchy Youthitarian Class System Current Leader: Caliph Kisten Clienst, Her Opulent Majesty Population: 12,000 Resources: Black Steel (Not Traded), Oil, Pearls, Workmanship III Estate Alignment: Lawful Neutral (Good Tendencies) People's Alignment: Lawful Neutral Estatewide Taxes: Export, Protection, Explorer, Blood Fee, Miners Draft (5,000 gp residents only) Estatewide Religion: ZZADASA, Belli, Vermnia, Visha, Triton Overview: Ran Da Khan is a successor state from the Randu, the Black Conqueror. The people of Randa did not like the regressive attitude of Randu, and managed to covertly gather an army faithful to their cause. Ran Da Khan has become a fairly peaceful state of traders and intellectuals. History: When the Khan of Randu fell in the destruction of Zarame Kull, Ran Da Khan saw it as a sign from the gods, and rebelled against its former masters. Led by the eldest daughter of the Khan, upon hearing of the Khans death, the Randese rebels deserted their posts and took to ships, sailing far from Randus lands to what is now modern-day Ran Da Khan. After a bitter six-month battle with the people of Alusta, the people of Ran Da Khan were able to carve out a community for themselves. By agreeing to allow Nyrr Ryann to use its ports and providing naval protection for Nyrr Ryann merchants, Ran Da Khan was able to gain allies against being ousted by the likes of the Kingdom of Vall Vega or the Knights of the South. Allies/Enemies: Ran Da Khan is secretly a member of the Order of the Buried Blade to protect itself against attacks from the West. Ran Da Khan tends to feel that is superior in morals to its neighbors the Kirranays, Alusta and Riddlekill, and often makes attempts to take land from the countries. Ran Da Khan has suffered raids from Jsarath, South Jsarath and Dark Valley, and has a great Titles: hatred of these barbarians. While Ran Da Khan has little contact with the Skienlands, it sees that realm as utterly corrupt and prays for that countrys fall every day. Finally, Ran Da Khan keeps abreast of the political climate in Randu, always seeking to influence the estate to its way of thinking. Lands: Ran Da Khan is a mix of semi-fertile lands and desert. The eastern tip of Ran Da Khan is almost junglelike, but has very poor soil for growing most crops, and the far northwest section of the realm is a sea of desert dunes that is inhospitable to all attempts to irrigate it. The land in between the two extremes can hold crops, but it takes enormous stretches of land to produce enough food to feed the populace. Unfortunately, the population is spread too wide for many farms to be built to handle the needs of all the people. Because of this limitation, Ran Da Khan is forced to trade with Nyrr Ryann for consumables, trading their superior items of workmanship for the food the country so badly needs. The cities of Ran Da Khan share the architectural style of Randu, being squat but open and ornate. Most official buildings are round structures with vast bulbous bronze caps and painted in swirling, striped patterns. The homes of the common people tend to be made of adobe or soft stone covered with plain mud, with exposed ceiling beams and covering made from palm fronds. The homes of the rich tend to be made of ornately carved stone with brass etchwork. In the western half of the land, near the Zalimtok Mountains, many of the buildings reflect their Alusta heritage. These tend to be bubble-shaped huts made of mud in the open or built into a hill face or other feature that renders them almost invisible to the naked eye. Government: The government of Ran Da Khan is an epic bureaucracy of titanic proportions. Because it was founded by the wise daughter of the former Khan, the halls of power began to quickly fill with females who likewise struck the Randese rebels as being exceedingly wise. Eventually this spilled into the rest of Ran Da Khans society, so that women became preferred in making decisions within the estate. Getting anything done in the government is nearly impossible without knowing the right person or having extensive knowledge of the written law. It is so difficult, in fact, that the average citizen is ignorant of the mass number of laws in use in Ran Da Khan, and any infraction of the law requires a trial before sentence is passed. In such trials, a lawyer, who is aware of the law and its loopholes, is automatically assigned to the defendant, even if that defendant is a foreigner. The government is not corrupt nor inefficient by any means, though it is slow and ponderous in many ways. People: There are two distinct cultural groups in Ran Da Khan. The oldest settlers of Ran Da Khan are the Alusta people and the Ran invaders have never gotten

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along well with each other. The Alusta are simple folk who prefer to dwell in harmony with nature, while the Ran are urbanites, who love cities and learning. Much of Ran Da Khan has become rugged land in the Rans hands, which has angered the Alusta to no end. Constant raids by the Alusta reach into Ran Da Khans lands, though the Ran are able to keep the effectiveness of such raids to a bare minimum. Ran Da Khan is more progressive than Randu, and much more vocal in its attempts to learn about the world around it. It has managed to retain two Black Steel Furnaces, and has produced its own tiny fleet of skiff fighters which hold four men, a driver, navigator and two Wheellock gunners. These formidable battle platforms have been instrumental in keeping the Alusta people from being able to overrun Ran Da Khans lands, and no Black Steel skiff has been captured and put into use by the Alusta yet. In fact, it seems out of the Rans hands, the Black Steel war machines are useless. The people of Ran Da Khan are not concerned with war and conquest, and are more involved in artistic expression (as littered with symbolic and allegory as it is) and architectural pursuits (which is undergoing great changes at the moment). Most citizens do no stray outside the walled cities if they can help doing so, and those who live outside the city walls tend to travel in nomadic clans, dwelling amidst the rugged landscape and avoiding the overcrowded cities. There is a lesser interest in various magical and technological sciences occurring in Ran Da Khan, but these are far and few between. Still, Ran Da Khan has managed to obtain better medical care than most other places, and they were the first to introduce the spy glass and water clock to the rest of the continent. Religion: The Ran scorned the war-like ways of Randu, and decided to make Zzadasa their patron god. This did not sit well with the Alusta, who had always worshipped Belli, and has created much strife between the two cultures, for neither side is willing to relent in its worship. There is a single, though rather prominent temple dedicated to Visha in the port city of Uriak Khale. It is often visited by foreign visitors from Randu, though there are some native Ran who attend the church in secret. Many of the port cities have a shrine dedicated to Triton and or Vermnia, often at the request of Nyrr Ryann traders. Native Ran are not allowed to directly worship these gods, though many will pay an annual tribute to the gods to keep their wrath at bay. Finally, some of the Ran belong to a secret cult of Titanicus, which came across with the Ran from Randu. The cult works in secret to overthrow the Zzadasa-based government and place more war-like leaders submissive to Titanicus in its place. Anyone caught belonging to this cult is summarily executed. Magic: The Ran despise the practice of arcane magic, primarily from the degenerate pacts of the Wa-Atari and Wri-Atari of Randu. Anyone caught practicing magic is subject to having their hands cut off and eyes gouged out, if not outright executed. Anyone caught consorting with spirits or outsiders is always executed as quickly as trial allows. Divine spellcasters who worship Zzadasa are tolerated, but the use of magic outside the bounds of a courtroom is highly regulated. Any divine caster who is not a worshipper of Zzadasa risks exile or death for use of their magic, and even priests of Zzadasa risk fines for any public display of magic. Adventuring: There are many gruesome and evil creatures lurking in the wilds of Ran Da Khan, just outside the walled cities of enlightenment. The Alusta believe many of these creatures existence to be due to the irreverence the Ran have to nature, though most of the Ran associate the creatures with evil spirits of the land who have always dwelt in the land, and must be tamed or destroyed. Also, there are several separatist cults whom desire to overthrow the current government and reestablish the country under Randu lurking within

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Ran Da Khan, and such cults often plague the enlightened citizens of the major cities. There are a great many bandits that attempt to find the two Black Steel Furnaces, and there is rumor of a third Furnace in the mountains overrun by goblinoids. Though it is not usual to see Ran carrying knives or buckle-blades for their own defense, large weapons and armor are frowned upon in civilized society, and may get the individual into deep trouble with the local law. Foreigners are apprised to keep only small, defensive weapons, and keep such weapons in plain sight, lest they be accused of conspiring to treason or assassination - both crimes that do not even require the accused to be brought to the halls of justice or to trial before being publicly executed. Holidays: Randey (Rands Day, Noris 16th): While actually a celebration of Ran Da Khans separation from Randu, Randey is considered to be a celebration of the hero Rand/Arnd who founded the original Randu nation. Each community inaugurates a Khan for the day who best represents Rand's virtues of thoughtful, peaceful and yet fiercely loyal. Bedecked in finery and gifted with jewels and scrolls filled with wise sayings, the Khan is seated at the head of the feast, and expected to give a short speech and prayer before the feast begins. There are mock battles and competitions in poetry, penmanship and even wise men contests held throughout the day. Many communities commission an artists rendering of the Khan for the day, which is kept preserved along with others in the city hall or great library.

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Countries of Amberos Randu


The Sons of Rand, The Black Conqueror Possessive: Randese Government: Monarchy/Theocracy Capital: Rainak Naksue Standard of Money: Daboon = 10 gp, Pendar = 5 gp, ThreePiece = 3 gp, Ghat = 1 gp Shekel = 1/10 gp, Pocketrock = 1/100 gp Cultural Basis: Middle Age Arabic/Mongolian Empire Location: NE1-SE1 Social Structure: Patriarchal Venerachal Class System (in the north) / Equalitarian Caste System (in the south) Current Leader: Kha-Khan Kmemphi Sawan, His Mightiness Population: 1,023,000 Resources: Livestock, Black Steel (Not Traded), Gems, Ivory, Oil, Platinum Estate Alignment: Lawful Evil People's Alignment: Lawful Neutral, Neutral Evil Estatewide Taxes: Income, Fief, Slave, Export, Protection, Explorer, Blood Fee, Tithe, Conduct, Scutage Estatewide Religion: VISHA, Titanicus, Gwieze Overview: Greatly feared in the west as The Black Conqueror, Randu is a land of both savage wilderness and cunning civilization. It is a self-dependant juggernaut that seems bent on spreading its ideal of civilization to the rest of the continent. History: Randu sprang from the ashes of the Ghan Empire. After the fall of Ghans empire at the hands of the Skyland Hold, the sons of Ghan split into various clans and hobbled to the northeast arm of the continent, just shy of the lands of Iiannhanex and Llannhanex. For many years during the Dark Age, the Ghan bands fought and feuded amongst each other, attempting to unite the fractured tribes back into one united whole. As time passed, the clans fractured even further. A pretender to the throne of Ghan, a warlord known as Simeras, was able to found the land of Simera, and the remaining clans were forced to the east, beyond the bounds of the Hanex lands. There, the Ghan continued to battle and squabble for control, until shortly after the First Dragon Wars. The battling Ghan had been passed over for most of the Dragon War, though they were aware of it from tales that trickled back from the Hanex lands. It was the fear that the Ghan clans might be dragged into the war that began the spark to unite the Titles: clans, but the first real movement towards such organization did not occur until about ten years past the end of the war. At that time, one of the clan families, the Randese, sons of the ancient hero Arnd, was able to hammer out a pact with five of the warring clans, making it the largest at that time. The Randese alliance was able to withstand the backlash from the other clans, and used its united strength to slowly swallow or destroy one rival clan after another. In a surprising battle where the drunken Randese generals defeated a superior clan alliance of Ghan opposed to the growing family, many remaining clans suddenly shifted to the Randese side to avoid war with the deadly enemy. By the time of the Barons Rebellion in the west, Randu was in control of the majority of the northwest arm of Amberos, and began fanning outwards. Until just after the Barons rebellion, Randu had been fighting against its own kind. However, the country of Ar-Baqua, which covered much of the modern-day area known as the Skienlands, attacked the fledgling realm in an attempt to keep it from spreading. However, Ar-Baquas fortified cities proved no match for the lightning fast Ghan horse warrior, and within three years, Ar-Baqua fell to Randu. Surprisingly, much of ArBaquas enlightened social structure bled into Randese culture. Since the Randese were more interested in conquering than ruling it, many Ar-Baqua rulers who showed loyalty or humility to Randu were spared, and allowed to minister to the conquered land. Though the Randu army saw little effect of the Ar-Baqua customs, those lands that fell to Randu quickly had the Ar-Baqua customs firmly planted over any old customs that had been in the realm, and the Ar-Baqua way of enforcing the customs was very harsh indeed. Further, while most of Randu had long worshipped Visha, many of the Ghan tribes the Randese had conquered worshipped Titanicus, and he hatched a plot to gain control of the Randese and use them for his own ends. Titanicus even took a mortal form, as a Randese warrior, and quickly rose to a position of prominence in the kingdom, with the ear of the Great Khan listening to his fomenting of war ever westward. As Randus fearsome nature spread, the countries of the West, who had been engaged in a second rebellion against the land of Swordfall, began to learn of the ferocity of Randus attacks, and its rapid growth. It was this growing fear of Randu power that allowed the Kingdom of Vall Vega to rise to preeminence in the west, and by the western alliance, bring the eventual doom to Randus thirst of conquest. When the Khan of Randu learned of the Wests movement to prepare to meet Randus conquests in the north, the Khan realized he would not be able to defeat such an alliance arrayed against him, and withdrew his forces back into the heartlands to fortify the lands Randu

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had taken. Also, in a veil of secrecy, the Khan cut off all shipping in the Forna Sea and bent the backs of his people to complete the greatest project of his ancestor - the fabled Answan Suwat, to create a bridge to the southern arm of the continent. The Khan, by magical and mundane means, was able to keep the existence of the Answan Suwat a secret until it was used to raid the southern lands. The troops of the western alliance were caught off-guard when the attacks in the south began, and masses of alliance troops were quickly maneuvered to cut off the threat from the south. If it had not been for the resilience of the warriors of Lacosis in the south, Randu may have been able to swing across the southern arm of Amberos into the heartlands of the west. However, Lacosis proved a more

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difficult opponent to destroy than Randu had anticipated, and managed to hold Randus troops until the western alliance could fortify the southern lands, and mount a counterstrike against the capital from the Forna Sea. It was during this counterattack that disaster struck Visha had uncovered Titanicus plot and the gods themselves punished the great Khan by sinking the capital of Zarame Kull to the bottom of the sea. Though the Khan survived the sinking of Zarame Kull, Randus thirst for conquest abated, and the country withdrew back into the conquered realms to fortify and lick its wounds, again under the guidance of Visha. A treaty, known as the West End Treaty, was drawn up in an effort among the western countries to prevent Randu from renewing its attacks in the future. Most recently, the economic upheaval across the continent causes a series of rebellions within the heartland of Randu. Descendants of the Ar-Baqua Empire were

able to break away from the Black Conqueror, and established the fragmented realm of the Skienlands. Many doubt the Skienlands will be able to hold out on their own for long, but so far the fiend-summoning lords who rule the petty realms have been able to keep Randese troops at bay. Allies/Enemies: Randu sees all other realms as uncut jewels waiting to be taken and carved into a perfect gem by Randus hands. Randu has created the Order of the Buried Blade to ally itself with its cousin realms against the west, in the hopes of eventually drawing the realms back into its fold. Randu most vehemently opposes the Kingdom of Vall Vega, whom its seeks revenge against for the embarrassment it suffered at the end of the Randu Wars, and the destruction of the original capital of Zarame Kull. Lands: Randu crosses a wide expanse of land, much of which is relatively inhospitable or difficult to properly

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control. The southern lands are the most fertile, containing the vast Ranzana jungle, whose timber is used across Randu for buildings and ships. Most of the inhabitants of Randu live along the coastline of the realm. The inner lands tend to be barren and desolate, fit only for the wandering tribes that scour its wastes. In the south, the land is much more fertile, capable of supporting farmlands that fuel the needs of the north. In fact, the south is so important to the survival of the northern countries that it is believed by countries such as the Knights of the South and the Kingdom of Vall Vega that were a second war with Randu to occur, it would be vital for the west to conquer and take the southlands away, starving the north of needed food and wood for its fleet of ships. Government: The lands of Randu are too great and varied for a single Khan to rule effectively. Therefore control of the various sections of the empire have been delegated to Ur-Khans who have complete authority over their subsection, though each is responsible directly to the Kha-Khan himself. The courts of the various Ur-Khans are elaborate and well-fortified, like minor cities unto themselves. Most Ur-Khans do not involve themselves in the day-to-day affairs of their realm, and often rely on their subordinates to handle affairs. Only when crisis or matters greater than the scope of a single official crops up that an Ur-Khan become involved in the affairs of their realm. Each Ur-Khan maintains its own army, which is sworn to protect the realm, and whose ultimate loyalty is to lay with the KhaKhan. A portion of each of these armies is given over directly to the Kha-Khan, who often uses these warriors in raids and wars with other countries. During the Randu wars, these troops were often the elite warriors of the Ur-Khan, but since the end of the Randu wars most Ur-Khan have instead sent their greenest troops to fight for the Kha-Khan and kept their veteran troops for the defense of their own realm. Only one Ur-Khan has the honor of being able to call upon the forces of the Wa-Atari and Wri-Atari sorcerers. This Ur-Khan rules only the city state that is the home to these two mighty forces, and his entire army is at the beck and call of the Kha-Khan. Slowly, Randu seems to be transforming from a roaring lion to a sleeping leopard. The mixed culture of Ar-Baqua and Ghan has not changed from its inception until now, and the people are resisting even the most minor of changes with violent furor. Things such as daily schedules of worship and work, which have been governed by law for years, are being freed to individual choice, and are being violently resisted. Recent reports tells of such terrors like the violent uprising in Manstone that left 55 dead and over 700 injured when a mob

organized itself to slay a group of people who decided to worship in the temple at midday to avoid the late day rush of evening worship. Perhaps some of the most fearsome acts of depravity in the name of law are performed in Randu.

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Law is brutal and unforgiving, and slanted towards those of Randese or Ghan blood. Those who dwell in lands confiscated by Randu or who do not share the swarthy skin of Randese are treated as inferiors, sometimes being enslaved or brutalized for their looks and customs. The army is perhaps the most feared organization in Randu, for it consists of fanatical warrior/priests who not only enforce the laws of the land, but the religious beliefs of the country as well. The army marches in smaller groups from the capital regularly to various towns and cities across Randu, watching for enemy troops as well as enforcing the civil and religious laws of the land. Needless to say, many people vanish every day never to be seen again. People: There are three major groups of people in Randu. The first is the Feth, darkly tanned commoners who dwell in the cities and in the wilds across the realms of Randu. They often have mixed blood from the Ghan, Nippon or Skierian bloodlines, and have the lowest standings in society, though they can become craftsmen and artisans of up to middle class status. They are not allowed to own land, and either rent the land they dwell on from the local Saracen lord, or belong to a nomadic tribe that wanders the wilds of Randu. The second group are the moors, the so-called dark-skinned warrior sons of the Kha-Khan. They have a mixture of Ghan and Skierian blood, and often have a fiendish taint as well. The Moors are born and raised to be fighters, and those who refuse to fulfill their birth debt in the armies of the Kha-Khan are either sold off as common slaves or executed. At age 35, a Moor is considered to have paid his life-debt to the land, and may settle down to a common life, remain in the army or become a mercenary warrior for hire within Randu. The final, and ultimate people of Randu are the Saracens. These elite fighters are pure-blooded Randese and are taught all the battle prowess of a mounted knight. The Saracens are the only class allowed to own tracts of lands or to have multiple wives/husbands. Their savageness in battle is a terrible thing to behold, and the Legion of Black Steel Saracens is the most feared, for their fanaticism to die in combat for their gods. These Black Saracens, as they are termed, have all the strength and ferocity of an equal leveled Crusader of the Knights of the South, except totally devoted to the Kha-Khan, and worship Visha with fanatical pursuit. They do not fear death, knowing the more glorious they die, the better their reward in the afterlife.

Fortunately, not all the people of Randu are oppressive and blood-thirsty. Randu is made of hundreds of splintered counties conquered by the hungry government, and remnants of the ancient peoples past still fight on, hoping to free themselves of the yoke of Randu. These rebels are outmatched, outnumbered and often leaderless. Usually the only thing they have going for them is their fierceness and cunning tactics - many of the Randu armies are threatened with dire punishment if they show creativity or fail to perform exactly as told - often resulting in the death of soldiers at Randus own hands. Race: The majority of people in Randu are Randese humans. Elves are almost unknown in the lands of Randu, and dwarves are exceptionally rare, only encountered near Jsarath or as the desert dwarves in the wastes near the Crucible Mountains. Genies are fairly common in Randu, from the marid in the Forna Sea off the coast, the fiery efreet in the forbidden depths of the northern wastelands and the djinni of the Ranzana Jungle. In fact, the genies seem to replace the fey races in nearly every aspect of life in far Randu, and sages speculate that this may be due to the inhabitation of the ancient Religion: The official god of Randu is Visha. Originally, the Randese were tolerant of worship of the other gods of the Circle of Good, but when Titanicus attempted to

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overtake Randu, the worship of Visha became monolithic and mixed in with aspects of the bloody nature of Titanicus. While the church of Visha has been attempting to correct this and reintroduce religious tolerance, for the most part the government has been very much against their efforts. There are many military orders in Randu who perform secret rites in the name of Titanicus. They are not specifically outlawed, but they have been coming under more and more scrutiny and some attempts have been made to purge the rituals from the army. Many of the lands of Randu still have strong ties to the social customs of their own lands, and secret cults dedicated to the gods that were worshipped before Randu moved in can be found throughout the land. However, the punishment for those caught worshipping gods other than Visha is still death, and practitioners of other faiths must keep their practices secret at all costs. Magic: The Randese do not like arcane casters not aligned with the state, and have been known to burn, hang or dismembers practitioners of magic from foreign countries or those who will not bow to becoming a ward of the government. However, the highest esteemed arcane casters in Randu are the Wa-Atari and Wri-Atari, known colloquially as the Witches and Warlocks of Randu, respectively. Atari is a Randese word that means Ward of the State, and these innate spellcasters are that prisoners of the state trained and raised to use their sorcerous magic for the benefit of Randu. They are greatly feared on the battlefield, where they are often employed in the grand offensives of the Kha-Khan, though they rarely see the battlefield since the end of the Randu Wars. The only divine casters allowed to practice their magic openly are the priests of Visha, who often use their spells in preparation for war. Few priests use their spells to benefit those not in the government, and it is a punishable offense for them to use their curative magics to assist the Feth or foreigners. Adventuring: There is a lot adventure to be found in Randu. Evil creatures roam the vast land unchecked, and the army often finds themselves a victim of these creatures as often as the innocent folk of the land fall to evil. However, adventuring groups will find it difficult going in these lands, the army can arrest people for carrying weapons or possessing armor and gold-laden individuals make juicy targets for the never-ending hordes of thieves and rogues who ply the Randese cities. Holidays: Ghanday (Bristus 10th): This day is a celebration of Ghans birthday. It is celebrated with battle tournaments and displays, military parades and feasts in the evenings. Genday (Haleen 23rd): This day is reserved for the pleasing of the various genie races in Randu. Small gifts are prepared and set out for genies to collect, and grand banquets are held with special place setting reserved for the genies. While genies to not often actually arrive to pick up the gifts left for them or attend the feasts thrown in their honor, occasionally a wandering genie will come across the gifts or a feast and immerse themselves in the festivities.

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Countries of Amberos Riddlekill


The Realm of Power and Madness, The Dark Joker Possessive: Riddling Government: Autocracy Capital: Medallion Standard of Money: Vegan Standard, Barter Cultural Basis: Middle Age Celtic Fiefdoms Location: SW2, central Social Structure: Equalitarian Venerachal Caste System Current Leader: Cardon Ulga Mytears, His Lordship Population: 127,000 Resources: Slaves, Magic, Bronze Estate Alignment: Chaotic Evil People's Alignment: Chaotic Neutral Estatewide Taxes: A-J Estatewide Religion: (THE DARK ONE), Gwieze, Morian, Jhalah Overview: Born out of the fire of the fallen Skyland Hold, Riddlekill is a dark and evil land ruled by the only family of the White Council of Misake that sided with the Skyland Hold. Riddlekill is now a land where devils in disguise roam the streets as freely as the people of the land. Buildings are dark and black leering structures filled with malice and evil scents. The people of Riddlekill have a feral look to them, and there are many fiend-kin within the land. Though the devils who roam the land are known for their lawful natures, they have twisted the government not only into an evil institution, but a mad and chaotically evil one as well. History: In the Dark Age, the land now known as Riddlekill was the estate once held by councilman Metears Riddlekin. When Machiavelli destroyed the White Council of Misake, Metears was one of the three councilmen to escape the massacre. Metears saw the destruction of the White Council as the deathblow of Misake, and decided it would be wiser to side with Skyland Hold than face a losing battle. Metears even betrayed the other two surviving members of fallen Misake to Skyland Hold, and was granted a large fiefdom in the Skylands Hold name for his service. Metears and his evil family served the Skyland Hold until the juggernauts fall, and then continued service to evil even beyond the destruction of the greater realm. The Metears family, who had by now renamed itself Mytears, set up the fiefdom known as Riddlekill, and gained a following over the years of disgruntled and criminal blackhearts. During the expansionist years of Swordfall, Riddlekill was a constant thorn to Swordfall. Because of the fiendish influence the realm held, Swordfall dared not risk full-fledged war against the realm, resorting to raids and sorties against the fractious realm. Riddlekill, on the Titles: other hand, constantly staged bandit raids and minor skirmishes against Swordfall, teasing and poking at the greater realm. When the First Dragon War erupted, Swordfall concentrated its efforts on eliminating dragonkind. Though Swordfall propaganda often depicted Riddlekill as either in league or leading the dragon forces, Riddlekill had no alliance with the dragons at all, instead continuing its raiding and skirmishes against the realms of Swordfall, almost unmatched.

By the end of the First Dragon Wars, Riddlekill was the biggest threat to Swordfall. It held, or had influence in, almost all the lands along the southeast portion of the continent, with its finger in Nauwflouwd, Ksiki Con Korradan, Derauck, Tlesto, Dark Valley, and portions of the Jsaraths. It even held the easternmost lands on the southern arm of the continent that now belongs to Randu. Swordfall could not afford to allow Riddlekill to grow, and after the war, turned its attention to strengthening the borders and removing banditry from the kingdom - and Riddlekill was the prime target.

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Amassing a force akin to that brought to bear against the dragons, Swordfall descended on the lands of Riddlekill and began to sweep the dark countrys influence back. Swordfall attacked not only with soldiers on the battlefield, but fought with spies and assassins in the lands influenced with Riddlekill, and bolstered and abetted the peaceable religions in the beleaguered countries, attempting to oust Riddlekills influence in every way possible. For the most part, it worked. If it had not been for the Margrave Revolt in the homeland, Swordfall would likely have wiped Riddlekill from the face of the continent. As it was, Riddlekill was able to barely cling to its existence, but at a terrible cost to the land and people. When Vall Vega rose to prominence after the fall of Swordfall, it never finished the job Swordfall set out in destroying Riddlekill. In many ways, the Vegans abetted the return of Riddlekill to some of its former glory and wickedness. By the agreement of the West End Treaty that banded the lands of the west against Randu (and to which Riddlekill lost a great deal of land), no country in the treaty, meaning most of the realms on Amberos, can attack Riddlekill without provocation. In the years since the treaty has been ratified, Riddlekill has been careful to keep the evil within its borders from spilling out into blatant war in neighboring realms. The greatest tension between Riddlekill and another country is with the Knights of the South, both of whom glare at each with disdain and an eye for the others humiliation or destruction. Allies/Enemies: Riddlekill feigns neutrality towards all other countries, but secretly plots the destruction or absorption of any and all nation it can meddle with. Lands: Riddlekill has a formidable countryside that makes it difficult to invade or work. The land is strewn with small patches of forest, hills, mountains and rocky ground to make finding open terrain difficult. This is both, of course a boon and a bane, as it makes large-scale assaults into Riddlekills realm difficult, but also makes farming and building require much more effort. Cities tend to be multi-leveled with streets that rise and fall with the surrounding terrain. Most communities are built on areas of hard rock that make landscaping the terrain a nightmare. Farms crops are often sown at the foot of forests, tending to make harvests small and stunted. Luckily, wildlife seems to be plenty, and even peasants often have meals consisting more of meats than fruits or vegetables. Government: The land of Riddlekill is still ruled by the Mytears family, all of whom bear fiendish blood to one degree or another. There are rumors that some of the more prominent Mytears family members are nothing but devils in disguise, and have no humanity whatsoever. The government has its hands in a myriad of affairs, both overt and covert. It is oppressive, greedy and prone to violence. While effective when serving its own interests, the government seems plodding and uncaring about

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factors that grant the leadership no palatable gain. Selfishness and madness are a way of life in Riddlekill. Though there are great many oppressive laws about a great many things, the laws often conflict, leaving the average citizen in a quandary of damned if they do, and damned if they dont situation. The laws are not written with regard to protect or serve the public, but to bring power to the government and cater to the whims of the leaders and fiends. It is almost impossible to live honestly within Riddlekill, and a good many people have simply given up trying, making the cities dens of thieves, murderers, cutthroats, scam artists and worse. The countryside is no safer place, as fiend-blooded wizards look for new beings to experiment with, and roving bands of cutthroats and fiend-led brigands roam the land. People: The common people often display some form of malady or madness due to the fiendish taint of the land, and frightening mutations among the people are quite common. Only fiends or those with fiendish blood running through their veins can hope to obtain a position of power, and even such power is often temporal, until someone more powerful can seize it from their lessers. The fiends are content to allow the remnants of the Mytears family rule Riddlekill, and most of the descendants of the Mytears family is at least part fiend, if not a full-blooded fiend. The current Cordon can actually name three powerful fiends as part of her lineage, and the fiendish blood not only shows in her temperament, but her appearance as well. The current Cordon is among one of the most vicious of the Mytears yet encountered. She often calls her people together to commit atrocious evil acts. Among those deeds was the greatest massacre known in Riddlekill, where the Cardon had over a thousand people drawn to the city square for a grand announcement - the announcement of their death. The square was sealed off and filled with a horde of carnivorous insects whom had been starved several days in advance. Those whom were not consumed by the deadly insects died in the stampedes or were crushed to death against the barred doors in the attempts to escape. The reason for the massacre: it was the Cardon's birthday, and she wanted to celebrate it. Because of the very chaotic nature of affairs in Riddlekill, it is somewhat unique upon the continent in the way of habitation. Riddlekill has no standing army, and has perhaps the least developed coastline of any country. Riddlekill sports only a few fishing villages, and has no major ports of call or navy to speak of. Much of Riddlekill is wild and desolate or wild and overgrown. Civilized areas tend towards desolation as resources are stripped dry, while uninhabited areas grow over with wild and evil plant life or wildlife. Ruins of older cities of fell nature dot the land, as do ancient standing stones similar to those found in the Kirranays and Shovnov Coast, though none knows when or how they were built. It is known that the Runestones in Riddlekill are distinct in design from those found elsewhere, and were obviously crafted after the fall of the Empire of Kas. Some suspect they have been imported from The Dark Ones domain, and their purpose is unknown, though they seem forgotten. Races: Riddlekill is mostly populated by fiendishblooded Dhoric humans with a large mix of Afarian humans. There are small clans of fiend-blooded dwarves in the land. Elves avoid the land as cursed, and there are relatively few gnomes or Hillenfaey willing to live in Riddlekill, though some kendling hillenfaey pass through the area during the summer season. There are large number of goblinoids scattered across the land, but they generally fear to attack the civilized communities of Riddlekill, instead raiding against one another or attacking those passing between cities. Religion: The official religion of Riddlekill is devotion to The Dark One, and no other religion is openly tolerated. At the same time, the governments devotion to the Dark One is kept an utmost secret; most everyone simply believes that the Mytears family are atheists or worshippers of the Ancient Ones. Cults dedicated to Gwieze, Morian, Lepornunse and even Jhalah can be found hidden across the countryside, and many bow to The Dark One first, and pay lip service to one or more of the other cults. Magic: Because of fiendish influence and the closeness of the population to constant fiendish contact, magic is not considered a mysterious power among the citizenry, and most of the Mytears family has some sorcerous ability often powerful legacies if not outright spellcasting ability. However, because of the cruel and evil nature of fiendish magic, most citizenry fears it use even divine magic tends to take an evil bend in fiendish hands, and few citizens wish to be near a spellcaster arcane or divine for long. Adventuring: It is wise for adventurers to leave this country to itself, for the evil creatures of the land are far less deadly than the human folk of the land. There is no restriction on weapons or armor, and both are used extensively throughout the countryside for defense as well as ambushes. Magic is a preferred tool to perform a variety of tasks, especially among those with fiendish blood. Necromancers, Conjurers, Fire Mages and Enchanters tend to be the most common wizard types found in Riddlekill. Holidays: Debtors Day (Inlude 2nd): This is the day that debts normally come due. Those unable to pay their debts face arrest and possible execution for their debt. It is legal to sell ones self out as a slave in return for settling a debt, if the holder of the debt agrees. The poor often use this day to indenture themselves out to another for a year as a means to avoid accumulating debt and being executed the next year.

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Day of Glories (Noris 4th): This day celebrates the ascension of the Mytears family to rulership of Riddlekill. It is a day when public enemies of state are executed amid feasting, orgies and other dark celebrations. For government officials, it often marks the renewal of secret fiendish pacts in ceremonies held during the night. Day of Coins (Enfeeb 6th): This late-winter holiday encourages the rich to throw lavish parties, inviting as many guests as feasible. Attendants to the party are expected to bring presents or coinage to these parties to gift to the host. These parties are always one-upmanships where the idea is to throw a party so lavish it is near bankrupting, but to recoup enough from the guests to cover the costs of the feast (if not actually gain wealth). There are many plots and plans between families to attempt to physically bring rivals down by subtle attempts to lure partygoers away from certain parties or otherwise ensure that the payback from gifts is outstripped by the cost of the parties.

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Countries of Amberos Roonhawk


The Winged Realm, The Land of Dark Dreams Possessive: Roonian Government: Tyranny Capital: Runestone Standard of Money: Standard Vegan, coinage only Cultural Basis: Middle Age England Location: NW1, west coast north Social Structure: Equalitarian Class system with Prejudice towards elves Current Leader: General Elect Taelsin Olman, His Most Righteous Sir Population: 67,000 Resources: Steel, Livestock, Copper, Granite Estate Alignment: Lawful Neutral Peoples Alignment: Neutral Estatewide Taxes: Income, Fief, Slave, Export, Protection, Explorers, Wergild, Conduct, Scutage Estatewide Religion: XYGLEON, Circle of Good, The Dark One Overview: Roonhawk is the mastermind of the wizard Raonoake Major. The country has gone through many stages, from being a pillar of evil to slowly swinging to becoming a refuge against the manipulations of the Kingdom of Vall Vega and its cohorts. While the land still retains some of its ancient vestiges of evil, it is slowly moving toward becoming a more beneficial estate. History: Before the arrival of Raonoake Major to the land now known as Roonhawk, the people of the land were simple farmers and herders who dwelt in peace with the nearby elves of the Evanthium Coridium through most of the Elvin Golden Age. When the Golden Age collapsed, various bandit kings began to spread throughout the realm, though none were strong or ambitious enough to unite the land under one banner. When the Kingdom of Malovak rose in the south, Raonoake Major made his first appearance in Roonhawk, and changed the lands of Roonhawk and the course of history forever. Raonoake Major was originally a minor wizard and senator in the lands of Misake shortly after the end of the Elvin Golden Age. Raonoake was a corrupt man however, and abandoned his city after stealing several magical tomes from the necromancer Black Marentail. The theft sealed the fate of Raonoakes city-state, which he fled, never to return to. After years of isolation with the books, Raonoake again emerged when the Demon lord Sethinyor appeared in the south and began harassing the Kingdom of Malovak. Raonoake sided with Sethinyor, but then later intended to betray the Demon lord to the rising realm of Skyland Hold. However, the Titles: attempt failed, and Raonoake was badly wounded and forced to flee to untamed lands of Roonhawk. After six months of infirmary, where his only remaining loyal apprentice treated him, Raonoake allied with several bandit kings and seized enough treasure to create a sizable army. Later, Raonoake used the army to eventually overthrow the bandit kings a scant three months after his alliance. As soon as he had consolidated control of the petty providences, Raonoake decided to name the new nation Roonhawk, after the popular spelling of his name in the Afarian lands, as well as after consulting several divinations as to what name would be most beneficial. He then led his new kingdom of Roonhawk on a quest against the lands of Misake and their White Lords. For eleven years, Roonhawk fought a terrible war with the Misake, pressed on by the fear of Raonoakes threats if his army failed. Finally, the Misakean armies found themselves fighting the Devil-led Skyland Hold as well, and thus harried on both sides, could not stand. As the Misakean hero, Machiavelli, died, he cursed the cowardly White Lords of Misake, scattering them. As the Skyland Hold continued its march through the ruins of the Misakean city-states, Raonoake knew that there would be no peace between his lands and the Skyland Hold empires. He ordered his troops to take the many fortresses that bordered Roonhawk and Misake, making them a buffer zone between the Skyland Hold and Roonhawk. For three years, the Skyland Hold and Roonhawk faced each other with condensing smiles and knives hidden behind their backs. Finally, the Skyland Hold moved. Wisely, Raonoake had his troops hold their positions, forcing the enemy to fight through treacherous mountains and past imposing fortresses. The Skyland Hold gained little, and was forced to give most of their winnings up during winter. Skirmishes and outright wars continued for nearly ten years. Finally, the generals of Roonhawk began to fear Raonoake too much, and negotiated with a Skyland Hold delegation. During talks in the throne room, Raonoakes generals and the Skylandians attacked and assassinated the evil wizard - or so they thought. At that point, Roonhawk dropped out of the competition between itself and the Skyland Hold for domination of the continent. The chief general who had instigated the plot to destroy Raonoake, Chief General Buerguard Northhagen, took the throne, though he was driven mad within seven years of taking the throne, and committed suicide. Roonhawk went through a series of generalkings in the succeeding years until AC 1576, when Raonoake Major returned to his homeland. By that time, Ulguard Northhagen, the thirteenth son of Buerguard, had ascended the throne, and was a puppet of the land of

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Swordfall. Raonoake retained Ulguard, though he had the man change his last name to Olman, which meant The Wizards Man. However, after a war between Roonhawk and the nearby Evan Cordum in AC 1659, General Ulguard Olman usurped Raonoake and had the mage imprisoned and later executed. From there, Roonhawk passed through the Olman family, who pledged their allegiance to Swordfall until the Revolt of the Barons. During the Revolt of the Barons, Chief General Aaron Olman II was slain, and the country fell under the direct rulership of Swordfall, who eliminated the Chief General position. When Swordfall began to crumble a few years later, Roonhawk joined with it the Silkna Kingdom to break away from the grip of Emperor Nannon IV of Swordfall. Silkna Kingdom helped Chief General Salacious Olman III reinstate the Chief General position in return for an alliance with Silkna Kingdom. Salacious ruled Roonhawk until AC 1927, when Salacious was slain by his eldest son, Baldur Olman IV. Baldurs hunger for conquest brought Roonhawk to war with its neighbors - Shovnov Coast, Evan Cordum, and even the mighty Kingdom of Vall Vega. Unknown to all, Baldur was secretly working with aid from Raonoake, who had his own designs on his former realm. However, Salacious Olmans younger son, Hawk, thwarted both Baldurs dream of conquest and Raonoakes desire to regain the throne. Hawk eventually battled and slew Baldur, and brought Baldurs son, Taelsin Olman V, to the throne. Thwarted, Raonoake Major turned his attentions to other matters and has not again attempted to take the throne; though there are always rumors he is in Roonhawk somewhere. Though Hawk was later banished from Roonhawk and began his own realm known as the Hawk Lands, Taelsin remained in control of Roonhawk, even through a bitter war against the Kingdom of Vall Vega. Taelsin is now showing signs of his old age, and it is assumed by many that Taelsins son, Argus, will take up his fathers mantle very soon. Allies/Enemies: Roonhawk has fairly positive relation with the Hawk Lands. There is tension between Roonhawk and the Shovnov Coast, and the Evan Cordum acts coolly towards Roonhawk. Roonhawk does not trust the Kingdom of Vall Vega, nor does it enjoy trading with Nyrr Ryann, taxing the latter heavily for trading within the country. Land: The western portion of Roonhawk is laced with a mazework of hills that were effectively used by Hawk to thwart being captured by Baldur, and to this day is a haven for criminals and bandits who wish to avoid the law. The eastward lands move from rolling, hilly plains in the west to near-flat plains in the east, with small corpses of woods in the northern reaches, where the Groon forest was hacked away during the Dark Ages and is only now beginning to regroup. Most of the major settlements in Roonhawk date back to the Dark Age, if not earlier, and most surviving structures are sturdy stone buildings with brick roof tiling. Newer constructions tend to be a mix of stone foundation, mud-brick walls and thatch roofs for the common folk, with nobility and the rich preferring stone structures that tend to be fortified against attack. Most major communities have a perimeter wall and/or defensive

ditch, especially those close to the border of war-crazy Bansado. The strongest points in Roonhawk can be found in the Windswept Mountains and the Triad Mountains. The most infamous is Rookroost, Raonoakes personal fortress in the Rao Mountains. Government: Despite the title of its leader, Roonhawk is a monarchy. The General Elect has ultimate say in all matters, and tends to delegate control of various sections of Roonhawk to the various Lieutenants. Despite the military titles, the Lieutenants are actually noble families with the equivalent rank of a Baron. They muster armies, protect the citizenry, collect taxes and ensure that the laws of the land are obeyed in the territories they are assigned. While the General Elect can, in theory, reassign Lieutenants or replace them, this is rarely done, and attempts to replace a Lieutenant has been known to spark rebellion which has in the past lead to a coup and new General Elect. The influence of the hero Hawk on Roonhawk has been rather dramatic; it stabilized many of the noble families in the land, and eliminated several of the more cruel nobles who had allied themselves with Baldur. Since Hawks quarrel, the government has slowly been moving away from its evil bend towards a more benevolent outlook. People: The people of Roonhawk are a rugged people. Most of the common people are peasants who still tend to

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further complicated by the magical creatures summoned long ago by Raonoake who roam the land freely, and often commit murder and mayhem in the surrounding countryside. Religion: Raonoake was not one for religion, and for a long time, up until the end of the Dark Age, clerics and those who worshipped the gods were often executed or banished. When Roonhawk joined with the Skyland Hold, several cults dedicated to the Dark One sprang up across the land, and Raonoake was forced to tolerate their existence. When Swordfall took over Roonhawk, the official religion became allegiance to Dhorian, though at best it tended to be little more than lip service. However, in the years following the Dragon War, churches dedicated to the Circle of Good began to crop up across Roonhawk. When Baldur took the throne, the ancient persecution of all faiths began once again, and many temples were pillaged and destroyed across Roonhawk. The only faith to thrive were the secret sects devoted to the Dark One, and it is rumored that Baldur may have been friends with at least one such secret sect. Finally, when the hero Hawk began his crusade against his brother, he brought along with him the faith of Xygleon. Since the end of that war, Xygleon has become the official religion, and many of the old temples dedicated to the Circle of Good have been rebuilt. Likewise, several of the secret sects devoted to the Dark One were hunted down and destroyed, though they seem to have escaped total annihilation. Overall, because of the many centuries of religious persecution, most followers of any faith tend to keep to themselves and rarely speak openly about religion. Magic: While the average citizen has no access to magic, it is not feared by the common populace, and it is not uncommon for the nobility to have a wizard or priest on retainer. In addition, Raonoakes Light Lords still operate a magic academy in the heart of Roonhawk. Adventure: Finding adventure in Roonhawk is not a difficult task. Many cities and communities often seek out adventurers to investigate mysterious disappearances of livestock or local residents, or to hunt down marauding bandits who prey upon travelers, communities or wayfarers. There are many rumors that Raonoake still haunts Roonhawk, as well as tales that abound about a

herds of livestock near the crowded cities of Roonhawk. The cities themselves are fierce structures that have survived the wars as far back as the Dark Ages, and the foreboding and menacing structures show both their age and the battering of many wars. Roonhawk has developed a peculiar system of irrigation ditches and underground wells devised by Raonoake Major himself that allows any city under siege to subsist for many months on its own. It has been these defenses that have prevented the cities from falling to such enemies as those in Bansado or Shovnov Coast, and it is those features that also sometimes threaten the cities with plague from the filth that accumulates within the city walls. Roonhawks hills and mountainous border is littered with a series of gold, diamond and copper mines that have been overworked during the many years since their discovery. Several abandoned gold and diamond mines have become havens for humanoids who have filtered in from the Shovnov Coast, though most of the copper mines are still in production. Despite the fact that most of Roonhawk is densely populated, many communities are tightly packed together to allow maximum room for livestock to graze and roam. This means that many areas of Roonhawk are wild and unsettled, and no moves are being made to turn the lands from scrubby wilderness to home-strewn pastures. This also means that the land is perfect for brigands and marauders, who simple hide in the wilds and attack the local communities they pass across. This is

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slave trade that still exists in Roonhawk. Sometimes sorting fact from fiction in Roonhawk is a delicate matter, for many folk are quick to see the hand of Raonoake in all the evils that befall the land, and many see conspiracies where there are none. Because of the rather volatile nature of Roonhawk, few people ask questions about those who wear armor or bear weapons. However, it tends to be wizards who get a second glance from most people, who continuously wonder when the next time Raonoake may return to claim his throne. Holidays: Raos Day (Haleen 3rd): This day marks Raonoakes supposed birthday. During the Dark Age, it was celebrated with toasts to the master wizards and feasts. While the feasts still persist to this day, and many of the decorative wizardly trappings of the feasts remain, no mention is made of Raonoake Major in these festivities. Falcons Flight (March 5th): This day is primarily celebrated by the nobility or well-to-do. It is a semicovert homage to Hawk, using the name falcon to disguise the true nature of the holiday. Game hunts are organized for the day, often with a semi-competitive opening of releasing hunting hawks after just-released rabbits. The initial release is meant for the nobles to show of their skills at hawking. The rest of the day is filled with fox, bear and occasional mountain lion hunting. Elves sometimes make a stand at the edge of the Groon forest on this day, dressed in armor with bows ready to show their displeasure of this wasteful sport. Rarely do any casualties between nobles and elves occur, though the appearance of the elves generally signals the end of the hunting festivities for those in the northeast portion of Roonhawk (where the hunting tends to be the best).

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Countries of Amberos Saltbrine


The Golden Sail, The Land of Warm Breezes (as in hot air) Possessive: Brinean Government: Plutocracy Capital: Salthouse Standard of Money: Standard Vegan Cultural Basis: Italian/Spanish Renaissance Location: NW1, west coast central Social Structure: Equalitarian Caste System Current Leader: Currently, Family SuzanneCez, Honored Fathers or Honored Maidens Population: 57,000 Resources: Agriculture, Mithral, Trade Estate Alignment: Neutral People's Alignment: Neutral Good Estatewide Taxes: Import, Export, Protection, Blood Fee, Weapon License (50 gp) Estatewide Religion: TAGEUS, Circle of Good Description: Saltbrine is a rather young country, though it has been populated since the Time Before Time. History: In ancient days, the lands now known as Saltbrine were once a part of the Empire of Kas before that great kingdom was felled, and during the Elvin Golden Age the city was used by the Golgoloth Empire as a slaving port to buy and trade human slaves. Late in the Elvin Golden Age, the elves freed mankind from slavery, though the Golgoloth Goblins continued slave trade for many years before they were forcibly stopped. From that point on, until the end of the Elvin Golden Age, Saltbrine was a series of port cities loosely managed by men, but having a strong influence from the remainder of the Golgoloth empire and elves who remained behind in the countryside. When Misake began to grow shortly after the end of the Elvin Golden Age, the coastal cities of ancient Saltbrine remained neutral and managed to keep independent of the warring realms of Roonhawk, Misake and the Kingdom of Malovak, who battled for the prize coastal cities When the Dark Age swept across the land, Saltbrines independence spelled its doom, and it fell under the sway of the Skyland Hold. The Hold looted, and then razed Saltbrines cities, and it was not until the Skyland Hold fell that Saltbrine was able to recover fully, though its ports remained well-used throughout the years of war. After the independent cities of Saltbrine freed themselves from the crumbling clutches of Skyland Hold, they were approached by Swordfall, and promised funds to rebuilt the cities to their former glory if they would ally with Swordfall. The cities agreed, and Swordfall was true to its word, rebuilding the cities in all their grandeur, Titles: though Emperor Nannon later charged them for the

supplies sometime after the First Dragon War. However, during the First Dragon War, Saltbrine was used heavily by the Empire of Swordfall to route supplies, as well as captured silver and gold along the west and northern coast of Amberos. It was also Saltbrine that helped design Admiral Fornas" Ghost Fleet, and most of the ships were built in Saltbrines ports. After the First Dragon War, the Empire of Swordfall appeared to envy the wealth in Saltbrine. After Emperor Nannon first levied a strict tax on trade, directed at the Saltbrine Cities, he further attempted to glean their wealth by requiring Saltbrine to pay back the funds they had used to rebuilt their cities as part of the original agreement with the earlier Kings of Swordfall. Although Saltbrine was outraged at the treatment, it obeyed rather than face Swordfall troops who could decimate the free cities. However, Saltbrine later secretly aided and supported the Margrave Revolt, and unfortunately for the city-states, Emperor Nannon discovered their ploy. As punishment, Nannon had two of the greatest city-states in Saltbrine burned to the ground, and the taxes against the remainder were stiffened to make up for the tax that was lost from the burned cities. When the breakaway from Swordfall finally came, Saltbrine was slow in attempting to escape or turn

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against the former Empire. It was not until the Kingdom of Vall Vega was able to promise and fulfill its promise to protect Saltbrine before the city-states even considered revolt. Though there were short-lived riots in some of the city-states, though who feared rebellion or sympathized with the Empire of Swordfall were cast out, and Saltbrine was able to declare its freedom from Swordfall. However, the people of Saltbrine disliked allying with the Kingdom of Vall Vega, fearing the great kingdom would become as decadent as Swordfall had been. Therefore, Saltbrine joined in trade treaties with Nyrr Ryann and Silkna Kingdom separately from the Kingdom of Vall Vega, and wrote up a non-aggression treaty with the Kingdom of Vall Vega. It was these treaties that kept Saltbrine from later becoming a puppet to Vall Vega when the great kingdom indeed began to become a juggernaut and a bully. Now, in the current time, Saltbrines ancient agreements with Nyrr Ryann and Silkna Kingdom are paying off, and Saltbrine is the richest portage country in all of Amberos, and second in economic power to Nyrr Ryann itself. The recent upheaval in the economic state of the continent caused only minor stirrings in Saltbrine, and a few cities passed from corrupt family lords to new blood, but no other major changes have occurred. Allies/Enemies: While having signed a trade compact with Millos, Saltbrine and Millos often clash for control of the area around the Perinee Mountains. Saltbrine does brisk sea-faring trading with Bulungi, Irvenst and Sarkasti, as well as with the free cities of Doonask. Shovnov Coast bandits often raid coastal Saltbrine cities, which tend to be poorly defended and prone to the raiders fire attacks. Land: Most of Saltbrine is composed of rounded, grassy hills that make for poor building or agriculture land. Most of Saltbrines communities are isolated in pockets of flatlands to the east of the Greentop hills. The Perinee Mountains on the western edge of Saltbrine form a natural protective barrier between Saltbrine and Millos, while the Thule River in the east provides a natural barrier between Saltbrine and Irvenst. Most of the structures in Saltbrine are made of wood, covered with mud plaster. Sun-dried and colored bricks are used for ceilings. Overall, structures are purposed designed to not be long-lasting so that communities can grow and change as needed without being locked in place by structures that cannot be easily renovated. Government: Ruled by the most wealthy traders in Saltbrine, the government of Saltbrine is rather cutthroat. Preferential treatment in matters of law are given to those with money, and justice only goes as far as one is willing to pay for a given outcome. Saltbrine actually consists of a series of citystates, similar in set-up to Misake. Each city-state is nearly autonomous, and ruled by the wealthiest trading company in the city. Most trading companies are owned by a single family, who hires individuals from other families to fill out lesser job positions. Generally, the eldest member of the owning family is head of the business, whether male or female. Many of the companies have developed alliances and rivalries over the years, and to curb wholesale war between these factions, a Cez, or ruling overbusiness, has been established. The Cez is the wealthiest and most influential family in all of Saltbrine, and to them falls the role of mediating between the various families and keeping the realm intact. The Cez has ultimate authority in all things, and can even order (and has done so in the past) the removal of an entire family, either forcing them out of rulership, or slaying each of the family members. Though the Cez is sometimes criticized for its actions as being egalitarian in mindset, no person or family has dared to retaliate against the Cez. The only exception to this occurred shortly following the economic upheaval, when a rogue

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family refused to give up one of the city-states after becoming nearly bankrupt by the strange shift in the economy. The rogue family attacked and killed a member of the Cez in an attempt to keep from having to pay their overwhelming bills. However, the Cez retaliated by destroying the rogue family to the last member. There are rumors that one of the younger family members was secreted away from the massacre, and still lives. The army of Saltbrine, oddly, consists mostly of former Millos soldiers who have become mercenaries in the employ of various Saltbrine trading companies. People: Saltbrine is thickly populated along the coast to the great sea, and along its borders. Saltbrine has allied itself with Nyrr Ryan, supplying deep sea ships in return for prize shipping contracts around the northern sea. While Nyrr Ryan controls nearly all the land-based trade routes, Saltbrine has ultimate authority in the seas to the north and the two juggernauts together control over 85% of all of Amberos trade between realms. Lately, attacks from the Dragon Armada have strained the relationship with nearby Millos, who had been accused of fostering the attacks. However, recent evidence has pointed towards the Ksiki Colonies harboring and funding the pirates, and the Saltbrine navy has been gearing up to track down the Dragon Armada and destroy it for once and for all. Back at home, the people of Saltbrine enjoy many comforts and pleasures that are imported from other places. There is fine artwork that is brought from across the country to end up in Saltbrine, as well as a number of unusual inventions. Most of these items are more cosmetic than functional, appealing to Saltbrine tastes for the exotic. The average Brinean, male or female, works a fourteen hour shift each day at their respective place of work, usually as a sailor, dockhand, shipbuilder or a myriad of other professions relating to the sea. Young men of ages 8 - 14 stay home to watch over the other children in the house, while elder boys are sent to apprentice for their trade for life. Young women are either left at home until age 14, or sent to school, if the family can afford it. After age 14, a lady either enters a trade or is married. It is considered dishonorable for a woman to seek a trade and be married, though there are no laws against doing such. Womens trade tend to require less physical labor, and include such jobs as shepherds, woodwrights, architects or engineers, and moneylending - a universally despised, though lucrative profession. Races: Most Brineans are Afarian humans, with a small Dhoric human population. The Greentop hills are home to clanless dwarves who have traded in mining the earth for sheepherding and farming. There are goblinoids scattered throughout the hills of Saltbrine, with trolls and giants living in the foothills of the Perinee mountains. Religion: Saltbrine is one of the few countries to have quickly taken up Tageus as its primary god. Despite the fact that the god has only been in action since the economic upheaval in Amberos, many ancient temples to Dhorian (erected during the Swordfall era) have been torn down and built up to Tageus. Magic: Both arcane and divine spellcasters tend to be disliked in Saltbrine. Their ability to influence others, disrupt economies and power derived from non-monetary means makes them derided in the realm. This is doubly true for clerics, who are the servants for powers who many believe were responsible for the recent economic problems. Only priests of Tageus seem to be immune to this scorn. Adventuring: There are few creatures of evil in the lands of Saltbrine, and many consist of remnants of the Golgoloth empire - creatures such as Black Goblins, Merrow and other nasty humanoid beasts. Most people frown upon the use of armor in public, though there is nothing illegal about wearing it. As for weapons, in the civilized areas, any weapon longer than ones forearm must be registered and licensed to be carried about in public. An average license costs 50 gp, and generally allows the individual to carry up to three weapons. Most Brineans carry a dirk about, and among the bodyguards of the noble families, long knives and hand crossbows are popular. Holidays: Coins Day (Noris 30th): At the end of the harvest season, this is generally the day all debts are resolved for the year, as well as shipping contracts with farmers for their produce is made. Many successful families hold feasts for their relatives and employees on this day to celebrate their good fortune through the year. Special coins are minted for this day, made of gold with the depiction of a sheaf of wheat on the front and ship at sea on the back. These coins are stamped with a year designation on them, such as Year of TradeWinds for last years run. They are often used to pay for goods and have become quite collectable across the continent. These coins have been issued since AC 1715 the start of the First Dragon Wars.

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Countries of Amberos Sarkasti / Zarkasti


The Land from Ashes, The Barren Realm Possessive: Sarkasti Government: Confederacy Capital: Saurna Standard of Money: Vegan Standard, Minted in Sarkasti Cultural Basis: Dark Age German City-States Location: NW1, west central Social Structure: Patriarchal Class System Current Leader: King Jahnz, His Majesty Population: 45,000 Resources: Cattle, Diamond, Horses, Lodestone Estate Alignment: Chaotic Good People's Alignment: Chaotic Good Estatewide Taxes: Protection, Explorer Estatewide Religion: CIRCLE OF GOOD, Xygleon, Belli Overview: Sarkasti, often still spelled as Zarkasti by the semi-literate folks of the land, is a realm that has existed since the Time of Foreign Men. History: Before and during the Elvin Golden Age, the scions of the Golgoloth Empire (the goblinoid empire) mostly inhabited the land. It was an area in fierce contention against the Empire of Kas, and the land was mostly barren and devastated throughout the Elvin Golden Age. It was not until the mass arrival of humans after the fall of the Skyland Hold that Sarkasti had a major human population. The harsh land became a haven for brigands and thieves, who became known as the Robber League, a mocking of the Free League. These Robber Barons (again a mocking reference along the lines of the Free Barons) slowly built their base of power, attempting to emulate the Free Barons, but relying on robbery and treachery to sustain themselves. There were many conflicts between the Robber Barons and the Free Barons up until the early part of the First Dragon War. The Robber Barons never joined with Swordfall, and often fought against the massive Empires influence. Those who resisted too strongly were crushed, while those who kept a low profile managed to evade Emperor Nannon IVs ire until the end of the Dragon Wars. One of Emperor Nannon IV foremost acts after the end of the First Dragon Wars was to smash all opposition to the Empire of Swordfall, and the remaining Robber Barons became targets of Nannons plans. To remove the Robber Barons threat to the capital, Nannon invaded and conquered each of the Robber Barons, and appointed his own puppet ministers to mind the realms. The desolation caused by the wars to gain control the region left the Robber Barons realm a blasted wasteland, and the name Sarkasti, meaning The Barren Lands, became the word to describe the realm. With its Titles: ineffectual leaders, Sarkasti became a realm that few visited, and produced little in return. It was forgotten by the surrounding realms, except to the ruler of the region known as the Zyans. During the Margrave Revolt, the puppet rulers of Sarkasti were killed and replaced by puppets from the Zyans. Forcing their customs on the Sarkasti, the first appearance of the realm know as Zarkasti, meaning The Spit-on Ones, was seen. Zarkastis new rulers were aghast with the state of affairs in the realm they were given control of. The puppet rulers cried for aid from the Zyans leadership for materials to relieve the beleaguered country. Since the leadership of the Zyans was engaged in the battle against Emperor Nannon at the time, no aid was forthcoming. Instead, the rulership of the Zyans began to create a vicious cycle of dependence on the Zyans for Zarkasti survival. When the Margrave Revolt ended, the Zyans lay in ruins, nearly as destroyed as the lands of Zarkasti. Famine swept across the Zarkasti in the coming winter, and the fields of the land lay barren for need of seed. The Empire of Swordfall refused to aid the rebellious country, and even had the puppet rulers from the Zyans executed when they sought aid from Swordfall. Headless and starving, those who could flee Zarkasti did so, leaving only a handful of people in the realm. For years following the rebellion, Zarkasti was almost uninhabited. Those who had remained were hardy and vicious souls, and marauding other farms became an accepted form of survival among the inhabitants. As the years progressed, the more resilient farmsteads began to grow in power, until there were only a handful of fortressfarms in Zarkasti. Each had the power of life or death over its inhabitants, and life was still cruel within the fortress-farm. The greatest crime imaginable to the Zarkasti was laziness, and slacking in ones duties could lead to expulsion from the fortress-farm, and result in starvation and death. Slowly, an organized, however brutal, government grew, centered on the fortress-farms. Within thirty-three years since the Margrave Revolt, five major farmsteads controlled the semi-arid land of Zarkasti. A tenuous alliance was finally reached when one of the five farmsteads finally fell to repeated attacks five years later, and the first traces of a estate-wide government began to grow. Meanwhile, the Swordfall Empire was slowly crumbling, and the other countries were in the process of grabbing up the territory Swordfall could no longer defend as fast as they could. Zarkasti, late to the show, only managed to grasp a few fleeting acres from the crumbling kingdom, but these small points of land would drive the small farmsteads toward a unified country. Until Zarkasti had suddenly expanded and grasped two of Swordfalls richest mines - a seemingly

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endless mine of gold and the richest diamond mine on the continent - the other countries had ignored the small realm, being caught in their own petty wars for land and freedom. As the news spread of Zarkastis capture of the mines, there was a tense silence that rang across the lands surrounding the area, as if the countries had paused to catch their breath after the surprise move. Sensing what would be coming next, the tenuous alliance of Zarkasti became a bloodbath, and within days, one farmstead managed to crush the other four, and took the mantle of leadership as the King of Sarkasti. The new King was able to muster a quick and effective garrison to protect the two mines. The Sarkasti soldiers who defended the mines were mostly made of mercenary soldiers, and were able to repel the might of the other kingdoms who rallied their troops to take the mines. Each of the mercenary units was paid handsomely for their efforts, and many of the mercenary leaders were granted control of large tracts of Sarkasti land, and made nobles. However, most of the new nobles were shocked to discover how poor the land was. This in turn required large sums of money to be paid out to import materials, erect structures and goad new peasants to move to the realm to tend to the nobles new lands, and make the lands profitable. In less than three years, Sarkasti was flush with new life, even though it bordered the coldest land of the continent, The Glacier of Seasons. The King of Sarkasti was also able to attract several young wizards to the land with the promise of isolation that the southernmost region of Sarkasti offered. In return for a land grant and unfettered use of the wizards land, the mage paid only a small yearly tax, and was required to offer his services to defend the realm in case of future attacks. Being as it was in their best interest to comply, there are now some fifty-two wizard towers in south Sarkasti, more than is believed to exist in all of the Ice Mages realm. Allies/Enemies: The government despises the Zyans, but rarely acts aggressively towards that realm. Sarkasti depends on trade with Saltbrine, and to a lesser degree, Bulungi. Lands: Sarkasti has some of the roughest land in Amberos. While deceptively arid, the plant life that grows in Sarkasti has developed to the harsh soil of the land, which resists growing crops. Cities and communities tend to be spread out; the poor quality of the land makes it worth little for opposing armies, so there is little fear of attack from outside forces. Timber is scarce and the grounds soil mix makes for brittle bricks. Therefore, most buildings in Sarkasti tend to be made from hewn stone bricks mortared together with a concrete-like mix of crushed stone. Common houses tend to have roofs made from interwoven weeds, while rich or governmental buildings tend to have flattened stone roofs. Government: The government of Sarkasti operates on two distinct levels the Monarchy and the Dukedoms. The temperament of each Duke varies widely, and while most tend to set up a system based on ancient Swordfall customs, several Dukes have set up their own ways of running the lands under their control. Each Duke has the ultimate authority about his estates land, but the King may investigate any Duke if given sufficient cause usually rumors of treason by the Duke, oppression of the citizens or withholding taxes from the King and the like. Each year, the King assigns a tax to each Duke, based on the prosperity of the Dukes lands. The Duke is personally responsible for paying the tax, though the money for the tax is usually gained from the sale of crops farmed by the peasants, or rent peasants pay to live on the farms where they work. Failure to pay may mean the Duke is fined property, imprisoned, or possibly even stripped of his estate, though the latter is usually only done if the Duke is found guilty of willfully refusing to pay the Kings tax, or misses his tax payments for several years in a row. In turn, the King is considered to own all of the lands, and can make any request of the Dukes he desires though in reality the King and his court are careful about their requests so as to prevent a whole-sale revolt by the Dukes. Usually, the King only need intervene when the entire realm is involved such as in times of famine, war or other calamities that threaten the realm. The King also handles any grievances of the Dukes or matters that the Dukes themselves are unwilling or unable to handle themselves. Though the King supposedly owns all land, it is considered on loan to the Duke and Wizards who manage it, and each Duke or Wizard is responsible for maintaining the land and paying the equivalent of rent for its use. Sarkastis army still points back to its mercenary ways. Troops are purchased, trained and equipped by each of the ruling Dukes, and King purchases the Dukes loyalty with a small personal tithe (which is generally offset by the taxes the Duke pays to the King each year). This agreement is enforced with oaths of fealty between the Duke and King, and oaths between the mercenary troops and the Duke. The mercenary troops do not swear fealty to the King, and are under the total control of the Dukes. When troops are needed, the King asks each Duke for a specific levy of troops, for a specified length of time. If the King needs more troops, or needs to retain the use of the troops for a longer duration of time, the King pays an additional fee to the Duke for the extended use or number of troops. So far, no serious problems have occurred with this system, as the Dukes are careful not to raise the ire of the King, who can revoke the Dukes nobility and lands, and pass it on to a Duke more willing to fulfill the needs of the King.

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and most stories simply border on the strange or bizarre magical effects to be found about their realms. Races: Sarkasti is mostly composed of Afarian humans. There are small family-clans of dwarves in Sarkasti, along with some gnome clans as well. There are individual Hillenfaey dwelling in Sarkasti, some acting as traders between the cities of Sarkasti. Elves are rare in the land, and those that do are often teased as being shrub elves instead of full-fledged wood elves. Goblinoids are fairly scarce in the land, and more often act as mercenaries at the mines in return for a small cut of the wealth being brought out. Religion: Because of the generally harsh conditions of the land, most of the residents tend to be heartily religious, though a few of the Dukedoms are openly scornful of the gods and their lot in life. Most Dukedoms contain a temple dedicated to the Circle of Good or one of the specific gods of the Circle. Many of the farmers of the Dukedoms also revere Belli, hoping to gain the gods blessing on their crops.

People: Because of the influx of people from across the realm, Sarkasti has a rather mixed heritage. There are very few prevailing customs, and many of the towns are rather ethnic in nature, and can be vastly different from the neighboring town. However, the King of Sarkasti has stressed cooperation between these villages and towns, and the differences are viewed as strengths, and not with suspicion or fear. Of late, Sarkastis gold mine has played out in the last twenty years, though the mine is still being worked in efforts to try and find a new vein of gold or other precious mineral. Small veins of silver, diamond and even mithral have been found, but the stream is not steady nor does it match the vast amounts of ore that previously had been pulled from the mines. Production in the diamond mine, however, remains unfazed, though the King has ordered that production be cut back to prevent the mine from being played out too quickly. The people of Sarkasti are a hard-working lot, and few have time to remove themselves from the chores of agriculture. Most citizens dwell within, if not near a city, and isolated farmsteads are often found abandoned or destroyed. Though in recent years much of Sarkasti has become lush with crops being grown to feed the growing population, the cold regions of the south contain little vegetation, and some wizard towers must actually be supported by magical means. There are many strange rumors about the wizards who dwell near the Glacier of Seasons, though most folk do not think ill of the wizards,

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The King of Sarkasti maintains a grand temple to Xygleon in the capital, and requires the Dukes to make an annual pilgrimage to the temple once a year to renew their oaths of fealty. In turn, some of the Dukes have been erecting shrines to Xygleon in their homeland, hoping the god will shine on their efforts to carve out life in the harsh lands. Magic: Though many folks are leery of wizards from other realms, the wizards of Sarkasti are viewed as somehow different from all other mages. In some special way, they are seen as defenders who keep at bay the unseen world of evil spirits and stray goblinoids who occasionally are sighted in the realm. Adventuring: The goblinoid presence is still strong in Sarkasti, but it is not organized or numerous. Villagers are wary to leave their villages, and tend to board themselves up for the long nights because of the chance of rare goblinoid activity. Several of Zigas races, including a prevalence of Backnives and Dark elves, can also be found in Sarkasti, and there are strong patrols that protect the cities and attempt to root out creatures of evil nature and destroy them. It is not difficult to find adventure in Sarkasti, at least in the wilderness outside the cities. Large tracts of Sarkasti land is still barren, and it is in these areas that Zigas races flourish, as do the goblinoid races. Sometimes magical aberrations can be found in the land, though most are attributed to the Ice Mages, and not the wizards of Sarkasti. Even within the cities, it is not unusual to find adventurers or mercenary troops carrying weapons or bearing armor, though most of the peasantry and citizens of the city find little need to pack such items. Holidays: Planters Day (March 1st): Bloodtest is not as widely celebrated as Planters Day. This is the day most farmers buy seed and start planting their crops. In the evening, after work has been finished, there are feasts of bread, cheese and meats (very little vegetables are available at this time). Samsek (Bristus 16th): This is a celebration of midsummer brought over from the Zyans. It is celebrated with huge bonfires and festivals. There is much drinking and wenching during this holiday, and such is highly encouraged.

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Countries of Amberos Shovnov Coast


The White Beaches of Gold, The Land of Stolen Shadows Possessive: Shovian Government: Dual Bureaucracy Capital: Shaton (Trade) and Shovnov (Government) Standard of Money: Standard Vegan, minted in Shovnov Cultural Basis: Renaissance English Mariners Location: NW1, northwest coast Social Structure: Patriarchy Class System Current Leader: Presidio Aminar DoveHelp, Master of Trade and Commerce and Tyrant Augemmon, Lord of the Coast Population: 97,500 Resources: Gold, Gemstones, Livestock Estate Alignment: Lawful Neutral People's Alignment: Lawful Good to Chaotic Good Estatewide Taxes: Fief, Export, Explorers Estatewide Religion: TRITON, Vermnia, Circle of Good Overview: Shovnov Coast is a land of mixed people and mixed heritage. The earliest settlers in Shovnov were the Kassians, the people of the first human king, Kas. Ancient Runestones still stand across the land, and though most have long lost their magical power, some of the more ancient and more powerful of the stones still are enmagiced. Many areas of dark magic power still pervade the land, and the population is plagued by creatures of evil they are attempting to overcome and to establish a grand civilization. History: In the time of Kas, Shovnov coast was littered with small communities of 50-100 people, spread out across the rolling land. Most villages were within a day or two walk of each other, and well-worn paths marked the routes between each. Death was unknown in those times, and people wandered freely between towns. Despite the fact that there was no killing, slavery existed at the time, and often communities would send out raiding parties to capture folk from other towns and make them slaves. The elves and goblinoids were the most likely to practice this, for they preferred to be waited on hand and foot. It was for this reason that the Runestones were erected. The original stones were magical warnings that prevented goblinoids and elves from passing by them, much like a fence around a city. Others started to be erected to perform other deeds - ensure fertile fields, beat attackers, open chains and other bonds, etc. As the years passed, the Runestone magics became more complex and powerful. Finally, it was the wizard Mage who brought about ruin to Kass empire. The bitter mage summoned Titles: the dragon Guaradrell to do his bidding, and to bring Kass empire down. However, the dragon broke free of Mages spell, and began a rampage of his own, slaying both Mage and King Kas in the process. However, Guaradrells rampage decimated Kass empire, and laid waste to many of the cities and protective Runestones, which could do nothing against the dragons might. Thousands of elves, humans and other races died in the Dragons wake, and the lands of Kas became like a forgotten grave. It was not until the rise of the age of Technology that the Shunned Coast was again inhabited, mostly by elves. A few Dhoric descendants of King Kas had taken the land back up as well, and were busy trying to pry the secrets of magic from the Runestones. Most of the Dhorics in the land were not aligned with Dhorian, and many sympathized with Shames Aegyptians. When the War of Technology broke out, Runecasters (so called because they tossed magical pieces of Runestones at their enemy to cast spells) from the Shunned Coast allied with

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the Aegyptians to defeat the Dhorics. However, the elves, fearing the power of the Runecasters, attacked and enslaved the enclaves of the Runecasters. For most of the war, the Runecasters were the slaves of elves, forced to work to create war machines for the elves. The Runecasters of the Shunned Coast remained the slaves of the elves until the Great Rise of the Dead. Since so many of the undead that arose with Teeth came from the land of the Shunned Coast, the elves found themselves overwhelmed by undead. In the confusion, the Runecasters managed to escape deep into the treacherous hills of the Shunned Coast, where the elves dared not to follow. Those Runecasters who survived managed to do so by learning to control the magics of the Runestones to protect themselves from the undead. Some Runecasters made deals with the more intelligent undead, but such hideous pacts usually ended in the death of the Runecaster. Still, such Runecasters, with the legions of undead on their side became powerful foes that are still feared in Shovnov Coast. The Shunned Coast became a land of terror and darkness for many, many years, plagued with undead, and besieged by powerful runecasting Necromancers. However, with the destruction of Teeth, the undead of the Shunned Coast fled to the islands offshore or receded into underground caverns, where they still exist to this day. For many years afterwards, the Shunned Coast was stilled feared for its massive undead population. The surviving Runecasters bent their work to ferreting out and destroying the undead within their lands, and making the land safe for habitation. The biggest change to the Shunned Coast came with appearance of Roonhawk. Though Shovnov had always had problems with the robber barons who had lived in the area, and many died at the hands of undead, the Roonhawk advance could not be stopped. Within a few months of the ascendancy of Raonoake Major to the throne of Roonhawk, the northeast was suddenly embroiled in a bitter war for domination. The war spawned the first Shovnov city-state, named Shandakula which became the guiding force behind uniting the Shovnov Coast.. The natives of the Shunned Coast, fearing that Roonhawk would eventually overpower them, began to organize their small towns into a formidable tribe. Dubbed by the Roonians as the Tribe of Shovnov (a corruption of Shunned), and led by the formidable Runecasters, the Tribe of Shovnov began a unified war against Roonhawk . Drawing on the mightiest of the Runestones, the Runecasters forged barriers that prevented the Roonians from taking their land. Further, the Runecasters sent plagues of the most magical kind against the forces of Roonhawk, slowly driving the Roonians back towards the elvin kingdom of Evanthium Coridium. As the Roonians were driven back, they fought with a fierceness the Shovnov could barely match. The Roonians were more advanced with weapons and tactics than the Tribe of Shovnov, and the Roonians were armed with steel weapons and armor, while the Shovnov fought with weapons of wood and stone and wore woven armor of cloth and wood. Still, the guerilla and magical tactics of the Shovnov matched the utter brutality of the Roonians, though Raonoake himself was more than a match for a league of Runecasters any day. Fortunately for the Tribe of Shovnov, Raonoake could only participate in one battle at a time, and often commanded his troops from the capital rather than accompany them.. The Tribe of Shovnov held Roonhawk at bay for many years, until mysteriously, many of the great Shovnov Runestones were shattered by an unknown force (which was later revealed to be the work of the Dark One). The sudden loss of many powerful Runestones greatly weakened the Tribe of Shovnov, and eventually the land fell to Roonhawk. With most of the Runestones destroyed by The Dark One in his quest for power, the lands of Shovnov had lost much of their lush growth, beauty and magic. The remaining Runecasters were mere shadows of what had walked before, and eventually, Runecasting vanished altogether as Afarian magic took its place. As the years rolled on, Roonians, began to settle in the wild lands of Shovnov. Gold rushes and diamond mines soon began to crop up in Shovnov, where Runestones that had once protected such treasures crumbled to dust. Soon, however, the Skyland Hold came to the very edge of Roonhawk, and looked with greedy eyes at the once fertile lands of Shovnov Coast. Though Roonhawk itself managed to resist being overthrown by the Skyland Hold, much of the land of the Shovnov Coast eventually fell into the hands of the Skyland Hold, and dark Runestones crafted by the Dark One himself began to crop up across the land. When the Skyland Hold fell, Shovnov Coast was among the last area to be freed of the evil influence. For years even after the fall of the Skyland Hold, goblinoid or mutated men held power in the coast, though most were too petty to be able to pull the shattered remains of the Hold into a unified whole. By the time of the Dragon Wars, most of the evil remnants had been shattered, and the Shovnov Coast was fairly well-settled, with small communities dotting the inland areas, and fishing villages springing up quickly to take advantage of the rich waters of Shovnov. Shovnov was still a wild area when the Dragon Wars began, and the people of Shovnov found themselves drafted into the war effort, and taken far from Shovnov. The gold and diamond mines of Shovnov were put into full production, and most of the small towns vanished into the wilderness they had been carved out of.

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As the war progressed, Shovnov faced its own problems. Deep in the recesses of the earth dwelt many undead creatures, and the constant mining for gold and diamonds invariably caused encounters between the undead and the living. Many gold mines were almost abandoned, or were abandoned when the Priests of Swordfall could not drive the powerful undead away. Only one dragon attack ever occurred in Shovnov. A rogue red dragon troupe, seeking treasure, raided a gold mine in Shovnov. After destroying the humans, they found themselves the target of a lich and its undead minions, who were not about to part with the treasures. After a heated battle, the dragons fled with nearly a ton of gold, but were so badly battered and beaten that no other attack against Shovnov was ever attempted by the dragons. The fate of the lich, and even the lichs identity, is unknown, but the Shovnov, who use it to warn foreigners of raiding gold and diamond mines, tells tales of it. When the Dragon Wars finally ended, most of Shovnovs mines were abandoned. Too many lives had been lost to undead to suit most of the inhabitants tastes, even though Emperor Nannon demanded several mine to remain open. Shovnov endured the rule of Swordfall until it was liberated by the Kingdom of Vall Vega. Shovnov Coast had not recovered well from the Dragon Wars, and the Vegan interest was only in the gold and diamonds of the land. It was during this rape by the KVV that the Runecasters of Shovnov, declaring themselves protectors of the land, began to return. They fought the KVV miners, soldiers and knights alike, and proved to be capable and formidable foes. Within 10 years of fighting, the Shovnov had managed to hammer out an agreement to stay independent of the Kingdom of Vall Vega - provided, of course, they sent a steady stream of gold and diamonds to the KVV. The first year of Shovnovs independence was almost its downfall as well. Infighting between the small towns trying to establish dominance put the whole country in jeopardy. Eventually, a powerful warrior named Kumer in Shandakal managed to capture or kill the Runecasters who led the attacks. By the end of the first year, the surviving towns paid heed to Kumer, and within five years, the Kingdom of Vall Vega declared him the sovereign of Shovnov Coast. His position thus secured, King Kumer began to direct Shovnov to become a growing, prosperous country. Allies/Enemies: Shovnov Coast competes with the triad of Millos, Saltbrine and Bulungi for trade along the western coast of Amberos. Likewise, the Shovnov Coast would enjoy dearly to gain from Saltbrine the exclusive trade franchises with Nyrr Ryann to distribute goods along the north shores of Amberos, but their hands in pirate attacks aimed at discrediting Saltbrine has turned Nyrr Ryann away. Roonhawk has little respect for Shovnov, and there is no love of Roonhawk among the Shovnov. The Shovnov deal with cities of the Evan Cordum on its western plain, and the Shovnov are in awe of the aloof elves of that land. Lands: Most of the northern coast of Shovnov is lightly rolling hills. Further south, the land grows more turbulent and becomes the Giants Dome hills and eventually bleed into the Crowded hills. Most coastal communities are composed of timber structures, with many coastal cities extending into the water on specially built pontoons. Government: The government of Shovnov is still consolidating and growing. As the darkness in the land is being beaten back, the government has been strengthening its hold, as well as better providing for its citizens. With the rise of the Dragon Armada off the west coast, the government has mostly turned away from attempting to grow as a sea power and instead concentrate on the problems on land. However, rumors that the Dragon Armada has been using an ancient cove somewhere in Shovnov Coast to raid from has prompted the government to become involved in hunting down the Armada, with help from Saltbrine and Millos. This has caused the government to split into two separate entities. The dual bureaucracy shows the split in the country between its seamanship wealth and the power of the land. The Tirantianum, or Land Government, deals with all the onshore affairs of the Shovnov coast. It supplies the army, sets up programs to feed, clothe, and care for the poor, and to attend to the needs of the rich, as it promotes the welfare of the middle class merchants and guildsmen. The inner land people look up to the Tirantianum as their second father, and do their best to promote the good among the cities. The Tradelodge, or Sea Government, deals with all the affairs of commerce and trade on the open seas. It sees that fishermen receive fair prices for their catches, insures merchant workers payment and welfare benefits for the seamanship duties, and caters to the business of the wealthy merchants who ply the sea lanes. The Tradelodge helps various merchantman businesses gain influential contacts and lucrative trade agreements with the inner lands and foreign governments. It is the job of the Tradelodge to prevent immoral and corrupt trade practices, and supplies Marines and Inspectors to keep the sea lanes safe. The two goals of the different government has come into conflict on more than one occasion, and criminal investigations have sometimes been botched by the fact the two governments did not know what the other was doing. Great conflict often runs between the two divisions of the government, but the stability and efficiency of the two individual beings has made

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conglomeration impossible without destroying some of its abilities. People: The Shovnov Coast still shuns foreigners, especially elves. There are many bounty hunters who hunt elves that are working in Shovnov, but none dare venture beyond the Runic barriers of the land into the Evanthium. Shovnov still fears Roonhawk, and several garrisons of Knights of the South are stationed near the border between these lands to ensure that the troops of Roonhawk remain where they are. In the intervening years since its initial growth, Shovnov Coast has become a booming economic country. With exports of gold, diamonds and spices, Shovnov has made a strong economic growth. The presence of the Dragon Armada in the western sea has caused great trouble for Shovnov, but the country has been organizing convoys with Millos and looking into overland shipping with the help of Nyrr Ryann. However, these agreements are slowly costing Shovnov merchants more than they are drawing in, and the country is starting to seek ways to make its own way forward. Undead are still a major problem in Shovnov Coast and the surrounding isles. Tales speak of castles, crypts and isles filled with the undead, and Runecasters speak in hushed towns of great Runestones created by The Dark One - or other gods as prisons - that dot the landscape. Races: Most of Shovnov is inhabited by a mix of Dhoric and Afarian humans. There are still active runestones in Shovnov that prevent elves from reaching places within the realm, and it generally shunned by elvinkind. Dwarves and gnomes have made their home in the hilly regions of the south, and some gnome clans have even set up their own sea-trading cartels in Shovnov. There are hardly any goblinoids to be found in Shovnov, partly due to the runestones and partly to the presence of the nearby Evan Cordum. However, undead and fiendish blooded creatures seem to be common in the land, though it is unknown why their numbers are so great in this land. Religion: The official church of Shovnov Coast is Triton, though most land-dwellers also revere the Circle of Good, especially Dhorian. The Tirantianum has adopted Vermnia as its patron goddess, who still ranks beneath Triton in importance. There is a smattering of worship of evil powers in this realm, especially in such dark areas as the Black Castle, which is believed to be under the control of worshippers of the Dark One. To a lesser degree, there are cult worshippers of Gwieze and Morian in the land, as well as humanoid clans that still worship Ziga. As is the case of mages, priests of Shovnov Coast tend towards Runecasting magic, and Semantic priests are very difficult to find.

Magic: Famed wizard Nathan Kepp Tu once commented on why he would never visit Shovnov again: The land twitches with evil power, like a heavy mist clouding the eyes and dampening the spirits. Those with the power [of magic] can feel it, and there are those foolish enough believe they can shape it. Most mages and priests to be found in Shovnov are Runecasters, who either harness the magics of the Runestones that dot the Shovnov Coast or who cast their own runes to perform magic. Semantic wizards (who use the spells composed of gestures, words and magic components) are extremely rare in Shovnov Coast, and are often hunted down and/or killed, due to the legacy of the wizard Mage and the infamous Raonoake Major. Adventuring: Plenty of adventure can be found inland or off. Marines are always need to help seek out pirates and custom officials always need protecting from hostile ship runners. On land, employment can be found as a champion of one of the various cities or as an explorer whom seeks out evil creatures in the land and clears them out to make Shovnov Coast a little safer. Since all these positions are government approved, using weapons or armor while in the pursuit of these duties is allowed.

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Those not engaged in such activities may only employ concealed weapons and may not use armor. Holidays: Shovnov inhabitants tend to celebrate the common holidays shared across the continent, and there are no Shovnov coast-only holidays celebrated in the land, though many cities celebrate their founding day.

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Countries of Amberos Silkna Kingdom


The Glorious Realm, The Kingdom Under Possessive: Silknaese Government: Monarchy Capital: City Of Sinka Standard of Money: Vegan Standard Cultural Basis: Renaissance/Middle Ages England/France Location: NW1-2, North coast Social Structure: Matriarchal Class System Current Leader: Gran Matriarch Delesia Vorsum, Most Heralded Lady Population: 1,270,000 Resources: Coal, Gems, Wine, Trade Estate Alignment: Neutral Good People's Alignment: Chaotic Good Estatewide Taxes: Income, Fief, Slave, Export Estatewide Religion: MAGIUS, Circle of Good, Gwieze, Morian Overview: The Silkna Kingdom, often referred to by its ancient name of Thuers Home, is the second greatest power in western Amberos. Ruled by wizard-warriors, the land is considered more benevolent than the ironfisted Kingdom of Vall Vega. It is also tends to be geared toward a higher degree of magical sophistication, employing magic in many mundane matters. History: The Silkna Kingdom originally was known as Thuers Home, a small walled village ruled by the self-proclaimed King Thuer, an Afarian who set himself up as autocrat just prior to the Dark Age. Thuers Home lay outside the realms of the Kingdom of Malovak, the White Council, and all other realms during that time. Thuers Home claimed to expanded its realm eastward to the westernmost tip of the Golens and west to the easternmost portion of the Crystalmire Mountains, though Titles: most of this land was wild and uncontrolled. From his tiny village, King Thuer set up a petty fiefdom, that by the height of the Dark Age, consisted of twelve minor cities spread over most of current-day Silkna Kingdom and Vactorstein. The vast expanse of land between each city was beyond the control of the Fiefdom, but King Thuer managed to use the threat of the Skyland Hold as a glue to hold his petty kingdom together. However, Thuers realm was small enough to go unnoticed by the Skyland Hold, and refugees fleeing the terrors of the Skyland Hold often sought out the towns of Thuers Home as a haven against the vile realm. King Thuer was careful to pay homage to Skyland Hold to keep invading armies from sweeping across his towns to conquer them. He would often sell citizens of his own towns to the Skyland Hold to keep the peace, and was not above plying the Golens for lost treasure from the fallen Shadow Empire. In the later years of the Dark Age, Thuers Home became the haven for several of the Barons of the Free League. King Thuer was unaware of the Barons move until several of his towns were raided and destroyed in retaliation by the Skyland Hold. Fearing his own destruction, King Thuer abandoned Thuers Home and fled into the Golens until the end of the Dark Age. After the fall of the Skyland Hold, Thuers Son, Umas, led the former citizens of Thuers Home back from the Golens into the abandoned city of Thuers Home. Though several clans of Thuerians remained in the Golens, the remainder returned to the cities outside the salty swamp. For the following years, until the Dragon Wars, Umas rebuilt Thuers Home into the petty kingdom of Thuer's Realm. When the Dragon Wars began, Thuers Realm became a prime target for the Dragons. With most of the towns isolated by several days of travel and located in dense wilderness, the Dragon Army began systematically destroying the towns of Thuers Home. King Umas

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Thuer and his loyal court members managed to survive the attacks, and Thuers Realm quickly allied with Swordfall to destroy the menace. Swordfall sent armies to Thuers Realm, the most notable being Kronndikes Army, and managed to drive the dragons eastward. With the dragon retreat eastward, Thuer was able to rebuilt the cities of Thuers Realm with the aid of Swordfall architects and craftsmen. After the Dragon War ended, Thuers Realm was relatively stable, though still a frontier land. Swordfall began to tighten its grip by requiring King Thuer to pay for the aid to the beleaguered realm, threatening further destruction in the realm if it refused. The hefty taxes imposed by Thuer to pay Swordfall drove many of the citizens into the wilderness or back to more civilized realm, and Thuers Realm became almost non-existent, finally turning to banditry to pay for the Swordfall ransom. When the Rebellion of the Barons occurred, Thuers Realm was one of the realms to rise up first in revolt. Aided by the renown war hero Baron Simgurd Sinkal (of the Barony of Sinka in Thuers Realm), Thuers Realm rose in full-scale revolt. However, for its trouble, the Empire of Swordfall sent its most infamous wizard, Nuerdragr, to quell the rebellion. He did this by assaulting the home of Baron Sinkal, and sinking the entire city under the earth, killing nearly every resident, including Baron Sinkal. King Umer Thuer was sought for his role in the rebellion, but the crafty king and his personal forces managed to escape into the Golens and avoid capture. When rebellion against swept across Amberos, King Umer Thuer returned as a hero, and became the symbol of rebellion within Thuers Realm. Unfortunately, King Umer Thuer was slain in the climatic battle that brought down King Nannon IV of Swordfall, and chaos ensued shortly thereafter in the Thuer court when the wizardess Zerkamore Silkna, who claimed to a descendant of Simgurd Sinkal, seized the throne and slew the Thuerian heirs. Zerkamores seizure of power left a bitter taste in most Thuerians mouth, but the sorceress left little time for her critics to attack her. One of her first acts was to undo the magic curse on the ancient town of Thuers Home, and rose the city from its underground roots to make it a tall, fortified city renamed the City of Sinka. From there, Zerkamore forcibly brought unity to the fractured towns of Thuers Realm, placing lesser wizards who were under her dominion over each of the smaller towns. With communications linked by magical means, Zerkamore crafted Thuers Realm in her own image, and it soon became known as the Silkna Kingdom. Under the leadership of Zerkamore, the Silkna Kingdom approached those who were wary of the growing power of the Kingdom of Vall Vega and presented itself as a viable alternative to the son of Swordfall. Most countries who allied with the Silkna Kingdom were aware of Thuer's Realm struggle against Swordfall, and most were not aware of the change of government by Zerkamore. As the Silkna Kingdom began to unify and expand, vicious political wars were underway by Zerkamores appointees, who began to hunger for more power and land. Within five years after the Silkna Kingdoms emergence, the various mages in Silkna began a personal war for power. Mages battled both covertly and in broad daylight for control of each others towns, resulting in widespread destruction across the face of the Silkna Kingdom. Even Zerkamore became caught up in the wars, and the people of Silkna Kingdom began to see their leaders as nothing more than petty power-grasping individuals who cared nothing for the position they had been entrusted with. Four years after the end of the Randu Wars, powerful bands of warriors known as the Slayer Brotherhood appeared in the Silkna Kingdom. Most of the Slayer Brotherhood were mercenary troops from Silkna Kingdom who had tired of the constant wizard wars, though they obviously had help from several surrounding countries who had tired of the internal battles raging across the Silkna Kingdom. The Slayer Brotherhood systematically hunted down the magemayors of each of the cities of Silkna Kingdom and removed them from office - often violently. The last to be removed was Zerkamore Silkna herself, who was uncovered to be a fraud and daughter of Raonake Major, not Baron Simgurd Sinkal as she had claimed. After the fierce battle across the Silkna Kingdom, the Slayer Brotherhood became a respected institution of law and justice in the realm. The Slayer Brotherhood helped bring new officials and a new attitude to the government of Silkna Kingdom, and moved it away from the wizard rule it had suffered under for nearly fifteen years. The Slayer Brotherhood brought Khern Zerk, a warrior and son of the hero Simgurd Sinkal, to the throne. Both the Brotherhood and the people of Silkna Kingdom liked King Zerk and his kindness, and he ruled until madness consumed him, and he slew himself, his wife, and several religious leaders of the church of Dhorian. Though the madness that overtook King Zerk was never fully explained, most believe it had been the fault of the Kingdom of Vall Vega, who had apparently attempted something similar in the lands of Bansado. After King Zerks death, the Slayer Brotherhood took over the government for a short time until a suitable heir to the throne could be found. The search for a suitable heir lasted 13 years, and the Slayer Brotherhood had finally given up and settled in comfortably as the ruler of the Silkna Kingdom. However, King Zerk had several heirs, although they were all female. These three women, the eldest

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being a wizardess known as Mariya, were sent to a convent by the Slayer Brotherhood, deeming that they were unfit for the throne. However, when the three reached adulthood, they left the convent to return to the City of Sinka, and battled the Brotherhood for control of the country. In the end, the women won, and Mariya, as the eldest, ascended the throne as her two sisters became her most trusted and powerful advisors. After several years of facing off with the Kingdom of Vall Vega, who refused to see a woman as the legal heir to the throne, Mariya fell in love with, and married a banished Vegan nobleman named Kemidal Vorsum, and Mariya became the queen as Kemidal became king. However, Kemidal wisely left the reigns of power in Mariyas hand, and he himself simply became a spokesman of Mariyas desires. This was enough to begrudgingly settle the Kingdom of Vall Vegas contention of a male heir, while keeping the Silkna Kingdom from falling under the control of a Vegan heir. Mariya died of old age, and King Kemidal soon followed after. For a brief period of time the crown fell to Mariyas sister Colaytus, but she too soon passed away and the crown again passed to Mariyas heir, who had finally reached adulthood. The new Gran Matriarch, Miranda Volsum, ruled she was slain by a poison arrow shot by the infamous assassin Savage Avenger for her role in hunting down criminals from the Golens. Since that time, Gran Matriarch Delensia Volsum has ruled the Silkna Kingdom through a myriad of trying times until it is now the second greatest nation on the continent. Lands: Most of the Silkna kingdom consists of temperate grasslands and rolling hills. Large farms span the countryside, whose crops support the inhabitants of the lesser cities and the city of Sinka as well. Most of the land has been developed to some degree, though there are patches in the east near the Golens that are in ruins or have not been touched. The Golens rises dramatically in the east due to break in the continental shelf between the edge of the Silkna Kingdom and the unclaimed swamplands of the Golens. Allies/Enemies: The Silkna Kingdom has managed to bolster allies from many of the countries that have grown weary of the Kingdom of Vall Vegas oppressive ways. The Silkna Kingdom sits as a triad of power between itself, the Kingdom of Vall Vega and the Southern Kingdom. It counts the countries of Randu, Simera and Ran Da Khan as enemies, but there have been efforts since the economic upheaval to start up relations with the eastern realms. Government: All of the Silkna Kingdoms power grows directly from the City of Sinka, where both the Gran Matriarch resides as does the wizardly nobility of the realm. The City of Sinka is an orderly place, though the Gran Matriarchs court is often filled with a hefty amount of international intrigue. The Slayer Brotherhood keeps the peace in the city and the surrounding countryside within a day or sos march of the capital city. Since so much of the Gran Matriarchs effort go into keeping the city from erupting into chaos, much of the rest of the country is untouched by the hand of the central government. There is much corruption on the eastern section of the land, with many petty barons, dukes, mayors and other land owners whom steal from passerbys and force the victims into the Golens when finished, so the crime is never discovered. Petty bandits raid into Silkna from Vactorstein, and the Kingdom of Vall Vega is constantly poised to move into the lands of Silkna Kingdom at the first sign of weakness. The Silkna Kingdom holds a short border with the Dark Lands that is nearly unpopulated and mostly wilderness. People: The City of Sinka is so varied from the rest of the country that it is almost a country unto itself. The City of Sinka contains the greatest wonders of the continent. It is filled with magic, intrigue and adventure to the point of overflowing. There are ambassadors in the City of Sinka from all the various countries across the continent, and there are also priestly ambassadors here from to represent each of the great Amberos deities as well - each adding their own flair to the great city. The city is divided up into several sections, the largest of which is the core - the old section of the city containing all the government buildings. It is run exclusively by the Slayer Brotherhood. Also in the core are the merchant areas that are run by Nyrr Ryann merchants who have become citizens of the Silkna Kingdom. Spanning out from the core are various districts run by an ambassador to the city. The people generally living in these districts come from the country or worship the god the district represents. Over all things, the Gran Matriarch Delesia runs things, with the Slayer Brotherhood backing up her commands. Beyond the City of Sinka, the people of this land tend to be proud and strong, though peaceful. Many are ignorant of the wonders of the City of Sinka and unaware of the hidden evils that plot the destruction of these lands and the great city. In the wilds of the land of Silkna Kingdom, small outposts of humanity seem to appear from nowhere amidst the tangled wilds of the land. The people outside the City of Sinka still live on the manor grounds of the local noble, who in turn is often a member of the Slayer Brotherhood. Each minor town is almost autonomous, though the Slayer Brotherhood works to ensure that each follows the laws of the Kingdom, and keeps petty officials from abusing their power. Few towns trade with each other, though Nyrr Ryann merchants often pass between the cities en route to the City of Sinka, bringing wares as they travel.

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Races: The Silkna Kingdom is mostly Afarian human, with a large population of elves and half-elves who are dissidents from the Evan Cordum. The mountains surrounding the City of Sinka is home to various dwarf clans, and several gnome clans from Llinn have been invited into the foothills of these mountains. Likewise, the eastern portion of the Silkna Kingdom has been the site of migrating Hillenfaey clans looking for a new way of life outside the lands of Llinn. While most goblinoids have been hunted down and purged from the Silkna Kingdom, there is a large concentration of civilized hobgoblins in the experimental city of Ghorne. Guided and watched by elves and war-wizards from Silkna Kingdom, the city of Ghorne has been attempting to reestablish goblinoid civilization to the level it held during the Golgoloth Empire. Religion: Nearly all religions are widely accepted in the City of Sinka and across the country, though evil religions are not welcome in the city or country, but secret

sects do exist. The largest of these is actually among the Slayer Brotherhood, some of whom work in Gwiezes shadowy name. Likewise, there is a secret brotherhood dedicated to Morian among the courtiers of the Gran Matriarchs court, who are determined to learn the secrets of any and all they encounter as well as involve themselves in bits of blackmail and rumor-mongering. Magic: Anyone capable of casting arcane spells automatically gains special treatment in the Silkna Kingdom in effect gaining the benefits of being a noble or VIP in the country. Dueling others is frowned upon, but the wizard Telsar has made spellslinging (so-called wizard duels) somewhat popular in the City of Sinka. In the more rural areas of the Silkna Kingdom, officials often act to arrest, fine or otherwise halt arcane casters who use their spells for malicious deeds. Divine casters are tolerated in the realm, though they do not gain any of the special treatment that arcane casters receive.

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Adventuring: Because of the rather chaotic mixing of cultures in Silkna, primarily in the City of Sinka, it is not uncommon to see visitors with weapons and armor, though their use is highly restricted. Dueling in the City of Sinka is allowed, as long as a sanctioned dueling judge is present to make sure things don't get out of hand, but in other areas, local customs and tastes dictate whether such fights are allowable. Dueling without a judge can be grounds for arrest and possible execution. Dueling outside of social castes (such as a nobleman dueling a peasant or knight) is also unacceptable. Magic use in Silkna is not illegal, and about the City of Sinka, mages can find employment in the service of others should they desire such, and magic colleges are widespread throughout the city, with only one Necromantic school known to exist, in the old core city. Holidays: Thuers Day (Haleen 23rd): A celebration of Thuers birthday, this day is marked with demonstrations of magic, feasts and carnival-like events. It is a popular day for wizards to choose their new apprentices on this day as well.

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Countries of Amberos Simera


Kingdom of Roses, The Fearless Land Possessive: Simerian Government: Monarchy Capital: Majona Standard of Money: Bit = 1/100 gp, Dirham = 1/10 gp, Dinar = 1 gp Cultural Basis: Middle Age Mongol/Arabic Location: Central North Social Structure: Equalitarian Class System with favoritism to Randese humans Current Leader: Caliph Myrian Bumenci, The Great One Population: 62,000 Resources: Coffee, Silver, Oil Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Export, Blood Fee Estatewide Religion: TITANICUS, Visha, Gwieze Overview: Born from the roots that spawned Ghans kingdom, Simera is a crossbreed of Randese and Ghan lands, with the ferocity of the Ghan, and the advancements of the Randese. Simera, sometimes known as the Noble Crusaders, is a very a large country with a rather small population. The lack of population stems from the fact the country envelopes a large portion of the Twilight Forest, a strange region whose inhabitants Titles: are as bizarre as the forest itself. The forest is dangerous to traverse, and those whom wandered its bounds rarely return. History: Simeras human roots extend back to the time during the Elvin Golden Age, at least. The first records of the inhabitants were Ghan in appearance, and were loyal followers of Gwieze and his Shadow Empire. When Gwiezes empire crumbled, the Ghan people scattered, spreading across the eastern portion of the continent in small tribes. It was not until the Rise of Empires that the Ghan were once again seen in numbers. During the rise of the Malovak empire, kin of Ghan settled in the land now known as Simera. There they lived semi-nomadic lives in their yurts, traveling the vast plains to follow the herds they hunted, or hiring themselves out as mercenaries to various lords in return for food, shelter and other essentials. During the Rise of Empires, Khan Ghan organized the mercenary Ghan and founded his own empire, though it did not last beyond his death. The Time of Foreign Men saw the utter destruction of the Ghan culture and its eventual transformation into the Randese empire. After the destruction of the Ghan empire, the fractured clans scattered to the winds, most to never be heard from again. For the duration of the First Dragon War, the remaining Ghan became raiders and targets of dragon attacks. Some Ghan clans became very wealthy and infamous throughout the lands of Swordfall, while other clans were wiped clean either by Swordfall troops or Dragon troops. When the High Baron of Klinn was able to gather an army in the fledgling land of Klinn after the First Dragon War, the Barons first act was to send the army against the Ghan raiders in modern Simera. The goal of the Klinnian warriors was to wipe out the Titanicus-worshipping Ghan for once and for all. As the Klinnian force began systematically wiping out the fractured clans, the Ghan began to rally together, putting aside their differences to save themselves from the Klinnian warriors. By the end of the five year war, the Ghan were led by a single, strong clan leader named Simeras, who had the total loyalty of the twenty-one tribes beneath him. After the war with Klinn, Simeras made several changes to the countryside he and his people held that would forever alter them. First, Simeras had the tribes settle into defensible cities, ending their nomadic lifestyles. The second change came about due to the constant research the Simerians put into bettering their defensive system. Consulting the gods, building on their own knowledge and stealing ideas from other lands, the somewhat backward and ignorant Simerians began to find and cultural advancements rather rapidly, transforming them into an intellectual force within a few years. Coupled with the amazingly stable establishment of the

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mercenary troops to return home once things had settled down. Howev er, Simeras was hardly content with his new holdings. He realized the need to consolidate what he had captured, and made his new rule clear in each of the captured cities. On the other hand, after his troops had initially sacked the cities, he reduced or removed most of the taxes on the new land, causing Simerian residents to swell to new land and begin integration of the conquered land. The move earned him loyalty across his realm, though among the conquered, it was given begrudgingly. It was two years of border wars before Simeras made his next move. This time, he struck in a single direction - pushing into the easternmost lands of Klinn, and overrunning the gold mines and massive farms that kept the remainder of the land alive. Though the fight with the Klinnians was bloody and brutal, Simeras eventually conquered the entire arm known as the Protectorate of Klinn. For the heavy resistance faced during the war, fueled by Simeras own greed, cruel laws and heavy taxes were enforced on the new land. The sudden strike sent shivers through nearby kingdoms, shivers Simeras was able to use for his own purposes. Simeras played on the panicked buildup in Kennestone by tricking the Kennestone allies in Nyrr Ryann to negate the treaty of assistance between the two countries. In return, Kennestone lashed out at Nyrr Ryann in anger, and while Kennestone was occupied with war in Nyrr Ryann, Simeras attacked the northern border of Kennestone. A fortnight after Simeras attack on Kennestone, the Erakatuo and Iiannhanex forces created an alliance and began harassing the eastern section of Simera. The allied forces rolled through Simera, burning and looting as they went, ignoring the heavily fortified

city of Durabin in the heart of the Twilight forest, Simeras seemed to become a docile, civilized country. When ten years had passed, the Simerian force suddenly lashed out. Unknown to the other countries, the Simerians had been practicing for war, training within the plane-warping Twilight Forest. Simultaneously, Simeras attacked all of the surrounding countries. The attacks swept deep into each of the kingdoms before an effective response could be launched, and the counterattack was not organized or particularly effective. In many cases, Simeras troops simply swept around a waiting army, forcing the opposing force to abandon its position to track down the Simerian army. Most forces that picked up to chase the Simerian force were often ambushed by the Simerian army at a point of the Simerians choosing. However, eventually, the Simerian force began to lose more ground than it won. It was at this point that Simeras played his secondary card - calling his allies from Randu. Refreshed with new mercenary troops, Simeras launched a counter-attack. He retook any land he had since lost, but did not push his troops further into enemy territory. Once Simeras was satisfied with his gain, he entrenched his troops and went about making the conquered land Simerian. After repulsing several bloody rebellions and a few counterattacks, Simeras allowed the

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cities in favor of upsetting commerce and striking fear in the populace. The allied forces of Erakatuo and Iiannhanex drove towards the capital. As they progressed, the allied forces were even able to isolate several cities from major trade routes, threatening to starve the cities if trade could not be reestablished. Simeras realized the threat, and knew he was caught in a trap. If he backed his troops out of Kennestone, the Erakatuo and Iiannhanex forces could simply flee, allowing Kennestone time to reinforce itself. If he did not strike, Simeras faced the possible loss of up to 1/3 of his eastern border to the allied forces. Deciding to take a gamble, Simeras called for aid from a nearby temple of Titanicus. In return for swearing the loyalty to the church, the priesthood lent Simeras a vast army of berserkers and warriors to reinforce eastern Simeras. Suddenly, the isolated cities in Simera were able to reestablish trade with the rest of the country, and the allied forces of Erakatuo and Iiannhanex found themselves harassed and ambushed by the clergy-led forces. As the tide began to turn back in Simeras favor, things changed once again. This time it was Klinn who entered the fray. Attacking from the west, the Klinnian forces drove deep into Simera, and were able to join forces with the Erakatuo and the Iiannhanex alliance. The strengthened and now massive force then began a deliberate march to the capital, crying for Simeras head. When the massive force reached the capital, Simeras had it entrenched and prepared for a bloody war. However, Simeras eldest son had no desire to see the city die, and plotted against him. Thus Simeras son and a handful of advisors struck the Caliph down, and handed Simeras head to the allied force. A peace accord was hammered out, and much land was returned to the kingdoms. Simeras son, Seluman, ruled the remainder of Simera very quietly, and his court was forced to pay heavy fines to the countries his father had oppressed. On his deathbed, Seluman confided to his son his regret for never striking back, and his son took the words to heart. Three years after taking the throne, the grandson of Simeras, Rhuphelkan, openly taunted Klinn into a war. For several months, the Simerian forces harassed Klinn, and refused to pay its war debts. Finally, in anger, Klinn attacked. However, Rhuphelkan was prepared for the attack, and smote the Klinnian forces, taking few losses in return. The other countries were horrified, and Rhuphelkan claimed it would pay no more war debts. Further, Rhuphelkan swore that if any country tried to enforce the unfair repudiation payments, it would smite them as it had the Klinnian forces. None of the countries stepped forward to press the issue. Simera seemed content with its borders, and kept a close eye on Klinn, who smarted from the attack. Several years later, Klinn attempted to once again strike against Simera, but was easily repulsed. Animosity would continue between the two countries for numerous years, but Klinn would never be able to get the upper hand. Eventually, Klinn and Simera were brought together under the reign of terror by the dragon Blazer. Forging and invitation to settle the differences between the two realms, the dragon tricked the royal entourage into Klinn, where it destroyed all but one of the daughters of Rhuphelkans line. Eventually, this daughter became the Khan of Simera, and after a bloody reunification in Klinn, the two nations became allies in the face of a second return of the dragon, Blazer. Since that time, the two countries have become trading partners, though there is still much distrust and friction between the two realms. Land: A large portion of Simera is lost to the Twilight Forest, despite the fact the old capital sits deep in the evil woods. Much of northeast Simera is arid and desert-like, while the west and southern areas tend to be more temperate, with the southern areas moving towards a tropical climate. Simera has established a vast network of highly maintained road systems between cities, and has likewise stationed offices of the government in every declared town or city that ensure the upkeep and enlightenment of the community. As such, most towns and cities have a neat, almost groomed appearance and the inhabitants are tasked with ensuring that the roadways are maintained and patrolled. Allies/Enemies: Simera has currently established a peace treaty with Klinn, though the two countries have been mortal enemies in the past. Simera has avoided allying with or against other countries, most especially Randu. Government: Simera has a strong central government, but it tends to be removed from everyday dealing with local governments, as the hidden capital is located in the heart of the difficult-to-traverse Twilight Forest. Usually, the central government produces edicts its expects to be obeyed, and only occasionally involves itself in matters beyond the capital city, leaving the local governments to fend for themselves. The local governments tend to follow long established ideals set down by Simeras. Considering themselves enlightened, the local governments have laws and edicts for just about all everyday occurrences and a laundry list of best practices in the handling of governmental affairs. Because of this, when one travels from one community to another, citizens can expect to have the same routine and receive the same treatment from different local governments even hundreds of miles apart. People: Simeras relationship with the other countries surrounding it could be described as chilly as best. Kennestone has a particular hatred for Simera, and engages in constant social war, pitting the people against each others ideals. Erakatuo still considers the Simerians barbarians, though they have begun to soften with the presence of a female Caliph on the throne. Though Nyrr

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Ryann occasionally trades with Simera, it charges them some of the heftiest fees for transportation, and pulls out of any trade agreements with Simera at the first sign of displeasure from Kennestone. Most of the people of Simera dress in a cross of Ghan, Skierian and Randese clothing, but have the skills and knowledge of a learned country. Simera has access to rather enhanced equipment, including primitive smokepowder weapons based off Millese designs, highquality mirrors, telescopic lens and even artificial cloth. The army is small and tidy, consisting of swift horseman armed with longbow, mace and shield, backed up by small bands of pikemen and scimitar-wielding footmen. A large majority of the people are trained in combat, for strange marauding bands from the Twilight Forest threaten several areas, sometimes even Majona. However, the efficiency and skill of the army has kept these threats at bay. Currently, Simera has a trade and protection agreement with its northern neighbor, Klinn. Although the two countries had often battled in the past for territory rights and religious doctrines, an alliance with one of the more powerful barons of Klinn - namely Tamon of Kingscleave- and the current Khaness has put an end to the war. It has also created a profitable trade agreement that is likely to last even past the current Khanesses' rule. Nearly every person in the cities of Simera has received some sort of formal education, starting at about age 8 and ending around age 14 (girls remain in school until married, usually around age 18). The education is not free, and is generally paid for by parents and/or relatives. Common course include basic reading/writing skills, astrological skills, bargaining & merchant craft, combat skills and often some trade skills taught by the local guildsmen. Most schooling ends with acceptance of the student into a local guild, governmental position or mercenary group, which continues with its own form of education. Strangely, despite Simera's great knowledge, they refuse to share the knowledge they have gained with other regions. It is presumed they have learned great secrets, many of which trickle out of their lands into the hands of the Nyrr Ryann merchants, whom have used guile and other tricks of deceit to steal them from the Simerians. It is the official doctrine of the Khaness that the punishment for those whom purposely or accidentally teach a foreigner one of the many technical secrets of Simera is for the offender to be slain. Adventure in Simera is plentiful, if one is willing to risk the dangers of the Twilight Forest or Twilight Mountains. Fabulous tales of the Twilight Forest have been heard across the continent, and the collection of beings living there is a homogeneous mix of sentient and animalistic cultures. Religious toleration is great in the country, to the point Durabin has a temple dedicated to the gods of evil within in, and its priest are free to thrive within the bounds of the law. Those within the bounds of the Twilight Forest venerate any god they learn of, and will allow the construction of a temple to any god within the land, as long as the temple inhabitants obey the law of Simera. Religion: Titanicus is the official religion of the state, and the gods name is invoked in all official proceedings, but most people in Simera tend to worship Visha, and fear Titanicus. There are many worshippers of Titanicus who crusade to eliminate all other religions from the land, and these holy slayers are feared within and outside the bounds of Simera. Gwieze has a large, secret following in Simera, especially in the Twilight Mountains, Twilight Forest and sprinkled in the court of the Caliph. The government constantly battles against the Gwieze priesthood in the capital, but has been unable to remove the cult. Magic: Mages are welcome in Simera with open arms, as long as they do not use their magic for evil ends. Most native Simerian wizards are female, and specialists in Necromancy, Conjuration and Invocation are common among wizardesses. Customarily, it is in poor taste for a wizard to display magical prowess openly, and native Simerian mages are likely to "correct" such behavior through magical means, such as enchanting the wizard so they may no longer cast magic, period. There is a small cabal of scientists that has grown in Simera. While most openly hold positions of teachers, librarians and other intellectuals, they secretly work to ever increase the knowledge and understanding of the Simerians. Adventuring: Weapons are not disallowed in Simera, though they must be publicly displayed in the capital city of Majona. Few people carry weapons other than a knife or jimbaya, and rarely don armor. Those whom do heavily arm or armor themselves will find themselves being watched by town soldiers, and may find merchants unlikely to deal with such an individual. On the other hand, a handy scimitar may save one from a Holy Slayer or city-street assassin. Holidays: Ghanday (Bristus 10th): This day is a celebration of Ghans birthday. It is celebrated with battle tournaments and displays, military parades and feasts in the evenings. Simerasday (Noris 13th): Like Ghanday, this day celebrates Simeras, and is based on the day when Simeras took the crown in his fledgling realm. This holiday was not celebrated until Simeras passed away. There are no official records of Simeras true birthday, as he was paranoid and fearful that someone might attempt to assassinate him on his birthday during a celebration, were the day known to all and it was celebrated.

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Countries of Amberos Skienlands


The Homelands, Lands of Genies and Demons Possessive: Skierian Government: Various Monarchies Capital: Mahilji Standard of Money: Cop = 1/25 gp, Shekel = 1/10 gp, Tribute = 1 gp, Worthy = 10 gp Cultural Basis: Middle Age India Location: NE1-SE1 inner sea Social Structure: Venerachal Caste System Current Leader: Various Maharajas Population: 265,000 Resources: Spices, Silver, Gold, Gemstones Estate Alignment: Lawful Neutral People's Alignment: Neutral Estatewide Taxes: All Estatewide Religion: VEDIC PANTHEON, The Dark One, Gwieze, Jhalah, Ziga, Kerundinius, Circle of Good Overview: Tainted by infernal influences, the Skienlands has a rigid society steeped in bloody traditions. Once a slave to Randu, this nation has stepped up to become a kingdom of its own with a much more peaceful if not sinister methodology of its own. History: The area of the Skienlands has been sparsely populated since the Time before Time. There are elvin records of battles with what could only be termed Devil since even before Guaradrell was known. The elves managed to banish a number of the fiends from the land, but eventually left due to the ability of the remaining fiends to possess the elves. After several elvin lords in the area turned against the Evanthium Coridium with devastating results, the elves abandoned the land to the fiends. After the death of Guaradrell, many people came to the land to flee the growing Dhoric empire, and became allies of the Aegyptian empire. Again, the possession of the inhabitants by the Devil made for poor relations with the Aegyptians, and after the Technological war, the land was nearly abandoned once again. During the Elvin Golden Age, it became a haven to those fleeing elvin tyranny, and some wonder if Ziga might have ventured and stayed in the area, causing her eventual downfall. Oddly, during the reign of the Skyland Hold, The Dark One and his minions avoided the area of the Skienlands. After The Dark One banished himself from Amberos, the area of the Skienlands seemed to clear, and the number of Devil in the area seemed to drop to almost nil. As the Time of Foreign Men came, Ghan and his people flooded into the area, and squashed the last remnants of known Titles:

Devil lairing in the land. However, Ghans empire did not stand the assault of time and fractured. Those people of Ghan who were relatives and descendants of the upstart Huren were able to retain a semblance of civilization and created the empire known as Al-Baqua. This empire was virtually unknown in the west, but rivaled the size of the Hanex lands. However, the Al-Baqua consisted of a myriad of Sheiks and was not unified into a single organization. This disorganization would lead to their eventual downfall in the face of the Black Conqueror, Randu. Within a few years of Randus appearance, the Al-Baqua kingdoms made the mistake of attacking Randu. The Black Conqueror replied with deadly force, decimating the tiny kingdoms of Al-Baqua, and bringing the land under Randese rule. However, the Al-Baqua were much more civilized than the Randese,

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and their superior civil skills kept the people from being absorbed by the Randese culture. After the recent economic upheaval, the Al-Baqua found the strength to throw off the Randese yoke, and created a fractious realm known as the Skienlands. One of the reasons for the escape from Randese control was that many of the Maharajas had been dabbling in black magic, and summoning fiends back to the land, as servants to the Maharajas and their court. Most of the Skienlands leaders now have dealings with The Dark One, and it is mostly through the means of summoned devils that the Skienlands has managed to keep from sliding into Randese hands again. However, more than a few of the Maharajas has been driven insane or enslaved to the will of the devils. Allies/Enemies: The Skienlands act overtly friendly towards Randu, but do their best to keep at arms length from the Black Conqueror. There is a fair amount of trade with Ran Da Khan, and many Nyrr Ryann traders use Ran Da Khan as a jump-off point to reach Skienland customers. The southern reaches of the Skienlands endures raiding attacks from the Jsarath and Dark Valley lands, and is antagonistic towards such countries, often sinking any vessels they happen to encounter that resemble or fly flags from these realms. There is also some minor trade that passes between Iiannhanex and the Skienlands, mostly via sea routes. Lands: The Skienlands are universally hot, but their kingdom is spread over a wide variety of terrain. The northern lands tend to be dry and arid, and one moves

southward through the Yaz, the terrain becomes humid and tropical. Only on the southern tip of the Yaz does the lands of the Skienlands approach a temperate climate, though it is still quite warm most of the year. However, snow often forms in the winter in the high peaks of the Skataski mountains. Allies/Enemies: The Skienlands have forged a peace treaty with Randu, their former conquerors. However, both sides seek to expand their empires at the cost of the others. For much of the same reason, the Skienlands have allied with Llannhanex for the day the move outward to seize Iiannhanex lands. The Skienlands deal in brisk trade with Nyrr Ryann, shipping their exotic wares to the lands of the west for a hefty profit. The Skienlands are oddly neutral towards Lanster, and there has been no attempt in over fifty years for the Skienlands to attempt to expand northward towards Lanster many believe due in part to the proximity of the Demon Jungle. Government: There are approximately fifty seven Maharajas controlling various sections of the Skienlands. At least thirteen of these Maharajas have evil blood within their veins, and at least one fiend rules as a Maharaja over an insignificant realm close to the Demon Jungle. The various Maharajas constantly plot against each other, though open warfare rarely breaks out between the struggling rulers. The various temples littered across the Skienlands also wield enormous power, and may work in league with a given Maharaja, or on their own. Though it is rare to find devils or those with devil blood in the temples, there are many dark rituals

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held in even the temples of good to appease or ward off the influence of The Dark One and his Devil minions. Due to the strong fiendish presence, all sorts of wicked and perverted deeds are performed across the land. Human and/or blood sacrifice is not uncommon, and theft tends to run rampant in the larger cities. Laws tend to be oppressive against the common folk, and lighter against those with power or money. Many of the stocks and dungeons of any given city brim with offenders who have failed to give service to their Maharaja by paying excessive taxes, refusing to make a sacrifice to the Dark One or for other violations. Slavery tends to be common form of punishment, though fine, lashings or imprisonment for a extended duration tend to be common as well. Only those who refuse to bend to the will of The Dark One are generally executed. People: Most of the people of the Skienlands lead a highly organized and restrictive life. The caste system is rigidly enforced, with four levels in the caste system and a fifth class considered to be beneath the caste system. The lowest caste, actually considered to be a non-caste, are the outcasts. The outcasts consist of indentured slaves, serfs and those who deal with the dead (Necromancers, Seers, tanners and morticians). Outcasts are universally despised by those of the other four castes and avoided when possible. No one from the higher castes will deign to speak with people of this caste, even if forced to deal with them. Those who are forced to communicate to outcasts tend to do act as if speaking to the wind. The next highest caste, actually seated at the lowest rung in the caste system. This caste, the shudras, include most freeman, whether simple farmers or city dwellers. They cannot own land or housing, and must rent their household from the local lord or employer. The next higher caste, the vaishyas, contains the professionals and artisans. Merchants are begrudgingly placed within this caste, but they walk the fine line between the shudras and the vaishyas. Vaishyas have the distinction of being able to own a house (but not the land it stands on), and can hire indentured servants or have apprentices. The second highest caste is the kshatriya, which include the minor nobles and lesser priests of the Skienlands. The kshatriya have the privilege of being able to own land and slaves. Most are able to travel the length of the Skienlands without special permission of the Maharajas, though some Maharajas have been known to execute vaishyas who offend them or travel when a Maharaja expressly forbids them to do so. The highest caste in the Skienlands is the brahmin, which consists of the most powerful of the Maharajas and the high clergy of the temples in the Skienlands. The Devil and genies, even of the lowliest kind, are considered to have a status equal to, if not superior to, the brahmin. The brahmin are considered to be the law, if not above it. No one questions or disputes a brahmins actions, though Maharajas and High Priests have been known to butt heads from time to time. Most villages are made of rough stone or mud huts with a shrine or two to the village gods, with the larger cities having great stonework buildings, temples and other facilities. Most government buildings are only found in the larger towns, and most Maharajas have established military barracks and other fortresses in their land to dissuade aggressive neighbors. Most of the people of the Skienlands revere or fear a multitude of Devil that have been elevated to god-like status. It is not uncommon for small villages to worship a lesser Devil as gods and protectors of the city. Worship of the circle of good is often thrown into this mix by the common folk in the hopes of keeping the fearsome Devil gods at bay. The Dark One is openly recognized as an evil god, and though there are various cults across the Skienlands dedicated to the Dark One, there is no major temple to the Dark One anywhere in the Skienlands. Further, most of the other temples have at the least a shrine or a series of bloody temple rituals to appease the foul humor of The Dark One. The appearance of devils is so common in the Skienlands that people have become accustomed to their presence. This has in no way diminished the fear people have for these fiends, but there are a number of wild devils that roam the land, and there are many people who are accused of being half devil. Most citizens know a myriad of charms to protect against possession by fiends, as well as charms or rituals to avoid the evil eye of one of these beings. Unknowingly, most of these charms result in the citizen either harming an innocent thought to be a devil, or force the charm-maker to commit some sort of foul deed. These deeds range from the gross - eating dung to ward off devils - to the utterly violent - slaying the first-born son to prevent possession of future children by devils. The people see devils in everything that happens in day-to-day life, and many have come to assume that the devils are responsible for many of the workings of the natural world, making them both feared, and respected. Also thrown into the mix is the genie-kin of the inner planes. Rings of Jannemen (Genie-wizards) have brought the genies to this land to battle the influence of the devils, and in certain places, this is threatening to become an all-out war between the race of genies and devils. Most people are unfamiliar with the differences between the genies and devils, and treat the genies in the same manner they would the devil - appeasing them with gifts and attempting to ward of attacks from the genies and their Janneman. Finally, a small cult worshipping Ziga has begun to crop up in the land. Her followers and the demons they summon threaten to undo the lawful tapestry the Dark One has woven across the land, and the people truly fear and fight against the chaotic deprivations of the demons

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with a vigor that would make the Dark One proud. Worshippers of Ziga may haunt the roads between cities, acting like brigands and thugs, but those who are caught in civilized areas are tortured and slain. Religion: The Skienlands worship a propaganda-driven view of the universe imparted to the Skierians by the lies of demons and devils. Most Skierians believe that the universe is controlled by various spirit entities where in truth these spirit entities are, in truth, various demons and devils. According to this lie, all of the spirits owe their allegiance to one great spirit Shamash, the sun (who is, in reality, the Dark One in disguise). Ziga, known among the Skierians as Ka-Li, the moon goddess, is presented as the queen of the underworld, and those souls who do properly venerate the spirits in life are doomed to spend eternity in her realm, rather than be reborn higher up in the caste system. The Skierians believe that at death, they will be reborn into a new life, according to how well they performed their duties in their past life; a dutiful person who performed well and respected the spirits will move up in stations in their life, while a lazy or neglectful individual will be born to a lower station in life or as an animal or other lesser being. The Skierians hope to eventually rise to the level of becoming one with the spirits, who are free of mortal pain and fears in essence, becoming demons or devils. Priests from other lands, especially of good gods, are often appalled by the state of religion in the Skienlands. Even those in the Skienlands who worship gods such as Dhorian or others of the circle of good still make sacrifices of gold, blood or hostages to The Dark One to evade the evil gods wrath. While the populace may welcome many clerics of good, those who do not pay homage to the Dark One may be feared or ridiculed. There is a secret cult of worshippers of Shame in the country who wander like bandits across other Skienlands, hunting down evil priests and trying to turn the peasantry against The Dark One. However, the forces of The Dark One have put a serious crimp into Shames secret cult by spreading rumors of the cult being soul-eaters and bandits who seek to betray and beguile those who listen to them. Magic: Magic is seen as the manipulation of the spirits to assist one or hinder enemies, but the use of such magic is not without price. For this reason, many of the common folk avoid involving themselves with magic, fearing the price they may be called to pay for calling on the aid of the spirits of the land. At the same time, most of the populace has a great respect for those daring enough to call upon the might of the capricious spirits of the world. Adventuring: It should be noted that travel is heavily restricted in the land, and any person desiring to leave a town or city must have the appropriate papers to do so. Leaving a Maharajas lands is illegal unless the Maharaja gives express permission himself. The use of weapons and armor is heavily regulated in the Skienlands. Though particular rules vary from Maharaja to Maharaja, most allow people to carry weapons or wear armor for a hefty fee. It is believed that Shame is behind the Janneman, and they often assist foreign visitors to the land, but the Janneman make no effort to dispute or confirm their allegiance to Shame. Holidays: Mahandra (Day of Princes, March 1st): Instead of celebrating Bloodtest, the Skienlands celebrates Mahandra. Various Rajahs across the land organize hunts, inducting new warriors into the ranks on this day. The hunts vary by Rajah, but there are an equal number of criminal hunts as there are animal hunts. In some cases the two activities are combined; criminals condemned to death are set loose in the wilder lands with starved wild animals sent in pursuit. The animals are allowed to kill the criminals, an then the Rajahs company hunt down and kill these manslayers. Shah-Li (Day of the Sun, Eprim 16th): This day generally marks the day that crops are planted. There are morning rituals where oxen or other animals have their blood spilt upon the ground the crops will be planted in to fertilize the soil and appease any dark spirits that might inhabit the ground, warding them from causing droughts or otherwise plaguing crops. Crops are generally planted to the tune of chants to Shamash, and in the evening the slain cattle are cooked up for feasts for the workers. Shah-Lou (Night of the Moon, Noris 16th): This day marks the end of harvesting for the Skienlands. At night there are feasts and offerings made to Ziga in her guise as Ka-Li.

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Countries of Amberos Smanvalla


The Land Out of Ashes, The Ragged Realm Possessive: Smanian Government: Oligarchy Capital: The Dale Standard of Money: Barter or Standard Vegan Cultural Basis: Dark Age Celtic Location: West Central Social Structure: Venerachal Open System Current Leader: The Twelve Covenants (Council of Twelve) Population: 16,000 Resources: Copper, Mithral Estate Alignment: Chaotic Good People's Alignment: Chaotic Good Estatewide Taxes: Protection always; others as slated for year Estatewide Religion: CIRCLE OF GOOD Overview: Smanvalla is perhaps one of the most despised, yet successful land in Amberos. Its lands have fallen under a fiery, mountainous curse by the wizard Sarve, yet manages to remain inhabited by a population who will not give up. History: Though the land has been inhabited since the Time of No Time, the country of Smanvalla did not appear until the Land of Swords (later known as Swordfall) was growing in size. Smanvalla, which meant Little Land of the King, actually began as a residence for the future princes of Swordfall, as a training ground for their future rule. By the time Swordfall was in full swing, Smanvalla was truly its own nation under the rulership of Prince Eugene Nannon V. While Emperor Nannon of Swordfall kept the empire busy in the First Titles: Dragon War, Prince Nannon V struck out at the surviving lands to absorb them and rob them of their treasures. Records from the period show that Emperor Nannon, who only requested a share of the treasure taken, supported the attacks. By the time the First Dragon War had ended, the land of Smanvalla had gained the animosity of most of the neighboring lands. Because the future king of Swordfall ruled it, none of the surrounding countries dared to speak about Smanvallas deprivations to Emperor Nannon IV, though all were sure Nannon was aware of the actions of his son. Surprisingly, when the Rebellion of the Barons occurred, Smanvalla was one of the realms to rise up against Swordfall. When the rebellion was crushed, Emperor Nannon had his son beheaded for his participation in the rebellion, and replaced him with a series of loyal counts until a new heir could be found. However, Emperor Nannon never was able to place another person on the throne of Smanvalla as a prince. When the second rebellion against Swordfall broke out, Emperor Nannon IV was slain, and Smanvalla was decimated by the earth-shattering magic of the wizard Sarve. In the wake of the collapse of Swordfall, the various churches in Smanvalla organized the survivors of Sarves upheaval of the land and began to rebuild the country. There was much resistance to the churches actions by the remaining Smanvalla military, but after the military suffered a humiliating defeat in the swamps of Sarves lands, the church finally was able to pin down an effective government and begin rebuilding Smanvalla. Lands: Smanvallas once lush grasslands have been overturned into a barren wasteland dotted with active and subsurface volcanic activity. Once-fertile land has become rocky and barren, making farm land a premium

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and rare commodity. Once, well-traveled and maintained roads crisscrossed the estate, but many roads have been destroyed by the geological upheaval the country has experienced sections of road have been risen into mountainous passes, while others have fallen into deep crevasses or pierced by columns of sharp stone. Abandoned ruins of ancient cities some buried in lava dot the countryside. Allies/Enemies: Smanvalla hotly desires the lands of Swordfall, believing they can manufacture themselves a new empire if they could but retrieve the fabled Sword of No Name. They have gained the distrust of the Kingdom of Vall Vega, though they are still a member of the Ironforge Treaty, and are openly hostile to the Silkna Kingdom. Smallvalla has tried to woo the Princes of Xatmas to gain legitimacy in seizing power at a later date, and their armys maneuvers are carefully watched by the Knights of the South, who protect the borders of ancient Swordfall. Government: Smanvalla, known by its glorious title, the land out of ashes, is one of the largest remnants of the Kingdom Of Swordfall break-up. Smanvalla has kept many of the laws of Swordfall in place, but has replaced the absolute rule of the country by a single king with a papal rulership of 12 of the most high clerics of the Circle of Good and related gods, known as the Twelve Covenants. Each member of the covenant is known only by a secret name he adopt while in the council, usually a title associated with his god. The current council members are Knave (Competius), Spear (Dhorian), Bolt (Gosend), Mask (Discoff), Gesture (Magius), Shadow (Shame), Dawn (Opheus), Moonbeam (Urdeus), Stern (Silamus), Precious (Tageus), Hart (Visha), and Tower (Xygleon). People: Daily life in Smanvalla is not as rigid as in Swordfall itself. Most people are miners, and help mine ores from the hundreds of tunnels that dot the mountain faces of their country. Miners tend to live in nearby walled cities that are protected from the wild and dangerous wilderness that fill Smanvalla. This had made the majority of people in Smanvalla rugged and distrustful of strangers. Material wealth is not as valuable as full belly to Smanians and indenture servitude has become a common method of making a livelihood, though slavery is not allowed by rule of the Twelve Covenants. Priests of Belli have been brought to Smanvalla to help return some of the cursed land to farmable terrain, though the effort is far from finished. Most of the land is rugged badland, mountains or volcanic stretches of earth, but the priests of Belli have managed to calm several small areas back into large valleys of lush grassland or fertile farmland. Sarves magic seems to be waning, for the priesthood has pointed out that some of the magma lands are slowly cooling and diminishing, and some Druids are beginning to look forward to being able to return to their homeland in ten to thirty years.

Smanvalla contains no formal army, but all citizens (whether male or female) are taught how to fight fiercely to fend off any attackers that may threaten. Because of limited resources, the various city-states of Smanvalla compete against each other as much as they work together, but such competition reveals itself in attempting to out produce, outshine or outwork their opposition. Each city is, by necessity, totally autonomous, but willing to help surrounding villages and always conceding to the will of the Twelve Covenants. Religion: Clerics of Belli are welcomed freely to the land, as are those of any whom worship the Circle of Good or one of its members. Evil clerics tend to be hunted down by mobs or organized forces under the direction of one of the Twelve Covenants (often Bolt). Magic: Wizards will find their status in this land intriguing. The Smanians are not naturally afraid of magic, seeing it capable of good deeds as well as evil, though there is a great hatred of Sarve and those like him. Adventure: Those seeking adventure in Smanvalla can usually find it fairly easy. Sarves curse has made the land truly miserable, and the cities are willing to find adventurous souls willing to help expand trade routes, settle terrain, or drive wild monsters away from nearby homesteads. Many tunnels and mines are brimming with evil creatures that have moved in to take the treasures

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within for themselves, including many dragon-like creatures. On some occasions, adventurers may find themselves called upon by a member of the Twelve Covenants for matters either relating to the church or in aiding the country in some manner. Holidays: Spearday (March 1st), Boltday (Tide 1st), Shadowday (Beran 1st), Maskday (Ember 1st), Dawnday (Inlude 1st), Hartday (Bristus 1st), Moonbeam Night (Areign 1st) Gestureday (Haleen 1st), Preciousday (Noris 1st), Knaves Day (Deckus 1st), Dawnday (Dall 1st), SternDay (Enfeeb 1st): Each of these days is a festival dedicated to one of the twelve gods of good. Each Covenant is responsible for arranging the festivities, and the celebrations are geared towards food and activities somehow related to each god.

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Countries of Amberos South Jsarath


Land of Walking Gods, The SpearRattler Possessive: Ysarian Government: Autocracy Capital: Caer Withal Standard of Money: Standard or Barter Cultural Basis: Dark Age Celts/Vikings Location: SE1, Inner sea Social Structure: Patriarchal Open Class System Current Leader: King Apsusse, The Thorn King Population: 128,000 Resources: Iron, Gold, Coal Estate Alignment: Lawful Good People's Alignment: Neutral Good Estatewide Taxes: Fief, Wergild, Scutage Estatewide Religion: Norse/Celtic Deities History:South Jsarath was formed shortly after the collapse of Randus conquests. At one time, the lands of Jsarath and South Jsarath were one, but after Randu nearly conquered the realm, civil war among the Jsaraths broke out. The Southern Jsaraths felt the need for a more organized government to keep the Randu forces at bay, while the Northerners refused to submit to a single king. After a bitter battle, the Southerners broke away from Jsarath, establishing their own kingdom and going about business their own way. They have repelled numerous invasion attempts from the nearby Randese, and have likewise faced the threat of the humanoids from Dark Valley with mixed success. Thanks to aid from the Knights of the South and Lacosis, South Jsarath has kept from falling to enemy hands, including Jsarath treachery. Land: South Jsarath is a mix of grassy lowlands in the east and boulder-strewn mountainous area in the west and north. Lacking the large coastline of Jsarath, the coastal cities of South Jsarath have been heavily fortified against raiding and being taken by overland forces. Most farms are found only in the lush belt on the eastern portion of the country, with the eastern and northern cities relying on food caravans from this sector, or subsist by raiding other areas. Allies/Enemies: South Jsarath is always a heartbeat away from a war with Jsarath, though the two countries often band together to beat back incursions from the Dark Valley. Raids into Lacosis has made that country an openly declared enemy of South Jsarath, but with the wild lands between the two countries, neither has sprung up in war against the other in a formal fashion. Government: South Jsarath is in many ways, still a part of Jsarath. The people have a fierce streak of independence, but have joined together in the cause of keeping their sacred country alive. The clans of South Jsarath are more organized and law-abiding than in Jsarath. In South Jsarath, there is an actual king in charge Titles: of the land. The nobles of Jsarath pay much more respect and homage to their lord in South Jsarath than in the Jsarath lands. People: Most of the citizens of South Jsarath live in clan villages. Unlike Jsarath, where clan loyalty is supreme, the citizens of South Jsarath work together as one huge extended family. People tend to work for the glory of the local village or city, and sometimes for a lord or the king himself. Though most of South Jsarians are farmers, almost all have some sort of skill with weapon, and most have participated in the local militia for a service of at least one year. Religion: Most South Jsarians worship a mix of the Norse and Celtic gods, seeing the two pantheons as brethren gods cohabiting the heavenly realms, much in the same manner that the Jsaraths and South Jsaraths sit as neighbors. The South Jsarians lean towards worship of the Celtic deities more so than the Norse, and are rude towards those who worship the gods of Amberos, seeing the Amberosian gods as overrated pretenders to the true gods. Magic: Magic is not common in South Jsarath, though there is an equal mix of mages and runecasters. Wizards of South Jsarath tend to be mysterious beings that rely on contacts with mysterious forces or beings of the land for their spells. The general populace avoids wizards when possible, distrusting their sources of powers and motives.

Adventuring: Adventurers can be found wandering the lands of South Jsarath, seeking out goblinoid nests and rattling spears at the Randese on the eastern front. Because of the fighting that tends to pervade the border areas, there are many abandoned, and dangerous ruins for explorers to examine and loot. There are no laws restricting weapons or armor in the land, though dueling or threatening peasants with harm is not tolerated by the local lords, who will likely straighten the offender out with force. Holidays: Jarljolge (Kings Day, March 7th): Also casually called the Muster, this is a day when the warriors of the land gather under their clans banner at

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Caer Withal to pledge fealty to the King. There is great feast after the ceremony and mock combats for the sport of the warriors. It is not uncommon for occasional blood duels to spring from these contests when one has felt they have been cheated in combat, though invoking a blood duel is usually considered poor sportsmanship on such a day.

Thurs Day (Bristus 16th): A celebration of Thor, defender of mortals, this day is usually filled with offerings to the god, drinking contests, a bit of gambling and feasts. Freys Day (Inlude 7th): This day is a celebration of all that is good and carefree dancing, singing, wenching and non-combatic sports and competitions. Candied sweets are the food of the day, and the finest drinking wines are brought out for they merriment of all. On this day, drinking to excess is considered an affront to Frey, the patron of this days festivities, and it is said that those who displease him this day are often doomed to awaken the next day and year in the form of a jack-ass. Hels Day (Dall 16th): A celebration primarily to ease tensions during the winter months and to appease Hel, goddess of the underworld, this day consists of modest celebrations held indoors where no fire burns in the hearth. Appeasements of rotting meat and sour milk are poured into the dead hearth in the hopes of relenting winter and bringing spring back to the world.

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Countries of Amberos Southern Kingdom


The Crowned Realm, The Bean Realm Possessive: Rhymuthian Government: Dictatorship Capital: Stardow Standard of Money: Standard Vegan Cultural Basis: English Middle Ages/Native American Iron Age Location: SW1-SW2, south coast Social Structure: Equalitarian Class System Current Leader: Elevatory Galava Kynoky, Her Noble Mistress Population: 22,300 Resources: Platinum, Diamond, Fish Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Slave, Export, Protection Estatewide Religion: CIRCLE OF GOOD, Lords of Nature Overview: The fourth largest political power in the west, the Southern Kingdom is in a constant power play against the Kingdom of Vall Vega, Nyrr Ryann and the Silkna Kingdom. The Southern Kingdom is divided into two camps the civilized city areas and the areas of wilderness inhabited by the nomadic clans of Aharati humans. History:The Southern Kingdom has had a long and tumultuous history stretching back to the years of the Dark Age. After the Skyland Hold had overthrown the Kingdom of Malovak and executed the royal heirs, it was thought that Malovak would never be seen again. However, one heir, a young lady known commonly as Wolf Malovak, managed to escape. After years of hiding and fighting as a rebel commando, Wolf and her friends were able to bring about the eventual demise of the Skyland Hold and its leader, Volk. However, Wolf was slain before the Skyland Hold fell, though she apparently had several children to keep the Malovak line alive. These heirs were hidden from the Skyland Hold until after the Dark Age ended, and then Patricia Malovak and Kentinton Malovak made themselves known. Kentinton was able to cobble together a small realm in the west within the old boundaries of the Kingdom of Malovak, but he was eventually slain in battle and the lands passed into Swordfalls hands, where it became one of the many baronies under Swordfalls fist. However, Patricia Malovak was able to gain a healthy following along the southern portion of the continent, and erected a petty kingdom known then as the Southern Estates. Several sons and daughters of small repute of the old White Lords and nobles of the Kingdom of Malovak joined her in establishing the Southern Estates, but it was disorganized and a lot of petty squabbles for land broke out among the lords. Though Titles:

Patricia was never effective in quelling or organizing the estates, her eldest daughter, Rhymutha, came up with a clever plan that united the lands under her rule. Rhymutha came to power as Swordfall was rising in strength. She was charismatic and exceptionally diplomatic, and managed to reveal many of Swordfalls bad side to those allied in the estates. By playing on the individual noblemans fear of Swordfall oppression, she managed to unify the Southern Estates into the Southern Stronghold - a well-organized country with her at the helm, though no match for Swordfalls might. During the First Dragon War, the Southern Stronghold remained staunchly neutral in the battle against the dragons, refusing to aid the war effort in any way. This turned several of the Strongholds nobles against their matriarch, and several succeeded to Swordfalls side, and came to regret it. After the First Dragon War, Swordfall turned its greedy eyes to the Southern Stronghold. Accusing the Southern Stronghold of betraying mankind by not aiding in the First Dragon War, Swordfall sent an army to bring the Southern Stronghold under its rule. Though outmatched, Rhymuthas mastery of the resources, terrain and tactics in the Southern Stronghold allowed her army to fend off the mighty army sent against her. With covert aid from several kingdoms beginning to

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squirm under Swordfalls rule, she drove the Swordfall legions back. However, Emperor Nannon was not to be trifled with. Summoning the forces of the March Riders in Barbed March, the March Riders stormed the Southern Stronghold and brought it under tyrannical Swordfall rule, with the Barbed March leaders gaining providential rule over the Stronghold in Swordfalls name. To cap the decimation of the Stronghold, Rhymutha was executed or so it was thought. When the Rebellion of the Barons flared, Rymutha resurfaced, bearing one of the Sisters of the Sword of No Name, apparently stolen from the Barbed March lord who normally wielded it. Allied with her distant cousin Gerald Molvak, the two caused a great deal of trouble for Swordfall. Though Emperor Nannon IV eventually defeated the rebellion, Rhymutha once again escaped, though without the sword. Rhymutha returned to the conquered Southern Stronghold, and began to secretly foment rebellion in the land. She continued working in secret until an army was sent from Swordfall to crush the growing rebellion she had sparked. Though Rhymutha was eventually slain in the bloody conflict, her entanglement kept the majority of Swordfalls troops from being able to stop the rebellion that sparked in the northern realms of Vall Vega and Thuers Realm (Silkna Kingdom). Rhymutha had forced the Barbed March lords out during the last month of rebellion, leaving the Southern Stronghold with a vacant seat of power once she was slain. As Barbed March, the Duchy of Molvak and the growing Kingdom of Vall Vega all prepared to descend on the seemingly helpless country, the eldest daughter of Rhymutha was brought to the throne and made Queen. As armies prepared to march on the kingdom, oaths of fealty to the queen were made. By the time the opposing armies had reached the Southern Stronghold to squabble for its precious resources, the army of the Queen rode out to fend them off. After a vicious four-sided battle, the Southern Stronghold managed to fend off all attackers and keep the realm safe from further domination. Since that time Barbed March, the Duchy of Molvak and the Kingdom of Vall Vega have all laid claims to the lands of Southern Kingdom However, the Southern Kingdom has not fallen, and has been strengthened with alliances to Nyrr Ryann and Silkna Kingdom. The two kingdoms have promised aid to the country in case of attack.

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Land: Large areas of the Southern Kingdom are undeveloped or have had minimal civilized impact (usually Aharati in origin). In rural areas, housing generally consists of mud and thatch housing, with a few minehouses near the richest areas of the Southern Kingdom. These minehouses could be equated as forts built to protect and house the entrance to the mine. There is even a minehouse in the capital city, and this minehouse doubles as the keep of the current matriarch of the Southern Kingdom. Alliances/Enemies: The Southern Kingdom is at political odds with the Silkna Kingdom and the Kingdom of Vall Vega. Because of the alliances those kingdoms have made, that tends to likewise put the Southern Kingdom at odds with most other countries. However, the Southern Kingdom does have peaceable relations with Nyrr Ryann and the Knights of the South; the former in areas of trade and the latter in receiving assistance against the aggression of nearby neighbors such as Nauwflouwd and Barbed March. Government: Since its slow rise from the Southern Stronghold to the Southern Kingdom, the realm has become known mostly as The Bean Kingdom. This is because though the realm possesses some of the most valuable assets on Amberos, its power is next to nil compared to the powers of the Kingdom of Vall Vega, Silkna Kingdom, Nyrr Ryann and host of other realms. The central government of the Southern Kingdom busies itself with directing the growth and enforcing the laws of the lands. Since it has been long snubbed by other realms, it rarely enters into the games of political intrigue of other realms, tending to remain open and defiant against any attempt to subvert its control over its own realm. People: The people of the Southern Kingdom are a proud people. They are proud to claim that many lineages can be traced intact back to Rhymuthas time and boast about how the country was able to keep free of Swordfall influence for so long. There is great hatred for the people of Barbed March, and festivals such as Freeday promote this hatred of Barbed March. There is a wide mix of professions in the Southern Kingdom, and a wide variety of wealth as well. A feeling of camaraderie is pervasive among the people,

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and those of various social stations mix more freely here than anywhere else. This even extends into housing and city subdivisions - it is not uncommon to see a grand townhouse amid a mass of poor-quality buildings, and there are no wards in any of the cities. There have been several academies and guilds established across the Southern Kingdom, and it is not unusual for even a lowly peasant to have some sort of education either at an academy or a few years tutelage for a guild. Most of the skills learned have practical day-today application, so finding a peasant who has studied philosophy is almost impossible, though finding a peasant who knows a bit about astronomy, meteorology or blacksmithing is not uncommon. It should be noted that even the churches have guilds, and many peasants have learned to memorize bits of their religions canon, a few simple blessings or charms and the like. The churches have to be very careful however - teaching peasants or freeman how to read or write is a crime punishable by maiming (either blinding the offender for teaching reading, and cutting off the hand for writing. In some cases, the offenders tongue is removed). Perhaps most notable about the Southern Kingdom is the large areas of undeveloped land and the Aharati tribes who live in the realm. Most of the settled cities are populated by Dhorics and Afarians and walled against attacks from other nations, but large nomadic Aharati tribes tend to roam the plains, at least doubling the countries population. Since Rhymuthas time, the tribes have mingled, protected and traded with the established cities, and if it had not been for the aid of several Aharati tribes and their warriors, the Southern Kingdom would have long ago fallen to enemy attack. Though the government does extract taxes from the tribes, most are willing to participate in the tithes, receiving the freedom to trade and seek protections in the established cities should the need arise. Religion: Most of the people in the city areas of the Southern Kingdom have strong religious convictions, and worship the Circle of Good as a pantheon, with little to no preference for any one god of the circle. Rural areas also tend to revere Belli, having been influenced by ancient ties to the Aharati. The Aharati likewise revere Belli, Vermnia and their children Ko Kassa, Lorius, Visha, Silamus and Triton. Magic: Magic in the Southern Kingdom is highly restricted. Mages can only practice magic if they have studied in one of the Southern Kingdoms academies and obtains a special license from the government. This license has a stipulation in it that the government can call on the mage for his services at any time, though fair payment must be given for the mages services. Refusal to answer a request is punishable by stripping of all the mages spells, imprisonment or death. Further, there is little bargaining room for the mage when fair payment is offered, which can be whatever the government feels like giving. Renegades are hunted down and slain by government officials, priests or even townsfolk. Luckily, priests do not suffer the same problems as mages. Though the church stipulates the acceptable use of the priestly powers, the government does not interfere. Further, if a priest disobeys, he is likely to only be punished by his superiors, rather than become a man hunted by the populace. In fact, there are several rogue priests wandering the realm, doing deeds as they see fit, and being continuously hunted by their church for some minor offense. Adventuring: The Southern Kingdom does not attract as many adventurers as other realms do. Though it is legal to carry arms or wear armor in nearly any place in the Southern Kingdom (the restricted areas around minehouses, and the restrictions in the capital being two of the few areas to restrict arms and armor), there is relatively little to fight. Most of the goblinoids that once held the land back during the Elvin Golden Age have been eradicated, and the countries resources are teleported from place to place by powerful magics rather than transported by caravan. Holidays: Freeday (Bristus 6th): This festival marks the Southern Kingdoms independence from Barbed March. People gather from across the Southern Kingdom at the border to Barbed March to celebrate this day. At this festival there is much drinking and feasting, and at the end of the third day, people gather odd stones and throw the worthless Barbed March stones over the border back into Barbed March Land.

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Countries of Amberos Spi Dak Su


The Jade Island, Land of Yellow Skin Possessive: Suese Government: Autocracy Capital: Yaun Wa Nu Standard of Money: fen = 1/100 gp, Yuan = 1/20 gp, tael = 1/2 gp, chien = 5 gp, koku = 25 gp Cultural Basis: Middle Age Japan Location: NE1, off-shore north Social Structure: Venerable/Patriarchal Class System Current Leader: Emperor Kosaka Fucha, Venerable Lord of Jade Population: 128,000 Resources: Fish, Rice, Silk, Magic Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Fief, Protection, Export, Import, Scutage, Tithe Estatewide Religion: JAPANESE PANTHEON Overview: The land of samurai, ninjas and shugenja, Spi Dak Su is an oriental land isolated from the main continent and in a constant war against the Oni forces of nearby Dishnu. History:The land of Spi Dak Su is an ancient country, though its past is wrapped in conflicting stories. The official history of Spi Dak Su was that it was the first landmass created on all of Amberos, second only to the lonely mountain Tsre Vestu, known to the Su as Kahau Oni, The Lonely Mountain. According to this version of history, the island was a retreat for the original three Nippon gods, whose names are unspeakable, until a powerful, unnamed entity (thought by some to be the Dark One) tricked these prideful gods into making a race of children the Nippon gods Izanagi and Izanami. Seeing their retreat spoiled by the lesser race, the three unspeakable Nippon gods retreated to leave Izanagi and Izanami to live on the island alone, hoping the two would soon wither and die. The two began creating children, and the three unnamed Nippon gods became very angry, and their stomping and gnashing of teeth created Amberos, but it turn, destroyed themselves. At this sign of anger, Izanagi and Izanami ceased creating new gods, ending with the birth of Hachiman. Titles: Hachiman, who could not fly to the heavens like his brothers and sisters, was left alone, and created his own race, the Nippon. He populated Spi Dak Su with his people and they dwelt there in simple huts or caves, living off the simple fare of the wilderness. Being kind, Hachiman did not rule his people, but watched their progress from afar. However, the children of Izanagi and

Izanami constantly threatened Hachimans people with their petty antics. Finally, the people cried out to Hachiman, and promised to make him their emperor for all time if he could quell the capricious gods. Hachiman promised to do so, and in a grand quest, sought out each of the great gods. Using their own weaknesses against them, Hachiman made each believe that the other gods was seeking their destruction, and tricked them into swearing oaths of loyalty to Hachiman. With the gods under his control, Hachiman ascended the throne of the Nippon, and became their first emperor. He forced the gods to share their secrets with his people, and soon they became mighty across the land. Hachiman later passed the empire to his first-born son, and then Hachiman moved on to become the dragon-patron of the emperor. However, the Dishnu, corrupted humans under the control of Amatsu-Mikaboshi, raged against the emperors rule, and eventually moved his people out of the emperors lands into the world of Amberos beyond. When they left, they faded into Spi Dak Sus myths, until the return of the followers great-great-greatgrandchildren from the mainland. With the Dishnus return, Oni, bakemono and other terrors begin to swell into the empire, and the southern land of Spi Dak Su became a fetid swamp. The emperor, with the aid of

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Hachiman, ordered the construction of a great wall to stop the advance of the Dishnu. For many centuries, the wall has held, though the creatures of Mikaboshi still slip in past the great walls defenses. Several centuries later, the Nippon had encounters with residents from mainland Amberos. Though the Nippon mistook the foreigners for spawn of Mikaboshi at first, they have come to realize that though the ways of the foreigners are strange, they are not spawn of Mikaboshi, though they seem to have Mikaboshis chaotic curse, and a heart that bends easily to deceit and evil. The Emperor has forbid extensive trade with these gajin, but minimal trade that positively helps the empire has been allowed. Unknown to the Amberosians, the Spi Dak Su are aware of the presence of Ashia to the north, and have wars with the Emerald empire of that land many times in the past. The emperor has decreed to keep the existence of the Emerald Empire a secret from the Amberosians, in fear

that alliances may be made, or that Emerald might take a bigger interest in what lays to the south. Most of the Amberosian scholars scoff at the fanciful tale of the Spi Dak Su, and instead point back to the years of the mythical Technological War. It is noted that great upheavals occurred during those years, and it is believed that the land of Spi Dak Su was actually a large peninsula that linked to the nearly unheard-of realm of Ashia, to the north. These scholars believe the inhabitants of Spi Dak Su and the secret empire of Emerald on Ashia are descendants of Shames Aegyptian people. Either a devastating disaster befell these people, or in an attempt to isolate them from war, the Aegyptians may have cut themselves off from the Dhorics. Land: Most of Spi Dak Su is born from volcanic rock, but the plant life tends to be tenacious and thick, though not deep-rooted. The government has carved roads lined with cobblestones between major cities, making travel through the rough countryside that much easier. In

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civilized areas, many citizens tend small gardens of flowers, and tiered rice patties carved into the sides of hills are the common method of growing crops. Alliances/Enemies: Spi Dak Su has begun to accept Nyrr Ryann traders into its land, but tends to keep all other countries at arms length. It is constantly at war, and seeks the ultimate destruction of, Dishnu. Government: Though monolithic, the Emperors seat is a precarious position. The constant threat from Dishnu is always one assassination away from throwing the realm into chaos. Unlike Chiamung, the various noble families of Spi Dak Su are in constant competition for greater power sometimes even daring to flaunt the emperors will or to secretly seek his throne. True power lies in the warriorfamilies of the nobles, and only their support of the emperor keeps the government aloft. People: The Nippon people of Spi Dak Su are very much unlike their Amberosian neighbors. The Su are an honorable people, with a distinct and society-wide code of conduct that spans the land. Unlike the chaotic lands south of Spi Dak Su, the realm of Spi Dak Su is highly lawful, even extending to the perceived order of the universe. Every person has his place, and if his duty is not fulfilled, he may be the cog that causes the universal machine to break down, throwing the world into chaos. There are five distinct classes of people in Spi Dak Su, each with a particular job and place in both mortal and immortal society. The highest class is the Emperor, a sole position belonging to the current emperor. The emperor is the closest to the gods, and the people believe he even has power over the Nippon gods who look over natural matters in Spi Dak Su. The next highest class is the Shugenja clergy, who are assistants to the emperor. The Shugenja writes down and disseminates the divine will of the emperor, and read the omens of the other gods of Spi Dak Su. It is the Shugenja who advises the emperor in matters of state, though they have no power to enforce the law. The Shugenja are not helpless, however, for they are defended by their Sohei warrior ranks. There is also another division to the clergy class, the monasteries. Filled with monks, many whom are martial art masters, the monasteries have no ties to the emperor, and seek to fulfill the will of the Nippon gods, acting as a counterbalance to the power of the emperor. Rarely do monks and Shugenja clash, and mighty would the struggle be if they ever did. The next step down is the Samurai class, who has been given dominion over the enforcement of laws in Spi Dak Su. Ranging in title from shogun, daimyo, and magistrate to simple samurai, these warriors are the militaristic arm of the emperors will. It is not uncommon for the various shoguns to be in contention against each other, sometimes pitting warrior families against each other, but all heed and obey the emperor, if not the Shugenja ranks as well. The next class down is the simple peasantry, consisting of simple farmers, laborers, craftsmen and other common folk. These people have few rights and harsh lives, but labor for their Shogun and Emperor knowing that they must uphold their bit of the celestial bureaucracy with as much passion as the even the Emperor works. The last, and lowest class, is the eta, or non-people. The eta includes those who work with dead carcasses (animal tanners, butchers and undertakers), actors, geisha and vagrants. The eta has very few rights, and could even be killed by someone of any other class without ever being avenged. Although some of the jobs the eta hold are considered vital to the preservation of the celestial bureaucracy (such as burying the dead), the eta themselves are considered unimportant, and easily replaceable. Life for the eta is particularly grueling, and often short. However, an eta can, in theory, escape his class to become a peasant by giving up his current job and taking an honorable one. However, since many eta are born into their class, and leaving an ancestors profession is considered dishonorable, many eta never change their lot in life. In the eyes and mind of the Spi Dak Su, the realm of the fantastic and the mundane are tightly bound together. The emperor has dominion over man and his actions, and the Nippon gods have lordship over the natural order of the world, though if the natural forces overlap the dominion of man, the emperor has final say. In the natural world, there is a set order of spirits that keep things in working order. The highest is the Nippon gods, each which has been given a portion of nature to control. Underneath each of the Nippon gods is the dragons. These great spirits, lorded over by seven dragon kings, are each given control of a set portion of Spi Dak Su. Each dragon passes on his orders to lesser spirits, and handles disputes in his appropriate area. Beneath each dragon are the nature spirits, investing each portion of nature with a magical force of life. Outside of this order is the creatures of Mikaboshi corrupted spirits and men

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who seek to tear down the celestial bureaucracy. Mikaboshis eventual goal is the destruction of the mannish emperor, once and for all, returning rulership of Spi Dak Su to the Nippon gods. Religion: The Nippon believe that there is magic in every thing. Shugenja utilize the magic of nature by making offerings to the spirits of magic around them. The Nippon revere the Elder Gods of the Nippon pantheon, and this worship is enforced by the government. Each clan also tends to venerate its ancestors, and some clans even claim to still communicate and take the orders of their departed forefathers. Magic: Arcane magic in Spi Dak Su is drawn from natural forces. Wu Jen bind, command or steal magic from nature to cause magic effects. Most Nippon fear Wu Jen, for they can not only bind the magic of nature to use against others they can bind the magic in another to control them. It is these acts that more often than not enrage the spirits within a Wu Jens presence, and unable to harm the nature binder, the anger of the spirits is thought to be turned against the peasantry. Shugenja achieve their magic by bargaining with spirits, instead of binding them to their will. This mutual cooperation of spirit and caster has no backlash against those nearby, and thus the common folk of Spi Dak Su are much more comfortable in the presence of a Shugenja. Adventuring: It is not difficult to find adventure in Spi Dak Su. The creatures of Mikaboshi crawl into the lands of Spi Dak Su to create all kinds of havoc, and political intrigue among the various upper classes abounds as each group seeks to dominate the eyes and ears of the emperor. However, travel in Spi Dak Su can be difficult. Travel from shogunate to shogunate, or sometimes from village to village in more militant areas, requires travel papers. Obtaining travel papers for anyone less than samurai magistrate level is difficult, though those of the clergy class are free to travel wherever they choose (as long as they can prove they are clergy, of course). The yakazu make a good living off of smuggling people across shogunate lines, though the cost can be quite hefty, and those caught risk being executed. Holidays: Shogatsu (New Year, March 1st): Spi Dak Su does not celebrate bloodtest, but instead ushers in the new year with a grand celebration of colorful parades and feasts. Most of the family daimyos present themselves before the emperor on this day, where they receive blessings and honorary gifts, as well as turning in their taxes from the new year. Taiyo no Gochiso (Feast of the Sun, Bristus 16th): Celebrating the longest day of the year, this day celebrates the birthday of Ameratsu, the sun goddess, and her children, the royal family. It is treated, for the most part, like a country-wide birthday party. The emperor always makes an appearance before the people on this day, who gather to wish the emperor a long life. Tours are given of the outer palace to the people, many who leave gifts of rice or flowers. It has become custom for the emperor to have the gifts of food rounded up and given to the poor at the end of the day. Ryu no Matsuri (Festival of Dragons, Deckus 13th): For Spi Dak Su, this is a celebration of the end of the year and a remembrance of Guaradrells passing. Troupes of acrobats dress in dragon costumes, reenacting the terrorizing rampage of Guaradrell and (in Spi Dak Sus version) the samuria warrior Hachiman battling and eventually defeating the dragon which usually ends in a fireworks display in the evening as the dragon is defeated a little after sundown. There are likewise other sideshows, feasts and other festival activities during the day.

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Countries of Amberos Statisdome


The House of Mars, The Dhoric Dome Possessive: Martian Government: Bureaucracy Capital: Statisdome Standard of Money: Rom = 50 gp Caesar = 1 gp Senatorial = 1/10 gp Plebe = 1/50 gp Cultural Basis: Conquest Age Rome Location: SW1, west coast Social Structure: Patriarchal Class System Current Leader: Grand Marshal Leopard III, His Counting Master Population: 12, 000 Resources: Gold, Diamond, Technology Estate Alignment: Lawful Evil People's Alignment: Lawful Neutral Estatewide Taxes: Income, Slave, Export, Protection, Blood, Wergild, Tithe, Conduct, Scutage Estatewide Religion: ROMAN PANTHEON Overview: Statisdome is a city-state remnant from the Time of Technology. Fueled by gladiatorial sports, it often captures those in the lands nearby to pit against others or beasts for the entertainment of the citys inhabitants. History: Statisdome has apparently been in existence since the Time of Technology. Thought to be guarded by the last remaining technological god created by that time Mars, the god of war, Statisdome has remained a mere rumor or legendary land for most of Ambeross history. Tales in the elvin golden age speak of the marvelous technological dome and its war-hungry inhabitants, whose fear of the outside world has turned their warlike nature on themselves. Tales of brutal gladiatorial combats fought within Statisdome filled many of the legends, and are apparently true, as are the tales of Statisdomes decadent upper class and their mass fortunes. Only in the past fifty years has Statisdomes existence been proven. It is thought that the creation of the Orb of Seasons during the First Dragon War may have damaged the cloaking device that was protecting Statisdome from detection. Some scholars believe Xenrax, the white dragon who rewired the Orb of Dragon Sleep into the Orb of Seasons, stole the cloaking device from Statisdome. Whatever the reason, the protective screen that protected Statisdome from the outside world dropped, making it perpetually visible to the naked eye. However, Statisdome still has many protective measures to defend it against attack. The first is the fact the city resides in a steep valley, protected on all sides by sharp, unassailable mountains. The only entrance from the Titles: ground is through a series of caverns that are filled with outcasts of Statisdome society, and a host of mutated beasts. Aerial assault, teleportation and scrying into Statisdome is made impossible by the odd glass-like dome that envelopes the upper half of the dome, and the titanium base guarding the lower half. Finally, Statisdome sports a battery of tremendous firepower, still active and alert for intruders seeking to bypass the other defenses. Land: Outside of the actual city-state, the land is a barren wasteland of red sands, deep ravines and only scrubby plant life. Set in a valley surrounded by steep canyon walls, Statisdome is a glittering metal entity. Inside the dome, metal hallways and walkways create a maze of corridors and rooms, with a vast central multistoried arena. Alliance/Enemies: Statisdome does not claim any surrounding country as an ally, and in fact has gained the enmity of the FarrenLands, Millos and Doonask, who have been seeking a way to ruin the city state, with no success as of yet. Government: Little is known of the actual rulers of Statisdome. It is believed to consist of wealthy nobles whose primary concern is to keep the populace occupied with entertainment and to please their own desires. The nobles apparently keep their own armies, and these soldiers have access to technological weaponry that allows them to remain superior to both the weapons of outsiders and rioters. These soldiers are often secretly deployed in small patrols outside the city to gather contestants for the gladiatorial games.

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People: Little is known of the lifestyle of those who dwell inside the dome, though remarks have been made that it follows ancient Kassian society in many aspects. However, unlike the generally peaceful citizenry of the ancient Kassian empire, the citizens of Statisdome prefer to watch the bloodshed of others fighting for the sport of the citizens. There are apparently many gladiatorial arenas in Statisdome, and plebeians (the commoners) can sign up to become gladiators in the hopes of surviving long enough to retire on the income from their matches. It is thought that the sponsors, who arrange these fights and train the plebeians to fight, are actually the leaders of the government. Only those who are capable of managing others to success are deemed worthy of controlling the government, and disputes on the senate floor are not resolved by bickering or discussion, but by pitting gladiators against each other, with the winning sponsor winning the argument. However, unhappy senators who lose battles are not above a bit of poisoned dagger revenge against a rival sponsor. It has been noted that there is a wide discrepancy between rich and poor in Statisdome. There are areas of the domed city that are luxurious beyond compare where sponsors dwell. Then there are the slummed areas rife with filth, garbage and hordes of plebeians. The technological support systems in these areas have been jury-rigged by the plebeians to continue to work. Some of these sectors have been made into veritable fortresses

against the free-gangs who roam the streets, bullying, beating and robbing the plebeians as a way of life to support their habits of drinking and drugs (which the sponsors sell to them). The gladiators tend to represent a middle class, and though they live in better conditions than the plebeians do, they could still considered to be poor slaves. Their lives are at the whim of the sponsor who owns them and they must pay through their fighting skills for the food, shelter and gear they use. Until the plebian accrues enough money to pay his debts and live his own life, he slaves away at the whim of the sponsor. Many of the more decadent sponsors are careful to ensure that a gladiator never escapes his debts alive, ensuring any offspring are born as slaves to the sponsor. Such slave-born never need be given their freedom. There appears to have been a recent upheaval in Statisdome, perhaps just prior or just after the failure of the cloaking device that revealed Statisdome to the continent. Some scholars believe that a gladiator uprising occurred at one time, and that several of the more despotic sponsors were swept away, as was the longstanding emperor and the techno-god, Mars. Most of this conjecture is based on several facts. The first is that the techno-god Mars has been seen skulking outside of Statisdome, seemingly bereft of followers, while those inside Statisdome have taken to worshipping all of the Roman pantheon instead of Mars alone. Another basis is

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that the Leopold family line is apparently new to power, as he is only the 3rd emperor of his bloodline, and accounts from the Elvin Golden Age mention the ruler being a Caesar of the Scipio family. Finally, recent accounts seem to point towards a melding of the upper and lower classes, whereas before the two classes seemed to be quite distant. Religion: According to ancient stories, the people of Statisdome worshipped Mars alone. However, recent tales have been emerging that the inhabitants worship the entire Greek/roman pantheon. It should be noted that despite their worship, divine magic fails to work in Statisdome. Magic: There is a strange force at work that suppresses magic as one nears Statisdome. Starting some 48 miles from the city, low-level spells and magic items stop functioning. As one nears the city, it becomes harder and harder for even more powerful magic to function. Within ten miles of the city, no magic whatsoever works even seemingly the magic of the deities themselves, if one believes the rumor. Oddly, technological items seem unaffected, though psionics seems to wink out as easily as magic. Technological items powered by magic (such as they Mystic items and the War Relics) likewise cease to function when brought within ten miles of Statisdome. Adventuring: Statisdome is not a place that outsider wish to visit. As non-citizens, foreigners are automatically inducted into the slave class. The lucky ones end up as servants in a patricians house, while the less lucky will end up in the gladiatorial arena. However, the allure of treasure and ancient artifacts from the technological age have drawn many people to the catacombs surrounding Statisdome, though most have found only death in the caverns beneath the iron city. Holidays: It is thought that Statisdome celebrates the standard holidays and a Mars day dedicated to war and battles sometime in the summer months.

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and vicious villain, and the few would cry should Swordfall become but a memory. Swordfalls past as an estate began in the years following the fall of the Malovak Empire. The Land of Swords was a mercenary realm ruled by a robber baron that had gained the lands from aiding Roonhawk against the Malovak Empire. In the years of the Dark Age, the Skyland Hold overtook the Land of Swords, and its king transformed into a pawn of the Skyland empire. When Volk of the Skyland Hold fell, the Land of Swords was liberated by Roonhawk, and the demonic leaders were put to death or bound to Raonoake Majors will. When Raonoake was later dethroned, the imprisoned Devil lords were dispelled to their home planes. In the chaotic years that followed, the Land of Swords saw the rise of the Nannon family to power as barons of the realm, still under the control of Roonhawk. When the league of Free Barons met to create a unifying force to Amberos, Baron Kalthear Nannon of the Fertile Valleys wins the lottery, through deceit. With the win, Nannon declares independence from Roonhawk, somewhat restoring the name of the former Land of Swords with the name, Swordfall. A brief skirmish with the Land of Swords occurred against Roonhawk and the failing Skyland Hold during the early years of the new kingdom, but Roonhawk turned on its old enemy, the Skyland Hold, and later became a puppet empire to Swordfall. However, Raonoake eventually returned to power in Roonhawk, and removed his country from Swordfall rule. With the support of the other Free Barons, the new land of Swordfall began to expand. However, ill-fated advise from the inept generals under the Nannons (and in some cases, the inept judgments of Nannon kings), reduced the realm to a minor free city in the next hundred years, until Nathaniel Nannon (Nannon IV), arrives on the throne. Then, in 1690, The Land of Swords officially became known for once and all as Swordfall. Under the direction of King Nannon IV, Swordfall rebuilt itself as the most powerful and capable estate on Amberos, during the brutal onslaught of brigand and goblin raiders. As Swordfall began to organized resistance against these marauders, the dragons of Amberos suddenly fell upon the lands in terrible numbers. This was the start of the First Dragon War, and the fear it inspired brought all of the petty realms of Amberos under Swordfall rule. The First Dragon War lasted many years, and ended with the decisive victory of Swordfall. Once the war was over, Emperor Nannon IV turned his attention to managing the new realm he controlled. Though many ascribe his rulership as heavyhanded, vicious and cruel, much of Swordfalls actions were dictated by heavy war debts following the deadly First Dragon War. Not only had Swordfall accumulated heavy debts mobilizing its forces, many of its realms

Swordfall
The Land of Sword, Nannons Land Possessive: Swerdish Government: Theocracy Capital: Vall Wall Standard of Money: Standard Vegan, minted in Swordfall Cultural Basis: Middle Age France/Germany Location: SW1, East of the Great Glacier Social Structure: Patriarchal Class system Current Leader: Theocrat Redinor Aphallas, Speaker for the Sword Population: 9,500 Resources: Steel, Agriculture Estate Alignment: Lawful Neutral People's Alignment: Chaotic Good Estatewide Taxes: Income, Export, Protection, Explorer, Tribute (Vall Vega) Estatewide Religion: THE CULT OF THE SWORD, Dhorian, The Circle of good Overview: Swordfall once united humanity across Amberos, culminating in its power during the Dragon Wars. However, its lust for power eventually drove the country to foment rebellion and splinter into a myriad of kingdoms. Now all that remains is the capital, the Citadel of the fabled Sword of No Name and the cult that has grown around the artifact. History:Though the lands of Swordfall have been inhabited since the Empire of Kas, it has only been since just prior to the First Dragon War that Swordfall became a land known and loathed by virtually every other realm on Amberos. Tales across the continent still are told about the cruelty of Emperor Nannon IV of Swordfall, who sought to dominate the entire West, and the Lands Beyond. Nannon is universally portrayed as an arrogant Titles:

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owed heavy debts for the efforts to rebuild areas ravaged by the dragons. Further, things were made worse by the damaging effects of the Orb of Seasons sudden chill, which had blanketed 1/3 of the empires most fertile agricultural lands in a 100 glacier. Coupled with the daring assault by the demigod Severn, who took root uncomfortably close to the capitals east, Swordfall was in dire need of wealth, troops and proof against uprisings. However, Nannons tactics and apparent glee send the surrounding lands speedily towards revolt. Soon Swordfall became embroiled with putting down insurrection, and as each rebellion was crushed, things seemed to get worse as Swordfall required more money to pay its soaring debts. The Rebellion of the Barons caused a tremendous upheaval, and it was the last time Nannon personally used the Sword of No Name. After the Barons, each armed with one of the Brothers of Sword used their weapons against Nannon, the emperor had each of the items confiscated and locked away in the capital of Vall Wall, behind defenses none could breech. Without the Sword of No Name, though, many saw Emperor Nannon as an easier target. In 1801, rebellion sparked again, once more led by the then Barony of Vall Vega. With aid of the wizards Kemidal and Sarve, Emperor Nannon IV, and all surviving heirs were slain. Crushed by the death of the royal line of Swordfall, the empire fractured as every estate clamored for its independence. Swordfall fell into the control of the church of Dhorian, and the then high priest had no idea how to run an empire. Soon, new estates sprang up across Amberos, and petty wars flared for several years as boundaries were slowly hammered out. When the smoke cleared, the Kingdom of Vall Vega headed the pack of nations in the West, and Swordfall was not much larger than a city-state. Out of respect for the church of Dhorian, no attempt was made to conquer the city of Vall Wall. As time passed, the ministers assigned to watching over the remaining lands of Swordfall begin to corrupt their worship of Dhorian to eventually become the Cult of the Sword. Now, the church of Dhorian is gone from Swordfall, and only the Cult remains. Land: The lands of Swordfall were once a beautiful pastureland crisscrossed with cities. It is now bordered on the west by the Great Glacier, to the north by the volcanic lands of Smanvalla, and shares an eastern desert border with the Hold of Severn. Needless to say, much of Swordfall has been abandoned, and the remaining ground can best be described as tortured. Luckily, the furnace lands of Smanvalla mix with the icy winds from the Great Glacier to create a mildly temperate atmosphere, even if the ground has become difficult to work. Surprisingly, Swordfalls fields are the most productive in the area, and the country has managed to stay afloat by providing provisions to other realms bordering on the Great Glacier.

Alliances/Enemies: Swordfall has many enemies; in fact, most of the older nations hold resentment towards Swordfall in some form or another. Swordfall counts highest among its enemies the Hold of Severn, the Princes of Smanvalla (who have often conspired to steal Swordfalls rich land), The Hold of Janrex and the Ice Mages (based on old fears of Kemidal and Sarve). However, Swordfall does not have the power to face these enemies, and can only be seen to shake its fist as these foes. Government: If nothing else, the Cult of the Sword should be considered frugal. Where many other lords dwell in opulent castles and sport a host of retainers, the Cult of the Sword lives in the barren remains of Emperor Nannons castle, with only cult members attending to the daily duties of rulership. The Cult of the Sword has no plans for expanding the lands of Swordfall, and appears content to keep only enough land to support the government and keep the Tower of the Sword in pristine condition. The cult dispenses law to the citizens of Vall Wall, but its power is rarely seen outside the city. Instead, a standing contingent of the Knights of the South has been entrusted to ensure that the enemies of Swordfall do not overrun the lands granted to Swordfall. Oddly, the knights do not defer to the Cult of the Sword, and dispense justice for crimes they encounter in their own courts. This does not seem to bother the Cult of the Sword in the slightest. People: The people of Swordfall are proud of the heritage of Swordfall, and the events of the past two centuries have made them bitter, hard folk. They shun those who were not born in the lands, and show considerable hatred towards things magic. Almost all citizens of Swordfall have had at least five years training with broad sword at the decree of the Cult of the Sword, and thus sports a well-trained militia, and no standing army. However, at the request of the Cult of the Sword, in an effort to protect the valuable Sword of No Name and its cousins, garrisons of Knights of the South sit on

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Swordfalls borders, watching to keep enemies of the small realm at bay. Such is the fear of the mystic weapons falling into the wrong hands that the largest force of Knights on the continent rest at Swordfalls borders. It should be noted that because of Swordfalls disdain for foreigners, the Knightly garrison is actually stationed outside of Swordfalls border. Religion: The Cult of the Sword holds sway in Swordfall. While the Cult keeps many of the traditions of the church of Dhorian, the cult believes that the Sword of No Name, is, in fact, a god a sort of manifestation of Dhorian himself. While the clergy has the power to cast divine spells, it does not draw them from Dhorian and most skeptics wont believe that the magical sword they worship is granting the spells. Only active members of the Cult of the Sword are allowed to take office in Swordfall; while worships of Dhorian exist in the realm, there is strong prejudice against them. Also, there are a large number of worshippers of the various gods of the Circle of Good outside of Vall Wall. The Cult of the Church disowns these individuals, and it has been up to the Knights of the South garrisons to ensure that these people are treated fairly and protected from hostile forces. Magic: Arcane spellcasters are greatly despised, and the Cult of the Sword occasionally even organizes mobs against minor wizards they learn of in the realm. In fact, the Cult of the Sword holds an annual witch trial, in which spellcasters are gathered up, a faux court is set up, and the spellcasters are summarily accused of false, hideous crimes and then burned at a stake. Adventuring: Swordfall is incredibly small, but rife for adventuring. Ruins abandoned since the Dragon Wars and succeeding rebellions dot the land, and there are many tales of abandoned treasure troves lost under the glacier in the instant freeze from Xenraxs orb. The enemies of Swordfall often sneak in past the Knightly patrols to terrorize townsfolk, and the fiends of the Hold of Severn are perhaps the most dangerous. Finally, those bold enough to try can attempt to steal away with the Sword of No Name or one of its kin, though for over 200 years, no one has been successful in the task. As noted before, magic is distrusted in Swordfall. The Cult of Sword are the only exception to this rule, and members who have the ability to call down magic in the cult are very rare indeed. Wizards are universally detested, and one only need look as far as the mage Zolar to know that. Zolar, a well-known mage on Amberos, was a native of Swordfall, and was brutally driven out by his own comrades and local villagers shortly after establishing his stronghold, what is now known as the Black Tower. The ruins of the mighty fortress can still be seen, and Zolar is loathe to talk about the events that drove him out, and has renounced his Swordfall citizenship. Holidays: Swordforge (March 1st): This day is celebrated as the day that the Sword of No Name was completed as the last War Relic. It consists of a parade of swordbearing Sword Cultists who march from the western edge of Vall Wall to foot of the Citadel of the Sword. The populace tends to celebrate the day with feasts, started by cutting into a haunch of a pig with a silver-bladed sword (crafted after the style of the Sword of No Name) that has been created especially for the occasion. At night, there are fireworks over the Citadel, and a great bonfire is left blazing at a special brazier atop the Citadel, a symbol to dragons everywhere that the sword waits ready to defend the realm of men against their kind.

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Countries of Amberos Tlesto


Titles: Possessive: Government: Capital: Standard of Money: Cultural Basis: Location: Social Structure: Current Leader: The Little Land, The Blood Estate Tlestian Bureaucracy Metor Standard Vegan Middle Age German / Mongolian bring Tlesto back in line, but the Ksikians bowed out, and

Patriarchal Class System High Councilor King Bhestimone Deraukian Population: 125,000 Resources: Livestock, Lead, Wine Estate Alignment: Neutral Evil People's Alignment: Neutral Evil / Neutral Good Estatewide Taxes: Fief, Scutage, Tithe (3% Vall Vega) Estatewide Religion: TITANICUS, Visha History:Tlesto is a realm that has only been solidified since the fall of Swordfall. Prior to that time, Tlesto was an area of the continent overrun with the goblinoid races, and later human bandits and brigands. During the Dark Age, many people fled the east to escape the horrors of the Skyland Holds deprivations. One area many fled to would be come Tlesto, where the scattered folk were forced to fend against goblinoid slavers in place of the Skyland Holds fiendish warriors. When the Skyland Hold fell, the tribes of Tlesto began to unite into brotherhoods, groups spawned partly by Ghan philosophy. These brotherhoods faced down the goblinoids in the area to make the land safe and to hone a growing blood thirst. However, as Swordfall began to rise in the west, the brotherhoods saw the growing kingdom as easy pickings by means of raids and banditry, often exhibiting the same cruel deprivations and enslavement on Swordfalls citizens as the goblinoids and Skyland Hold had visited on them. This activity continued until after the First Dragon War. As Emperor Nannon IV of Swordfall began to clamp down on banditry after the war, the brotherhoods found themselves being pounded by the relentless troops of Swordfall. Only the craftiest and skilled brotherhoods survived, and the skill of these brothers began to organize the survivors into fiefdoms under their rule. Once the Kingdom of Vall Vega broke from Swordfall, the brothers Varos Derauck and Augustus Derauck were able to solidify the lands of Derauck and Tlesto, respectively. Varos had been intending for the two to co-rule a kingdom that might rival Swordfall, and when his brother Augustus decided to go his own way, Varos became enraged beyond belief. Varos made a hasty and ill-planned alliance with Ksiki Con Corridon to

the troops of Tlesto crushed Varos army easily. Augustus had given orders to his generals to capture Varos alive, but the proud king committed suicide instead, taking the Ksikian ambassador with him. When Varos body was found, the generals thought and reported that a Ksikian spy had killed him. When Augustus heard his brother was slain, he was in a fury. He mustered the remaining brotherhoods and marched against Ksiki, creating the bloodiest war in Amberos history. If it had not been for the intervention of the Knights of the South, Tlesto would have beat the Ksikians into the ground. However, the knights stopped the conflict, and after terse negotiations between the two realms, ironed out a peace treaty and war repudiations assessed against Tlesto. Grudgingly, Tlesto complied, but over the years, the realm had been waiting for an opportunity to strike back at Ksiki Con Corridon. With the recent upheaval in the economy, Tlesto had its chance, and leapt full-force at Ksiki. If the Knights of the South had not again interfered, Tlesto would have likely rolled through Ksiki like thunder. As it were, the Knights of the South were able to prepare for the assault, and repelled it, despite heavy losses on both sides. Once again, the Knights attempted to iron out peace and repudiations, but Tlesto refused, declaring Ksiki Con Corridon and the Knights enemies forevermore. However, since that time, Tlesto

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has not made a major move against either group, though Tlesto has conducted occasional raids and guerilla strikes against the Knight strongholds in Ksiki. Allies/Enemies: Tlestos government considers the Knights of the South and the Kingdom of Vall Vega to be their greatest enemies. There is great enmity between Tlesto and Ksiki Con Corridon, and there are rumors that the King of Tlesto has been seeking an alliance with Randu as part of an attempt to win back his power base. Government: After Tlestos first defeat by the Knights of the South, the King Augustus was shackled by a league of nobles picked by Vall Vega to keep the kingdom in line. Augustus fought tooth and nail against the nobles even to the point have those who displeased him most assassinated, but eventually, the nobles eventually weakened the king until he became a figurehead. The noble league is truly in power these days, and each noble has the right to rule their estate and surrounding land as they wish. There is constant intrigue among the nobles to gain the balance the power, and the successful nobles seek to eventually claim the throne from the puppet king and bring Tlesto under their own rule. For that reason, the nobles are notorious for not working together unless they are united by a common cause. The blessing of the king still carries much weight and the nobles seek it whenever they can; the quickest way to end up assassinated is to bear the kings mark, usually issued when a noble has offended the other nobles and the king with their ambitions or treachery. People: The people of Tlesto are fanatical and warlike. Though most are farmers or craftsman of average quality, every citizen seems to have a mean streak built into them.

The lesser offices of government tend to be pawns of one noble or another; the people can generally expect that any official appointed by a noble will be ineffective, but fatal to ignore. The lowest branches of government tend to avoid involvement with the nobles so that they can perform their duties without much interference.

This lands warriors and pirates are feared even more than the warriors of lands such as the Barbed March, the pirates of the Stardust Isles and even the Randese. The Tlestian take their worship of Titanicus and war very seriously. However, the Tlestian are not aggressive towards each other, but have focused their hate on Ksiki Con Corridon and the Knights of the South. The pirates of Tlesto have sometimes been accused of being behind the Dragon Armada, and with recent findings of the gates the Armada has been using, more fingers are pointing to these ruthless corsairs. On other fronts, relations with Derauck have been improving since the war between the two, and Derauck is perhaps the only nation that Tlesto trades with on a regular basis. Tlesto abhors trading with Nyrr Ryann and its allies, due in part to the Nyrr Ryanns close relations with the Knights of the South. To Tlesto, the Kingdom of Vall Vega and the Silkna Kingdom are the spawn of the Dark One himself, for it is these two realms who back and support the Knights. There has been rumors of late that Tlesto has been seeking an alliance with Randu, a prospect that has chilled the bone of several of the realms near Tlesto. However, not everyone in Tlesto is vicious. There are small communities or groups hidden in larger towns who oppose the bloodthirsty ways of Tlesto. These cult groups or communities tend to worship Visha, and

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are less inclined to be as brutal as their brethren. Though despised and treated poorly if discovered, these followers of Visha have been trying for many years to call the boiling blood of the government and its people, with mixed success. Races: Tlesto is a mix of Ghan and Afarian humans. The latter mostly comprise refugee families who settled here after the dark ages or Knight of the South garrisons. There are a large concentration of orkans in this area, and the goblinoid presence is strong. There are no native elves, gnomes or Hillenfaey to this realm, but there are several clans of dwarves who have taken up the dangerous job of mining for lead in the mountains bordering the Dark Valley. Religion: Those visiting Tlesto from afar are advised to seek out the cults of Visha. Most other citizens of Tlesto will treat foreigners rudely and brutally, possibly even killing them. Those seeking to adventure in Tlesto can find it hunting down goblinoids who infest the realm or checking out ruins from as far back as the Dark Age. Care must be taken, for there are many brotherhoods of Tlestian brigands who roam the land, looking for an easy fortune or somebody to beat up on. Magic: There are few with the ability to cast magic in Tlesto, and the most popular use is fire, blood or necromantic magic. At least one of Raonoakes Light Lords is known to have settled in this land and taught a wizard brotherhood his blood magics. It should be noted however, that the use of magic for the benefit of, or use against, a Tlestian citizen is punishable by death. Clerical magic of Titanicus does not fall under this restriction, but all other priests are slain when encountered. Adventure: Because the government tends to be ineffective on many levels, adventurers and mercenaries are often hired by low-level officials when action needs to be taken to rectify some sort of problem. There is a danger, however, that the nobles will take notice of highly successful groups, and it will become impossible to remain out of the political maneuverings of the nobility when such occurs. Holidays: Vinters Day (Noris 26th): Traditionally, this is the day that most winemakers in the realm harvest their crops and begin their wine distillation processes. It is also the day that these vintners tend to pull out old stock and share it with the community. It is common practice to pull wine that is 6 years old for these occasions (Six being the original number of major vintners when Tlesto was founded).

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Countries of Amberos Ulanst


The Realm of Boron, The Wanting World Possessive: Ulanstian Government: Dictatorship Capital: Diege Standard of Money: Standard Vegan & Barter Cultural Basis: Middle Age German/Celtic Location: NW2, central Social Structure: Patriarchal Class System Current Leader: Dictator Phazar Boron, His Mighty Majesty Population: 19,200 Resources: Agriculture, Gold Estate Alignment: Lawful Evil People's Alignment: Neutral Estatewide Taxes: Fief, Income, Scutage, Wergild, Trade, Adventurer Estatewide Religion: DHORIAN, Belli, Gwieze, Morian, Circle of Good History:Ulanst was formed after the Simerians were driven from Kennestone many years ago. The hotly disputed realm passed between ownership of Kennestone and Simera for several years before a baron from the Golens emerged to take the reign of power. Backed by humanoid followers, Falazaar Boron fought off both Kennestone and Simerian forces to found the realm of Ulanst. Falazaar claimed kinship in the Silkna Kingdom to ancient Lord Thuer, posing as an ousted lord from that land, ruling in exile in Ulanst. While it is true that Falazaar brought Silkna-like culture to Ulanst, even scholars scoff at Falazaars claim of blood to Lord Thuer. Government: Despite scholarly misgivings, Falazaar, and now his son, Phazar, have ruled Ulanst. Both have done so with a tyrannical hand that has made enemies of both Simera and Kennestone. However, Ulansts army is not be trifled with, for it is made of hearty human troops as well as crack humanoid troops, and it is believed, even members of the Animater cult. People: The people of Ulanst have no care for the Boron government, and many still staunchly attempt to hang onto their respective Kennestone or Simerian culture, though the government has tried many times to destroy such cultural ties. However, it has only succeeded in driving such teachings underground. While some citizens have become blinded by loyalty to the government, turning in those who show sympathies towards Kennestone or Simera, most people hope to one day be free of the tyrants rule. There is, however, no organized rebellion stirring in Ulanst, for the Boron government has violently crushed such attempts and utilizes a magical secret police force that seems to have an uncanny sense for rooting out traitorous factions imagined or otherwise. Titles:

Ulanst has two major camps: The civilized pockets that comprise the walled cities under the Boron government, and the rural barbarian tribes that are only under minimal control of the Boron government. The cities are well organized, and sometimes must fend off attacks by members of barbarians within its own lands. This has caused the Boron government to act harshly towards the barbarian and rural areas, which are heavily taxed and often see parades of soldiers marched through to stave off attempts to gather for raiding against the cities. Ulanst is also aggressively attempting to log the northern frontier of the Kennestone forest, both to diminish the power of the druids and to export the timber for profit. So far, the plan has met determined resistance, and casualties between loggers and druids in the area has run rather high, and the Ulanst determination seems to grow with each attempt. Ulanst has been careful not to goad the anger of Simera, not wishing to face the huge realm just yet. It has however, been fostering hatred between Simera and Kennestone, hoping to bring hostilities to a head so that Ulanst may rid itself of its enemies without soiling its hands. Races: Ulanst is primarily a mix of Afarian and Randese humans, with a large goblinoid population. There are small communities of Hillenfaey and gnomes in the northwest section of the realm, and a small elvin community at the foot of the Sunken Mountains. These elves claim to be exiles from Kennestone forest, and assist the rulership of Ulanst on occasion, especially in directing raids against the druids of Kennestone forest. There are rumors that the exiled elves have dark elves bloodlines, for they are a dark and mercenary bunch, most unlike all other elves encountered on Amberos. There were dwarves dwelling in the Sunken Mountains at one time,

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but the goblinoids and elves banded together during the Dark Age and slaughtered them. A deep, hidden enclave of the dwarves is thought to still survive somewhere in a deep underground fortress somewhere in the mountains. Religion: Though the official state religion is that of Dhorian, the Ulanst government uses the church as a scapegoat and shield to prevent religious uproar. The church of Dhorian in Ulanst is poor, beleaguered and oppressed with an unwilling flock who would rather worship Belli, Visha or Titanicus. The truly powerful church and behind-thescenes power is the worship of Morian, the liar. Gwieze, whose followers are more numerous than the worshippers of Morian, also has a strong hand in the government and several dark temples near the border of the Kennestone woods and other dark, fell places. Many of the oppressed citizens of Ulanst have turned to the Circle of Good for aid, though it seems their pleas have not been heard. Priests of Morian or Gwieze can easily slide into governmental positions, though revealing who they truly worship to the public is forbidden, and punishable by torture or death. Priests of other gods are condemned as heretics, and may be imprisoned, banished or slain, most often the latter. Magic: Magic is highly restricted in Ulanst. Wizards must be registered with the government, and can only cast spells for which they have received a license. Casting an unlicensed spell is cause for fine, imprisonment or death, depending on the spell level and its effects. Harming or influencing a government official is always cause for death. As for clerics, priests of Dhorian or the Circle of Good are tolerated, though the government is sure to spy on their activities and oppress them as much as possible. Adventuring: Adventuring in Ulanst is a risky proposition. Heavy taxes, governmental permits and restrictions on weapons, armor and magic abound across the countryside, and where local sheriffs may not be able to handle troublesome adventurers, the secret police are more than capable of rooting out and destroying those who become too bothersome. Adventurers must also beware of crossing or attacking humanoids in Ulanst, as many are in the employ of the government from the

army forces to the humanoid raiders the Boron government employs when it cannot justify a new tax. Adventurers in Ulanst are strongly advised to adventure elsewhere and leave the country to its dark designs. Holidays: Eggers Day (Kas 3rd): Following Bloodtest, many of the barbarian tribes send young warriors armed only with spear, knife and a thick hide gloves in small groups to hunt down a cockatrice and steal its eggs as proof of their manhood. Each tribe has a shaman or other individual who keeps a semi-wild cockatrice within a days journey for this express purpose, and throughout the year stealing or killing another tribes cockatrice is seen as a way of stealing the manhood of another tribe.

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Countries of Amberos Vactorstein


Titles: Possessive: Government: Capital: Standard of Money: Cultural Basis: Location: Social Structure: Current Leader: The Nightmare Lands, The Land of Cold Fog Vactorian Autocracy Varugas Standard Vegan, minted in Vactorstein Middle Age Germany/Romania Unknown to many at the time, Malavor also took

Patriarchal Class System Kaiser Uteramme Vladistalok Kalpeli Population: 56,000 Resources: Livestock, Craftsmanship II Estate Alignment: Neutral Evil People's Alignment: Neutral (Evil) Estatewide Taxes: Income, Fief, Trade, Protection, Wergild Estatewide Religion: Circle of Good, Gwieze, Teeth, Tumas Waybreath Overview: Vactorstein is a horrid land nestled on three sides by the gloom of the Golens. It is a land that seems to be perpetually enveloped in fog, and somehow not quite real. The land of Vactorstein was once a barony in the Skyland Hold during the Dark Age. Before that time, the land was wild and untamed, and made the border of Gwiezes fallen Shadow Empire. Thus, it seems, the land has always been cloaked in evil and shadow. History: After the fall of the Skyland Hold, there was a vicious uprising by the people, who turned on their baron and crucified the wicked lord for his deeds. The leader of the revolt replaced the old baron, a young man named Malavor Vactorstein. At first, the new lord was good to the people, and it finally seemed that things would change for the folk of Vactorstein towards the better. However, as the empire of Swordfall began to expand, the Swordfall regime saw Vactorstein as a pawn of the old Skyland Hold, and waged war. Malavor and his troops fought back bravely, trying to bring a peaceful end to the war for nearly five years. However, after King Nannon II had Malavors family assassinated, things begin to change for the worse. Angered by the loss, Malavor and his troops became vicious in their efforts to stop Swordfall, turning to brutalizing the enemy. One tale speaks of how Malavor captured an entire Swordfall legion and burned the prisoners, sending the ashes back to Nannon as a warning. There were other atrocities, and soon the government did not seem to care whom it was striking at whether it be Swordfall legions or hesitant peasants of Vactorstein who opposed the brutal treatment of the enemy.

up Necromancy. Apparently, Malavor was able to locate several of the ancient necromantic tomes of Black Marentail, and begin teaching himself the ways of blood magic. As Malavors power grew, so did his malice. A few short years before the First Dragon War, Swordfall finally crushed the legions of Vactorstein. However, Malavor slipped into obscurity, and no trace of him could be found. Yet, despite Swordfalls conquest of Vactorstein, the periphery realm remain marred with evil deeds and a shadowy cloak that prevented Swordfall from easily absorbing the realm. For most of the duration of the First Dragon War, Vactorstein produced a few legions of troops that fought in the war, and the land was left unmolested by dragonkind. After the First Dragon War, Swordfall began a crackdown on the evil cults that ran rampant across Vactorstein, but met with heavy resistance. Finally, Malavor, now a powerful and dreadful lich, reemerged, openly threatening Swordfall rule. For years to come, the Swordfall garrison in Vactorstein would battle with the machinations of Malavor, but failed miserably. During the Rebellion of the Barons, Vactorstein was able to declare its independence, and its magical, mistenshrouded border protected it from being reabsorbed by Swordfall when the rebellion failed. When Swordfall finally fell, Vactorsteins evil seemed to turn in on itself, throwing the land into chaos. Malavor Vactorstein had regained the throne, and ruled the realm with a court of the dead which sent shivers through the living of the land. However, the wizard Sarve marched into Vactorstein with a small force and battled Malavor and his court. In the end, Sarve was victorious, and it appeared Malavor was destroyed, though no trace of the lichs remains were ever found. Once Malavor had fallen, Sarve and his forces retreated from Vactorstein, leaving the country to founder in a bloody political coupe.

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Finally, Kaiser Uteramme Vladistalok Kalpeli, cousin to the Vactorstein family, took the throne. Since that time, Uteramme has held the throne, and has been able to thwart all attempts, including another raid by Sarve, to oust him from power. Vactorstein is a brooding, bloody land that lays on the verge of slipping into the realm known as the Demiplane of Dread. Foul and wicked deeds have soiled and fouled the earth of the land, and it hangs only by slim threads to Amberos. The land is perpetually cloaked in mist and shadows, and some that have attempted to travel to the land have returned from the misty border to report the land could not be found. Others who attempt to depart Vactorstein have vanished into the mist, never to be seen again. fallen to the taint of evil that pervades the land. Though there are a few folk in Vactorstein who are good and true, they are far and few between. The majority of people have given up their ideals of law, goodness and even evil, and act as they must to survive. Skirting or blatantly ignoring the law is not uncommon by the majority of people in Vactorstein, and strong religious faith is rather rare in the land. Religion: here is no state religion in Vactorstein; the government tends to persecute those who openly claim faith in one of the gods, whether good, neutral or evil. However, many citizens, including those in the government, tend to belong to one cult or another, most of which are viciously evil. Even good cults tend to have one or two rites that are of questionable nature. Magic: Magic is greatly feared in Vactorstein, whether of wizard or priestly nature. Necromantic magics tend to be popular in Vactorstein, and their power seems to be increased in the land. Evil magic also tends to warp and twist those who use it, and the continuous use of Necromantic magic appears to transform the user closer and closer to undeath with each use. Adventure: There is a lot of adventure to find in Vactorstein. Ruins and remnants from Gwiezes fallen Shadow Empire lay about the swampy edges of Vactorstein, though cultic members seeking to revive the power of the Shadow Empire protect the ruins. Undead haunt the land, the restless dead seeking out the living to convert to their ranks or simply destroy. Evil floods the government, and adventurers must beware to watch their backs, lest the populace turn on them or the wicked, sometimes inhuman, agents of the government hunt them down. Holidays: Vactorstein has no special holidays that are celebrated only this country.

Allies/Enemies: Vactorstein has a hatred of the Kingdom of Vall Vega, the Silkna Kingdom and the inhabitants of the Lands of Sarve. At the same time, Vactorstein is a member of the Western alliance with Vall Vega, and does not dare to break the alliance for fear of invasion by the KKV or Silkna Kingdom. The nobles have been known to secretly ally themselves with factions in the Golens or in Ulanst, but the government opposes such alliances as treasonous. Government: The Kaiser is somewhat distant from dayto-day rule and relies on the Stormshceizen a secret group of loyal nobles to run the country. The Stormscheizen are brutal manipulators who are, at the same time, fanatically loyal to the Kaiser. All are necromancers who have been inducted into the foul blood-magic teachings of ancient Black Marentail. They use their magic to seek out enemies of the state, collect taxes and have their hand in all levels of government. Yet, for all they are responsible for, they have a vast dark side and a terrible appetite for souls. People: The people of Vactorstein are hardy folk who have become numb to the foul evils that taint the land. Many have fallen victim to madness or participate in the secret and foul cults that haunt the land. The dead seem discontent to rest, and the very beasts of the land seem to

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Countries of Amberos Vilalance


The Salted Lands, The Wasting Lands Possessive: Vilanese Government: Dictatorship Capital: Bemoth Standard of Money: vik = 1/100 gp, bol = 1/10 gp, mas = 1 gp, drak = 10 gp Cultural Basis: Middle Age Spain/India Location: NW1, central Social Structure: Patriarchal Class system (favors Millese) Current Leader: Borok Kahalio de Gris, His Excellency Population: 37,000 Resources: Salt, Oil, Gemstones Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Fief, Income, Scutage, Trade, Tribute (15%) Estatewide Religion: CIRCLE OF GOOD Overview: Vilalance is an unusual country, in that it is the only surviving colony on all of Amberos. Though many other estates have had their origin as outgrowths of other estates, Vilalance is the only estate that is still under the direct control of another in this case, Millos. History: For most of its history, the land of Vilalance has been under the rule of another kingdom. First, it was goblinoid land during the Time of No Time, and then during the Technological age it was a Aegyptian penal colony. For most of the Elvin Golden Age, the area known as Vilalance was under elvin martial law, until it was liberated by the Ghan, and once again made a colony. For the duration of the Dark Age, the land was under Ar-Baqua rule, until Randu conquered Ar-Baqua (current day Skienlands). Several Ar-Baqua nobles fled to the region of Vilalance (which means victory in exile), and their descendants remain there still. During the Age of Swordfall, Vilalance was discovered by the growing empire, and made into a subjective realm. Millos sent forces to Vilalance to bring order to the chaotic mishmash of Pariahs, and established the Borok, or Appointed Lord. Even after Swordfall fell, Millos managed to keep Vilalance under its control. There has never been a major uprising in Vilalance against Millese rule, and Millos has been careful to petition both the Kingdom of Vall Vega and the Silkna Kingdom to keep Vilalance as a colony. Government: The top level of government consists of officials born in Vilalance whose appointment is approved by Millos. These officials populate their offices with lesser officials that they themselves choose, though Millos does has the power to influence the filling of a Titles: position or require that an individual be removed from

office. Oddly, the soldiers in Vilalance are Millese trained and directed by Millese officers, instead of Vilalance nations most likely to curb any attempt at rebellion. People: The people of Vilalance are simple, with many of the same cultural heritage as the Ar-Baqua (that is, Indian). However, domination by various countries over the centuries have made the people submissive, so that none openly oppose the rule of Millos over the people. To reduce the chance of any possible rebellion, Millos has been operating in Vilalance with a hands-off approach. Though it demands regular tribute and keeps a sharp lookout for rebellious acts in Vilalance, it does not maintain a standing army in the country (it does however, have a large force in the nearby Knights of the South that train in the area near Vilalance). The officials in Vilalance are all citizens of Vilalance and chosen by the people of Vilalance, though many have been born in Millos and exported to Vilalance for specific governmental duties. As a safeguard, Millos occasionally sends inspectors to ensure that everything is well with government. There are occasional clashes of culture in Vilalance, where Millese ideals and Ar-Baqua culture clash. Many Millese are meat-lovers, while most of the Ar-Baqua are vegetarians for religious reasons. Occasional feuds break out over such beliefs, but are rather small in scale and watched closely by the government. The taking of Vilalance serfs as slaves to Millos is another point of contention, but it is one that Millos has forcefully shoved down Vilalances throat a rather unusual case indeed. It should also be noted that all of the mines in Vilalance are the property of Millos an

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ideal that does not sit well with the nobles of Vilalance who must pay exorbitant fees for their own gold or gemstones. Religion: Worship of Titanicus or Visha is prohibited by law, instituted since the Vilalance nobles fled Ar-Baqua for this land. Millos has required that worship of the Circle of Good be allowed in the land, though a good majority of the Vilalance nobles tend to be atheistic or secretly worship the Dark One. The government takes a dim view of those it learns of who worship the Dark One, and such nobles are not only slain, but their property and goods seized and given to others. Magic: Magic in Vilalance is a tricky profession. Though Millese-employed mages receive preferential treatment and pay, hedge wizards tend to be persecuted by the populace at large, who mostly distrust a wizards agenda. Wizards not aligned with the government run the risk of persecution and witch-hunting, though a few rare and powerful noble Ar-Baqua mages (known as the Fakir) have been powerful and influential enough to avoid persecution. Adventuring: There is considerable adventure in Vilalance. An ancient country, there are many ruins dating back to as far as the Time before Time. Like many such ancient areas, there are traces of runestones and other marvels from such ancient times, and cults often spring up around these mysterious items. There is also a number of goblinoids hiding beneath the surface of Vilalance, and the government is always looking for groups to scour mines, caves or abandoned ruins for these creatures. Adventurers can also find employment guarding gold and gemstone caravans, or raiding such caravans, either for themselves or for a part of a sponsoring noblemans take. Finally, adventurers can find intrigue in the machinations of the government either helping the country run smoothly or helping to covertly edge Vilalance towards independence. Holidays: Abis Isrels (Day of Peace, Eprim 1st): On this day, neighbors gather and hold feasts and give gifts to one another in the spirit of peace. In the capital, the Borok has a short list of condemned prisoners who are brought before him, and makes a decision to pardon one (the others are executed).

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Countries of Amberos The Wilde Wastes


The Fey Lands, The Goblin Lands Government: Tribal or solitary Capital: Various tribes Standard of Money: Barter and raw minerals Cultural Basis: Dark Age Faerie Location: Southwest corner Social Structure: Varies Current Leader: Various tribal leaders Population: 22,000 est. Resources: Gold, Gemstones, Magic Estate Alignment: Chaotic Good/Evil People's Alignment: Chaotic Good Estatewide Taxes: Varies Estatewide Religion: None Overview: The Wilde Wastes is an uncivilized expanse of plains that stretches beyond the knowledge of human scholars. It is home to the wild fey races of elves, goblinoids and other faerie. The inhabitants of this land have been a millennia long retreat towards the south. Discontent with the militaristic rule of the Evan Cordum, the fey of the Wild Wastes have rejected civilization and live in a barbaric state, being one with the wilderness they inhabit. History: The Wilde Wastes have been unexplored since the continent first rose from the ocean. During the time of no time and the formation of the Evanthium Coridium, many fey used powerful magic to erect a barrier between Amberos and the continent of Aur-Seth to the southwest. Their magic fabricated the Wilde Wastes as it is now, and the magic has not dimmed even after the passing of the Elvin Golden age. Lands: The extent of the Wilde Wastes has never been mapped, and on older Vegan maps, the whole area was deleted as if it did not exist, with the Duchy of Malovak rounding out the southwest corner of the continent. More modern maps have noted the existence of the Wilde Wastes, but accurate maps of the lands have not yet come to light, for various reasons one being the mutable magic of the fey races and their ability to warp ones senses. Government: There is no central government in the Wilde Wastes, and that is the intent of the creation of this land. The fey who dwelled here sought to avoid being ruled by any other group or being. The only organized societies dwelling in the Wilde Wastes are the various goblinoid camps and their minor leaders. People: In their natural environment, the fey of the Wilde Wastes are both mysterious and dangerous. They have no love or care for their brethren from the north, and Cordum elves are as likely to be attacked with the same hatred the Cordum elves hold for the dark elves. The few fey communities of the Wild Wastes seem to mirror that of nomadic tribes. Such fey tend to travel, living in Titles: twig or thatch huts held together with vine or mud. The warriors paint themselves with berry dye or colored mud, with various patterns prominent for the various clans. Clothes, weapons and equipment are all made of natural materials stone, wood or other plants. The fey revile killing other beasts and do not use animal parts for any of their gear or equipment, nor do they hunt them for food or sport. The goblinoid communities are of two camps the vicious and barbaric goblinoids known to the north, who are carnivorous, destructive and violent. These tribes tend to dwell in caves or dark glades and utilize weapons, armor and equipment often taken from or made of fallen opponents. Metal is extremely rare in the hands of these goblinoids, and one can be sure that any found was stolen from local communities. Races: There are some tales that among these wild fey also dwell clans of goblinoids untainted by Zigas evil madness. Though deformed of face, these Goth are farmers and craftsmen, and sometimes allies of the fey. The Goth clans are apparently remnants of the ancient Golgoloth empire that existed before the Time of Technology. The Goth are peaceful and gentle, and the most civilized of the three groups. They also tend to be the targets of both goblinoid and wild fey attacks, by the first who resent their superiority, and the second for their hatred of the Goth's civilization. However, sometimes,

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the Goth do make allies among the fey, whom also despise the goblinoids vicious destruction of everything they encounter, including nature. The Goth have the knowledge to work metal into good quality equipment, but tend to use such items to aid their farming or craftsmen professions. The Goth as a whole have little stomach for war, and despite their superior equipment, are often on the loosing end of a battle. It is not uncommon for the goblinoids to keep Goth as slave-serfs or servants, though such slaves live at the whim of their capricious masters. Religion: The fey do not worship deities, and most of the Goth do not either. The goblinoids of the north are feral and sometimes worship Ziga, but this is not always the case. There is no prohibition against religion in the area, though the fey are known to often ridicule those they encounter who put their faith in gods. Magic: Magic takes an unexpected bend in the Wilde Wastes, thought to be a result of goblinoid and fey magics from the past. Only innate magic seems to work correctly; arcane spells seem to fizzle or turn on the caster. The magic that affects arcane spells seems to have been deliberately put into place to thwart elvin dominance of the area. Clerical magic seems unaffected, though fey clerics of nature and goblinoid priests seem to be fairly strong in this area. There also appears to be areas inherit with magical abilities investing those powers into those who wander into the area twisting some, empowering others with almost godlike abilities. Areas of Wild Magic are also rumored to exist, as are magic dead areas, the latter usually near ancient ruins. Adventure: There are many opportunities for adventure in the Wilde Wastes. Though the fey and goblinoids tend to drive away intruders, there is evidence that the goblinoid empire of Golgoloth had thriving cities in the Wilde Wastes which are now abandoned. Hoards of raw gold and other minerals have been brought back from the Wastes, and many explorers of the area feel the area has barely been tapped of its resources.

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Countries of Amberos Zarame Kull


The Watery World, The Sunken Court of the Khan Possessive: Zaramian Government: Divine Autocracy Capital: Zarame Kull Standard of Money: Standard, minted in Zarame Kull Cultural Basis: Golden Age Arabic/ Mongolian/Atlantis Location: Northeast undersea Social Structure: Patriarchal Caste System Current Leader: Mkree Malka, His Holiness Population: 10,500 Resources: Unknown Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Unknown Estatewide Religion: MKREE MALKA Overview: Zarame Kull is a lost city lorded over by godly tyrant. It is a cruel, yet beautiful realm that hides many ancient treasures and swift death to the unwary. History: Zarame Kull was once the capital of Randu. However, when the gods decided to punish Titanicus for his meddling in mortal affairs, Zzadasa decreed that the city would be sunk to the bottom of the sea, even as it was being attacked. Thus, as the allied fleet of the West battled the Khans guard at the city walls, the nearby volcano, known as Takali Malias Titanicuss Fury erupted, showering the landscape with soot and rocks of fire. The allied fleet retreated to watch the city sink beneath the waves. The allied forces sank the Randese who tried to escape, and it was thought that the city was forever destroyed. However, even as the city sunk beneath the waves, the people within began to call out to the gods for deliverance. However, Triton, lord of the sea, was among the gods allied with the West, and was determined to see the city sink beneath the waves. As the sharks of Mkree Malka swam towards the city, sensing its death, the people cried out to the shark god to save them. Their pleas moved Malka in a way so that he and his holy sharks settled the city safely to the bottom of sea, several miles from where it had begun to sink. There the minions of Malka wove their magic so as to protect the remainder of the city and its inhabitants from destruction. The people of Zarame Kull welcomed the shark god into their halls, and in the throne room of the Khan, they offered him the throne, and meat of the Khan himself. Malka took the peoples offering, and became lord of Zarame Kull. Since that time, the city has prospered and pleased the shark god greatly. At least, this is the story the shark god related to the wizard and historian, Nathan Kepp Tu. Though Nathan noted his doubts about the story, everything he Titles: saw in the city seemed to support the shark gods tale. Not wishing to offend Malka, Nathan made no attempt to discredit Malkas story. Though Nathans tale is the most trusted, there are a host of rumors and tales about Zarame Kull from a bevy of mariners who claim to have escaped the sea-city. Stories range from tales that the citizens are really shapeshifting sahuagin to tales that Malka is planning to raise the city for some diabolical reason perhaps to conquer Randu. Most of these rumors, as well as the credibility of the escapees, are highly suspect, and most are discounted as ridiculous. In fact, until Nathan returned with detailed information about Zarame Kull, many doubted it existed. Others believe that Nathan is lying for some reason, and has never been to Zarame Kull.

Lands: The central portion of Zarame Kull survived the transfer to the bottom of the ocean, and has been kept in good repair. The interior of buildings have been adapted to be filled with air for the surface dwellers. Surface dwellers still has to swim from their nightly quarters to the day quarter areas, but the distance between the two places usually takes less than 30 seconds to complete. Beyond the central city of Zarame Kull, the older section if the city lies in ruins. Scattered air breathers dwelling are mixed in with the ruins, and prison areas for the disobedient are kept at the citys edge. The whole of the city sits on an escarpment of a trench that drops into the nether deep below. Nathan Kepp Tu, who dared to explore the edges around the city warns that a great kraken lives in the deep just outside the citys edge, and it sometimes rises from the depths to feed on prisoners kept

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at the citys edge or to menace ships from above (and add the survivors brought to the city). Allies/Enemies: While Zarame Kull is not allied with any country, it counts Nydonnas Sea Kingdom as an enemy. On occasion, the priests of Mkree organizes war parties to attack the sea kingdom. However, the presence of the Answan Suwat has greatly hindered these attacks, as the followers of Mkree must file through small tunnels that are usually guarded on the other side by warriors from the sea kingdom. Government: While Zzadasas decree prevents Mkree from directly appearing within the city, his otherworldly attention is sharply focused on it. His priests use spells to communicate directly with the god on a daily basis in what was the former Khan of Randus throne room. Besides the priests of Mkree Malka, many of the gods deifically touched sea monsters roam the halls of Zarame Kull, dispensing justice as they see fit. Most of these creatures are sharks, but octopi, squids, moray eels and other predators of the seas have been reported. The sea creatures are obviously intelligent beings, and normally do not bother the residents of Zarame Kull unless they suspect an individual to have performed some crime, attempting an escape or if the creature hasnt eaten in a while (especially the sharks, who have been know to take a non-lethal hunk out of passing resident simply because it was hungry). People: There are a few things known for certain about Zarame Kull. Its inhabitants are air breathers, and rarely, if ever, leave the protective dome that surrounds the city from the dark depths surrounding it. Sometimes mariners who have been lost at sea are brought to the city, though none seem to ever recall how they reached the city, though it is often mentioned the fish brought them. Those who are brought to Zarame Kull enjoy several weeks of hospitality before they are brought before the Shark god to be judged. Those the shark god deems evil or unworthy are eaten, the others allowed to remain as citizens of Zarame Kull. Long-term living conditions within Zarame Kull is unknown, for it is after this event that survivors usually plan their escape or slip willingly into Zarame livelihood. Leaving the city to return to the surface world is expressly forbidden, though a few hardy and cunning sailors have managed to escape. However, those foolish enough to return within range of Malkas harpoon (i.e., within 2 miles of the sea), disappear, never to be seen again. Only Nathan seems immune to this fate, at the whim of Malka he once explained. Races: Over 50% of the population consists of Randese humans, and the rest is a mix of prisoners of all the different races brought to the undersea realm. Many of the racial groups tend to rally around their own kind, but they are prevented from establishing their own cliques within the city to prevent racial hatreds from getting out of hand and to reduce the chance of an open rebellion. Besides the various surface dwellers, there are a large number of sharks (and other predatory sea creatures) and shaakasti in the area, under the direction of Mkree Malka and his priests. Religion: The only faith in Zarame Kull is the worship of Mkree Malka. The god does not brook disobedience, and his mighty priests and carnivorous sea creatures are ever-ready to slay anyone who will not bow to the god. Magic: Magic seems to play a major factor in life in the realm of Zarame Kull. It is suspected that clerical magic, under the guidance of Mkree is great here, though there is evidence of powerful wizard magic in the city as well. Citizens tend to regard wizards with some awe and suspicion, while priests of other gods must face with Mkree within 3 days of their arrival. Mkree kills weaker priests (1st 6th level) if he cannot convert them to worship of him, and the more powerful priests (and sometimes companions) he has set free to be returned to the surface world. Mkree always kills priests of Silamus or Triton who enter his realm. Adventure: Adventure isnt exactly a word that comes to mind to those who visit Zarame Kull it is often replaced with the word escape. The true dangers that may lie within Zarame Kull and the nearby area remain unknown to the surface world. As always, there are rumors of creature infested passages beneath the city, where the true evil of Malka hides from sight of the citys citizenry. Mkree is known to work with devil rays and sahuagin, and it is believed that these two races may somehow puzzle into the magical maintenance of the city. Holidays: Ipskom (Translation unknown, Haleen 3rd): There is much debate about exactly what this holiday entails. According to legends, individuals are marched out and fed to the various sea creatures on this day, to appease the blood-thirsty nature of Mkree. However, according to Mkrees account via Nathan, this is a day that new visitors to Zarame Kull are brought outside the protective bubble of the city to be inspected. Those deemed not worthy are marked via a bite or other mauling, but not killed nor eaten as others have claimed. Mkree also uses the holiday to pick new priests for duty on the surface world. Nathan escaped before he was forced to undergo the ritual of this day.

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Countries of Amberos Zyans


Titles: Possessive: Government: Capital: Standard of Money: The Zodiac House, The Secret State Zyanese Oligarchy Selta kly = 1/100 gp, zytte = 1/10 gp, ingle = 1/5 gp, drum = 1 gp, hyn = 10 gp Middle Age Secret Society Italy conspiring against the Empire and helping turn Fineburr the Astronomican into a traitor. However, Nannon was never able to penetrate the Lords Behind the Masks, and had to settle for the lieutenants under them. The Zyans also suffered a crushing blow when Xenrax the white dragon activated the Orb of Seasons, turning a large section of the Western heartlands, and the Zyans capitol into a giant glacier. The Zyans aristocrats escaped and moved the capital northward into Sarkasti land, but the blow would never be forgotten, nor would the Zyans fully recover. When Swordfall fell, the Zyans immediately lashed out to seek more and better territory. However, it was thwarted by its location between the impenetrable mountains of Lost Vale and the Crystalmires. Then, even as the Zyans floundered, disaster struck. A band of relative unknowns, including the nowfamous wizard Mjal Stormcloud, rode to the Zyans on a mission to oust the secret leadership. With aid from undisclosed allies, and the fact that the rulership of the Zyans was in chaos, the group brought war down onto the leadership. For a time, the Leaders Behind the Masks disappeared, and it was thought that the adventurers had failed, and the leaders had gone underground to prevent another assault while they were still weak. However, as it would later turn out, the group had been victorious, and within a few years, rose as the new Lords Behind the Masks, though far more benevolent, and just as mysterious. Eventually, for

Cultural Basis: Location: Social Structure: Current Leader:

Patriarchal Class System The Zodiac (12 members), His Lordship Population: 47,000 Resources: Livestock, Brass, Copper, Coal Estate Alignment: Lawful Neutral People's Alignment: Neutral Good Estatewide Taxes: Income Estatewide Religion: THE CIRCLE OF GOOD Overview: The Zyans is a state of secret societies ruled by a group of former adventurers. It is state that exists on the barren side of inhabitation, where eking out a living is the way of life. History: The Zyans is a rather old estate, having been inhabited even since the Time before Time. During the Empire of Kas, it was one of the most southern realms in the kingdom, and was ruled by a tribunal of elders who watched over the land. After the coming of Guaradrell the land of the Zyans was in turmoil as the Golgoloth empire of the goblinoids constantly harassed it. It was during that dark year that the elders of the Zyans took to wearing masks and using secret names to protect themselves from attack. The Zyans were able to remain free of Dhoric rule during the age of technology, though the lands were constantly squabbled over by the Golgoloth empire and Dhorians empire. The secret society of Zyans allowed the leaders of the land to evade enslavement during the Elvin Golden Age, though it is noted in several elvin texts that certain members of the secret society were hunted down and slain, while others managed to escape elvin vengeance. It was the elvin hunts that prompted the Zyans to join the Skyland Hold when the Dark Ages began, and the Zyans secret leaders became powerful additions to the Skyland army for the duration of the Dark Age. After the fall of the Skyland Hold, the Zyans was eventually absorbed into the Empire of Swordfall. The corrupt lords of Zyans detested Swordfall tyranny, and constantly plotted against the Empire to wriggle free. In fact, late in the First Dragon War, Emperor Nannon IV had bounties on several of the Zyans warlords for

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reasons unknown, Mjal left his secret position as Eprim in the secret rulership to pursue his own goals in the Ice Mages. Mjal has made no effort to return to the Lords Behind the Masks, and many feel there is tension between the two groups. Lands: The land of Zyans once stretched across rolling plains and low hills that were perfect for agriculture. Since the creation of the Great Glacier, the entire realm has been forced northward, into the barren lands near the foothills of the Crystalmire mountains. However, the leadership of the Zyans has been able to find ways to coax the land to keep the people of Zyans healthy and robust. Copper and coalmines have been opened in the nearby mountains, and one of the secret lords has encouraged the raising of sheep, ram and other mountainous livestock. Finally, one of the other Lords Behind the Masks has brought in artisans and craftsman who have learned to turn the raw copper mined in the nearby mountains into beautiful artifacts of brass that are sold across the area. Allies/Enemies: The Zyans has made an alliance with the Silkna Kingdom and the Kingdom of Vall Vega to establish their claims to the land, though the rulership of the Zyans trust the Silknaese more than the Vegans. Government: The Zyans is ruled by a secret society of former adventurers known as the Zodiac. The Zodiac are known by the names Kas, Ohi, Eprim, Epoch, Vris, Laten, Miry, Mage, Mors, Drug, Jlihi and Draj each corresponding to one of the months of the calendar year of Amberos. Each of the Zodiac has control over one aspect of the government exactly which element is unknown, though Mjal has revealed that his position was in charge of public works and projects. It is also highly suspected that Kas controls the military arm of the Zyans. The upper government works from offices hidden within the various cities; only the local officials tend to know exactly where the state-level offices are located at, and who works at those locations. This causes many of the cities to appear to outsiders to be selfsufficient, though this is by no means the case. The government instead has a very complex method of organization and control, and can bring itself to bear very quickly on any problem that crops up across the continent, though it tends to prefer to let the local governments handle any non-crisis situation. People: As for the people of Zyans, they are a good folk of hearty heritage and forthrightness. For many years the folk dealt with the harsh rulers of the former oligarchy, but many now breathe a sigh of relief with the new, more benevolent rulers. Others, however, are wary of the new leaderships motives, and keep close tabs on the even the most minute happenings within the land. Races: The population of the Zyans consists of mostly Afarian humans. Dwarves have come to the land to work in the copper and coals mines, though they have not yet established their own settlements apart from the humans. Elves sometimes wander into the estate for their own reasons, and Hillenfaey sometimes make their way here as merchants under the Nyrr Ryann banner. There are relatively few gnomes and goblinoids in the land, though there seems to be a large concentration of gnolls dwelling in the rocky wilderness. Religion: More so than the government, the people of the Zyans enforce the worship of the gods of good with much zeal. Those who do not attend church on a regular basis are often treated with a healthy dose of mistrust, and even the government seems to be reluctant to hire such individuals.

Magic: Magic is unrestricted in the Zyans, though those who use it for unscrupulous means or to harm others risk being hunted down by the law, or if the offence is great enough, by one or more of the Lords Behind the Masks, all of whom are astoundingly capable adventurers. Clerics of good are welcomed into the land, though clerics of evil are chased down and destroyed, if discovered. Adventure: Adventure is rife in the land of Zyans. The mountains seem to spawn all kinds of terrors that the Lords Behind the Masks are eager to put to rest. Many of the villages need armed caravans to transport copper and coal safely to market, and to soothe the fears of miners who fear digging to deep and awakening slumbering beasts buried deep within the bowels of the Crystalmires.

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Landmarks of Amberos
Desert/Plains/Other
Blue Desert

the sands unscathed. Most caravans now skirt the deadly desert, though a rare few reputably have retained the key to cross the desert. Such caravans are unwilling to reveal their secrets, and allow no outsiders along on trips through the blue sands, lest their secret be learned. It is thought that a clan of Light Elves has made their home in blue desert, and there are many that have, over the years sought ways to reach the elves. The elves reputably hold the secret to immortal life, and are willing to share it with those they deem worthy. All efforts to contact or reach the light elves have apparently ended in failure, or those who have successfully met the elves have not revealed their success.

Burial Plains of Arocnek


Located in Arocnek proper, the Burial Plains is a valley surrounded by low hills thought to be ancient burial mounds themselves. The forty-mile plain is only visited by Arocnek funeral processions and secretly visited by Millese grave robbers, which constantly prowl the plains for the gold buried with the ancient princes of the land. The Blue Desert can be found in the land of Llannhanex. The deadly blue sands of the desert are the result of a curse laid down by the High Priest of Iiannhanex, shortly after the elvin golden age. According to legend, the people of Llannhanex turned from worshipping the goddess Shame, and instead put their trust into the ancient Egyptian mythos. Throughout the elvin golden age, the Llannhanex rebels shown as the Pharaoh of Iiannhanex waned. The appearance of the Shadow Empire changed that, as Gwieze lulled each of the foreign pantheons to sleep. The Llannhanex were bereft of their once-potent gods, and were assaulted by the Iiannhanex. The Iiannhanex intended to overthrow and destroy the rebel Llannhanex once and for all. However, the Llannhanex proved too strong, and in the final battle, with aid from an avatar of Thoth-Amon, Llannhanex pushed the Iiannhanex back, but the fate of the Egyptian mythos on Amberos was sealed. Thoth, who had remained awake to watch over the pyramids of Isul-Pure, was forced to rest, succumbing to the sleeping sickness of his brethren. Though Iiannhanex was too weak to march against what remained of Llannhanex (and leery of another deitys appearance), the High Priest instead incanted a curse again the Llannhanex, which to this day manifests itself as the Blue Desert. The exact curse has been long forgotten, but it is said that its words and how it can be lifted reside on the untranslatable obelisks at the edge of the deadly desert, and that it somehow involves the destruction of the Llannhanex throne. The Blue Desert is considered uninhabitable. Touching the blue sands causes the victim to instantly become blue sand as well. Only stone seems unaffected by the curse, and for many ages, the Ghan caravans that follow the edge of the blue desert held the key to crossing

The burial plains are a very bizarre section of land indeed. Covered with wild grasses and wild heaths, the plain is home to no less than three cities of the dead. There is also a fabled capital called Nughul Ghasti, or Kingdom of the Ghouls. This fabled capital is the home to the hungry dead, the most ancient ancestors of the Arocnek who have risen from their centuries of sleep to live out a mockery of their former lives. Intelligent, flesh-eating and hating all life, the Ghasti sometimes come across funeral processions in the plains, and no person within the procession escapes alive, even the dead is consumed. Luckily, the Ghasti cannot survive beyond the ring of hills that surround the burial plains, and present no threat to the outside world. The Millese, for the most part, discount the Nughul Ghasti as a fabrication to ward off grave robbers and ignore it whenever possible. There have however, been documented accounts with the undead ranging from zombies to ghouls and even one account of a vampire, who was destroyed. There are very few living things within the burial plains, oddly enough. Giant insects, ravens (normal and giant-sized) and scattered gazelle make up the primary inhabitants. Large parties (usually from 12 30) of burial processions of Arocnek natives pass weekly into the burial plains, and groups of Millese grave robbers (in

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roving bands of 2 20) stalk the plains, seeking treasure wherever they can find it. The Arocnek natives detest the grave robbers, and deal harshly with those they find. Usually, they will bind such grave robbers hand and foot, cut them in several places so that they become covered in blood, and then toss them into a charnel pit. It is believed they become prey to the Ghasti. Burial parties found in the burial plain consist of a crowd of mourners leading a six-man litter that bears the deceased. Following the litter are the deceaseds relatives, which are in turn followed by a small band of musicians and dancers. Thus as one nears a burial party, they will first see the mourning for the dead, followed by the dead and his kin, and finally, the jubilation that life still goes on after the death of ancestor. The Arocnek natives do not believe in an afterlife, and believe that when a person dies, his spirit has passed on to his kin. This belief causes great horror when someone is murdered for the Arocnek natives believe that should the murdered consume even a portion of the victim, he steals the soul for himself and his kin. Further, a murderer who does nothing with body, only burying it, perhaps, wastes the soul, depriving the kin of its power. Thus, it is not unusual in war, where one Arocnek kills another, for him to consume his victim, and in cases where the body is recovered, for the relatives of a dead being to drink a few drops of his blood, and thus retake the dead mans soul.

The Deadgate Swamp

The Dead Fens


North of the Demon Jungle lies a terrible, mistcovered patch of land known as the dead fens. Filled with areas of quicksand and boggy peat moss swamps, the land boasts no civilized outposts of any type, and is a vast barrier between the lands of Llannhanex and Lanster. Worse, the dead fens seem to hold an otherworldly presence fiends and undead from the lands beyond Amberos seem to infest the fens, and otherworldly diseases and mutated aberrations of nature stalk the water-choked area. Oddly, there are reports of vast graveyards within the dead fens, marked by overgrown and sinking tombstones and crypts. The greatest of these, known as the Mausoleum, is several acres across with seven tiers that were once filled with botanical gardens. It has no apparent means of entry, and the granite walls are too thick and strong for even magic to penetrate. Its timeworn surface is covered with depictions of the afterlife and the names of the many beings buried within are etched within its surface. The writing is, oddly, celestial and who exactly made the Mausoleum is unknown. Lastly, the Mausoleum is plagued with undead, the source of which is a mystery though some scholars believe that the drowned dead are somehow drawn to the edifice, perhaps seeking rest within.

Located in Vactorstein, the Deadgate swamp is a continuation of the Golens. There are no well-defined borders to the Deadgate, though it is generally considered to be the less boggy area of the Golens. Like the Golens, the Deadgate swamp is a salt-water swamp. The water table of the Deadgate is about 1 2 below the surface, leaving the majority of the swamp with a soft-soiled top. Because of the salt in the soil, the Deadgate swamp has a peculiar smell to it, and the plant-life has a strong, salty taste to it. The Deadgate swamp has a wide variety of plant life, but very few native animals. Undead roam the swamp in small bands, often victims of the dangerous terrain in the swamp. Many of the undead of the Deadgate are carnivorous, and as likely to be of animal form as human. The swamp is also home to Wil-o-wisps, giant (salt-resistant) slugs and other mutated wildlife. There are a myriad of sinkholes, peat bogs, quicksand and other terrain-based hazards in the swamp. Creeping Doom peat grows like wildfire in the swamp, and those foolish enough to get it on them can expect death in a few hours as the Creeping Doom peat devours the victim. Creeping Doom peat is difficult to destroy, resisting standard tactics of burning or being scraped off. Applications of chlorine to Creeping Doom peat has had the best effect to date. As a final note, the reason the swamp has earned its name Deadgate is the odd portals that spring up in the depths of the swamp. Explorers have seen portals that lead to the Demiplane of Shadows, the Negative Material Plane, and other inner planes (including the Demiplane of Salt, Ash and the Elemental Plane of Water). In most cases, these gates expelled or were guarded by undead, hence the name, dead-gate. Exactly what causes these gates are unknown, though some have put forth the proposition that they may somehow be connected to the ancient Shadow Empire.

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Gate-Caves of the Wyvern Sea

The Evervast Swamp


An unnatural extension of the Golens, the Evervast Swamp came about due to the magic of the wizard, Sarve of the Wilderlands. The swamp is a morass more akin to a shallow sea than anything else. The average depth of water is about 3 deep, though there are known areas where the depth reaches some 300 or more. Unlike the Golens, the Evervast is a freshwater swamp. The land here has a higher elevation that the Golens, and the waters are apparently fed by drainage from the Crystalmires, as well as underground geysers tapped by Sarve. The Evervast is teeming with typical swampland inhabitants, as well as a mix of humans, lycanthropes, lizard men and a few tribes of goblinoids. Though all of the groups do not get along necessarily well, the presence of Sarve keeps the various factions from attempting to wipe each other out. Most swamp dwellers live in a somewhat barbaric existence aboard raft or stilt cities. One of the more notable features of the Evervast swamp is the green falls. Situated in the northeast corner of the Evervast, it is where the waters of the Evervast cascade down over bare rock into the waters of the Golens and the Deadgate swamp. The falls have gained their name from the greenish, algae-rich tint of the water that cascades over the falls. The green falls marks the definite border of the Evervast, and in certain places, has become a popular tourist attraction.

The gate-caves of the Wyvern Sea are a mysterious network of undersea caves that link to the various other planes of existence. According to popular myth, the gate-caves are holes that create the waters of the Styx, which then flow through the Pandemonium, opening across the Hades into Hell, and finally fall into the Abyss. Fell creatures (mostly hydroloths) are said to guard the gate entrances, and most are so deep they cannot be reached by non-magical means by surface dwellers. Very few beings willingly visit the gate-caves. Though their existence is widely known throughout Amberos, there are more encounters with things coming out of the gates than beings going to visit or inspect the cave. Besides the caves that can be found on the sea floor, several of the islands in the Wyvern Sea also have passages to the infernal realms as well as the upper realms. There have been more than one account of extraplanar beings coming forth to make itself like a god to the natives dwelling on those isles.

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Golens
Golens is the name for the huge swamp well depressed below sea level. The great Salt Way River runs its waters from the Alusti Ocean and the Nyrr Ryann into the swamp, making it fetid and the water salty. This makes most of the water poisonous for humans to drink and deadly to most normal plant life. The Golens has adapted with its own series of salt-resistant plant-life and wildlife. The lands are also filled with evil criminals whom have escaped from nearby lands into the seething mass of swamp to avoid the law. Ancient artifacts and terribly evil secrets lie in the heart of the swamp, some left by the god Gwieze, and others by various criminals from through the ages. The depraved or insane individuals living there have taken to worship some of these items as well as Gwieze, giving the swamp a perpetual shadow of evil. The Silkna Kingdom has a hand in the number of criminals in the swamp, for they have made it clear they will not chase criminals into the swamp. Some corrupt officials have made lucrative agreements with barges that run into the swamp to supply passengers (i.e. falsely accusing people of great crimes, forcing them to use the barges, or enslaving

troublemakers and selling them to the city-states in the Golens) for a kickback. Llinn has established a series of border-towers to watch the edges of the swamp for raiders and general convicts attempting to enter or leave the swamp. However, several towers have fallen into the wetlands, and either been abandoned or fell into ruins. More information about the Golens can be found under the Golens entry in the country descriptions.

Glacier of Seasons
The Glacier of Seasons is an anomaly that has only been in existence since the latter part of the First Dragon War. It was created when the white dragon Xenrax, the father of Janrex, rewired the War Relic Orb of Dragon Sleep to make it the Orb of Seasons. He set the orb to Midwinter, and then buried it. To disguise the orbs location, he used a cloaking device (thought stolen from Statisdome), and left the orb to do its work. Though many wizards scoff at the story, as they do to any talk of science, it has become an accepted legend across Amberos. The power of the orb was great enough to coat a massive area in permafrost, building up a huge glacier

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Lands, is actually a collection of brigands, ice giants and miners who have sought to avoid civilization for their own reasons.

The Island Triangle


The Island Triangle is an enigma of science and magic that lies off the east coast of Amberos. Marked as a triangular boundary running from Foothand to Dragna, then down towards Crab Island, the Island Triangle is an anathema to any sort of understanding. Ships skirt the triangle whenever possible, and those that happen to stray into the area and survive to return tale bizarre tales that can never be fully explained either by Scientists or Wizards. There are tales of a roving band of metal or ghostly ships that attack vessels they encounter. There are also tales of strange weather that has a wide variety of strange effects, from fog that turns ships and/or crew into undead, to clouds that opens to reveal a strange, new land that is never again seen. Deadly storms have been known to appear at a moments notice, and be gone just as quick. There are tales of attacks by giant sea creatures, and near-

over the area. The orb made dwelling in the wintry area almost impossible, save in cases where the inhabitants are naturally immune to cold. Most of the glacier is barren. The temperature is a constant 0 degrees Fahrenheit on a still day and about 32 at night. Frequent, deadly storms have been known to drop the temperature as low as 152 degrees Fahrenheit, and there is little warning of the storms approach. Such storms can last anywhere from 20 minutes to several weeks on end. Winter is exceptionally deadly, as ice storms are more common during that season, and tend to last an average of five days at a time. There is virtually no plant life growing on the glacier, and communities that survive must either raid nearby fertile lands or import food from neighboring areas. A few communities, often with magical aid, have found ways to grow crops of algae, moss or mushrooms in the bitter cold, and fanciful tales sometimes come from travelers of magical, lush gardens growing in hidden caverns beneath the glacier. The glacier is home to three kingdoms, and borders on several more, greatly affecting the climates of these neighboring realms. The three kingdoms that have set up on the glacier have done so for one reason, and one reason alone isolation. This is the primary factor for the Ice Mages, who wish to practice magic without interference. The second kingdom, the Hold of Janrex, is ruled by the white dragon descendant of Xenrax who wishes to have nothing to do with the Federation, despite his prestigious heritage. The final kingdom, the Frost

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encounters with behemoth shapes that lurk just beneath the surface. The source of these occurrences has no definable origin, and does not appear to be wild magic. Some scribes believe that extra-planar energies may play a role in the strange occurrences, but these theories are unpopular as no extra-planar focal points or gates have been found within the area. The list of bizarre occurrences is too long to fit in anything short of an encyclopedic form, and there are many variations on the same story. Further, a large number of the accounts have been exaggerated, misremembered or falsified, so it has become difficult to distinguish what truly lies in the Triangle, and what has been fabricated. better way to kill opponents faster. An unspoken law of the pit is that Orcs wont kill each other while seeking enlightenment, but that hasnt stopped normal orc crudeness (and breaking a few skulls or limbs) nor testing themselves against slaves or non-orcs found in the pit.

The Sinklands
The Sinklands is a fetid area of swamp fed by the waters of the Forna Sea and the Aluri Sea. The land lays very close to the water table, and the underground network of tunnels that runs through the area has turned

Pit of the Eye


Located in JshenMaliNumath (The Dark Valley), the Pit of the Eye is a huge sinkhole that resembles the cavity of a single, empty eye socket. The Pit is nearly forty miles across, and is expanding at the rate of a few inches per year. The orcs of Dark Valley revere the pit as sacred, leading prisoners down to the center where the victims are cast into a crevasse at the very center of the sinkhole. Nicknamed the socket, something huge, fierce and terrible lives in the pit and makes a lot of noise as it tears its victims apart. Besides the creature in the socket, various warrior-clans of Orcs who are seeking enlightenment inhabit the Pit. For orcs, enlightenment generally means a

the land into swampy ground, though little of it is covered in standing water. The ground tends to be muddy or slimy, and plant life is abundant, though it tends to be low to the ground. Because of the waterlogged nature of the land, trees are in short supply, and those that can be found are often rotting or leaning in the mud. The Sinklands was inhabited long ago by the goblinoids, who created a system of waterfeeding pipes underneath the land long ago. The goblinoids had hoped to gain incredible magic power by mixing the elements of earth and water, but instead found the combination bred nothing but disease and hazardous living conditions. The ancient settlements dug into the mud foundations sank into oblivion many thousands of years ago, and the natives who remained became naught but blighted savages.

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The Fjording The Wild Wastes
The wild wastes is a mix of wilderness that is relatively uninhabited, except for fey creatures. Most of the fey who inhabit the wild wastes are animalfolk, whose somewhat strange appearance and mannerisms can be hard to predict. Like the animalfolk who inhabit the wilderness of the waste, navigating the area is extremely difficult due to the thick, jungle-like vegetation that covers the land. It is almost impossible for vehicles and anything larger than a human to easily navigate the treacherous landscape, and attempts to carve paths through the thick vegetation ends up leaving muddy trails that bog down vehicles and are more difficult to slog through than the obstructive terrain.

Located on the seashore side of Jsarath, the Fjordings is delta area many hundred miles across. The Fjordings are cool year round, and in winter become a series of ice-choked waterways populated by seals and walruses who migrate to the Fjordings each winter to breed. The Jsarians take sport in hunting these creatures, and entire month is dedicated to such hunts, mixed with festivals, holy days and other activities. During the spring months, the Fjordings overflow and the islands become rife with plant life, making it an ideal place for young married couples to conduct their honeymoons, barring any flash flooding. In summer, the Fjordings become waterways to the sea, and are often filled with Jsarian vessels and brigands who ply the waters. In autumn, as the Fjordings prepare for the winter freeze, they are usually devoid of Jsarians, except for a few brave souls who continue to ply the waterways until the first freeze strikes.

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AunngeWuae Hills The Brush Hills

Nestled in southern Nauwflouwd and only a day s ride or so away from the Storm Ocean, it is these hills that provide the fertile crops and livestock that makes living in Nauwfouwd possible. Where most of the northern plains are too poor to support crops, the loamy soil of the AunngeWuae and its flanking mountains the WeasteConne and EukeTurne mountains, provides excellent ground for abundant crops and can support livestock such as cattle or sheep in the low hills or surefooted mountain herds of goats and ram.

The brush hills, located in the Principalities of Xatmas, are a series of rocky hillsides that is rather poor terrain to support habitation. The brush hills are sparsely covered with low bushes and are homes to wild creatures including chimera, manticores, sphinx and other dangerous beasts, making them widely avoided. A few wealthy homesteads can be found in these hills, as well as hermits and at least one well-known wizard among the Xatmas. Because of the nature of their neighbors, these homesteads are built like fortresses, or well hidden by their surroundings.

The Bonebrows

The Crowded Hills

These chalky hills in the lands of the Misake Barbarians are rough badlands that are relatively infertile. Many resemble the crown of a skull frocked with shrubs and half-hidden in sparse greenery or ropy vines. Only the hardiest or desperate of the Misake Barbarian tribes can eke a living out of this area, and it has become rife with undead clans of former barbarians who still haunt its lonely reaches.

Shovnov Coast is home to the Crowded Hills, a series of close-knit hills that almost seem to be one long bump along the coast. The Crowded Hills also gain part of their name from the numerous cities that once dotted the hills, most of which now have fallen into ruin. A few of the cities have been rebuilt since the Dark Ages, but many more contain the vile taint of the Skyland Hold and will not be inhabitable by humans for a long time to come. There are also rumors of an elvin kingdom hidden somewhere in the hills, composed of wild elves who took to living under the hills rather than in the woods of the Evan Cordum. Known collectively as the Faerie

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Mound, no trustworthy account has ever been documented to verify its existence, though the inhabitants of the Crowded Hills all have their fill of stories involving the Fey magic of the Faerie Mound.

Giants Head Hills

Domes of the Dead

Once home to the dreaded Black Marentail, the Domes of the Dead are a blighted set of black hills filled with the restless dead. Once minions, servants and other creatures bound to Black Marentail, the legions of the damned dead wander through here, making it the one of the most feared areas on Amberos. Occasionally, strong necromancers from the Black Cabal or the Red Death of Barbed March make expeditions out to the land to enslave some of the dead or seek foul knowledge from one of the former students of Black Marentail (obstinately now mostly spectres or zombie lords, never liches). Others seek out the ruins of Black Marentails tower, a skullish structure now known as The Gray Skull. Ghostly lights and strange magic is said to dance at the castle ruins at night, and tales speak of a black, wraithlike shadow thought to be the remains of Black Marentail himself who haunts the ruins, seeking to suck out the life of any fool who makes their ways to the castles grounds. A few seek out the ancient city of Zormingal, in which Black Marentail turned the entire population into undead slaves under his command. Because so many free-willed undead inhabit the hills (including a few death knights and several skeleton warriors), such expeditions are dangerous, if not outright deadly. Nothing normal lives in the Domes of the dead; everything is tainted by energy from the negative material plane. The ever-unpopular crows of the Domes have the ability to leech the very life from victims, and deadly vegetation is the only kind that thrives in the hills.

The stony Giants Head hills are best known for being the hills in which Hawk of Hawk Lord hid during the dark years of battle between himself and his halfbrother, Baldur. The hills are littered with a maze of tunnels and were the homes of many goblinoid creatures, though legend has it that Hawk honed his fighting skills against many of the goblinoids, leaving few survivors these days. The hills gain their names from their uncanny likeness to a bald mans forehead and scalp. Legends say that the ancient trolls, before their evil transformation, used their wits and magic to trick Ko Kassas dim-witted giants to bury themselves up to their eyeballs in this location. The dull giants, thinking themselves well disguised so no one could see them, were quickly turned to stone by the trolls, and have remained so ever since. A popular portion of the legend says that the multitude of tunnels are in fact entry points into the ancient giants corpses through the ears, mouth and nose of the former giants.

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Fars Mountains
rebelling barony. Furvons sacrifice became the guiding vision behind the Farren Lands defiance of Swordfall during the second rebellion, and it is Furvons personal emblem that still hangs above the throne of the king of the Farren Lands this day.

Greentop Hills

These hills, known to the locals as Fars Mountains, are a group of artificial burial mounds created during the chaotic years following the slow fall of the Skyland Hold. The Farren Lands were a scattered, barbaric people that managed to break away from the Skyland Hold after the death of Volk. Setting up their own nobles, chieftains and sometimes kings, these rulers of the realms began a custom of creating burial mounds for their afterlife. As looters and tomb desecration began to grow among the burial mounds, the noblemen began to add first defensive walls, then traps and finally undead guardians to the tombs. Though a great many of the tombs have been plundered of their wealth over the years, there are several impenetrable tombs that have managed to survive unscathed. Such tombs have acquired a rather deadly history, to the point that brave souls who wish to test their mettle take the trip to penetrate the tombs defenses. One reason this has become so popular is the fact that the still-living nobility and other rulers have no compunction against tomb raiders. It is the popular stand that the treasures holed up in the mounds rightfully belong to the living, not the dead. Thus, regardless how selfish the dead may be, trying to cling on to what they held in life, if one is strong enough to take it from the dead, there is no retribution sought against the thief. In fact, it is common custom for the inheritors of family heirlooms to have to invade their ancestors burial mounds to retrieve their inheritance. Despite these rather strange customs among the Farren Lands, there is one burial mound that has remained undisturbed since the fall of Swordfall. This mound is home to the famous hero Furvon, wielder of one of the brothers of the Sword of No Name. Furvon was slain by Emperor Nannon IV after the Rebellion of the Barons. He selflessly sacrificed himself to Nannon in order to save the populous of the Farren Lands. He did so to stay the hand of the Emperor, who planned to punish every being involved for the rebellion, namely the population of each

These hills dominate most of western Saltbrine. Though covered in lush grass, they make for poor areas to build large-scale communities or attempt to farm. At the same time, the hills are alive with wild sheep, rams and other livestock capable of subsisting in the area, and they are often hunted by expeditions from Saltbrine who sell the captured livestock in Saltbrine cities or ship them to other areas such as Sarkasti. The hills are not entirely unpopulated, and small stony single-family fortresses or homesteads can be found spread throughout the hills. Some, while technically within the bound of Saltbrines borders, owe no allegiance to the state at all.

Olive Hills

The sharp, rocky hills of Misake have been home to the Misakeans for thousands of years. Sheep, Llamas, and barley fields have been grown in them since the earliest recorded days of Kass empire, but it has been the olive trees of these hills that has given them their name. Among the Misakeans, the olive trees are sacred, and the fruit of these trees is used for everything from making normal olives to lighting lamps and even making

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Misakean bitter wine. Entire cities have sprung up around olive groves, and the destruction of such a grove has had serious repercussions for many cities. covered with a thin layer of salt. Almost nothing can grow on the hard rock, and the harsh winds that blow through them keep soft soil from settling on their white surfaces.

The Ride

Shafra Hills

These hilly masses in the Misake Barbarians are far more inviting than the Bonebrow hills to the west. Composed of limestone and riddled with caves, the hills provide protection to various clans of the barbarians who live there, allowing them to disappear between raiding seasons. The northernmost section of the Ride rises into a small cluster of mountains known informally as the Fall, which is populated by a myriad of large flying creatures such as griffins, hippogriffs and even rocs. Some of the braver Misakean tribes have managed to capture specimens from the mountains, and use them in their raids.

The Salt Steppes

These tall hills are tangles of vegetation and considered sacred to the gods of the Skein. There are a few old ruins located in the hills, but legend has it that these cities were filled with the children of the gods, known as the Shafra. Because of the sacredness of the hills, no human-inhabited city can be found in the hills save a few isolated and well-defended monasteries and bands of brigands who have made homes in the ruins of the old cities. The Shafra hills are said to be inhabited by their namesake the Shafra, or children of the gods. These children are bizarre mutations created from the union of gods and men. Some are benevolent, born of the gods of good, and others are cruel and evil, either children of the more selfish gods or brats who misused their great powers. As a rule, the Shafra never leave the hills the gods of the Skein have promised death to those that do, regardless of the reason why they do so. Still, some of the evil Shafra have managed to gather worshippers, drawing all manner of thugs, murderers and other dregs of society to the hills.

These hills of Millos are some of the most infertile land on all of Amberos. Created of jagged layers of white rock, they rise into the air like huge salt crystals that sparkle in the sun. Centuries of erosion has also caused the white stone to crumble and collect in the valleys of the hills, leaving the whole area white, as if Page 281 of 405

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Tuan Hills
and why is unknown, but their structure does not match the graceful nature of the Chiamung pagoda fortresses, and it is seriously doubted the Chiamung had a hand in their construction.

Wanderers Hills

Known as the Green Hills by its neighbors, these majestic hills help provide the barrier that hides Chiamung from its neighbors. The outer edge of the grass-green hills are covered with a soft layer of short grass and small scrub brush, no higher than a mans waist. As one travels deeper into the hills, they become more and more wild, until it becomes a bewildering maze of foliage and wild gardens. It is also home to a variety of wildlife, including two of the most deadly snakes on all of Amberos, the Ting Viper and the Brown Cobra. Both snakes have venom so deadly they can kill a man before he strikes the ground after a bite. Further, the Chiamung have an ancient, mystic enchantment that is woven into the hills. This enchantment causes non-Nippon to become somewhat befuddled, eventually causing them to wander back in the direction they came. The Chiamung have created charms that allow non-Nippon to gain ingress to the lands, but they are rare and far-between. Some sages have noted that the Tuan hills sport a number of defensive forts that have been abandoned for a long time many estimate since at least the Dark Age, if not from some time during the Elvin Golden Age. All of the forts are in ruins, and are inhabited mostly by Naga and other supernatural beings. Exactly who built the forts

It is not believed that the Wanderers hills are a natural formation. The smooth mounds that make up the Wanderers hills are almost too symmetrical and smooth to be formed by natural forces, and yet they are too massive and numerous to have been fashioned by hand. Sages have speculated that the ancient Kirran-Ney may have used their knowledge of runes and earth magic to form the mountains as a protective barrier against the outside world. The Wanderers hills gained its name from the famous, yet unnamed Kirranays poet who wandered across the hills during the Dark Age, creating reams of poems and songs that kept up the spirit of the dejected Kirranays. The poems and songs are known across the Kirranays to this day, and the Wanderers hills are considered a memorial to the unnamed bard to this day. The only remnant of the true identity of the Wanderer is a small, abandoned tower on the highest mound of the Wanderers hills. Though the Wanderer did not build it (and no one is sure who did), the Wanderer used it as a waystation in his travels, and as a library for his stories and goods. There are rumors of many secrets, including undiscovered poems, to be found in the old tower, which itself is a maze of rooms and underground passages. Other than the Wanderers tower, there are no aboveground structures to be found in the mountains. However, many ancient Kirranays noblemen had cairns and other dead-houses erected in areas across the hills, in a ceremonial gesture to forever protect the land against invasion. Over the centuries, grave robbers have attempted to pry their way into the tombs, mostly to no or little effect. It appears so far that Kirranays rune magic still exceeds human ambition, as no cairn has been successfully looted yet.

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The Bended Woods
Bordering the southern portion of the Duchy of Molvak and the northern border of the Wilde Wastes, the Bended Woods is home to many wild fey. However, the corrupted government of the Duchy has stepped up logging in the woods, in the hope of driving the elves southward into the wastelands of the Wilde Wastes. So far, the Duchy has been winning the battle, thanks to the superior weapons and numbers of the soldiers aiding in the deforestization of the woods. However, a recent turn of events threatens to swing the balance in the other direction. Elvin bladesingers from the Evan Cordum have been sent to the woods to aid the wild fey fight back the encroachment of man. So far, the bladesingers have met skepticism by their own wild kind, and several bladesingers have fallen in the wake of the Duchys attacks against the woods. with the forces of the Duchy. The tribes have become reclusive, and are almost impossible for outsiders to find even the bladesingers who have arrived to aid the fey have had much difficulty contacting the remaining tribes.

The Broken Woods

The broken woods is a large forest bordering between the Silkna Kingdom and Vactorstein, with the southeastern edge generally being considered the demarcation between the two lands. The broken woods is a forbidding place of deep foliage and creeping mists. Those who wander off the well-defined roads usually are never seen again, and traveler have often remarked on the large number of wargs and bears in the wood. Though there are few accounts of attacks by these wild beasts, their visage is much more sinister in these woods, as if they are goaded by some malevolent intelligence perhaps from the Lands of Sarve or Vactorstein. The broken woods has gained its name from the heavy lumbering that cut the forest into broad patches separated by wide roads. Vactorstein performs the heaviest lumbering of the woods, but the forest seems to grow back at an incredible rate perhaps due to magical means. There are a number of lumberjack's lodges along the Vactorstein edge of the woods, and the foresters are on the move so often that it is not uncommon to encounter abandoned woodcutter lodges all up and down the length of the woods. Travelers often use the abandoned houses for shelter, but is should be noted that many lumberers disapprove, and may attack, threaten or attempt to charge such squatters. The Bended Woods are unnaturally thick, thanks to ancient elvin hands. The remaining living forest has seemed to take a sinister bend against those who would intrude, and many places have been laid with ambushes devised by the elves to trap the Duchy troops or other interlopers. The remaining elvin tribes within the woods have of late been bickering as much with each other as Page 283 of 405

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The Dark Woods
rangers have sworn to protect it. Small townships, with members neighboring in the hundreds, dot the wood. Most of the townships are cleverly concealed so that only the inhabitants themselves can easily find it. The township live in both fear and respect of the druids of Alusta and their ranger cohorts. Rangers make regular rounds to the townships, forcibly moving inhabitants to new areas or expelling them from the woods when the township populations grow too large. In some cases, the Alusta rangers have been rumored to execute townships for various infractions; the rangers themselves are quiet on the matter, neither confirming nor denying the rumors. Also, this wood is one of the few lacking a major fey presence; the druids of Alusta have hunted down and slain any and all fey they could find. This hatred of the fey stems from the Alustas dislike of the elves, whom they still blame for the slavery humans endured under the elves during the Elvin Golden Age.

Comprising a large part of the lands of Alusta, the Dark Woods are an ancient, nearly untouched forest. It is fiercely defended by the druids and rangers of Alusta, and has been instrumental in the repulsion of several armies who have in the past attempted to move against Alusta. The dark forest is a mix of jungle, deciduous and even conifer trees in a mass so thick that many places are simply impassible. Most notably, the dark forest gets its name from the singular Twilight Oak that exists near the center of the wood west of the Alusta capital of Caer Nag Tith. How the Twilight Oak came to be in the heart of this forest is unknown, but the druids of Alusta claim that the tree tends to the woods, and the Alusta druids and

Demon Jungle
The second-most feared forest on Amberos, the Demon Jungle has remained untouched since at least the Elvin Golden Age. The jungle was unknown until the expansive years of the Elvin Golden Age, when the Goblinoid empire of Golgoloth attempted to claim the woods. It was hotly contested by the Evanthium Coridium, as the Fey empire had laid claim to all woods, but as the struggle dragged on, the Goblinoids intended to

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cut the entire jungle down, just to spite the Fey. As the Goblinoids went about their terrorist scheme to lay the jungle to waste, something happened and the jungle fought back. Viciously. Within fourteen days of the first report of the jungles retribution, the goblinoids fled the jungle in terror. Since that time, the jungle has been avoided, said to be demon-infested. Evil, demonic spirits of the trees are sometime said to inhabit the bodies of those who wander into the jungle, who then wander back to civilization as madmen and/or murderers. Creatures thought to be spawned of the lower planes have met intruders into the jungle, and tales of the mad who have managed to escape the jungle tell horrid tales of vast sacrificial glens dedicated to fiends of the lower planes. One of the more infamous uses of the jungle is to rid nearby settlements of depraved criminals. Such criminals are sent without food, water or any other materials into the jungle to be destroyed by the evil spirits within. However, since this treatment has sometimes backfired, communities that participate in this sort of elimination have taken to stationing guards that watch the jungles edge for returning criminals. Little is known about the interior life of the jungle. It is known that none of the wildlife is natural, and has seemingly been bent by macabre forces. No expedition into its tangled depths has returned intact, and attempts at magical scrying have either failed spectacularly, or driven the scryer insane. Attempts to fly over the jungle top and observe from a distance has also failed, in part from the dense jungle canopy, and in part due to the flying monstrosities that have attacked such investigators.

Groon Forest
The largest maintained forest on Amberos, the Groon forest is the home of the fey of the Evan Cordum. The trees of this wood consist of a variety of deciduous trees, and is dominated by the mighty Royal Kordumwoods. The Kordumwoods are massive trees that grow over 150 tall, and have massive trunks some 30 to 50 around. The fey have woven the branches of these trees together in such a way that it is possible to travel from one edge of the Groon Forest to the other along one continuous branch. Further, the fey have used their magic

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to enhance the trees so that entire cities can be built within their core without harming the tree one whit. Since the heartwood of these trees exists in the ethereal plane (instead of on the prime material plane), extraplanar travel into the trees is impossible, preventing enemies from teleporting into or out of the great trees. Finally, the fey have placed other magic that allow rapid transport through the massive branches, so that a fey could travel from one side of the Groon Forest to the other in a few hours, instead of a few days. Outside of the trees, the fey have naturally sculpted the topography of the tree canopies so that sunlight reaches every level of the woods, and the forest floor is alive with well-lit low grass that is unobstructed by the higher growths of trees, including the Kordumwoods. Rustic fey communities live in these areas, as well as the wild elves, which have shunned the communal lives of the high and gray elves of the interior of the Kordumwoods.

Kennestone Forest

The HarrowWood
Comprising the heart of Aluski Sath-Tusko, the HarrowWood is cared for and tended by the druids of Aluski Sath-Tusko. It consists of trees from the ancient Black Woods and trees taken from Kennestone Forest itself, mixed with some trees native to the area. Because of this, there are no fey native to the HarrowWood. This does not mean, however, that there are no fey creatures in the HarrowWood. Instead, the HarrowWood has almost become overrun with evil and malicious fey creatures as well as undead. Foreign druids blame this on the unnatural nature of the HarrowWood.

The Kennestone forest is the pride and joy of the druids of Kennestone, a marvel that comes the closest to matching the beauty of the Groon Forest of the Fey. The Kennestone forest is the largest unspoiled woods on Amberos, which has been little touched by human or elvin hands. Ancient rune stones erected by the Key-Ney people protect the woods from interlopers and elves alike, though a few bands of wild elves have taken up residence in the heart of the woods. The druids of Kennestone maintain the virginity of the woods, with the aid of several fey creatures of nature and the Kennestone Kings White Rangers. Though the White Rangers are the kings men, these knights of the woods fall more directly under the druids control. For the most part, the druids primary approach is a hands-off method, where the druids and rangers only intervene if the woods are in danger of being destroyed by evil or selfish hands. Despite the fact that most of the forest is unsullied by human hands, there are several ancient Page 286 of 405

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structures and ruins to be found in the woods. Some of these are of ancient fey origin, while human hands created others. The most famous of these structures include the Stone of Life and the Waters of the Life that are within, the ruins of Nol-Gasti (secundus to Druidus) and the KeyNey stone, a huge stone bluff inscribed with a variety of magic runes that protects the woods. This last edifice, the Key-Ney stone, also houses at its peak the impenetrable domus of Druidus, who is said to lie imprisoned within, a victim of a vindictive half-Simerian, half Key-Ney female runecaster. Ironically, despite the fact that Druidus established the order of druids that stands to this day, because of his cruelty, few would ever seek his release from his rumored imprisonment.

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Kingscleave Forest The Living Forest

Though rather large in of itself, the Kingscleave forest is one of the smallest well-known woods of Amberos. The mysterious forest is home to an empire of fey who refused to tie themselves to the Evan Cordum. The forest is also home to the remnants of the Gnil-DurWundar empire, with factions of gnomes and dwarves residing in the woods. However, events of the last twenty years have caused a great upheaval in the Kingscleave forest. A powerful renegade dragon named Blazer laid siege to the lands surrounding the woods, and eventually the beast slew the guardian of the woods, the golden unicorn known as Kristine. Further, after the protectors death, hordes of goblinoids that had been exiled in the Thunder Mountains descended upon the woods. Led by a goblin king who managed to acquire the Sword of Dhorian, the goblinoids bent the woods towards evil. Though the goblin king was finally beaten, the woods have yet to return to normal, though the fey of the woods are struggling to remove the last vestiges of goblinoid influence.

The most feared forest on all of Amberos, the Living Forest surrounds the capital of the Kingdom of Vall Vega. The forest has gained its name from the curse that was laid upon the woods, transforming every tree into a living, breathing, active thing. A myriad of quickwoods, deadmans trees and other evil trees can be found in the woods, and a host more seem to continuously bleed as part of the curse. The Living forest is also home to the heartiest and grimmest rangers on all of Amberos, the Bark Rangers of the KVV. Unlike the White Rangers, the Bark Rangers are more independent and less military-minded. The Bark Rangers are expert woodsmen, and have a knack for quelling the cursed trees. Their primary goal is to ensure that travel through the woods is safe, a job that costs many man-hours and bark ranger lives. The curse of the Living forest was set down upon the woods by the archmage Sarve in response to the Kingdom of Vall Vegas attempt to double-cross the mage after the fall of the Kingdom of Swordfall. Only Sarve knows the exact words of the curse, and so far, all of the Kingdom of Vall Vegas attempts to thwart the curse have failed, even the attempts by the vaunted archmage, Semotan. Secretly, many believe the curse

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against Vall Vega is justified, and critics of the kingdom hope that the deadly forest remains until the corrupt and vain nature of the Great Kingdom is quelled. Such sentiment has been immortalized in the phrase, May the Vegan forest eat your pride.

Twilight Forest

Ranzana Jungle

A huge expanse of jungle deep within Randu, the Ranzana jungle offers a stark contrast to the rather otherwise arid lands of Randu. The Ranzana jungle is mostly rainforest teeming with wildlife and unusual fauna, and is relatively uninhabited. There is an abundance of wild birds, predatory animals, and insects the latter of generally gigantic proportions. The edges of the jungle are lumbered on a small scale to help supplement the need for timber in construction projects across Randu. However, since the majority of structures in Randu are made of stone and/or adobe, and the Black Fleet consists of black steel ships, there is little need for a large-scale timbering project. Further, there are other areas of wild woodlands scattered across Randu, further reducing the need for wood from the jungle. There are a variety of wild tribes within the Ranzana jungle, many of which are of Ghan descent. These tribes often raid into civilized lands, and has required Randu to station outposts along the edge of the jungle to keep raids down to the bare minimum.

Few deem to call the Twilight forest a wood. Many instead consider it to be a thing, more alive and sentient than the Living Forest of Vall Vega. The twilight forest has gained its name from the dead-black trees make up the woods, whom sages repute are all psychically linked. The Twilight Forest was once home to the dread god of darkness, Gwieze. The woods are a maze of secret deceits and shadows, where bizarre occurrences are a commonplace thing. There are tales of all sorts of extraplanar gates in the twilight forest, many thought to lead to pocket realms that have no other connection in all the multiverse. One of the most infamous events involving the Twilight forest occurred during the First Dragon War. Near the middle of the war, General Kronndike of Misake led a force of 100,000 elite warriors against the dragons southwest of the forest. Though the force suffered heavy losses, they were able to drive the dragons back. Following the dragons, General Kronndike and his forces were tricked into entering the forest, and the entire force vanished without a trace. To this date, no one knows what happened to Kronndike or his army.

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Yaz Forest/Jungle
drenched in water and alive with rotting humus that attracts a myriad of disease-infested insects. Predators in the jungle area tend to be extremely stealthy and often have some sort of disguise or chameleon ability. The largest predators may be found here, but they are also the least likely to attack at any given moment.

Known commonly as the Yaz, these woods of the Skienlands are a mix of forest and jungle. Some areas of the Yaz exist in the arid plains of the Skienland, where the trees are spread thin and often leafless. Other areas reach the thickness of a normal forest, fed by underground springs or the slow melt of the Skataski mountains. Other areas of the Yaz forest are like a jungle, where the wind blowing off the sea strikes the Skataski mountains and seems to produce a continuous drizzle of rain. Because parts of the Yaz forest are so diverse, it is difficult to talk about any particular region of the woods in specific terms. The arid sections of the Yaz have sparse wildlife, and tends to be home to elephants, giraffes and fast-moving small herd animals. Predators are relatively few in number, but tend to be more aggressive due to the lack of available food. The forest-like sections of the Yaz have a wide complement of wildlife, and tends to be home to birds and medium-sized herbivores. The predators of the forested areas are not as aggressive as those of the arid regions, though they tend to stalk prey for long periods of time before attacking. In the jungle-like areas of the Yaz, the very woods seem alive. Hordes of animals dwell in the jungle areas, ranging from velvet army ants to primates and dangerous constrictor snakes. The abundance of water has created several swampy patches continuously Page 290 of 405

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Alusti Ocean
Meaning sparkling, the Alusti ocean has become the popular name for the sea, given by the inhabitants of the Stardust Isles. The Alusti ocean makes up the southern coast of Amberos, stretching from the Wilde Wastes in the west to Randu in the east. The Alusti ocean is a clear, almost glassy body of water with a deep bottom. It is the least storm-tossed ocean of Amberos, and the easiest to sail. On a calm day it is possible to see deep into the oceans depths though at times, this is not always a most desired ability. water. However, the Boiling Sea is also uncharacteristically active, with the surface of the sea roiling with waves, large bubble and other phenomenon that points to unusual activity beneath the choppy waters surface.

Though the Alusti Ocean may be the easiest to sail and have the clearest waters, it is also the ocean that seems to house the most monsters. Leviathans and Krakens have been seen to skim in the waters underneath the ocean, and many more have been lost to such attacks. Other great sea beasts such as dragon turtles and giant octopi dwell in the warm, deep waters. Also can be found the loathsome race of sahuagin, who share the waters with tritons, mermen, locathah and a host of other undersea races. Despite these dangers, the Alusti Ocean is often used to traverse the southern coast. Nyrr Ryann vessels ply the waters between Ksiki con Corridon and the Duchy of Molvak, passing some of the most valuable merchant wares along the quick sea route. This glut of mercantile passing along the southern coast has incidentally increase the pirate presence in the southern seas, though Ksiki con Corridon, Nyrr Ryann and the Ksiki Colonies have been fighting to keep the piracy down.

Unfortunately, the Boiling Sea is infested with a myriad of Sea Serpents and other creatures that make travel upon it and exploration beneath it nearly impossible for humanoid creatures. There are no regular merchant vessels that ply the water, and fishermen are too frightened by the sea beasts to ply the waters. Great flying reptiles that dwell in the sea-cliffs of Lost Vale pluck fish and men out of the water, while reptilian beasts slither through the roiling waters. Reports of gigantic octopi and nautiloids have been reported in the Boiling sea, as well as a host of bizarre, never-before seen monsters some reputably big enough to devour a moderate-sized sailing vessel. Many sages believe that the sea beasts found in these waters were creations of the ancient Aztecs that fled Lost Vale to dwell in the warm waters. Though the idea of genetic manipulation is scoffed at by most present-day scholars, a variety of disrupted Genesis Pits where Aztec legends say such manipulation took place, have been found in the sea-cliffs overlooking the Boiling Sea.

Boiling Sea
The Boiling Sea, also known in Lost Vale as the Kothra Zem (Reptile Sea) is a churning, warm water body of water that is fed by water from the Crystalmire mountains. As the water of the Tsothra river winds its way towards the Boiling Sea, it passes over several underground volcanic vents that warm the waters. By the time the waters reach the boiling sea, it is as warm as bath

Forna Sea
The Sea that Foams is said to have been created when the fell dragon Guaradrell was finally slain. According to legend, Guaradrell and Dhorian fought in the heavens over Amberos for forty days and night, before the great beast swallowed Dhorian whole. Fortunately, the wouldbe-god had with him his mightiest blade, and he used it to

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cut his way out, severing Guaradrells head from his neck. The enormous beast, finally dead, crashed back to Amberos, and where his body fell, the great crater was so deep it filled with waters from the surrounding great ocean. Crashing against the fire-belching remains of Guaradrell, the waters boiled and frothed, forever granting the great sea its name. Later, Fir would haul off Guaradrells body, leaving only the foaming sea behind. Since that time, the Forna sea has been a waterway used by the eastern countries to trade and conquer. Nyrr Ryann used the sea for many years until the construction of the Answan Suwat sealed the sea from the outer oceans, and it is primarily used as an trade route between the countries that share it borders. It has not been for large-scale naval actions since the Nyrr Ryann fleet moved against Randu, and most vessels found within the waters are merchant or fishing vessels.

Lake Dae
A beautiful mountain lake, the Dae can be found in a secluded mountain valley some thousand feet from the floor of the Crystalmire mountains. Lake Dae is the highest elevation lake on Amberos, and it gained its name from the way the golden waters glitter like the sun. The glittering color is not a product of reflection, but of a high gold content in the waterbed. Creatures or objects immersed in the water can be brought forth and seen to glitter. Examination will reveal that when dried, a thin crystalline deposit of gold can be found on the object. After repeated bathing and drying, an object can be encrusted with a thin film of gold. Living beings that take a simple bathing gain a golden hue that lasts about 24 hours, but repeated immersion into the water can be fatal, as per prolonged contact. This property has made the lake popular with greedy folk the continent over. Many people have sought ways to extract the gold from the water or seek the vein(s) of gold that feed the strange waters, to no success. Though many have walked away with handfuls of golden objects, a variety of hazards has kept the lake from being over-exploited. The first problem is brittleness with the dried gold. A sharp blow or drop is sufficient to cause the crystallized gold particles to crumble or flake, and even handling items causes the gold to slowly be worn off. This means an item dipped in the gold will eventually lose the coating over a period of time if handled, even delicately. Prolonged contact with the crystallized gold also causes problems as well, as the skin absorbs the crystals, causing eventual poisoning and death. This effect usually requires about 24-48 hours of continuous contact, though it may be spread out over many days or weeks. A person who allows 24 hours to pass between handling golden objects gives their body enough time to process and eliminate any crystal gold in their body. Second, the area has attracted bandits and other ruffians to the area, who prey on those coming from the lake, or charge exorbitant fees to those who wish to approach the waters. Since many people are also not aware of the semi-poisonous nature of the water, a variety of water merchants have made a living from selling prospectors drinkable water. Of course, less-thanhonorable water merchants have laced their wares with some sort of poison, so buyers must always be on guard. It should be noted that the most fervent protectors of the lake is a clan of mountain dwarves who have erected a mountain fortress near the lake. These dwarves claim the lake to belong to them, and have been known to capture or kill trespassers to the area. The water of lake Dae is not harmful to drink in small doses, and has been remarked to have a sweet taste. However, repeated drinks in a short span of time

However, the Sea that Foams has not retained its name because it is a tranquil place. Numerous sea serpents and water dragons inhabit the waters, which are thought to be the descendants of the deceased Guaradrell. Legend has it that the movement of these great beast stir heavy waves of this sea, and that their actions are also responsible for the terrible storms and monsoons that sweep through the region during the fall and early winter months.

Gossamer Sea
This sea is forms a protective barrier for the capital city Stardow of the Southern Kingdom. It gets it name from the shallow, shining water that has been compared to a selkies gossamer shawl. A series of once-volcanic isles has created a sort of barrier reef between the Alusti Ocean and the Gossamer Sea, with easily defensible shallows between the island that separate the sea and the ocean. Unlike the Alusti ocean, the Gossamer sea is relatively free of sea monsters, and its waters are often plied by ships traveling between Portswain and Stardow, as well as any point between.

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(approximately 1 gallon or more within a day) causes the internal organs to line with gold, causing slow, painful death as the organs are no longer able to digest. Because of the latter danger, there are no creatures within Lake Dae or subsisting off the strange waters. Even the dwarves have been forced to find alternative water sources, though they use the golden waters in their own rituals. Plant life can be found up to within a few feet of Lake Daes edge, but no plant has been able to adapt to survive in the odd waters. create a deadly whirlpool whose center is the volcanos core.

Moonsliver Lake
If anyone were to ever doubt the power of the archmage Stormonu, they need only to look as far as Moonsliver lake to be reminded of the wizards vast power. Situated near the southern face of the mountain Tsre Vestu, Moonsliver lake has gained its name from the crescent-like shape and the sparkling glitter that cascades off its still waters. The waters are inhabited by fresh-water porpoises (said to have been brought to the lake by Stormonu), otters and have become the communal waters of many wild animals that dwell in the land near the mountain. It is also known that wyverns frequent the waters edge, and a mysterious obelisk has been noted on a central isle within the crescent-shaped lake. However, no soul has been known to be daring enough to make the trek to document the obelisk or its isle. The lake is no natural creation by any means. During the Dark Age, a now infamous robber baron marched his army to the mountains base, intent on taking the mountain and its treasures. Stormonu himself appeared to the misguided king, warning him to turn away from his goal. The robber baron only laughed at Stormonus stern warning, and ordered his troops to destroy the mage. With a light rap of his staff upon the boulder beneath him, Stormonu unleashed a spell of awesome power. The barons men were annihilated in a flash of fire and exploding earth, as was the barons encampment and his baggage train. When the fire finally dimmed and the earth ceased its eruptions, only the robber baron remained, his skin twisted horribly by the fire, his eyes gouged out by the flying earth. Stormonu had left the baron alive on purpose, and sent the once-proud man away knowing fully well what his pride had cost him. According to legend, when the robber baron returned to civilization, he retired to a monastery life, and his name became lost to legend. In modern times, Stormonu holds a great meeting of mages once every ten years between the foot of the lake and the south face of the mountain. Standing on the same stone from which he unleashed his deadly spell centuries before, Stormonu watches over the meeting, and hands out scrolls of new spells to mages eager for some of the knowledge of the most powerful wizard on Amberos.

The Methane Sea


The Methane Sea is a deceptive name, for it is not a sea at all. Instead, it is the name given to a rather peculiar event that occurs during the winter months in the Crystalmire mountains. Most of the Crystalmire mountains are semi-active volcanoes, and spew normally invisible vapors throughout the year. During the winter months, these foul-smelling vapors coalesce to a semisolid form, creating a misty soup that blankets the mountain ranges for thousands of miles. This soupy mist is thick enough at about one hundred to one thousand feet to allow specially modified ships to float on the sea. The mountain cities and merchants of the Kingdom of Vall Vega have long used this knowledge to transport goods, troops and travelers rather than deal with the dangerous winter valleys of the Crystalmires. The term methane is used to describe the sea because of the patches of mist that bear the foul-smelling odor of Methane. While the majority of the methane sea is odorless gray mist, there are patches where the mist takes on a distinctive stink, and there are several wellknown patches whose reek is not only enough to nauseate, but to kill. These so-called methane sargassos tend to occur around truly active volcanoes, and should the volcano actively erupt, the heat from such a calamity can not only foul the mists, but warm the surrounding area to

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Serpentia Ocean
The western ocean of Amberos, the Serpentia ocean seems to be a reptiles dream. The Serpentia ocean stretches from the Shovnov Coast in the north to the Wilde Wastes in the far south. It is laced with a myriad of islands some being huge masses of land several hundred miles across, some small enough that a man lying down can touch each end of the isle. Though the numerous isles allow ships to restock supplies in the travel westward, there are a myriad of dangers sailors must beware. The greatest comes from submerged isles and coral reefs that can hull a ship and leave its passengers maroon, injured or drowned. The second is the abundance of reptilian life. As one travels further west, the reptiles grow larger and more aggressive, making stops to resupply more and more dangerous. It is unknown exactly how far the western string of isles reach, or exactly how the isles came to be, though some tales speak of a continent of technology that once lay to the west, and was torn asunder by the Ancient Ones long ago. Others scoff at the tales, and some believe that the isles to the west eventually lead to the heavens above and was the method Dhorian used to travel to the houses of the Elder gods. The latter tale had recently fueled an explorer from Millos to seek out the house of the Ancient Ones in search of a passage to the eastern shores of Amberos and a less honorable mission to loot the golden treasuries of the gods as Dhorian had done many centuries before. However, the mission ended in utter failure, and no attempt has been made since the recent failure.

average, and during certain times of the month, the waters recede to show the wet stones of the lakes bottom. With the water receded, it is possible to walk to the myriad of islands that dot the lake. However, the lake seems to be ever enshrouded with fog, obscuring many of the islands existence. During the Rise of Empires, a few human generations before the Dark Age, Shimmerwish lake was the fabled home of Camelot, the home of the fabled Briton king Arthur Pendragon. Arthur was a wise and gentle king, who was well liked, more so than neighboring kings, such as King Malovak. Arthur ruled a

Shimmerwish Lake
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small realm on the mist-shrouded isle of Avalon in the middle of Shimmerwish lake, until a cambion prince from the Skyland Hold known as Mordred tricked some of Arthurs nobles against the grand king, and in a bloody battle, Arthur and his forces were defeated. However, Arthurs personal wizard Merlyn was able to spirit the king away to the Fey realm of Aurora, to heal Arthurs wounds. Mordreds consort, a dark elf named Morgana le Fey, was able to make her own way to Aurora and there she entrapped Merlyn in an enchanted cave, then put Arthur into an enchanted sleep from which he was to never wake. Morgana did not escape with her evil deeds unscathed, for Merlyn was able to capture Morgana in a shard of crystal, which he hurled into the Aurorean sea. With Arthur out of the way, Prince Mordred ruled the isle of Avalon, under direction from the Skyland Hold. He ruled for only a few years before his subjects rose against him, bound him in iron chains, and sank him into the depths of Shimmerwish Lake. Without Mordred to rule them, Avalon was able to slip out of memory into legend, and remained unmolested throughout the remaining years of the Dark Ages. It was not until the First Dragon War that Avalon came to light once again. In the latter part of the war, the Blue Dragon Troupe under the command of Major Blue Thunder found the isle and used it as a listening post to spy on the activities in the Kingdom of Swordfall. The human inhabitants were enslaved during this period, and the dragons destroyed many of the elegant structures that adorned the isle. After the dragon war, the post was abandoned, and Avalon slowly began to return to normal. Currently, it has no contact with the outside world, and can only be found in mentions of legends and anecdotes passed down from semi-reliable sources. To most outsiders, the tales of Avalon are just stories, and those who come to Shimmerwish do so to cast their wishes as the placid waters, hoping for a bright future like Avalon once had. The people of Avalon have both high hopes, and fears. They hope that one day Merlyn and/or Arthur will overcome Morganas enchantments, and return to bring Avalon to another glorious age. There are fears however, than the cambion Mordred is not dead, and should he escape his bonds at the bottom of Shimmerwish lake, he would return to wreck vengeance on Avalon. There are also fears of the return of Morgana - and should she return, even were Mordred dead, she would surely bring her consort back to life.

Storm Ocean

The eastern ocean of Amberos, the Storm Ocean includes the mysterious area known as the Island triangle. The ocean stretches from Randu in the far north to the southern edge of Randu in the far south. The ocean gained its name for the numerous storms and other dangers it contains. Under the waves of the Storm Ocean lies the fantastic Nydonnas Sea Kingdom, which many believe is behind the strange forces of the Island Triangle. The Storm ocean is not plied lightly, and usually only skilled seamen dare to brave the dangerous waters. Few ships travel deep into the eastern sea, and most vessels either hug the eastern coast of Amberos or use detailed charts to make the dangerous voyages to the spice-laden isles of the eastern sea. It is known that Nyrr Ryann has several secret maps of isles to the far east, and has shared some of the maps with Millos. Pirates of the Ksiki Colonies have been seeking the maps for years, as has reputably the KMG.

Tsre Ocean
The northernmost ocean of Amberos, the Tsre Ocean gains its name from the waters that dump into it from Tsre Vestu via the Tsothra river. The Tsre ocean stretches from the Shovnov coast in the west to far Randu in the east. The Tsre Ocean is an active body of water, though it is much less stormy that the Storm Ocean. Still, winter travel on the Tsre Ocean is hazardous, and it is not unknown for ships to run afoul of icebergs lurking in the water during the dark winter months. Fog also tends to be a problem on the Tsre Ocean, with heavy fog appearing about three out of every five days. The fog is thick enough to have caused several navigation errors, as well as caused numerous collisions over the centuries. The Tsre Ocean is also home to Dragon Armada, who often uses the fog to cover their movements and surprise victim ships. The Armada apparently has the skill or magic to navigate the fog, and has yet to be bested on a clear or foggy day.

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Legend has it that somewhere to the north in the Tsre Ocean lies the gateway to Aurora. Elder elves sometimes feel the call of Aurora and depart by ship in this direction, to be never seen again. However, recent discoveries by the elvin prince Allum Akh-Khnan (also known as Link) has discovered that Aurora exists on another plane entirely, leaving the fate of the elves who departed by ship a mystery. Though it is not widely known, the continent of Aur-Seth, home of the Emerald empire lies to the far north. However, the distance to this continent is vast, and those unlearned to long sea voyages do not have the skill to survive to reach the distant continent. As for the inhabitants of Aur-Seth, though they have the skill to reach Amberos and the knowledge of its existence, few of its inhabitants are willing to travel to the barbaric countries of the south.

Zhun Dian (Pearl Lake)

Wyvern Sea
The Wyvern Sea is a turbulent body of water situated at the center of Nyrr Ryans empire. The wyvern sea gets it nickname from the fact it is where Guaradrells head is assumed to have fallen, and from it was born the poisonous race of wyvern, who still haunt the shores of this body of water. The waters of the wyvern sea are tempest-tossed, and rarely are traveled. The waves alone of this sea can swamp even galleons, and turbulent, otherworldly storms seem to spring up over its depths at a moments notice. Though there are a variety of islands that dot this sea, few, if any have been extensively explored. Tales that trickle back about these islands speak of gigantic, monstrous beasts that inhabit the isles, and the only humans that dwell upon the isle are vile cannibals who have fallen to the Curse of Guaradrell - to kill for sport. In fact, most Nyrrians believe that all of the inhabitants of the Wyvern Sea have fallen under the Curse of Guaradrell - another reason to avoid the waters if possible.

The Pearl Lake is a beautiful body of water to the east of the capital city of Chiamung. Sometimes also referred to as the Emperors lake, this placid body of water feeds all of the cities of Chiamung via a complex aqueduct system. The lake is rumored to be home to an imperial dragon that watches over the family line, and though the locals fish from the shores of lake, no mortal save those aboard Emperors barge dare cross the lakes placid surface.

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Countries of Amberos Mountains


And-Colquina Mountains
Despite the dangerous heights, there are many avian creatures that make their homes in the mountains, and many are not friendly in nature. Sphinxes, manticores, peyrtons and other winged monstrosities can be found among the sheer mountain faces, as well as a wide variety of birds and other wildlife.

The Barred Mountains

This range of upward thrusting granite mountains protects the southernmost area of the mysterious Lost Vale. The upper reaches of the mountains are astonishingly warm, and often covered in a thin layer of greenery, despite the great altitude and nearness of the Glacier of Seasons. At night, technicolor displays of lights fill the mountains skyline, and the Aztec of Lost Vale content that it is the eternal battle of Aztec Supreme and Tzuchamus over the night sky that generate these lights. The mountains are composed of massive granite layers that seem to have thrust upward obliquely from the ground beneath. Many areas of the mountains have been terraced by unknown methods, and many more contain ancient ruins of cities or other structures thought to extend back to the mythical Age of Technology.

Atun Mountains

This half-circle of mountains safeguards the most fertile plains in Llannhanex. It is rumored that ancient Aegyptians used magic to create the fertile valley and erected the mountains by magical means to protect the land from the surrounding barrens, as well as provide protection for the capital of Llannhanex. The Atun mountains are surprisingly steep and treacherous; no known passes have been found through the mountain, and the only gap in the mountain range allows for a single causeway into the valley that is line on both sides by steep, near cliff-like hills.

The Barred Mountains are considered by many in the Principalities of Xatmas as the only barrier between their peaceful lands and the violent lands of Barbed March. The tall, intertwining mountains create an effective barrier between Xatmas and Barbed March. There are few passes between the mountains, and the Xatmas and Knights of the South have heavily fortified these to prevent Barbed March intrusion. The high peaks of the mountain have also become favored spots for lesser nobles of both Barbed March and Xatmas to erect fortified villas. The mountains have also revealed themselves to be a source of precious metals and gemstones, and more than one mine can be found deep in the mountains, always heavily protected by nearby forces. Lately, many of the Xatmas mine have even had fortresses erected around the entrance, to further discourage Barbed March from attempting forays or raids to steal the precious minerals. It should be noted that there is one very famous pass through the Barred Mountains. Though it is treacherous, the pass was actually once a mine that runs from the Barbed March side of the mountain to the Xatmas side. Since the pathway is thin and has a narrow path that winds through deep chasms, it is not a pass that has military use. It is sometimes used by those defecting from Barbed March, and in a few occasions, has been used by merchants who take side treks to explore the

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mine, hunting for any veins of precious minerals that may have been overlooked in the centuries since it was mined.

The Black Mountains

Beadstring Mountains

These mountains are located along the southern edge of Riddlekill. The Beadstring is a chain of mountains that seems to flow from one peak to the next. The white frost that dots the peaks nine-tenths of the year glistens a pearly white, and the two features give the mountain range its obvious name. The Beadstring mountains are deceptively beautiful, and are in truth, filled with many goblinoid automatons created before the fall of their race. Savage bands of humanoids also dwell in the mountains, preying on those who venture across the peaks, or occasionally foraying into the countryside surrounding the mountains. There are many tales of fiendish beasts from the other planes lurking in the mountain. One of the more notable stories is about Firestone Peak, one of the northern mountains whose red-faced surface takes on an eerie glow once every ten years, as if threatening to erupt. Since the Dark Ages, the government of Riddlekill has sent a group of explorers & sacrifices to the mountain. After some time, the mountain goes dark, and the explorers never return. Their fate is unknown.

The Black Mountains of Barbed March string from the Domes of the Dead, and are considered a foul continuation of the blighted hills. The dark mountains seem to be slowly crumbling, having a myriad of pebblesized rocks covering the lower reaches. The solid edged of the mountains are made of sharp basalt rock that support almost no plant life whatsoever, making the entire range like a wasteland. Volcanic activity among the Black Mountains is common, though it is far more common to see active vents along the mountain sides than explosive craters filled with seeping magma near the peaks. These evil vents spout foul fumes and ash into the sky, and they are commonly called Hellbents - thought to be openings to Hell, made by the Dark One to claim a victim or augment some minion of the Domes of the Dead. Because of the danger and superstition assigned to the mountains, few mortal beings visit the area. Those who do are either deemed mad or demonic, and may receive a cold welcome should they manage to return unharmed from the mountain range. Those who have survived a visit to the Black mountains have reported a wide variety of strange beasts in the area, including a variety of fiery undead, Devil, mephits and other fire-dwelling creatures. A scattering of humanoids has been found in the area, and they seem to have an unnatural toughness when resisting heat and fire, as if allied to the Dark One. However, there has not been extensive forays into the mountains to prove or disprove this, and it is believed unlikely that there are large tribes of humanoids in the area.

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Blackbone Mountains Combe

These mountains have be a bone of contention for years between the armies of Dark Valley and Jsarath. The years of unending war in the mountain ranges have left behind odd caches of broken and rusted weapons, shorn armor and heaps of unburied bones. A strange black mold grows over many of the sites, said to be infused with a dark power that sucks the life out of the living that draw near. Visitors have also noted that the number of bones in the area far outnumbers what one would expect to find, as if not only the goblinoids and humans of so many ages have battled here, but that other human-like races had engaged in wars against the goblinoids in these mountains. Some suspect that some of these bones may belong to elves or half-giant races who fought in ancient and unrecorded battles among the mountains.

The lone mountain Combe, found within the borders of southern Klinn, was created long ago during the Elvin Golden Age as a symbol of friendship between the Evanthium Coridium and the Dur-Wundar empire. For many years, the Dur-Wundar and the elves of the Kingscleave forest had been at each others throats, trying to drive each other from the region. When Zigas races and the degenerate goblinoid races attacked the two kingdoms, the two kingdoms bonded together and fought back the evil minions of Ziga. To seal the peace after the alliance of the two former hostile nations, the Dur-Wundar elected to erect a monument to the friendship of the two races. After several years of bargaining, the elves and the dwarves bound together and created the paradise area to be known as Combe. The Dur-Wundar used their skills to fashion the majestic peak of Combe, while the elves worked to frame the elegant mountain with a ring of fruit trees and a beautiful lake. When the work was finished forty-five years later, Combe was born. The mountain remained a retreat for those who came to visit its beauty until the coming of the Shadow Empire. Travel to Combe slowed during the years the Shadow Empire flourished, and never returned to the same number even once the empire fell. The fatal blow came when the Elvin Golden Age ended, and elves all but disappeared from the face of Amberos. In the years following the fall of the Elvin Golden Age, Combe became wilderness and was forgotten by nearly everyone. It was not until the coming of Blazer in AC 1955 that Combe would again become used, this time by the evil dragon. The dragon made his lair in the mountain for several years before moving to the former home of the Dur-Wundar in Thunder Ditch. Since that time, Combe has remained abandoned. The once beautiful gardens around the mountain have become filled with weeds, and the once elegant lake has changed over the years as muddy sediment has clouded its silver waters. It is unlikely that Combe will ever become

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the paradise it once was, and will remain a lone, abandoned mountain for many years to come.

Crystalmire Mountains
One of the most famous chains of mountains, the Crystalmire mountains is a morass of steep peaks that shoot up to the sky like a myriad of thorns. The Crystalmire mountains are well known for the quartz deposits that pervade the mountains, giving an unusual luster to many of the mountain surfaces. Unfortunately, the mountains also tend to spawn some of the worst wintry weather outside of the Glacier of Seasons, making travel through the mountain valleys in winter haphazard at best. There are a host of secrets nestled within the mountain valleys, ranging from tales of isolated elvin glades to mighty underground chasms that stretch to the core of the Underearth. However, the mountains of the Crystalmires are equally impressive, and a myriad of the mountains have been laced with tunnels and Vegan cities that permeate the upper levels of the mountains. The Crystalmire mountains were, at one time, the home of the Dur-Wundar empire, and the dwarven kingdom created a myriad of tunnels though the mountains to link the various underground fort-mines. When the goblinoids were transformed, and Zigas races welled up from the bowels of the earth, the Dur-Wundar were forced to moved their capital to the east, and many of the tunnels were abandoned, to later be taken up by other denizens of the Underdark. In later years, during and after the Dark Age, the Vegans who had for centuries dwelled at the foothills of the Crystalmires for centuries, were forced by the atrocities of the Skyland Hold to flee into the mountains.

Many of the future Vegans stumbled on the dwarven tunnels and strongholds, and began making their home within the underground walls. After the Dark Age, and as the Dragon Wars approached, Vegans began to develop methods to ride the Methane Sea. Though riding the Methane Sea had been done as early as within the Kingdom of Kas, its use had become lost during the Elvin Golden Age, and only recently unearthed. The Methane sea gave the mountain domains greater contact and trade with the outside world, and began to set the stage for Vall Vega to unite. In modern times, most of the ancient mountain cities have been moved to higher elevations, and some have been moved from dark, internal caverns to external cities astride the back of the mountains. Sailing the Methane Sea has become vital to these cities survivals, and will likely remain so.

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The Curtain Mountains The Dire Peaks

This broken mountain range marks the southern border between the wilderness of the Misake Barbarians and the lands of the Knights of the South and Aluski Sath Tusko. The Dire peaks are a treacherous mix of mountains and steep hills. There are numerous sinkholes and peat bogs in the valleys between the mountains and the crumbling peaks are prone to rockslides.

Euketurne Mountains
Draped like a stony barrier between Barbed March, the Principalities and the Knights of the South, the Curtain Mountains are tall, rocky peaks made of basalt and granite. The mountains are rather infertile, and the erosion of the great mountains has made the lands surrounding the mountains difficult to farm. The hard rock of the mountain does make for excellent building material, and the Knights have set up several quarries across their side of the mountain. The Knights ship the rock to create towers and fortresses across Amberos, sometimes selling the wonderfully marbled rock as showpieces to wealthy rulers. On the Barbed March side of the mountains, the Marchers have built a series of townships into the faces of the hard rock. Though these towns often struggle to produce enough food to support themselves, they are well defended against outside attack, and are sometimes used to barrack the March Riders during winter months. Because of the infertility of the ground around the mountains, there is a propensity of ruins to be found carved into the Curtain mountains on both sides of the barrier. In the case of the Knights, most towns have been abandoned due to lack of water, while on the Marchers side, the cause is often poor crops or humanoid raiders.

Deep in the heart of Nauwflouwd, the Euketurne mountains rise from low, gentle slopes in the south to high, sharp peaks in the north. They provide the area with unnaturally fertile soil unusual in the rather infertile plains of Nauwfouwd that has allowed a myriad of cities to crop up in the area around the mountains. The mountains are home to sheep and rams, which the Nauw allow to run free and occasionally hunt for food.

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Fang Mountains Glass Mountains

These sharp, cone-like mountains on the border between the Misake Barbarians and the Knights of the South gain their name from the teeth-like appearance of the mountain peaks. Unlike many other mountains that are ringed with low hills that lead up into the mountains, the Fang mountains seem to rise sharply in small clusters strait out of the flat plains around them. Only as one heads east, toward the hill-fort of Northmere do hills begin to rise around the mountain and the teeth of the mountain chain seem to ease is broader and longer peaks. Because of their sheer surfaces, few creatures or plant life can find purchase on the mountain slopes. Moss and snakes tend to be the most common inhabitants of the peaks, and the surrounding areas are prone to landslides shearing off the sharp basalt cliffsides, leaving most of the valley floors littered with piles of half-overgrown slabs of rock.

The glass mountains gain their name from the high glass and quartz content to be found in the mountain chain. Surprisingly, the mountains are fertile, thanks to a soft covering of loose soil that is rich for plant life. However, underneath this 6 layer of soil is a myriad collection of glass, quartz and crystal in a variety of colors and hardness. The mountains are rich picking grounds for miners, wizards and psionicists, whom all use the unusual gemstones found within the mountains for their own purposes. There have been several cases of bad blood between the three group, and as of late, with the return of Menos, the psionicists of Amberos have been strike back rather brutally at the wizards and miners who have for years denied them the crystals they crave.

The Hellspines

This broken chain of mountains covers the southwestern section of the Dark Mountains, acting as a barrier between the forces of the goblinoids and Nauwflouwd in the west. The Hellspines are intermixed with chains of symmetrically rounded hills that are strew with boulders. The area is heavily infested with goblinoids, and there are constant wars back and forth between the borders of the two realms. Likewise, the near

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constant fighting has spawn numerous clusters of undead, some that threaten to spread like a foul cancer. Tusko. They are treacherous mountains of sheer granite, with large areas prone to rockslide and havens to rogue goblinoid tribes who subsist by raiding the nearby lands. The mountains are plagued by heavy storms in the summer and biting snow in the winters, making them home to few creatures or plants. Those creatures that do manage to survive in the harsh environment tend to be vicious predators, making the mountains almost universally shunned. However, the Aluski send yearly pilgramages of young maidens and warriors into the mountain. These pilgrims take a 20 day trek in the mountains to display their fortitude and those who survive the ordeal are guaranteed prominate positions in their home community.

The Highbrow Mountains

Illiskone Mountains
These mountains make up the western border between Vilalance and the Misake Barbarians. Their name comes from a reference to their content illiskone is a corruption of the ancient form of the word crystal (Illustrious stone). They are treacherous peaks prone to windstorms and other hazards that make traversing them almost impossible. At the same time, the mountain range sports numerous gaps in the mighty ranges that allow the barbarians to flood into the lands of Vilalance. Vilalance rangers and scout are on constant patrols in these passes, watching for barbarian raiding parties making their way through the gaps.

These mountains form a formidable barrier between Lacosis and the Dark Valley. The side facing Lacosis is much shallower, as the far side within Dark Valley opens into a deep rift containing the Hellfields and the Maw. The forces of Lacosis aggressively patrol and keep the mountains relatively free of goblinoids, though there are one or two well-known troll manses high in the snow-covered peaks of the mountain south of the Maw. Since the trolls who dwell there rarely engage in raiding, they are primarily left alone.

Iron Mountains
The mountain chain known as the iron mountains gets it name from the large deposits of iron ore in the range. The ore makes the mountains rather inhospitable to wildlife and mining attempts, but the value of the ore cannot be overlooked by Barbed March for making weapons of war. Despite the difficulty in mining the raw metal out of the mountain, Barbed March has set up several slave mining camps to extract the mineral for its war machine. The Knights of the South, using the Tower of White Stone in the Principalities of Xatmas, has made several raids against the mining camps, primarily to free the slaves at the mining sites, but also with the goal of interfering with Barbed Marchs operations as well as to occasionally make off with some of the unprocessed ore.

HutheThorne Mountains

Marking the border between Nauwflouwd, the Knights of the South and Riddlekill, these mountains are usually considered to be territory belong to Aluski SathPage 303 of 405

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Karpathos Mountains
divides the cursed Blue Desert of Llannhanex from the western lands of Simera, Eraktao and Kennestone. Named after the deadly blue sands that color the mountains, virtually nothing is known to live in the mountains proper. The wind-swept mountains have kept the vast blue desert from stretching further eastward, though the mountains themselves have become infested with pockets of the deadly blue sand. The mountains stretch from the coastline in the north down to the border of Llannhanex and Iannhanex, where they curl slightly towards the east and upward, their official end marked by the Seth obelisk in Llannhanex.

Mako Volcano

Folding into the Crystalmire Mountains in the north, this subchain marks the northmost border of the lands of Misake. The Karpathos are differentiated from the Crystalmires by their linked rolling ridgeline, whereas the Crystalmires tend to be individual sharp peaks. The Karpathos also tend to be more supportive of native flora, with some of the lesser peaks completely covered over in greenery. Likewise, the Karpathos support a more robust range of wildlife, with mountain ram being quite common and a symbol often associated with the mountains. Chimeras and Manticores likewise nest in the mountain slopes, as do flights of griffins that the Misakean citystate of Mildors draws on for its aerial cavalry.

Lapis Mountains

The Lapis mountains, known also as the Azrak Mountains in Simera, are the fabled mountain chain that

The most (in)famous mountain on Amberos, Mako volcano is no longer considered to be active. The Master Technician used it during the First Dragon War. Mako Volcano was turned into a smithery to forge the fabulous, and cursed, War Relics. During the First Dragon War, the Master Technician, with aid from Meander and a host of apprentices, harnessed the power of the active Mako volcano. Using his knowledge of science and engineering, the Master Technician transformed the mountains interior into a safe, suitable forge to fashion weapons that would mean the dragons destruction. However, when the Master Technician turned out to be a traitor, a dragon troupe from the Federation was sent to seize the factory and, considering the distance between it and Vall Wall, use it to destroy the human capital. Luckily, Meander, with the aid of a elite host of companions, were able to thwart the dragons plan, capping the volcanic vent in the mountain, and ensuring it would remain docile forever more. To this day, Mako volcano remains a monument to the power and betrayal of mankind. Intrepid adventurers have made forays into the labyrinth of the forges interior, but few have returned to tell their tale most speak of deadly traps and the guardian ghosts of those who died protecting mankind from the dragons. Several sages believe that a host of finished and/or unfinished items may remain in the labyrinth, but so far, nothing of great power has been unearthed from the

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volcanos interior, though many lesser items have been reputably found within. the other races from successfully exploiting the rich minerals hidden in the mountains, though some independent miners have been able to eke out small lodes of the minerals for sale on the Millese or Saltbrine market.

Mount Druidus

Rao Mountains

This short string of mountains between Llannhanex and Kennestone is thought to be the final resting place of the first druid of Amberos, Druidus. Perhaps most ironic of all, though Druidus was instrumental in founding druidic traditions and saving Kennestone from elvin domination, he was interred alive in his own tomb for his own wickedness. Still, the mountain is considered holy ground, and is rarely visited by humans many who fear awakening Druidus from his tomb. The mountain chain seems to be filled with a number of unnatural creatures, many thought to be perhaps called down the mountain by the restless soul of Druidus himself.

Perinee Mountains

Harsh, steep and cruel, the Rao Mountains are a group of five individual peaks that forms a protective ring around perhaps the second-most fortified castle in all of Amberos, second only to Castle Vega. While technically abandoned, a small groundskeeper force protects and maintains the mighty fortress that sits in the central navel of the joining of the five mountains. This fortress was once the home to Raonoake Major, and it is rumored to be filled with many undiscovered marvels of that infamous wizard, as well as the rumored crypt of the original Raonoakes body. The mountains are rumored to be infested with the magically mutated experiments of that ancient wizard, and there are few travelers willing to brave, much less survive, the treacherous trails that lead to the awe-inspiring castle at its center. True to his powerful and magical nature, Raonoake has somehow managed to erect a magical barrier that prevents magical transport through or over the mountains, making keeping the fortress at its heart easy to defend with a small force.

These tall mountains protect the border between Millos and Saltbrine, and have been in contention for years. That they are inhabited by a tight-knit group of fire, cloud and storm giant clans who claim the mountains as their own has likewise kept the two countries from being fully able to claim the mountains for themselves. The mountains are known to be laden with veins of gold and other gemstones, but the giant clans have kept Page 305 of 405

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Skataski Mountains Spear Mountains

This broken chain of mountains stretches through the heartland of the Skienlands, creating a maze of valleys and passes through the breaks. The mountains are tall, smooth and capped in ice for nearly three-quarters of the year. During the late spring and summer months, the melting snow trickles down into the surrounding lands. In some areas, the land surrounding the mountains becomes a rich carpet of green, while in others, the melting snow causes flash floods in the semi-arid areas. The Skataski mountains are said to be the home of the Yeti, and many of the mysterious creatures are rumored to exist in the highest areas. Legends speaks of a Yeti city known as Zapuchi, where the residents of the fabled nearby Shang-Ra-Lai learned their peaceful ways. While no explorer into the mountains has ever returned with a reliable account of Zapuchi or Shang-Ra-Lai, there is known to be numerous monasteries and at least one holy slayers fortress within the Skataski mountains.

Thrust like spear points out of the ground, the Spear mountains of JshenMaliNumath (the Dark Valley) are a protective ring of mountains that surrounds the Maw of the Dark Valley like some gigantic eye socket. The mountain is laced with goblinoid fortresses and caves, making it a very dangerous place to travel. Tunnels span throughout the mountains, allowing the foul creatures of the Dark Valley to invade surrounding areas with surprising speed and ferocity. Adventurers are often drawn to the caverns that stretch through the Spear mountains, looking for loot stored by the humanoid warlords or striking at the evil forces before they gather the strength to strike neighboring lands.

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The Steaming Horns


The most virulent mountains on all of Amberos, the Steaming Horns are a chain of active volcanoes that constantly light the dark sky with a deadly display of erupting magma. For many miles around the steaming horns noxious and deadly gases drift with smoke across the blasted landscape. The smoke is dark enough to blot the sun, and would leave the area around the Steaming Horns in perpetual darkness, if it were not for the bright flame of the volcanoes of the steaming horns themselves. Nothing is able to live close to the raging fire of the Steaming Horns, and only the staunchest Smanvallian nomads have dared to live near the death-cloud of the Horns. These nomads refuse to be driven from their ancient home, and have even developed rites and magic prayers they hope will one day quell the angry mountains. Hermits, madmen and criminals wander the blasted landscape inside the death-cloud, devouring any poor soul foolish enough to cross their path. Those who exist within the death-cloud have often developed a variety of disabilities, including severe breathing problems from seared lungs, blindness, malnutrition and a host of other problems, but have no desire to leave the ash-filled world they have become accustomed to. The Steaming Horns are gift of a curse of Sarve, who settled the mountains in the heart of the lands of Smanvalla upon his second return from exile. Sarve had long carried a grudge against Smanvalla, who had always

been a willing, vile servant to Swordfall. When Sarve returned from his second exile, he summoned up magic that brought the Steaming Horns from the bowels of Amberos right up in the middle of Smanvallas lands, utterly laying the land to waste. This act destroyed the Smanvalla army and sent Swordfall into chaos, giving the other baronies time and hope to succeed in rebellion of their own. Like the curse on the Living Forest, no one is sure what force drives the Steaming Horns, but they have never been silent since they first rose at Sarves command. Some sages believe that the curse is tied to the noble blood of the remaining Smanvallians, and when the last noble of Smanvalla dies, it is thought the Steaming Horns will die out.

Countries of Amberos
Sunken Mountains

The Storm Peaks


Nestled at the edges of Smanvalla, the Storm Peaks are four separate and highly active volcanoes that mark the corner borders of the fiery land. They are a part of the curse laid down by Sarve on Smanvalla, just like the Steaming Horns. Day and night, the great volcanoes spew molten rock into the sky, lighting it like day for miles around. The mountains have not risen nor fallen in height over their many years of activity, as the new rock that forms around the peaks is quickly reduced to hot magma that seeps back into the earth to boil forth once again. Unlike the Steaming Horns, the Storm Peaks do not generate a huge volume of ash that is spewed as a deadly cloud into the air. The fiery peaks are surprisingly clean of ash, though they are certainly not comfortable to be near. The constant heat from the Storm Peaks has killed all plant and animal life on the mountain and within about a half-mile out from each mountain. The Storm Peaks are not a welcome tourist attraction, and few, if any people, venture anywhere near the fiery peaks.

This chain of mountains in the lands of Ulanst are slightly unusual in that they are ringed by a valley that at first glance, makes them appear to be sunken below the surrounding terrain. These moderately-high, sharp-cliffed peaks are only snowy in the deep winter, and are wellknown as the home of deadly peyrtons who hunt and kill those close to or physically scaling the mountains. It is almost impossible to traverse the mountains, much less establish settlements in the area. Other than the peyrtons and rams who inhabit the peaks, the Sunken Mountains tend to be devoid of major wildlife.

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Suten-Khor Mountains Thorn Mountains

The Suten-Khor Mountains form the barrier between the dry plains of Iannhanex and the fertile coastland of Nyrr Ryann. They have long been considered the gateway to the East, as the Suten-Khor mountains contains the largest gap in them that allows overland access to the fabled Skienlands and Randu. The mountains themselves are tall and jagged, resistant to the constant barrage of storms that batter them that originate in the Wyvern sea. Their rocky slopes are home to hardy creatures including manticores, peyrtons and even wyverns. There are very few passes that lead safely through the mountains, and most travelers prefer to use the wide gaps near the southern edge of the mountains to pass into the eastern lands or vice versa. Much of the mountain range is devoid of settlement, save the section near the wide pass, where many temples, monestaries and fortresses have been built into the mountain faces over the ages. Most have been abandoned or have become unsteady, but the fortress-city of Bedina nestled in the side of Raos Peak at the southern edge of the Horus Pass has managed to survive and thrive over the ages.

The Thorn Mountains are a barren ring of mountains bordering Nauwflouwd and Barbed March. The rocky outcrops of the mountain remind visitors of the sharp thorns of briarwoods, giving the mountain range its name. The mountains are laced with Barbed March and Nauwflouwd homesteads, and considering the war-like nature of the two groups, constant skirmishes occur in the mountains year round. The Thorn Mountains is one of the few mountain ranges on Amberos to be almost devoid of goblinoid creatures, though mountain dwarves are more numerous in this range. However, the dwarves are isolationists, and though the human occupants of this mountain know where to find the gates to the dwarven strongholds, none have been allowed inside. Further, the dwarves sometimes take affront to the trespassers in their mountain, and launch forays against the Barbed March and Nauwflouwd residents.

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odd plays of lighting to the sinister mountains, and most sane men avoid it. There are a few brave and adventurous souls though who dare to pit their skills against the dark forces of the mountain, though few, if any, have returned triumphant.

Tsre Vestu
Tsre Vestu, also known as the Dark Summit, is the tallest and greatest mountain on Amberos. With a base nearly forty miles in diameter, the central mountain of the five peak cluster rises almost twenty miles into the stratosphere. Most of the central mountain consists of sheer bluffs some five to ten miles tall. The enormity of the mountain is such that the only reason it cannot be seen from any point is Amberos is due to the murk of the ether that blocks sight of things over 20 miles away, regardless of height. The mountain, Tsre Vestu, gains its name from the black snow atop the surface of the mountain that makes the mountain look as if burned by fire. On extremely rare days, the mist about the mountain parts, and the massive twenty-mile high peak can be seen from nearly over a hundred miles away. Most of the mountain is made of sheer cliffs, the most well known being North Face, a ten-mile cliff strait up and down on the top portion of the north face of the mountain. The Dark Summit is the central point in the myth of the creation of Amberos. According to tales, in the Time of No Time, the wizard Stormonu and the elf Arr Kann traveled from Aurora to the great mountain, when all but twenty thousand feet of the mountain remained below the vast ocean. Into the mountain the two went,

Twilight Mountains
The twilight mountains of Simera are the notorious home of the black goblins. These sharp, forbidding mountains have numerous gateways to other places on the continent and to worlds beyond Amberos. The black goblins have been dwelling here ever since their own brethren, who hated these goblins evil ways, drove them into the mountains during the elvin golden age. The black goblins are powerful wizards, and it is believed with aid from Ziga, the Dark One or Gwieze that the black goblins created the gates within the mountains. The mountains seemed to be ringed in perpetual and bizarre storms. The iron-laden rock of the mountains leaves little room for plant life to grow, and gives the whole range a somewhat bloody red-orange appearance. Shadows constantly play about the mountains as dark clouds pass through the area. Multi-hued lightning gives

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and many adventures did they have. Stormonu exited the mountain alone with a mighty gem he had gleaned from the mountains heart. He was beset by mountains guardians the great god-like dragons Tiamat and Buhhdamat and lost the gem during the fight. The magic he had intended to unleash against the dragons instead turned the snow to black, and the mountain began to quake. Fearing his life, Stormonu fled back to Aurora, with Tiamat and Buhhdamat on his heels. Luckily for Stormonu, the dragons arrival in Aurora instantly put them to sleep, and Harp later returned them to their rightful place in the heavens over Amberos. The mighty quake back on Joapan rose the mountain high into the air, dragging the continent of Amberos up with it. So mighty was the quake that it split open part of the mountain, and the creations of the gods men, animals and other sundry beasts begin to filter out of the mountain. The quake brought Harp to the mountain, and upon seeing the bewildered creations wandering about, set about playing his flute. Enchanted by its music, the creations followed him, and Harp went about placing them in their rightful places. Since that time, Tsre Vestu has remained a place of awe and wonder. Its peak stretches so high it cannot be fully seen, and it has become associated with the great Mount Celestia, said to be the great mountains twin (and thus making Bytopia). Throughout its existence, the mountain has been the focus of mystery and intrigue. Many brave souls have dared to climb the mountain and find the fabled entrances hinted at by Stormonu. Legend state there are five such entry points into the Maze of a Thousand Levels. The first is rumored to be at the icy peak, while the second is a doorway one eighth of the way down the mountain that opens onto to the fifth level. It was this entrance that was used by Stormonu and Arr Kann. There are tales of an entryway halfway down that opens to the tenth level, while a great seal somewhere near the base that opens into the twenty-fifth level. Also, a final portal, whose location is unknown, is said to open to a level appropriate to the openers experience. However, those who dare to approach the mountain must contend with the mage Stormonu. Calling himself the Master Mage of Amberos, this mage defends the mountain from intrusion with his powerful magic. Any who doubt he can stop them need only look over the great Crater Lake near the southeast side of the mountain. When a great general and his army refused to turn back from Stormonus warning, the mage unleashed a spell that devastated the army and created the lake. It should be noted that regardless of how powerful Stormonu may be, it is known that over the years several determined adventurers have managed to sneak into the mountain, though none have ever been heard from again. Stormonu seems obsessed about preventing others from entering the mountain - or at least preventing the foolish, greedy and arrogant from doing so. However, the great mage also invites the greatest mages of Amberos to the base of the mountain every ten-year for the sole purpose of revealing new magic. At this event, sometimes called the Storm bazaar, mages mingle, trade spells and compete in a show of wizardry that would dazzle the populace, were they to attend. Mages are expected to behave themselves at the event, and encouraged to trade spells. Since the entire event is presided over by Stormonu, there is rarely an incident or debacle. It should be noted that on this occasion, Stormonu takes affront to mages too proud to share their secrets, and in some cases has unveiled copies of certain mages most closely guarded spells, as if by magic. There are exceptions to when the Storm bazaar is held it is generally suspended during war, such as during the Dark Age and the First Dragon War. The lands about the Dark Summit are mostly uninhabited by intelligent life. Both natural and magical wildlife dwells about the mountain, as does Stormonu. Since the lands can be rather dangerous, few groups remain within about twenty miles or so of the mountain.

Thunder Mountains

Located in Southeast Klinn, the Thunder Mountains is a small group of twelve mountains that seem to spring up from the rolling Klinnian plains. They were created with the aid of magic by the Dur-Wundar dwarves during the elvin Golden Age. The mountains served as the capital for the Dur-Wundar for many years, until the continuous mining in the mountain freed a host of Zigas Demon fiends, who decimated the Dur-Wundar population. When the goblinoid transformation occurred in the later years of the Elvin Golden Age, the Thunder Mountains became home to a variety of the evil goblinoids. When the goblinoids attempted to drive down into the plains below, the elves of Kingscleave Forest drove them back into the rocky slopes. There, many of

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the goblinoids were destroyed by the Demon fiends in the mountain. Recently, the Thunder Mountains had been the lair of the dragon Blazer, who terrorized Klinn for over 20 years before the young boy, Tamon, destroyed him. When Blazer also slew the Golden Unicorn of Kingscleave forest, the goblinoids of the mountains charged down in an attempt to take the woods. Though the elves have been slowly driving the mischievous creatures back, the mountains goblinoid population has vastly reduced.

Zalimtok Mountains
The great Zalimtok mountains run along the southern border between Alusta and Riddlekill, up around towards Ran Da Khan. The Zalimtoks are tall, pyramidal-like edifices of hard granite and limestone. Their wind-worn faces tend to tumble down into knobby hills that surround their base, and vegetation has difficulty penetrating the hard soil, leaving moss or short-rooted plants to dominate the areas around the mountain. The softer limestone veins of the mountain has led to numerous caverns bored into the sides of the great mountain, which are in turn often inhabited by dire creatures or other unhealthy and strange beasts. Some of the ancient caves were cleared of vile creatures by ancient Alustian druids, and they serve now as honored burial tombs for the druids of Alusta, or the nobles of Riddlekill who have seized some of the caverns for their own use.

WeastConne Mountains
The WeastConne mountains are a series of gentle, low mountains in southern Nauwflouwd that form the west border of what is know as The Bowl, a fertile U-shaped congegation of hills with mountain tips that form the most fertile growing regions in Nauwflouwd. There are many Nauw clans that live among the low mountains on step-like plateaus from which they farm and herd animals. The land of the WeastConnes is so fertile that the clans ship food and animals out of the area into the surrounding cities during the spring and summer months though winters tend to make transport difficult, and raiders desperate enough to attack the exporting caravans make winter export unlikely.

Mountain Passes
The Dragons Tongue
This valley follows an ancient river that runs through the hills that cuts between the Perinee mountains between Millos and Saltbrine, forming the primary path from the city of Galamedes in Saltbrine and La Toras de Guado in Millos. The gap is also significant as it is large enough to accept war rafts and trade barges on the waterway as well as columns of troops or trade caravans and wagons on its banks. However, the area is infested with giants and their kin, who are always on the watch for large movements of the lesser races. The valley makes it likewise easy to ambush troops along its confines, and Saltbrine has proved that damming, then flooding the valley path is an effective way of destroying invading troops.

Windswept Mountains
This beautiful mountain chain is perhaps one of the most heavily fortified string of mountains in all of Amberos. Sitting on the border between Bansado and Roonhawk, there are no less than twenty-five castles spread across the mountain faces. All are owned currently by forces loyal to Roonhawk and are manned by both Roonhawk elite forces and bolsters by forces from the Knights of the South. These mountain fortresses date back to the beginning of the Dark Ages and the wars between the growing nations of Roonhawk and the Skyland Hold. Most of the fortresses have never suffered a breach, and are used in the current day as defensive points for the neighboring communities to hide in when Bansado marches to war. Each fortress can easily support up to a 1,000 persons for a year or more at a time, and many are within catapult-striking distance of another to increase their defensive strength as a whole. They are practically unassailable by ground forces, and the network keeps a battalion of griffon-flying cavalry to deter aerial attackers. Magically-induced water fountains and magically sheparded underground farms devised by Raonoakes Light Lords make the fortresses entirely selfsufficient. Many of the fortresses also boast secret magical wards or guardians, further protecting them from attack.

Path of Zebulon
The Path of Zebulon is a gap between the northernmost arm of the Perinee mountains and the coast of Millos where it touches the Serpentia ocean. The gap is a strip of land some five mile wide that is prone to landslides or flooding, making permanent habitation of the 25-mile long strip nearly impossible. Further, the steep Perinee mountains is home to giants, who constantly watch for caravans or other travelers who pass within rock-throwing distance of the base of the pass, and it is a common mooring ground for pirates lying in wait for ships passing from Millese or Saltbrine ports.

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Shivers Gap
Located in the Barred Mountains between the Princes of Xatmas and Barbed March, Shivers gap is one of the most heavily guarded passes in all of Amberos. The pass is narrow and steep, filled with many areas that make for perfect ambush points. In fact, Shivers gap gained its name from the shivers it sent down the spines of those soldiers who were forced to march into the ambush-laden passage. After the Dark Age, a fortress was built at the north edge of the mountain pass to foil any attacks from the south. However, the March Riders finally overran the fortress and destroyed much of it. The fortress was not rebuilt until the Knights of the South were formed, and is now a major fortress garrisoned by the Knights to protect against Barbed March incursion. These massive caravans make nearly as much money as the merchants who sell their wares downriver, though there have been occasions of attacks against the caravans, who often haul their own wares as well as the river boats.

The Salt Way


The Salt Way is an unusual waterway that runs from the Alusti ocean into the Golens. This backward river has transferred water from the briny sea into the saltinfested swamp since the Elvin Golden Age, when Gwieze created the depressed area known as the Golens after being tricked into destroying his Shadow kingdom. At the entry point in the Alusti ocean, a maze of sand-choked inlets allows water to seep inland. The inlets are only a few inches deep at high tide, and the river is almost completely vacant during low tides. The unusual structure of the inlets catches much of the briny sea material before it begins its trek towards the Golens, and there are many areas where a crust of salt has grown on the riverbed, creating salt flats of various sizes. The main flow of water, however, trickles into a deep and dark river as it travels inland to the swamp. Unusual fish and saltladen crustaceans dwell in the waters, many which are poisonous to eat due to the unnaturally high salt contents in their bodies. By the time the waters reach the Golens, the salt content is somewhat more tolerable, though still enough to kill normal plant growth and generally poisonous to drink. Also, having mixed with the wetlands of the Golens, the water takes on a peculiar, distinct smell, similar to rotting meat. Anything saturated in this water gains the unholy smell, and it is nigh impossible to rid from clothing. Once the Salt Way reaches the Golens, it begins to fan out to become the murky waters of the Golens. There are branches that wind through the Golens, where the salt content is undiluted. These branches eventually vanish into underground crevasses that dig deep into the Underdark. Where the water eventually ends up is unknown, though legend has it that it becomes the river Styx. Specially adapted plant life and animal life has grown up in the murky waters of the Salt Way as it stretches through the Golens. Some trees have gained the ability to soak up the salt, leaving the around it pure such trees have become the focus point of several communities in the Golens. Other creatures, such as the salt snake, deliver a deadly bite that injects the excessive amount of salt the creature has absorbed into its victims blood stream, killing it nearly instantly. However, as deadly as this snake may be, it is sometimes sought out for its ability to remove the harmful salt from the water it swims through. Crafty dwellers in the Golens sometimes put the snakes in barrels of water or other such containers to purify, then protect the valuable water.

Nord Hyatts Pass


This pass, located in the Thunder Ridge of Klinn, is a relatively unknown pass outside of Klinn. The pass in named for Lord Nord Hyatt, a general of the Klinnian army who brought the pass to light five years before the barons rebellion in that country. However, there is evidence to suggest that the pass was made by the DurWundar long ago, and was in use since the Elvin Golden Age. Today, the pass is used by merchant caravans looking for a shortcut between High City and Inflamess. At the same time, the pass is very dangerous for the number of goblinoid creatures and dangerous storms that sweep through the pass. During winter, the pass is snowed in and unusable.

Rivers
Dark Sweep River
Snaking out of the Crystalmire Mountains, this dark, deep and swift river is one of the most well traversed and well-known waterways on Amberos. After starting from trickles in the Crystalmire mountains, the Dark Sweep river forms a massive waterway nearly a mile wide. The water is some twenty to fifty feet deep, and the undercurrent within the water is strong enough to prevent even oared ships from making headway upstream. The Dark Sweep is a heavily used waterway, with merchants passing from the mountainous areas down towards the entryway to the Dark Lands. The river passes within a stones throw of the great dragon fortress KillKathon, before sweeping westward and emptying into the Tsre ocean. Most merchants abandon the waterway a mile short of the fortress, and a multitude of towns have sprang up along the waterway to accommodate such merchants. Further, several woodwrights and other craftsman have designed special wagons that can transport vessels back upstream for reasonable rates.

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Thule River
Marking the border between Saltbrine and Irvenst, this rocky river runs clear and shallow. In winter months the shallow river sometimes freezes completely and can simply be skated across. The river is generally too shallow and treacherous for river traffic, though there are numerous canoe or raft crossing that have been affixed at the few passable areas of the river. the stretch that passes between the Evan Cordum and the Dark Lands. Over the centuries, the river has been featured in many legendary tales of Amberos. Though it is doubtful that many of the tales are true, the areas the river winds through has some of the greatest potential for rousing stories and tales about those who have passed the riverbanks.

The Thunder Ride


The thunder ride begins in the Crystalmire mountains, where it travels to the southwest to eventually empty into the Boiling Sea. The Thunder Ride is a violent river, with many areas of white water and other areas where underwater volcanic vents heat and churn the water in deadly whirlpools. The heated water also has a odd side effect, causing the Thunder Ride to be foggy for most of the trip through the mountains. The large amounts of water that evaporate into the atmosphere cause numerous thunderstorms to spring up in the area during winter, helping to give the great river its name. Besides the waters physical hazards, there are several other hazards as well. Goblinoids have taken to staking out claims to lands near the river, since most humans find the waters too haphazard for their tastes. The hardier goblinoids have learned to navigate sections of the river, and use it perform raids along the routes. Due to the dangerous nature of the river, there are very few who are willing to traverse the treacherous waters on a continuing basis. Thrill-seekers sometimes attempt to navigate the river, but no merchant is insane enough to risk his wares on the river.

Tsothra River
Running from the Dark Summit, Tsre Vestu, up through the Hawk Lands and finally between the Dark Lands and the Evan Cordum, this magnificent river is a water of legendary tales. The Tsothra (pronounced SOWthrah) River begins near the foot of the Tsre Vestu, being fed by Moonsliver lake. It is from this position that the river gains its name, which means tears of darkness in elvin. From there, the great river stretches to the north, passing through the Silkna Kingdom, then winding through the Hawk Lands until it reaches the foot of the dragon fortress Kill-Kathon, and nearly meets the Dark Sweep river. From there, the river turns to the west, to sweep between the border of the Dark Lands and the Evan Cordum. The thin river is lined with numerous small towns and villages in the Hawk Lands and Silkna Kingdom, and is used for small commerce boats up and down its waterways. However, no boats dare to travel upriver to Moonsliver lake, nor foolish enough to traverse

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Countries of Amberos Structures


The Academy of Mages
Thus, those attempting to steal from the academy are forewarned.

Answan Suwat

Located in Silkna Kingdom, the Academy of Mages is not a very old structure at all. The academy came into being shortly after Silkna Kingdom rose in power after the fall of Swordfall, and has been slowly and steadily growing over the years. The Academy is run by Zolar Wildewind, and is a place where aspiring mages come to learn the craft of magic. Though there are several other minor academies on Amberos, the Academy of Mages has gained a glowing reputation due to the diligence and creative power of Zolar. The Academy boasts the largest collection of magical tomes on all of Amberos, reputed to even include the original spellbook of the mage Stormonu somewhere amidst the reams of books. Further, the academy has the backing of several powerful mages of Amberos, including Telsar, Mjal and many others, who have donated time, money, spells and even sent apprentices to learn at the school. However, the cost of attending the Academy is great. At the steep price of 1,000 gp per semester, most apprentices at the academy must seek a sponsor to pay their way through the 24 semesters that it takes to become a recognized wizard. The courses are grueling, and though the failure rate is at a mere 5%, those who enter find themselves taxed to the fullest sometimes even beyond. Over the few years of its existence, many have wondered why no attack has been made against the Academy to steal its secrets. However, Zolar has confirmed to such souls that attacks have been made (though he cites no specifics and names no names), but none of the attacks has even been remotely successful.

The great Answan Suwat is a massive landbridge that is the product of two empires work. Ghan, who wanted to link his southern and northern empire, and control the entrance to the Forna sea, started the original work of the Answan. The original idea was to link several islands with an earthen and stone bridgework, with key openings to allow water and controlled shipping through the gaps. However, only about half of the southern section was completed before Ghan died in battle, and the Ghan empire crumbled shortly afterward. It was not until the empire of Randu came to dominate the east that work on the Answan was restarted. Old sections of the great landbridge were repaired, and crews worked furiously at both ends to create and link the Answan into one massive structure. The Answan was finished in a six month period with the aid of the Black fleet and the Wa-Atari. With no outside force suspecting its completion, the Randu forces used it to launch a surprise attack against the south. However, Lacosis was able to resist the Randu onslaught, and troops from the west eventually were able to push the Randese forces back. After the fall of the Khanate in Randu, the Stardust Isle fleet attacked and made a massive breech in the Answan Suwat, freeing up shipping through the Forna Sea and the Storm Sea. Randu has made several attempts over the years to repair the breech, but Nyrr Ryann sailors and merchants have continued to send spies and saboteurs to impede work, open new breaches and find routes around the imposing structure.

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Battlegroup Redblade
One of the more well documented tales of Battlegroup Redblade come from a pirate who was stuck aboard one of the automated ships. A sailor known as Black Pete returned five years after setting sail aboard a merchant vessel that was never heard from again. Though he was a mere crewman on the merchant vessel when he vanished, upon his return he became a very powerful pirate, his only fear the Island Triangle itself. Though while he was alive he was loathe to talk about it, after he passed away his journal was discovered by his mates, and his story of the Battlegroup became well-known. It appears that while his vessel was en route to Foothand, an error by the navigator put the vessel past the island into the Island Triangle. On what appeared to be a calm day, the ship was suddenly torn asunder by a series of explosions whose source could not be determined. The ship went down with all hands, and Black Pete managed to survive by clinging to the wreckage. About a half-hour after the attack, a convoy of steel ships drove through the remains of the wreckage. Somehow, the ship caught up the wreckage Black Pete was clinging to, and Black Pete managed to crawl aboard. To his shock, he found not one soul aboard the ship, though the entire citysized structure was well maintained and thrummed as if alive. After some exploring, Black Pete found that the ship was indeed alive and capable of communicating. To his astonishment, Black Pete found the ship welcomed him as a guest, and that the convoy of ships would put to port as soon as they had finished their mission. The mission to hunt down and destroy another vessel known as the Bloodtide. Black Pete ended up remaining aboard the ship for five years on its hunt. During that time, he learned a lot about the convoys missions and goals. He soon came to realize the ships were the cause of the destruction of his merchant vessel, and that the ships would destroy all enemy vessels that came in range of their patrols. Any vessel in the water that did not transmit a friendly code was considered possibly hostile, and the convoys gun

had a range that extended beyond human sight. Despite his efforts, Black Pete could not find a way to safely escape the ship without fear he might be blown out of the water, or lost in the dangerous Island Triangle sea. Black Petes chance to escape finally came when the convoy did encounter the submarine the Bloodtide. The ship that Black Pete was aboard was badly damaged and stopped to repair itself as the rest of the convoy pushed on to track the Bloodtide. With the ships weapon batteries down, Black Pete stole the captains launch and scooted away to safety. Once back to civilization, Black Pete sold the boat, and later took up pirating. As for the Battlegroup, it still continues to patrol the waters of the Island Triangle, sinking ships that come to close and hunting for the elusive Bloodtide.

The Bloodtide

Like the tales of Battlegroup Redblade, the tales of the Bloodtide come from sailors who have escaped from the craft. The Bloodtide is a submersible, iron craft that patrols the waters of the Island Triangle. Like the Battlegroup, the Bloodtide uses its weapons to destroy enemy craft, though the ship will often stop at wrecks to salvage equipment, parts and survivors. Those who are willing to take the oaths of the Bloodtide crew can join its ranks, while those who do not are either left to drown or made into slaves aboard the Bloodtide. The Bloodtide is

Countries of Amberos
described as cramped and claustrophobic, with a crew compliment the size of a small city. The members of the crew are highly trained in working the strange mechanisms of the Bloodtide, and all are aware of the Bloodtides mission piracy and the evasion of Battlegroup Redblade. Though the Bloodtide is wellarmed, it avoids the Battlegroup at all costs, the crew knowing their ship could not stand up to the withering assault the Battlegroup could amass against the submarine. Those who are drafted into the crew are members for life. Attempts to leave the Bloodtide are met with violence, and only one or two sailors are thought to have escaped from the ship. Slaves, who are not entrusted with the detail workings of the Bloodtide are more likely to escape, usually when the ship puts in for repairs or to gather supplies at a wreck or local isle. Slaves who become difficult are sometimes left marooned at a wreck or deserted isle. spell attack of less than 9th level, and any siege weapon of a non-magical nature. Furthermore, the top of the castle has been covered over with a similar wall, making the castle impenetrable even to aerial attack. The next inner ring comprises the court of the nobility. Like a miniature interior city, the hall-streets of the nobles wind in a confusing manner designed to thwart those who have breached the outer defenses. Each noblemans manor is protected by a small garrison of elite troops who have been trained by the Imperial guards of the Emperor. In case of attack, they have been trained to launch a coordinated attack against besiegers. Oddly, to give the hall-streets an illusion of greater space, enchantments have been placed to make the stone ceiling above the noble houses appear to be blue sky, and distance distortion spells have been employed to make the streets seem wider than they truly are. To cater to the noblemans whims and needs, the Emperor has allowed the main entryway within Castle Vega to become a great bazaar from which a nobleman may garner any item of his choice and not be forced to leave the protected hall-streets of the great castle. Those allowed to visit the castle must first pass this daunting gauntlet, and few are folk who leave the grand bazaar without some odd trinket of Vall Vegas might and influence. The innermost ring of defenses is the castle of the Emperor himself. Behind walls thirty feet thick, the castle of the Emperor stands a massive twenty-three stories tall, not including the great tower of Semotan, which rises to a height of some fifty stories. Like the outer sections, the castle has been protected against all magic of less than 9th level ability, as well as against astral, ethereal, dimension door and teleport intrusions. The exact contents and layout of the interior castle is kept a well-guarded secret, but it is known that entire legions of the Emperors guard can be brought to bear against any unwanted interloper at a moments notice. There are rumors that Semotan has a series of torture chambers below the castle, and there are tales of portals to the infamous Centerworld within the castles dungeons. None of these rumors have been repeated within the imperial court, and it is likely that anyone foolish enough to do so would quickly find out if they were true the hard way.

Castle Vega

Castle Vega is one of the mightiest fortresses built on all of Amberos. The great fortress has even been able to repel an assault from JroJro castle, and the wizard of the castle, the great Semotan, banished JroJro castle before a second foray from either castle could be launched. The size of a city, Castle Vega comprises three separate structures bound within the walls of a single fortress. The outermost section comprises the barracks and castle defenses. Each of the castles main walls is thirty feet thick, although certain sections actually house a bunker nestled between two sections of the wall, housing a small contingent of troops should a breech attack be attempted. Further the walls have been enchanted both magically and mundanely to resist any

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Centerworld
Perhaps the blackest mark against the Kingdom of Vall Vega is the place known as Centerworld. This netherworld prison is said to lie beneath the basements of the great castles and the foulest levels of Centermount. There, as legend tells, Emperor Rometheus sealed away the greatest criminals on all of Amberos, including his personal enemies from Swordfall and neighboring lands. Many claim to have found the black, magical seals that lead to the nefarious realm beyond, but none have so far dared or been powerful enough to break the seal to enter or escape it. Exactly who was sent to Centerworld varies from tale to tale, but the number is estimated to be about 330,000 souls. Of course, there are no official records, and many consider Centerworld to be anti-Vegan propaganda.

Charbons Pit

This small structure has become a famous site on Amberos due to the fact that it is home to the current prince-in-exile, Link Allum Akhn-knan. Nestled somewhere in the Thunder Ridge mountains of Klinn, this fortress is rumored to be filled with illusions and deadly traps laid by some of the most eminent heroes of Amberos. The caverns are said to hoard a kings ransom in coins, jewelry and other precious items, which has lured many to the area in search of the treasures within. However, no being has managed to find the magical complex, even through the use of powerful divination spells.

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The Citadel of the Sword Daedriss Wall

Home of the ancient Sword of No Name, the Citadel of the Sword is an imposing structure designed to house the elegant weapon and protect it from theft and attack. The mighty tower complex is guarded by the Cult of the Sword, a branch of the church of Dhorian who has protected the sword since Emperor Nannon laid the sword to rest after the Rebellion of the Barons. The tower is impervious to all forms of magical and mundane attack, as well as attempts to breach the walls by means such as teleportation, astral and ethereal projection. The whole complex is designed to be able to ward off a dragon attack, which was believed to be the greatest threat to the weapon at the time it was stored. Since the time that the great Sword of No Name was placed into the citadel, no one has taken the sword back out. Only the Cult of the Sword could presumably reach the sword, if needed, but would do so only the most dire of circumstances likely the threat of destruction of Vall Wall or the citadel itself.

Built following the Dark Age, Daedriss wall was erected by the army of Barbed March as a defense against invasion from the barbarians of Nauwflouwd. The wall was built to withstand a fierce assault of troops, with a host of towers along the wall to provide additional defense. In the ages since its construction, the wall has fallen into disrepair. Several areas of the wall have collapsed due to attacks over the centuries, both by barbarians from Nauwflouwd and the March Riders of Barbed March. Most of the wall is about 15 high and 10 thick. Towers are spread along the length of the wall at intervals of about 500. There are very few gates in the wall, one about every mile or so, flanked with double-thick walls and stout towers.

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Genesis Pits of Lost Vale
The Genesis Pits are one of the more unusual attributes of Lost Vale. They are structures created during the Technological Age of ancient Amberos with the sole purpose of creating and housing monsters created by the Aztec. Most of the Genesis pits are in ruins, having been destroyed by the Ancient gods after technology dared to create the Techno-gods. A rare few still are functional, hidden deep within the bowels of Lost Vale. The exact layout and contents vary widely from structure to structure, but a good many are thought to be in the hands of the Tyres Haul or under the influence of the computergods Aztec or Tzuchamus directly. Some of the legendary genesis pits houses a wide variety of fell creatures, from dinosaurs (said to be a failed attempt by the Aztec to create dragons) to cyborgs to cyberliches, with a host of monstrosities in-between. It is even thought that the mighty Tarrasque might be a creation of the Genesis pits, while religious groups often contend that the mighty Tarrasque is instead a manifestation of the wrath of the Ancients against technology. Of course, a great many sages and wizards scoff at tales of the genesis pits as more deluded wishing of magic-phobic folk. These sages and wizards claim there never was a technological age, and can find no proof that technology could ever match the exquisiteness or power of magic. location, it is believed by those searching for Hells Gate that the portal the group found may have been the one others have long been searching for.

Izibn Ghulthalan
Known in Lacosis as simply the Ghul, this is a 250 mile long wall some 20 feet high and 10 feet wide. Defense towers and soldiers barracks are spread at even intervals all along the wall, and it is kept in a constant state of readiness against attack or incursion. The Ghul shares many traits with Daedriss Wall, and it is believed that the architects who built it studied the structure to use for their own design. However, the Ghul shares many improvements over Daedriss wall, including an underground tunnel system that allows troops to travel unseen from point to point and to retake sections of the walls that may have been overrun.

Hells Gate
A mythical back door rumored to exist in eastern Klinn, Hells Gate has been a large draw to adventuring crowds for years. Ancient legends about Hells Gate extend all the way back to the Elvin Golden Age and the fall of the Goblinoids. Legends tell how the goblinoids drove Zigas legions into the depths of the earth at Hells Gate. There, in the depths, the goblinoids found a vast treasure vault and began looting it. Little did they realize they had stepped into Hell itself, and the treasure they were looting belonged to Ziga. Ziga drove those who attempted to loot her treasure mad, and then twisted their shapes into hideous monstrosities worse than any thing seen before. To this day, the mindless minions guard the vault of treasure, and adventurers try their hand to find the vault and loot it. This tale has been told for centuries, but the recent incursions of Black goblins in the Kingscleave forest and goblinoid ruins found in the area around the village of Edgeridge have stiffened the claim that the portal exists. Further, many are sure that it is located in the hills between the woods and the mountains. Also, the recent adventures of the adventuring group Link & Co., especially the wizard Emerald Khazan Burner, has revealed a portal to Orcuss domain. Though none of Link & Co.s adventurers have revealed the exact

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JroJro Castle (the Astral Castle) Kill-Kathon

Few structures are feared as much as JroJro castle. The ancient castle is believed to have originally existed in some forgotten kingdom during the Dark Ages, and befell a malevolent curse from the Skyland Hold. Now, on the nights of a new moon, JroJro castle appears to stalk the southern and eastern lands of Amberos, appearing from nowhere to lay siege to the countryside that surrounds it. The castle remains in one spot until the next full moon, then vanishes from the face of Amberos until the next new moon shows. JroJro castle appears in any given spot fully armed and ready for war. Its warriors pour forth from the castles gate to ravage the countryside, drinking the area around the castle dry. Only when the full moon prepares to rise do the attacks from JroJro castle abate, the forces retreat, and the castle vanish to never return to the same spot. A myriad of attempts have been made to destroy or capture the castle, but so far, to no avail. No force has been able to gather quickly enough to hunt down the castle before it is gone again, and forays against the castle must often be quickly assembled and have little chance against the castles impressive defenses and huge army.

Known as the Dragons Fortress, Kill-Kathon is the remains of the Federations once massive Floating Citadel. Admiral Forna and his ghost fleet destroyed the Floating Citadel during the latter part of the First Dragon War, but the dragons managed to salvage the factory on board, which was transported to the border of the Federation, and dubbed Kill-Kathon. During the last hours of the First Dragon War, the fortress was penetrated by an elite group of warriors, and the massive control center of the fortress was disabled. Since Kill-Kathon powered the walls of force that prevented the human armies from marching into the dragon lands, the dragons primary line of defense was brought down. Knowing that defeat would now be inevitable, the dragons sued for peace, and the war was ended. However, Kill-Kathon remained, too huge and massive to be torn down. After several years, the dragons were able to fix the damage to the control center of the fortress, and reestablished the wall of force that blocked the Federation lands off from the rest of the continent. For years, the Knights of the South have been seeking ways to shut Kill-Kathon down again, but have been staying their hand so far.

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Pyramids of Isul-Pur
Like the pyramids of Kufu, the pyramids of IsulPur is made to house the dead. The size and position of the pyramids is dictated by the life station of those contained within, so the pyramid of Isul-Pur himself lines up with the north star, and the surrounding pyramids radiate outward as smaller copies, aligned with the stars appropriate to the deceased life station. Unlike the pyramids of Kufu, there is no entrance into the pyramids. Instead, the dead are brought to rest near the pyramid exactly three days after death. When the sun rises to strike the pyramids surface, it focuses the light at the deceased, incinerating them in a flash of fire. The Iiannhanex believe that the spirit has thus been absorbed into the crystal, and is safe from being disturbed in his afterlife. As for the pharaohs of Iiannhanex, at their death they are placed at the foot of the great marble pyramid. When the sun alights on the pyramid, the body is not consumed in fire, but instead rises and walks into the stone of the pyramid, become one with the massive structure. The name of the deceased pharaoh will appear on the surface of the stone, indicating he has become one with the next world.

In the long years of separation between the Llannhanex and the Iiannhanex, it was inevitable that the Iiannhanex would eventually build pyramids like those found in ancient Llannhanex. However, the pyramids of Isul-Pur are much smaller and in better shape than the more ancient pyramids of Kufu. The pyramids of Isul-Pur are made entirely of crystal, and only stand at about to 1/3 the height of the Pyramids of Kufu. The greatest pyramid of the group, THE pyramid for the pharaoh IsulPur is made of a glossy marble, carved with thousands of Aegyptian hieroglyphs. It is, of course, the largest, and matches the vast size of the great pyramid of Kufu.

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Pyramids of Kufu
The pyramids of Kufu are thought to have been created during the Technological Age as some sort of astrological waystation. After the creation of the technogods, the pyramids were covered with a layer of earth and stone to hide them from the Ancient Ones when they came to Amberos in their wrath. The pyramids remained inert until some time during the late Elvin Golden Age, somewhere around the time of the destruction of the ancient god, Teeth. Records note that Dhorian and Gosend went to the ancient buildings for an undisclosed purpose, and found that the machines inside were activated. Tales state that the two faced many powerful technological guardians within the pyramid, and defeated them. It is well noted that after the two had entered the pyramid, the two imprisoned Teeth a short time later. After the imprisonment of Teeth, the pyramids have alternated between being powered up and powered down. It is known that during the Dark Age the pyramid was assaulted by the forces of Volk and its caretakers

slain to the last, to find that the pyramid was filled with nothing but empty stone vaults, despite tales from the Free League Barons of the wonders within the pyramids. Later, during the First Dragon War, rumors abounded that the dragons had been shuttling secrets out of the pyramids to build the great factory in the Forna Sea. When the human forces later overran the pyramid, it is said the secret to the creation of Admiral Fornas Ghost Fleet was said to be found within its bowels. Before his betrayal, even Fineburr the Technician was said to have visited the pyramids, where he drew up the plans for the War Relics. Since the First Dragon War, however, the pyramids seem to have gone dormant. With the fall of Swordfall, the ancient Protectors from Swordfall who had been sent to monitor and protect the pyramids were overrun and slain by the warriors of Llannhanex. Since that time, non-Llannians have not been able to near the pyramid, and the contents of the pyramids are unknown.

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The Necropolis
The so-called Houses of the Dead that make up the Necropolis lies at the foot of the Pyramids of Kufu. These low structures appear to have once been a living thriving city that has become buried under the sands. However, explorers have noticed that this detailed city lacks one vitally important thing entrances. Every single entrance, whether it be door, window or skylight, is absent from the city. Explorers who have breached the interior of the houses have noted that each is furnished as if it were inhabited, but there are no traces of a doorway or window having ever existed in the house. The only occupants of the Necropolis are the dead. Those who have been disturbed by explorers have risen as undead, leading a bizarre mockery of their former lives. At night, spirits haunt the street, running forgotten errands or hunting for living souls to feed on. The Aegyptians of Llannhanex have long lost any compunction about punishing those who break into the Houses of the Dead, as even Llannhanex thieves have begun to do so in more recent times. However, some of the ancient Iiannhanex, seeing that their brethren will do nothing to protect the dead from desecration, have formed a cult that has taken to defending the Houses.

The Northstar

Somewhere in the Golens, this remnant of the Technological age lays half-sunken in the swampy water. The Northstar, an ancient battleship of huge size and power, is little more now than a metal shell. Within its bowels, a host of brigands and outcasts have made it their home. It was reputably the home of the assassin Savage Avenger after the Dark Age. New reports that have

Countries of Amberos
seeped out of the swamp tell that Savage Avenger has acquired a draconic ally, known only as Blitzenger. This dragon reputably lives in the bowels of the Northstar. Rumor has it that Blitzenger has the knowledge and power to refit the ancient ship, and that Savage Avenger has brought the dragon on to fix the ship and join the Dragon Armada. Most sages blow off this rumor as pure fantasy, pointing to the fact that Savage Avenger would now have to be over two hundred years old. Further, many scoff that Savage Avenger would join the Dragon Armada; he was an assassin, not a pirate. Also many sages scoff at the idea of the technological battleship at all, claiming that the Technological Age never was.

The Shapeless City

One of the most impressive creations of Sarve, the Shapeless City sits in the clouds above the lands of Sarve. It is not so much a city as a wild wilderness, where within its misty border lays a realm filled with the greatest of the lycanthrope clans. Sarve has enforced his own moral code into the lycanthrope tribes, who dwell in harmony with each other and the world around them. Each clan has been the ability to mold their own area as they choose, and this has created a wondrous, shifting landscape that changes as needed. Though overall the lands tend to stay the same to allow the lycanthropes to reliably travel from one place to the next, odd glens or ruins seem to pop into existence from time to time, waiting to be found and explored. It is apparent that each clan does not have complete control over their realm, for these bubbles appear from time to time, and seem to vanish as quickly. No one among the lycanthropes, including Sarve, knows what causes these bubbles, though Sarve believes it may be rogue lycanthropes who may be at fault for the odd bubbles, as many of them can be dangerous places to visit.

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Countries of Amberos Guilds/Groups


Anaconda Knights
Vall Vega. The rangers are adept at quelling the wrath of the myriad carnivorous plants that dot the woods, and often hire out as guides to lead individuals or groups through the woods unscathed. The Bark Rangers also patrol the woods constantly to aid any that have befallen the treacherous and deadly plant life of the woods. Bark Rangers have no codified dress, but tend to wear clothing made from the dangerous creatures they protect travelers from in the Living Forest. This garb is often festooned with leaves as decoration, with more experienced members often bearing tatoos that testify to their experience. It is not uncommon to see twenty-year plus members with backs that are festooned with intricate tatoos of intertwining branches whose leaves depict some image of the rangers more notable or rememberable exploits. It is often customary for individuals needing a guide to approach a Bark Ranger and ask about (and be entertained by a story about) his tatoos. The Bark Rangers report directly to the Emperor, though the emperor rarely, if ever, has need to call on them directly. Each Bark Ranger receives his initial training at a special facility just outside the capital at the edge of the woods. The training generally lasts for about two years before the ranger is allowed to enter the woods by himself and begin his travels in earnest. Until that time, the rangers-in-training are accompanied by more experienced rangers, whose duty is not only to train the new rangers, but to keep them from being devoured by the woods as well.

The (un)holy warriors of the feared god Aspus, Anaconda knights are snake-blooded men who battle for their god to bring him sacrifices of blood and slaves to be transformed into dreaded Aspii slaves or used as breeding stock to continue the line of the foul Aspii. The Anaconda Knights dress in what appears to be the hide of snakes and wear plumage of black feathers and paint made from dark muds mixed with blood. Many have snake-like features slitted eyes, scaly skin or even snake-like fangs, clawed reptilian hands and proto-tails. The Anaconda Knights work out of Lost Vale, though they sometimes brave the Boiling Sea to raid into neighboring lands for slave stock to take back to their masters.

Bark Rangers
The Bark Rangers are a loose confederation of woodsmen and guides who brave the Living Forest of the Kingdom of Vall Vega. These woodsmen are the main force that ensures travel through the woods is not a deadly proposition, and they fight to beat back the horrible curse of the woods and keep it from devouring the capital of Page 326 of 405

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The Black (Bleak) Cabal

The Black Cabal was founded shortly after the death of the ancient necromancer Black Marentail. Students of Black Marentail who escaped his final destruction formed the Black Cabal. They were forced together due to attempts to take the individual members lives. Unlike the Red Death of Barbed March, the Black Cabal has never achieved a positive status in any estate short of some city-states in Misake, and has been forced to move its operation from estate to estate. There are small cloisters of the Black Cabal in many estates, though its members kept their existence secret. Those who reveal the Black Cabal in any given area can expect a fate worse than death eternal servitude to the Cabal in the form of a mindless, rotting zombie. The members of the Black Cabal are all necromancers, and though they follow many of the same teachings as the Red Death does, the Black Cabal hate members of the Red Death, whom they see as weak and delusional. Besides the dark teachings of Black Marentail, the Black Cabal has also taken elements from the worship of Teeth, the Undead God, and Tuma, the Destroyer. The Black Cabals goal is the destruction and enslavement of other living beings. Many members of the Black Cabal seek undeath to cheat death and to gain greater magical power.

The Brotherhood has been a semi-secret society since it was founded by Gosend shortly after the destruction of Guaradrell. Gosend never trusted weapons and armor even before they failed him in the battle against Guaradrell, and he urged his followers not to depend on them.

The Brotherhood
Since before there was a Brotherhood of Glory, there was the Brotherhood. Even before the Brotherhood, there were monastic orders in the Time who, at the behest of Gosend, wrought their bodies into weapons to destroy the evils of the world. Some of the original orders still exist in Spi Dak Su and in Chiamung, but by far the largest group can be found in the monasteries of the Brotherhood of Glory. Page 327 of 405

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to do with the success (or planning) of the assassinations of many of the Nannon royal family. However, Emperor Nannon was too smart to be easily manipulated by the plans of the Brotherhood. In fact, to control them he granted the Brotherhood their own kingdom, then interfered by appointing rulers of his own choosing, choking the ranks of the do-gooders with ineffective, servile and corrupt puppet leaders. Most of the appointments deeply bit into the Brotherhoods ability to fight and contain evil. The appointed masters of the new enclaves of the Brotherhood were visibly corrupt, and churned the good deeds of the Brotherhood into nothing. Disgusted with the rising ineffective corruption growing within their ranks, several members of the Brotherhood formed small cabals of their own to reaffirm the goals of the Brotherhood in rooting out evil. It was not until after the economic upheaval on Amberos that the true members of the Brotherhood were finally able to remove the inept leaders of the Brotherhood of Glory and begin the pursuit of good deeds they had done so long ago. While the Brotherhood of Glory is still in a state of being rebuilt and corruption being rooted out, small enclaves of the brothers still roam the lands. The various orders of the brotherhood sport different dress codes even the presence or absence of tattoos and body hair, but share one thing in common they are masters of the empty hand. Most of the orders of the Brotherhood are good in nature, or at least neutral, seeking enlightenment as they battle evil wherever they find it. Some rogue orders driven from the Brotherhood of Glory still can be found on Amberos, practicing their evil ways and often striving to find a better and more vicious way to kill their enemies. Few of even these evil orders have desires to rule their own land, though on very rare occasion these evil enclaves have made grabs for power.

As the ages passed, the order stayed out of the public eye, training themselves to master their own bodies and become physical weapons of good. Gosends son, Menos Lord of Psionics was one of the greatest boons to the Brotherhood. As the young god grew during the Elvin Golden Age, his mental exercises and leadership kept the Brotherhood from fracturing or fading away while Gosend was imprisoned. In the years following the Elvin Golden Age, the Brotherhood kept vigil for evil wherever it would rear its head. They often aided Ghans Khanate, but did not trust the likes of the White Lords. The Brotherhood was instrumental during the Dark Age in keeping many of the Free Barons and their people from falling into enemy hands. The Brotherhood moved supplies, fought a guerilla war and otherwise acted to thwart the Skyland Hold wherever they could. It was, in fact, the actions of the Brotherhood that finally enabled DragonSmith to gather back and reforge the shards of Hellhammer and eventually face off against Volk. After the Dark Ages, the Brotherhood strove to define the growth of the kingdom that would rise to replace the fallen Skyland Hold. While they were unable to prevent Swordfall from cheating to gain supremacy, it is thought by many sages that the Brotherhood had much

Burner Family
Though not technically a group or organization, the name Burner has a special meaning on Amberos. During the technological age, Burners was a term used to label police officers, as they burned (stopped & apprehended) criminals. One of the developments during the technological age was the genetic coding that was built into the weapons the Burners used, preventing the item from functioning in others hands. When the technological age collapsed, the Burners were destroyed along with most technology on Amberos. However, two separate, young children of the prominent Burners - one an elf maiden named Lachesa Yuru and the other a human child named Giffon Burner, survived. Though both were not mature when the disaster struck, during the years of the Elvin Golden Age the two

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grew to maturity. Sometime during the early years of the Elvin Golden Age the two met and fell deeply in love. Against elvin law, the two married and had a child, which they named Sapphire, after Lachesas blue eyes and her favorite gemstone. When Sapphire grew to adulthood, she wandered across an odd suit of plate mail armor that beckoned to her. Donning it, she found it granted her amazing powers, and she left home to fight evil wherever she could. During this experience, Giffon and Lachesa learned of their past heritage. Neither had any idea or knowledge of how to work with the ancient items, but as the years passed, they began to learn that their children were naturally attracted to the ancient items and could use them with ease. Furthermore, Giffon had ceased aging after Sapphires birth, and it seemed that Lachesa seemed to cease aging as well. and begin an offensive against the evil power attempting to destroy them. Lachesa and Giffon parted ways, taking on new identities and covertly traveling far away from each other. They warned their children to do the same, but several continued to use their abilities to fight evil wherever they could, though often in disguise. Years passed, and despite Lachesa and Giffons hard work, they could not locate the source of evil that threatened to destroy them. Many legends point towards either Gwieze or the Dark One being behind the threat to wipe out the two, but the true face behind the attempts has not yet been rooted out. As the centuries passed for the two, though their love for each other was great, they began to have more children through marriages in their secret lives. To this day, Lachesa and Giffon wander the continent, seeking the evil that is searching for them. They have had numerous children over the ages (most accounts believe the number to be at 24), some of elvin, half-elvin or human blood. As a code, the two have taken to naming their children after gemstones or precious metals. None are given the name Burner at birth, though should the child uncover one of the mysterious mystic Burner weapons, they will immediately learn of their true heritage, though they arent guaranteed to gain their parents agelessness. Though the mystic weapons grant great strength and powers to their owners, it should be noted that the evil force that has dogged Lachesa and Giffon sees these children as easy targets. This evil force has destroyed at least three of the Burner children, and several more have come up missing over the ages. Lachesa and Giffon aid their children where possible, though their hand in matters is often unseen. Sages and wizards who scoff at the technological age disregard the story of the Burners as nothing but paranoid claptrap - at best an inspiring tale of ultimate good versus ultimate evil.

Cult of the Scepter

The two also learned of more sinister events around them. Something evil had also discovered Lachesa and Giffons abilities, and wanted them destroyed, along with their children and the mystic items they unearthed. After several close shaves with otherworldly assassins, Lachesa and Giffon decided on a drastic plan of action to save themselves, their children,

The Cult of the Scepter is an ancient organization from the ancient lands of Llannhanex/Iiannhanex. The Cult of the Scepter kept safe and secret the technological wonders from the Technological Age they could collect. One of the greatest items they managed to

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retain secret was the technological engines within the Pyramids of Kufu, which also acted as a vault for technological wonders hid from the hateful eyes of the Ancient Ones. The Cult was very active during the Dragon War, as Meander himself was a member of the Cult of the Scepter though Fineburr the Technician was not. However, the latter did receive much assistance from the Cult in the creation of the War Relics and other projects, up until Fineburr was revealed as a traitor. In the time since then, the Cult has retreated to preserving caches of technological knowledge, items and sites the continent over. One would think that the cult would be highly active in areas such as Statisdome or Lost Vale, but the cult prefers to avoid such high-profile areas whenever possible. Members of the Cult of the Scepter can be identified by the pharaoh-headed hawk tattoo that they bear (usually on the upper left arm, back under the hair atop their head) and the secret handshake-greeting the cult has engineered over the ages. Many members acts as soothsayers or craftsman in their community, but there tends to be an air of mystery and intelligence among all the members of the cult. Members of the cult rarely congregate, but keep in touch by means of ancient technological communication devices. Their current goals include collecting useful mechanisms as well as indirectly helping humans to find ways to do things faster and easier, and to also promote learning in their community.

Cult of the Snake

The Cult of the Snake is the second of two cults that was founded by ancient worshippers of the goddess Shame. This cult was dedicated to keeping alive worship of the Amberos gods, despite their enslavement to the Elves following the fall of the Technological Age. They tended to secret shrines to the imprisoned or exiled gods through the ages, despite constant oppression and persecution by the Ancient Ones and their loyal followers. The Cult of the Snake allied itself with the church of Shame following the end of the Ancient Ones rule near the end of the Elvin Golden Age. Their goal was to restore humanity to ruling its own lands and reestablish worship of the Amberos gods Shame in particular. Unfortunately, a falling out with the church of Shame, who only wanted to restore worship of Shame versus the Cult who wanted to restore worship of all the gods including such entities as Ziga, Jhalah and Titanicus - led to a bitter civil war between the two cults. In the end, the church of Shame won, establishing the country of Iiannhanex as the cult decided to sink back into autonomy and work from the background. The Cult of the Snake became active across Amberos, with hidden factions in such realms as the Kingdom of Malovak, the Ghan and even helping to form the basis of what would become later known as the Brotherhood.

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The Cult of the Snake is neutral in its outlook, performing both deeds of good and evil to support its cause. In modern times, the Cult has become known for its assassination of pagans the continent over hunting down and killing officials who do not worship the gods of Amberos. The cult has established secret headquarters in areas such as Llannhanex, Misake, Jsarath and most recently, Spi Dak Su. The cult has long been trying to infiltrate Chiamung, but the protection afforded it by the Tuan hills has made the task all but impossible. Likewise, many of the cells within the Cult of the Snake have naturally gravitated towards promoting one or more gods over the others. This has caused considerable internal strife, as the various evil gods have used those promoted them for their own ends. Members of the Cult of the Snake tend to operate in small groups of thirteen members in areas hostile to their beliefs. Their membership consists of two masters (The Viper who heads the group, and the The Rattler who is an advisor and second-in-command), ten adult members and a final member, the recordkeeper, who is traditionally a youth charged with running errands, acting as a spy and entrusted with keeping the traditions alive should the other members of the cult be captured or killed. The adult members are often trained in magic and skilled in subterfuge and assassination techniques. While the twin leaders of the cell are often prominent members of the community, the average cell member is expected to keep as low a profile and unremarkable as possible so as they may carry out their functions without being noticed or suspected. The cells sole goal is to convert the populace to worship of the Amberosian gods and to remove those officials and overthrow those governments who follow the Ancient Ones or Elder gods. They secretly leave books and other documents or arrange miracles to show the power of the Amberosian gods, always ensuring that the cults hand is not seen in the acts they perform. They plan and perform assassinations in secret, and have even been known to act as spies for foreign governments against those they wish to overthrow. Though the cell is not above terrorism to get its point across, those cells who tend to survive and prosper keep their activities and presence in matters as secret as possible.

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The Dragon Armada


This pirate fleet of cutthroats and war-wizards has harassed the northwest seas of Amberos since the fall of the great kingdom of Swordfall. Numbering over 32 galleons armed with bombards and magic-wielding wizards, the Dragon Armada is so well armed that no fleet has the firepower and men to hunt down the pirate legion. The fleet cruises as a single unit, traversing the lanes of the Tsre Ocean, looking for merchant ships to capture. The Dragon Armada is not known for taking prisoners, both sinking and killing the crew of the original ship (or when in a merciful mood) casting the crew adrift in the vessels lifeboats. The Dragon Armadas home port is unknown, though there have been wild rumors that the ships have been using some sort of magical gate to travel from the Ksiki Colonies. Millos has been the most vocal about opposing the Dragon Armada, and even banded together with a force of heavily-armed Saltbrine warships and granite warships from Bulungi to hunt down and destroy the vessels. Unfortunately, the Millos section of the fleet spurred ahead of the slower granite ships while chasing the Armada, and the Dragon Armada spun about to decimate the smaller Millos fleet. Though the Bulungi granite ships were able to drive the Armada back, the Millese fleet was crushed and many of the Saltbrine warships burned down to the waterline. Millos and Saltbrine have not yet been able to restore their fleets to full power. This has caused severe problems with Millese

shipping, whose merchant ships have inadequate protection against attack even by non-Armada pirates. Saltbrine has cordoned its northward trade and turned to shipping across the Boiling Sea until it can rebuild new ships for traversing the Serpentia Ocean.

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Drinkers of the Cup Eagle Knights

Sometimes also referred to as the Shadow Knights, the Drinkers of the Cup is a secret organization of warriors and assassins who are loyal to Gwieze. They derive their name from a silver cup given to them by Gwieze. Those who drink from the cup are given a vision of Gwiezes desires on the world, and are likewise infused with a bit of his essense for a short time. The Drinkers of the Cup keep their identity a well-guarded secret, and often employ disguises and pseudonyms even when in public. They tend to wear armor that is both quiet and dark-colored, and when coupled with their Gwieze-based ability to mix with shadowstuff, often seem to lurch out unexpected shadows or be surrounded by a nimbus of black flames and/or a shadowy mist. The Drinkers of the Cup are thought to be based in Vactorstein, though tales have placed them working out of Riddlekill, Barbed March, the Skienlands or even being aligned and based with the Savage Companions in the Golens.

The Eagle knights of Lost Vale is composed of Aztech warriors dedicated to the mysterious diety Aztech. The Eagle knights, are the defenders of the worshippers of Aztech, unlike the aggressive Jaguar knights of Tzuckamus and the Anaconda knights of Aspus. Eagle knights are skilled in combat as well as the shamanistic magic of pluma. They do not fight to capture sacrifices for their god or slaves, but instead fight to defend their homes and people. They are paid with offerings of food and gifts from their own people, as well as for prestige among their own. Unlike the other Aztech knightly orders, being an Eagle knight is not seen as a glorious career, but a burden that must be borne for the safety of ones people for most of the Eagle knights. Eagle knights tend to wear armor made of a leather backing that is covered with feathers often taken from their namesake, though colorful outfits made of birds of paradise feathers are not unknown. Spears, clubs and obsidian axes or knives are the favored weapons of Jaguar knights. Warpaint is uncommon, and Eagle knights often use ritualistic scarring and tatooing to mark their status. For each battle an Eagle knight has participated in, they have a scar, crossmarked or dotted for each enemy they have slain in battle. The Eagle knights use tatooing primarily to indicate rank, and denote which pluma spells they know as a warning to enemies.

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Some tatoos are also protective in nature, imbued with magical power of their own.

The Klinnian Mapsters Guild

Jaguar Knights

The Jaguar knights are composed of Aztech humans who follow the leadership of their bloodthirsty god, Tzuckamus. Much like the Anaconda knights of Aspus, the Jaguar knights fight to capture sacrifices for their god and slaves for their cities. The Jaguar knights dress in pelts made from their namesake, with pure black pelts reserved for the most fearsome and deadly of their order. Unlike the other Aztech knightly orders, Jaguar knights do not decorate themselves with feathers, but instead braid their hair into locks which the decorate with beads and carved seashells. They also wear necklaces made from the canine teeth of predators, with each tooth representing a battle, and beads strung between each tooth indicating the number of foes they have defeated in each battle. Their favored weapon is the macahuitl. Like the other Aztech knights, the Jaguar knights operate out of Lost Vale. They restrict their raids to Lost Vale, unlike the Anaconda knights, fearing the world outside the bounds of their lofty plateau.

The Klinnian Mapsters Guild (KMG) was formed shortly after the fall of Swordfall. Cartographers and other explorers who had worked for Swordfall had long tired of Swordfalls propagandistic mapping techniques. Though some moved to the Kingdom of Vall Vega to cater to the whims of the new empire of Amberos, a small group of cartographers and explorers decided to strike out on their own and begin producing accurate, unbiased maps. This group headed east, hoping to escape the tyranny of the west. The first stop for the new selfproclaimed Explorers Guild was in Nyrr Ryann, but the political machines and house rivalry for maps of other houses trade routes made the guild decide to move on. It was a land grant by Saul Aurthorn, made available to the Explorers Guild that decided where the group would move next. Taking residence in a natural cavern complex west of High City in Klinn, the newly renamed Mapsters Guild began excavating, exploring and setting up shop in the limestone caves. It took nearly five years for the guild to set up the caverns to its liking. By the time they were ready to begin the exploration and mapping of Amberos, they had already begun to accumulate a store of maps. Many were older Swordfall maps, badly marred by the propagandistic pen of Emperor Nannon, but adventurers and explorers from the nearby area had also begun to bring in collections of hand-drawn maps. The Klinnian Mapsters Guild worked quietly for many years collecting maps, dairies and other anecdotes about the continent, until the reign of Blazer befell Klinn. During the evil dragons reign of terror, the Klinnian Mapster Guild completely shut down, hoping to avoid a scouring by the dragon Blazer. Still, an occasional map would slip into the Mapsters Guild, but it strictly forbid any maps from leaving the protected vaults. After the death of Blazer, the Mapsters Guild reopened its doors, and suddenly found itself in demand. The Kingdom of Vall Vega had clamped down on

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mapping and had begun to follow in the footsteps of Swordfall, having maps altered to suit its own needs. Those who needed unbiased maps to resolve territorial conflicts, or to explore unmapped areas of the continent Vall Vega had named as enemy (primarily Randu and the eastern lands) were forced to visit the vaults of the Mapsters Guild for accurate maps. As its reputation grew, so did the vaults. In modern times, the Mapsters Guild has greatly expanded, and has stationed vaults in various places across Amberos at strategic points, including within the Knights of the South, Nyrr Ryann and even in old Swordfall. The Mapsters Guild has also had a strong effect on the political scene as well. Unbiased by Vegan decree, the Mapsters Guild has distributed maps showing actual borders as claimed by the countries who squabble for them, rather than the rigid hex-border maps the Kingdom of Vall Vega has used to define borders (as it wishes to see them). These maps have been used to quell border skirmishes as well as warn a traveler who really owns the land they are traveling to. Further, the Mapsters Guild was the first to breech the Vegan decree against a full map of Amberos The Kingdom of Vall Vega, stating security reasons, had passed a death decree that no map should be made to show all of Amberos on a single map sheet. Other cartographers had always tried to find ways around this by breaking the map into halves or quarters, with overlapping sections that made viewing the whole somewhat difficult, due the inaccuracies of hand-drawn maps. However, in open defiance to the Vegan decree (and with the backing of the Silkna Kingdom if things got ugly), the KMG devised what has become known as the Master Document, a single, 6 wide (or larger) map depicting the entire continent of Amberos. Currently, these costly maps can only be found in the halls of the richest of kings, but the KMG keeps at least one copy in each of its vaults, which can be viewed by anyone interested in looking. Currently, the KMG makes its money by producing maps for profits. The maps from the KMG are always triple-checked before they are released (though inaccurate maps such as the infamous White Maps, copied from old Swordfall maps, can sometimes still be found). The KMG also carries scores of diaries and explorer logs, which it will allow others to read or copy for a fee. The KMG also purchases copies of maps and explorers logs. The KMG is more interested in accuracy than anything else, and the price they pay will depend on the accuracy (and importance) of the map. The KMG also sometimes hires adventurers to map or make logs of certain areas on the continent. The fee for these jobs are always governed by how bad the KMG needs the information, and how dangerous the journey might be.

Knights of Competition
This group of devotees to the god Competius are an elite, secret sect of knights who operate among the Knights of the South. Its members are sworn to secrecy about their affiliation, as many of the Knights of the South, as worshippers of Dhorian, distrust worshippers of Competius. However, the leadership of the Knights of the South occassionally let slip information about suspected evil plots that they do not feel they can act directly against, knowing the Knights of Competition will investigate, and act if need be. The Knights of Competition are dedicated to rooting out evil wherever it can be found and bringing about its downfall by whatever means is necessary. When engaged against evil, the prefered weapon of a Knight of Competition is a black mace and a blackand-white checkered kerchief, surcoat or shield emblem. Other than this, their armor and dress is as varied as those who belong to the organization. While the Knights of Competition are thought to be based in the homeland of the Knights of the South, there is evidence that there are members all across western Amberos, and perhaps even some secretly living in lands such as Randu, the Skienlands and Ran Da Khan.

Knights of the Rat

Not knights at all, the Knights of the Rat is a secret society dedicated to Lepornunse, the god of disease. Surprisingly, most of the Knights of the Rat are merchants, and House Montisque of Nyrr Ryann is suspected of having prominent members among the trading house. The Knights of the Rat run various plots to bring Amberos under their control, using poison, disease, plague and murder to bring their plans to fruit. They have been known to instigate plagues in towns only to arrive with the cure a short time later, exhorting the townsfolk with exhorbant fees to cure the source of the plague. They have likewise poisoned wells in communities that they have felt done them some injustice or imposed on their plans, and have even infested townships with

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plagues of rats or other ills (including even vampire attacks) to overrun or cow communities that interfere with their plans.

The Nightmen

The March Riders

This is Barbed Marchs elite cavalry force, an army known for its fearlessness and aggressive riders who march into battle on a variety of fantastic beasts. The March Riders were formed during the Dark Ages under the guidance of the Skyland Hold, and many of the original riders rode fiend-blooded creatures into battle or were given lesser dragonkin known as drakes with which to assault their enemies. When Barbed March eventually gained its freedom, the practice of the riders taming and riding unusual beasts continued, though many of the newer recruits use common creatures such as horse. They were employed as crack troops facing off against dragons during the First Dragon Wars, and the March Riders were instrumental in keeping the lands of Barbed March from falling into the hands of the Kingdom of Vall Vega after the collapse of the Empire of Swordfall. The March Riders consist primarily of noble of wealthy family members with long lineages of service amongst the riders. They often work in concert with the Red Cabal, providing strong arms and quick charges preceded or enhanced by the magic of the Red Cabal.

A very secretive and mysterious guild of morticians, gravediggers and tomb-makers, the Nightmen are worshippers of Silamus who have mixed the resposibility of putting the dead to rest with hunting down and destroying undead putting them to final rest. They also protect cemetaries and tombs against grave robbers and despoiling by necromancers or others who would seek to disturb the rest of the dead. The Nightmen are well-versed in the lore of undead and many have the divine might of Silamus to call upon to weaken or destroy undead creatures. They ply their natural professions by day, but once the sun decends below the horizon, they take up weapons (and armor) to hunt down the restless dead. Some Nightmen are open about their affiliation with the Nightmen and offer services to build or protect tombs for clients, as well as offering services to contact the deceased or put specific undead to rest usually both at the latter request of relatives or friends of the deceased.

Nyrr Ryann Trading Houses


The following is a list of the better known trading houses in Nyrr Ryann. There are myriad of lesser houses to be found in the land, as well as abroad. Currently, government documents have on record at least 300 different houses claiming citizenship in Nyrr Ryann. To claim citizenship, a house must possess a manor-sized house (of at least 18 rooms) within the capital city of Nyrr Ryann. This manor must be the domicile of the Lord or Lady of the entire house. Many trading houses also maintain lesser manors in other countries as way stations. Page 336 of 405

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y y Ryannhause family house from who all the ruling officials are pulled. Ryannhause also adopts other family members into political offices. Such honorary members are considered blood relatives for as long as they are in office. Many marry into Ryannhause, which prevents inbreeding, and spurs competition for future positions. Montisque the other houses avoid the Montisque as they are a quarrelsome house. This fear is due to their use of poisons and assassinations to keep their exotic spice market cornered. Montisque also deals with questionable products such as hare tobacco, opium, cocaine and other substances. Several Montisque merchants are addicted to their own wares, which has led to corruption within its own ranks. Since few other houses are willing to deal with Montisque on a friendly basis and house Montisque is paranoid about newcomers who may betray them, Montisque has a degree of inbreeding that has resulted in various birth defects and abnormalities among the household. These features have combined to give the Montisques the nicknames, Hunchbacks or Monsters. Talis One of the oldest houses, Talis sells information and books. On a whole, the Talis are fortune-tellers and sages of high repute. Talis books and charms are highly sought by people across Amberos. More importantly to the Nyrr Ryann however, is the protection that the Talis provides to the trading houses of its own realm offering information and protective devices to keep the Nyrr Ryann trading coasters the most powerful mercantile forces on Amberos. Havis Known almost universally as snobs and fops, the Havis have a knack for dealing in artwork and other treasures. The Havis both make and trade in fine arts, and are unrivalled by any other force on Amberos. Beside the normal wheeling and dealing the Havis do, they are also excellent forgers of art objects however, they are very careful about such forgery. No Havis deliberately sells a forgery instead of the real thing to a customer, though they will make one at a customers request. They sometimes also use forgeries to protect the shipment of the real thing sending a fake out first before the delivery of the real object is made. Lastly, despite their reputations as fops, the Havis have been known to rob the graves and tombs of the wealthy to recover special treasures that have been requested by a customer. In all such cases, the Havis keep a low profile, and the customer is expected to do so as well. Symonel The Symonel house is the strong-arm of Nyrr Ryann. These mercenaries hire themselves out to protect the many caravans that cross Amberos. The Symonel are respected for their ability to ward off attacks by raiders and bandits, as well as detect and deter plots against their employers before they occur. Most Symonel companies have been armed with firearms through deals with house Tarrascon, and are often the recipients of Talis information and charms due to their exceptional services. Note that the only house Symonel does not work for is Montisque, who is too paranoid to allow the Symonel near them. Botticheli Though the Montisque are often considered monstrous by the outside world, there is even a deeper fear of the dreaded Botticheli family. The Botticheli are master assassins, and one of the few houses that deals with house Montisque on a regular basis, though the Montisque do not trust the Botticheli one whit and with good reason. The Botticheli are thieves, thugs and assassins, out for hire by any being who can afford them. Though it is rare, sometimes even other Nyrr Ryann families

Tarrascon A recent trading house to appear in Nyrr Ryann, Tarrascon has become well noted for their exportation of weapons especially firearms. The Tarrascon have a patent from Millos to sell these arms to certain countries namely the Knights of the South, Kingdom of Vall Vega, Millos, Saltbrine, Shovnov Coast and Doonask. However, house Tarrascon is believed to also be selling guns to other countries. Of course, no one has been able to prove it, as Millos would have surely revoked the patent by now if they were caught.

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employ them to rid themselves of a troublesome family member of another Nyrr Ryann household. Botticheli are very careful about taking such jobs, ensuring that no one will attempt retribution against them for the act though most would fear to attempt so for any matter. The Botticheli have acquired a patent of assassination from the Kingdom of Vall Vega (after years of faithful service, tidy sums of money and an oath to never harm the Emperor or his favored), giving them immunity for their acts in any country allied with the great kingdom. Though this has not set well with many countries, most realms are nervous about prosecuting a member of the Botticheli family. In an effort to reduce the chances of their prosecution, the Botticheli have employed a series of stringent codes that makes them seem in many ways, no different from any other professional workman. Contracts, dress codes, ethic standards for workmanship, humane killing methods and codes of assassination are just a few of the ploys the family has used to reduce or negate the sense of horror their acts cause. However, in all truth, the assassins of Botticheli are cold-hearted killers, and most know crossing one is to invite death itself. Renquise Generally seen as a soft-spoken family, the Renquise have no mercantile specialty, though they deal generally only in luxury items. They do not rival the Havis for the quality of their work, but they are favored by the wealthy as a worthy trading house to do business with. Though the Renquise family rarely has items that could not be garnered from other means, often at cheaper prices, there is a certain status and social pandering that goes with buying from the Renquise at their oft-inflated prices. The Renquise also have a knack for legally importing items that would not normally be available by other means, if the price is right. Common items imported are teakwood from Spi Dak Su, showcase firearms from Millos, and exotics (but never spices) from the Skienlands. Hauf The Hauf are not considered very reputable, a rare occurrence for a successful Nyrr Ryann merchant company. However, the Hauf are renown for their ability to acquire what cannot be gained legally though the customer must also be on guard for inferior or falsified items. The Hauf have no compunction about duping their customers they strongly believe that it is the buyers responsibility to authenticate his purchase. Conversely, the Hauf are extremely careful about acquiring items, but do nothing but continue a ruse to the customer should they themselves be duped. It is a very rare occasion that the Hauf cannot pawn useless junk that has been passed on to them. Moten This oddly successful merchant company deals with the dead. The Moten deal in coffins, burial plots, burial services and the other aspects of the end of life. The Moten are also accomplished at thwarting the undead, and sometimes hire out to rid a house or community of an evil spirit. The Moten also sell special talismans, made by the Talis that affect undead or protect the dead. The Moten have sometimes been known to work with the Havis to recover a particular treasure from the undead, and with the Ghulan to purchase special herbal preservatives for the dead. Ghulan Where the Montisque deal with spices and intoxicants, the Ghulan deal with herbs and curative goods. The Ghulan are highly respected, and they offer a wide variety of herbs and other plants that can be used for a variety of means. The Ghulan purposely avoid plants and herbs that produce spices the Montisque hoard. Any and all herbs gathered by the Ghulan are designed for medical use. Likewise, where the Montisque rely on mines, crops and other commercial forms of growing and gathering their wares, the Ghulan hunt for their herbs in the wild. They often hire out apprentices, in the form of young men or women who are not allied to the merchants, to aid in finding and collecting their herbs. These non-allied apprentices help to keep down costs, but in general, Ghulan herbs are much more rare (and more highly prized) than Montisque versions. Oban-Ri This Nyrr Ryann merchant company has had a strong influence from ancient ArBaqua, now known as the Skienlands. The Oban-Ri merchants deal with wares from the Skienlands, bringing wealth to themselves and that country by trading their wares across Amberos. The Oban-Ri are distinctive among the Nyrr Ryann, as their family has long bred with the inhabitants of the Skienlands. This has given them a swarthy appearance, and most have taken up Skienland dress and customs. These features have given the Oban-Ri a healthy reputation that they have increased on by showing themselves to be capable and shrewd businessmen. KethTotem Established by the orkan namesake of this family, this merchant company tends to suffer from prejudice across Amberos, though it is a highly skilled merchant company. The KethTotem sells a variety of wares (most anonymously) across Amberos, and has no

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specialty. Though the family is often struggling, and no member has been allowed a political position in over 70 years, the KethTotem has managed to make themselves one of the ten most wealthy houses in Nyrr Ryann, though it keeps its status as quiet as possible. require all payments up front, and only remain in a given area a few days. Custom items are often shipped or magically transported to the owner when completed. To this date, the Pomec shop has not welched on a contract or sold inferior or cursed items to potential customers. Finding the Pomec Magic Shop is perhaps the most difficult thing to do. The entire shop is on wheels, and moves slowly along the continent in a random fashion, sometimes using magic to travel from one place to another, missing all points in-between. The reason for this is simple: the Pomec are too cautious about their wares to allow themselves to be ambushed and/or robbed. By moving about in a random fashion they can thwart any and all attempts for opponents and thieves to lay ambushes to capture them. This cautious nature has prevented any thief from successfully stealing from the Pomec to this date.

Pomecs Magic Shop


Sometimes known as the Wandering Magic Shop, the Pomec magic shop is a wondrous wagonbound magic item shop. The small group of twenty who call themselves the Pomec consists of merchants, gypsies, smiths, craftsmen and wizards who run the shop most

The Red Axes

have skill in more than one area mention above, and truly exceptional Pomec seem to have skill to do and be everything at once. Pomec is registered as a trading house in Nyrr Ryann, and because of their special status, are not required to maintain a presence in Nyrr Ryann like the other trading houses. Because they are registered with Nyrr Ryann, they employ mercenaries from house Symonel. Those Symonel who garrison the Pomec have taken a lifetime oath of service, and have been thoroughly tested to ensure their loyalty to the Pomec. The Pomec shop buys, sells and trades in a variety of magic items and magical components. The prices for these items are always high, and the shop does create a number of custom-ordered items. The Pomec

The Red Axes are a quasi-religious mercenary organization that is tied to the worship of Titanicus. These mercenary are life-long warriors who offer advice, arms and armor to military orders bold enough to employ them, and fight alongside if not in advance of an army with the wealth to garner them to their side. However, the Red Axes have made one thing clear they work for the glory of their lord, Titanicus, and fight only on the winning side they take their payment in the dead on the battlefield, and have been known to switch sides when the battle goes against one side or the other. The Red Axes have no permanent home, and wander the continent in a large caravan, travelling from one battlefield to the next. They often travel in search of Jro-Jro castle, and some of their members have engaged

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the warriors of that teleporting castle more than once in the past. For reasons known only to the Red Axes, they have vowed to never fight on the side of the warriors of Jro-Jro Castle.

The Savage Companions

The Red Death

Led by the charismatic Red Dengal, the Red Death of Barbed March is a well-known, feared and respected legion of necromancers and invokers. The members of the Red Death follow some of the teachings of the ancient necromancer Black Marentail. They believe, as Black Marentail did, that the source of magic power comes from the blood of intelligent or magical beasts (in the latter case, it is believed the blood of the creature is what makes it magical in the first place). By means of bloody rituals or acts, the members of the Red Death believe they can utilize the blood of others to fuel their magic power. Red Dengal has amassed the power of the Red Death by putting it in the service of Barbed Marchs army. By thus allying himself with the Red Deaths home estate, Red Dengal has assured that the Red Death is a respected, legitimate entity within Barbed March, able to operate freely and publicly as any other guild in the land. Normally, the Red Death does not use its spells and murderous rituals on citizens of Barbed March. It instead garners war captives, criminals and other derelicts to use to fuel its magic prowess. It is this act of respectability that has allowed the government to tolerate the existence of the Red Death.

One of the most nefarious, and feared semi-secret organization on Amberos is the Savage Companions. This band of assassins came into existence during the rise of the Empire of Swordfall. Nannon needed trusted agents to keep his enemies at bay, and he turned to the orkan Savage Avenger for this task. Savage Avenger wasted no time performing Nannon IVs assigned tasks, and left no question that those that plotted against Nannon would be found very dead and unraisable. By the time of the First Dragon War, Savage Avenger was working with at least two additional assassins carrying out the whim of Emperor Nannon. It has been since discovered that Savage Avenger was sent several times to find and slay draconic leaders or sympathizers, and the war kept him and his assistants quite busy. By the time the First Dragon War ended, Savage Avengers group of assassins numbered at least 20. After the war however, Nannon did not have a need to keep so many assassins on the payroll. He commanded Savage Avenger to eliminate the assassins, permanently. Savage Avenger quietly refused, sending the extra hands to Nyrr Ryann where he would at times contract them out for jobs of his own. Emperor Nannon never learned of the deception, and when Swordfall eventually broke up, Savage Avenger went to Nyrr Ryann where he and his band began to employ their trade in the petty squabbles that erupted after Nannons death over the lands of the west. Rumor has it that he and his assassins even occasionally took on contracts from Randu. It was these rumors, and the relative peace that followed in the wake of the Randu wars that forced Savage Avenger and his companions to relocate (some say flee) to the Golens. However, even to this day, most of the contracts with the Savage Companions begins by seeking out a representative hidden in Nyrr Ryann, who sets up the assassination with the customer, and sends the information to the secret hideout of the assassins in the Golens.

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Despite having been present since at least 1688 (making him at least 124 years old), Savage Avenger still leads the Savage Companions, and has produced some of the most feared assassins on Amberos. Gossips, rumor and legends put Savage Avenger or his assassins behind every major and some minor unusual death on the continent, as well as a host of rumors believing Savage Avenger and his secretive, bloody mentality being behind most wars since the Margrave Revolt against Swordfall. Exactly what is truth and what is fiction is difficult to sort out, for the Companions sometimes claim responsibility for acts that have no proof of the assassins involvement. since the last master was slain in a titanic battle in Spi Dak Su (the details of which are unknown), the current successor in this case Bavarian Blue-skin did not receive the secret from his former master. While Bavarian has not countered this statement, he refuses to confirm it, instead focusing his energies on replacing the monks lost in the recent battle at the monastery.

Wa-Atari/Wri-Atari

Tou Peng Monks


While there are many monastic orders to be found in the lands of Spi Dak Su, the monks of Tou Peng are one of the Five Great Orders who have charters from the Emperor himself. The monks of Tou Peng are famous as the Masters of Eternal Spring, and it is said they have found the secret to eternal youth. This has brought many young initiates to the doors of the monastery, and the monks have developed one of the most grueling initiations of the Five Orders. Supposedly, the secret of eternal youth is personally guarded by the Unfathomable Master of Eternal Spring and is only passed to a select few namely, the masters protg. However, it is thought that

The so-called witches and warlocks of Randu, these beings are the rare few who have learned magical power in that dreadful land. The people of Randu fear magic because of these two groups, who deal with powers from the outer planes to gain their magical prowess. The red robes they wear, which are hemmed with magic symbols and runes can easily identify both groups. The elders of the two groups tend to also bear purple cloaks and/or wear black robes lined with gold bands. The Wa-Atari are psychically sensitive women who have been taken as an apprentice to a being from the outer planes. The apprenticeship normally starts during puberty, and those who do not heed the psychic call are often driven mad. The Wa-Atari are not bound to a single outer planar creature, but instead each witch is sponsored by an individual being from the outer plane. Most of these beings are fiends of the lower planes, and the deals the witches make for their powers tend to be dark indeed. The deals often include the enslavement or forced servitude of any child the witch may have, and several cambion, succubus and incubi children have been born to the Wa-Atari. These fiendish children have grown to become even more powerful Wa- or Wri-Atari, though many more have been spirited away to never be seen again. The Wri-Atari are similar, but are instead male warlocks. They are feared even more than the Wa-Atari, for they are fewer in number, and much more skilled with their deadly magic. Although each enclave of the witches is normally headed by an elder Wa-Atari, any single Wri-

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Atari is given status exceeding even the most powerful Wa-Atari. Randu has employed the Wa-Atari and Wri-Atari as part of their army forces, though they are wary of the power behind these witches and warlocks. Renegade WaAtari and Wri-Atari tend to have short lives, for they are hunted both by the forces of Randu and their associated orders, as well as few countries are willing to accept these beings into their lands.

White Rangers
The White Rangers were organized during the reign of the great druid Druidus shortly before the Dark Age befell mankind. The ranks of the White Rangers come from the Kennestone kings guards, where they receive special training from the druids of Kennestone. The rangers act as a police force for the king of Kennestone, though their true superiors are the druids of the woods. The White Rangers are more combative and lawful than most other ranger groups, and they are regarded as somewhat lesser learned in the ways of the woods than many other ranger groups. The White Rangers are known for their hatred of green dragons, as well as the mighty weapons Druidus created to battle the wyrms the legendary Swords of the Woodlands. Though several of the original 12 have been lost, stolen or destroyed, they are one of the greatest legacies of the White Rangers. Page 342 of 405

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Foothand
Land of the Kentutu, The Golden Lands Government: Religious Monarchy Capital: Chtento Standard of Money: Barter Cultural Basis: Mayan Golden Age Location: NE1, east off-shore Social Structure: Youthitarian Class System Current Leader: Tololatec HZoalche the Molested Population: 3,000 Resources: Gold, Turquoise Estate Alignment: Neutral Good People's Alignment: Chaotic Good Estatewide Taxes: EJ Estatewide Religion: CENTRAL AMERICAN PANTHEON Description: Foothand is a large island located on the eastern portion of the continent. It is inhabited by an Aztec culture calling itself the Kentutu, and apparently has been in existence since after the Time of Technology. Millos recently discovered it after a happy accident left the crew of a caravel trading company aground in the shallow water surrounding the isle. The Millese sailors made contact with the Kentutu, and were overwhelmed with the valuable turquoise and gold the natives had. After freeing and repairing their ship, the crew returned to Millos and gained a exclusive charter to trade with the island, securing the route through registry with the Kingdom of Vall Vega and Nyrr Ryann patent offices. Since that time, Foothand has had an exclusive trade agreement with Millos, and only trades with the mainland through that country. Of course, because of the distance between Millos and Foothand, it is not possible or profitable for Millos to ship the gold it gets to its home country. Instead, Millos has made an agreement to transport the gold to Lanster, where it is sold, and the profits sent to Millos. The natives of Foothand are a very religious lot who follow the Aztec pantheon. Oddly, they do not resent the intrusion of Millos tradesmen into their daily lives, and have tried to learn as much from the foreigners as possible, though the Millese have been careful to keep certain secrets from the Kentutu. These secrets include the skill of metallurgy and smoke powder weapons. The Millese have also been reluctant to talk about the other kingdoms of Amberos, fearing the Kentutu may come to realize they are not being dealt with squarely. The Kentutu are divided into several castes, which form various social and political groups. The highest on the pole are the Mylars, which is a tiny group Titles: consisting of the High priest and his councilors. Below the Mylars are the Cyan-Jojo, which are warriors and make up the bulk of society's males. Below these are the Meshih, which are the women, children and craftsmen who are not warriors. The lowest group are the Uotuna, which are little more than manual workers. For the outsiders they have adopted an even lower class - a group that has no power in its society or politics, called the Millos. Note that any outsider is called a Millos, regardless of which country they may truly be from.

The Kentutu have surprised the Millese with their skills in astronomy and geometry. They have developed an advanced astrological calendar, capable of predicting the weather, natural disasters and harvest take with such accuracy, that for several years Millos thought of replacing the Vegan calendar with the Kentutu's calendar. Also, the Kentutu have erected cities across Foothand in a pattern that geographically recreates the starry sky. More impressively, without the use of metal tools, the Kentutu have created cities of stone whose construction is so precise that a razor blade cannot be passed between two stones in buildings wall, despite the fact no mortar is used to hold the massive stones together. The Millese have sent several skilled artisans to Foothand to learn the secrets of the Kentutu stonemasons, and it is only a matter of time before these apprentices have the skill to take back to Millos.

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Also, a small faction of the Kentutu have been trying to prove that travel amongst the stars is possible, and have claimed to have received this information from Quetzalcoatl himself. The Mylars treat the cult's claims as blasphemy and treason, and they have executed several members of the cult. The Millese traders are attempting to end the hunts for these individuals, with no success. Visitors to Foothand can arrive there by means of one of the monthly galleons that transports goods for gold on their route from Lanster to Foothand. There are plenty of chances for adventure on the isle, for a host of monstrous creatures can be found in the wilderness areas of Foothand. Guards are always needed to protect the gold and turquoise miners, and the Kentutu pay well for those who chase down and destroy menaces to their cities. There is no restriction on weapons and armor except that criminals are not allowed to use either (enforced by the Millese). Spellcasting is not frightening to either the Kentutus or the Millese, though it is considered a novelty upon the isles, for there are few Kentutu wizards. Most Kentutu priests cannot cast spells, and those who do are treated with the utmost respect and reverence. Priests not of the Central American mythos are often treated coldly, but foreign priests are not harmed for fear of raising the ire of the god whom is the priests patron.

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Hags Isle
Lands of the Witch, The Green Lands Government: Tyranny Capital: Balisarde Standard of Money: Toth = 1/100 gp, Hags piece = 1/10 gp, Zom = 1 gp Cultural Basis: Middle Age Oz Location: NE1, northeast off-shore Social Structure: DFI (non-humans) Current Leader: Queen Kaylatana Population: 3,000 Resources: Gemstones, Timber Estate Alignment: Lawful Evil People's Alignment: Chaotic Good Estatewide Taxes: A-J Estatewide Religion: None Description: The witch Kaylatana has ruled the isle known as Hags Isle since near the end of the Elvin Golden Age. She was the brief consort of Kinko before he found Magius, and she learned enough magic from Kinko to begin her own studies. However, she was ever bitter of Kinko leaving her for Magius, and watched her former lover, hoping to one day turn her away from Magius. She is known to have helped Kystal the betrayer Titles: lay his plans to capture Magius, but left Kystal to his own devices after he slew Kinko. After Kystals inevitable death, Kaylatana was one of the most powerful mages remaining on Amberos, but her notoriety was short-lived. When the necromancer Black Marentail rose in power, Kaylatana became one of the dark mages targets. Kaylatana, realizing she was no match for Black Marentail and his deathless legions, fled Amberos, and became forgotten. Since fleeing Amberos, Kaylatana happened upon the island now known as Hags Isle. There she overpowered and destroyed the elvin wizard-protector Zominara, and assumed the elfs magic mantle, making her the undisputed lord of magic on the isle. To prevent other mages from seeking her out and destroying her newfound kingdom, Kaylatana enveloped the island in magic that obscured it from the outside world. Since that time, Kaylatana has ruled the island with an iron fist. The only opposition she has faced in the many years of her rule is from Melidan, the last elvin wizardess alive on Hags isle. However, as long as Kaylatana possesses Zominaras magic mantle, even Melidan can do little against her. Kaylatana maintains day-to-day control of the isle by means of her magic and the great Garuda (Gargantuan Reptile) that she has control over. The citizens of the isle, who live in small communities, fear to

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attempt escape from the isle due to the witchs control of the Garuda, and the propaganda she has spread about the outside world. Hags isle is populated by a variety of magical races dwelling in city-states across the land. Kaylatana has used her magic to frighten, bully and make each citystate suspicious of the others. Thus isolated, she need not worry about revolt against her rule. Manskville is home of the hillenfaey, who Kaylatana hates with a passion. The Manskvilles are reluctant to pay Kaylatanas tithes, and she often sends the Garuda to put the Manskvilles back in line. Most of the Mansks live in the wild flora that makes up the townships, and have found an effective means to avoid the Garuda if they must. Obenheir City was once home to the fey on Hags Isle. The fey wizard Zominata ruled it, until Kaylatana killed him. The city is now a mix of human, fey and half-elves. Most of the current population is pure human, with a lesser amount of half-elves and a handful of fey nobles remaining. The population lives in constant fear of the Garuda. The city ensures that the tithe they pay to Kaylatana is paid faithfully each month, and anyone attempting to stir up sentiment against Kaylatana is turned over to the witch for punishment. Ghinlaund is a rural village of Nippon isolated by a ring of mountains in which the village lies. Because of its location, the tithe the Ghin pay is difficult to deliver to Kaylatana, and the small village often sees the ravages of the Garuda when its tithe is late. Luckily, the Ghin have found a series of caves to hide in when the Garuda strikes, though the Gnomes of Sumex inhabit these caves. The Sumex often capture the hiding Nippon and force them to become slaves in their underground lairs. Kaylatana has several lackeys at her beck and call. The best known are the Kenku of Ghinlaund. By collaring the king of the Kenku with a magic collar that makes him a prisoner to Kaylatanas will (threatening him with death by strangulation if he refuses to obey), Kaylatana has gained the loyalty of the Kenku, who are often sent to harass Ghinlaund. The Kenku are actually rather neutral, but mischievous, and would be mostly harmless is released from Kaylatanas control. Another of Kaylatanas henchmen is the Vex these oddly shaped creatures delight in torture and have joined Kaylatana for the sheer joy of torturing others. The Vex work near Obenheir City, and sometimes wait in the wilderness to pick off careless travelers. Any and all treasure they gain they bring back to Kaylatana, or risk facing the wrath of Kaylatana for holding out on her. Although Kaylatana controls most of the island, there are some races that have escaped her attention so far. The first is the Sumex, a race of gnomes. Dwelling beneath the land in the mountains surrounding Ghinlaund, the Sumex are gnomes who Kaylatana often trades with. The gnomes are neutral, and have interfered with the cities of hags isle in an attempt to usurp Kaylatana as much as they have helped the witch over the years. The Sumex have been careful however, to ensure Kaylatana does not learn of the Sumex motives. Some of the Lycanthropes who did not agree with or who feared Sarve fled to an area on Hags Isle known as the Jade Forest. In the Jade Forest, the weretiger Raji-Uten, a cruel warrior/wizard who often deals with Kaylatana, rules the woods north of the great chasm. South of the great chasm that divides the Jade Forest in two, King Mugli the werebear, a great warrior/priest who dislikes Kaylatana and her minions, is master of the woods. A new contender to the woods is King Roason, who dwells in the chasm between RajiUten and King Mugli. He is a great warrior who was once a slave to Kaylatana, but escaped. He is a naturalborn werelion, who intends to unite the woods into one kingdom. Beneath the land of Hags Isle dwell the stone elves, the Fey-Atuna. Driven underground by Kaylatanas foul magic and fear of the Garuda, the elves have been peacefully living in the dark caverns beneath the earth, slowly tunneling toward the land of the Evan Cordum, hoping to escape to the elf-lands. Unfortunately, the elves dislike the cramped quarters of underground tunnels and must often seek passages back up to the surface where they may release their woes and frustrations. At these times, the elves are very vulnerable, and become very aggressive if found. Also, a band of rock dwarves called the Rogu, created as a magical race by Kaylatana, has escaped the sorceresss grip and now dwells in the rock beneath hags isle. The Rogu tunnel through the earth, causing earthquakes and moving areas of land in an effort to thwart the witch Kaylatana. The Rogu have no regard for what effect they have on the dwellers above, and often war with the Fey-Atuna and the Sumex. Of course, there is always Melidan, the last great elvin sorceress who opposes Kaylatana. Stripped of most of her magical powers, Melidan operates from hidden areas to attempt to thwart Kaylatana. She mostly works against the Vex, turning them to stone when she has the chance, but has also helped organize secret rebellious sects in the towns who attempt to oppose Kaylatana without bringing the full wrath of the witch down on their city. Sometimes, outsiders are able to breech the magical wards that protect Hags Isle, and end up caught within the dark politics on the isle. So far, no one has been able to successfully thwart Kaylatana, and even fewer have escaped the isle back to the outside world. Those on the island caught with weapons and/or armor by Kaylatana can expect a painful death, if not imprisonment. Wizards had best beware as well, for Kaylatana will use her magic to strip the magical knowledge from her victim before killing them. Those

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oppressed by Kaylatana universally hat priests, and the queen herself delights in destroying priests. On the flip side, Melidan might be very willing to help strangers caught on the isle, and may ask for the aid of adventurers in thwarting Kaylatana. Though her magic cannot stand against Kaylatanas, Melidan has in the past loaned out magic items to aid her cause or to help others escape the isle. Exactly what items she may have left is unknown.

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Crab Island
Government: Nil Capital: None Standard of Money: Any & Barter Cultural Basis: Dark Age various Location: Eastern Sea Social Structure: Varies Current Leader: None Population: 1,000 estimated Resources: Unknown Estate Alignment: Varies People's Alignment: Varies Estatewide Taxes: Nil Estatewide Religion: Varies Description: Crab Island is a very remote shipwreck island. Over a period of many years, mariners damaged by storms or the cannons of Battlegroup Redblade have been washed ashore on this remote isle. The island is home to many wild and dangerous animals as well, and the shipwrecked live at best in small communities numbering only a handful of souls apiece. Since the island is fairly large, primitive and sparsely populated mostly by males, there is no thriving or stable community on the isle. The dangerous predators of the isle have made negotiating the isles terrain treacherous, and many of the communities live without knowledge that within a few miles, another small community exists. Because of the disparate backgrounds the shipwrecked come from, there is a wide variety of cultures and levels of technology. There have been several attempts over the years by the shipwrecked to built small fortresses on the isle to protect themselves. So far all attempts have only ended in the destruction of the community that built them, either at the hands of fearful neighbors or wild predators drawn to the building and digging. awesome trees of the flood plains near the center of the isle. Though the Tree-toppers are rather warm and friendly, they have learned to defend themselves from hostile attackers both human and inhuman. Unfortunately for the Tree-toppers, the small contingent of women among the group threatens the community with eventual extinction or interbreeding of the worst sort. The Tree-toppers are loath to leave the island though, and they have been on the lookout for more women to induct into the community, hopefully willfully. However, if things do not change within a few years, the Tree-toppers may be forced to more drastic measures to ensure their future survival. The Tree-toppers have helped several other shipwrecked folk escape the island, bringing their plight to the mainland, though it is not well known. The second well-known community is the Darkenhost, a small group of about eighty who live in the mountains on the north coast of the isle. The Darkenhost are pirates and looters from Randu and the Ksiki Colonies, looking for fresh wrecks to strip and survivors to enslave or sacrifice to their dark god, Jhalah. The Darkenhost are feared across the island, and they have been searching for years for an intact vessel to sail beyond the isle to begin a sojourn as pirates on the great sea. The Darkenhost are aware of the Tree-toppers, but their efforts to overrun and destroy the Tree-toppers has failed twice in the past, and the Darkenhost has yet to try a third time.

There are three better known and established communities on this island. The first is known as the Tree-toppers, a small community of about forty Lacosis who have built a small town within the branches of the

The third well-known community are the Banded, a group of somber humans who have taken to living in the caves beneath the island. The Banded have

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been on the isle so long that no one is sure where the original founders came from. The Banded are a mysterious lot they have both helped and hindered other groups over their many years of existence. The Banded have been known to work with the Darkenhost, purchasing slaves from the latter in trade for food and weapons the Banded have collected from unknown sources. The Tree-toppers generally shun the Banded, though they have in the past traded with, as well as banded with the Banded to protect themselves against other more vicious tribes. The banded have been known to induct powerful strangers into their group, though few of these individuals has ever been seen again. There are many more ragged communities besides these three, but few have the number or power to survive beyond a few years life. Since many of the shipwrecked are all-male crews, there is little chance that most communities will be able to prosper and survive beyond the current groups members. There are no formal laws or regulations against armor or weapons on Crab Island. Many of the shipwrecked have taken to arming themselves against hostile communities or natural predators, and are on a constant state of vigil against trouble. However, those readily displaying valuable weapons or armor may become the victim of a jealous attack for better protection or leverage against the dangerous predators of the isle. Magic-users on the isle are rare, for few travel the sea-lanes comprising the Island Triangle, and fewer still can survive the rigors of the wilderness of Crab Island. Those who do wield magic can often make a powerful difference whether a community survives or not, and if such a wizard can remain alive, can often gain a seat of power. Priests likewise are rare on Crab Island, though they tend to have a longer life than wizards do. Those who learn of a priests presence on the isle will likely be sought out for aid, regardless of the priests or the communitys - alignment.

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Dragna
Government: Monarchial Tribes Capital: None Standard of Money: Any Cultural Basis: Dark Age Islanders Location: MAP 4, northeast island Social Structure: Varies Current Leader: Various Population: 12,000 estimated Resources: Timber, Oil, Silver Estate Alignment: Varies People's Alignment: Varies Estatewide Taxes: Nil Estatewide Religion: Varies Description: Dragna is a footnote in time that has been isolated for many, many years. It was on this remote island that Tuma the Destroyer was defeated by a small band of heroes during the Elvin Golden Age. Since that time, and even before then, the island has received little to no contact with the mainland. Dragna is populated by a variety of terrain and races as well. Human worshippers of Tuma's cult still dot the island, though the main temple in North BlackMount was destroyed long ago. These men have reverted to barbarism, and are often hunted by the wood elves that dominate the island. The most notable race on the isle is the wood elves. These boarded boats to escape the so-called tyranny of the Ymin during the Elvin Golden Age, and settled upon Dragna as their final destination. Since that time, the elves have done their best to ensure their privacy upon the island. an ancient civilization. Those who manage to arrive at the island often seek these caverns out, though no one has yet solved the riddle of the ancient civilization beneath the earth. The island is still a place to adventure, for the ruins of Tuma's ancient temple contains powerful artifacts of destruction, and evil groups have made several (semisuccessful) attempts to recover the evil artifacts. However, the dangerous seas about the isle make such a task very difficult and very dangerous. The fate of the heroes Sring, Lring, Elsrich, and Dragon is unknown, but it is thought they are long dead. However, their descendants may roam the isle, and their story may be enough to venture to the island to learn. Reaching Dragna is not an easy task. With the nearest land bases controlled by Randu, long sea voyages without the sight of land are the only way to reach the isle. Further, the isle is near the Island Triangle, making travel exceptionally hazardous, with wild storms capable of appearing at a moments notice, or some great sea monster stirring trouble in the waters. There is no central government on Dragna, and most of the country is wild, so there are no restrictions on armor, weapons, spellcasting or adventuring. It should be noted, however, that the wild elves take exception to strangers to their isle, and have proven they will not hesitate to use force to quell troublemakers. There are also no restrictions on spells, though the wild elves look down on human spellcasters, and may execute them. Priests are watched very closely by the wild elves as well, and they will destroy evil priests on sight. However, for those who avoid the wild elves, there are no religious restrictions on Dragna.

Nomads Isle
Government: Tribal Capital: None Standard of Money: Barter and Trade Cultural Basis: Stone Age Africa Location: MAP 5, Southwest Coast Social Structure: BGJ Current Leader: Various Tribal Leaders Population: 2,500 Resources: Sugar, Bone, Ivory Estate Alignment: Varies People's Alignment: Neutral Good to Chaotic Good Estatewide Taxes: Varies Estatewide Religion: Various Description: Nomads Isle has been in isolation since around the time of the appearance of Guaradrell. Many natives of Kass ancient empire fled to the isle to escape the terror of Guaradrell. Even when the great dragon had been slain, the people of Nomad Isle saw no reason to return and associate with the mainland. As time passed, tales of Nomads Isle began to circulate across Amberos.

There is a race of Sand Dwarves still controlling the desert lands of Dragna. They hate and are hated by elves, and the two races do not associate with each other. The sand dwarves are thought to have been allied with Tuma so many years ago, and the elves feel that they may be hiding some of Tumas supporters within their underground cities. Although Dragna is small, there are extensive underground labyrinths that spread throughout the earth beneath the isle. Many of these existed even before Tumas servants took them over, though who or what made them is unknown. The maze of catacombs beneath the island host a myriad of fantastic creatures and hint at

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The Isle was most famous during Dark Age, when hundreds sought it out to flee the terrors of the Skyland Hold. However, the isle has always been difficult to reach due to the coral reef surrounding the isle, and for many years it was believed to only be a fictional land. That was until traders from Nyrr Ryann accidentally were brought to the isle by storm. After repairing their ship and completing their journey to the Duchy of Molvak, the councilmen of Molvak seized the Nyrr Ryann merchants upon the telling of their tale, and used torture to extract the secret of its location. Since that time, the Duchy has been secretly sending loyal church officials to the isle to glean a hefty profit off the rare sugar cane that grows only on Nomads Isle, and to hunt the myriad of ivory-toothed beasts on the isle. Nowadays, Nomad's Isle contains roving bands of peaceful native tribesmen whom make a living off hunting the animals of the lands and setting up a small farm for one or two seasons. The Ubunti, as they call themselves, dwell in mud huts that are easily disassembled and moved to a new location after a few seasons of crop-raising in one area. The tribes consist of extended families, and it is not unknown for the tribes to trade young children between tribes to prevent inbreeding. However, the Duchy of Molvak has been setting up plantations at strategic points on the isle to rape the land of its riches. These plantations raise crops of sugar cane year after year, and some of the fields are beginning to fail due to overplanting. The plantations are also being used as starting points for hunts, where enslaved Ubunti are forced to hunt down, kill and strip animals for their precious ivory and bone. The Ubunti have been fighting back against the Duchy, with several of the tribes uniting to attack and destroy the Molvak plantations. However, aided by fiendish help, the Duchy plantations have been fighting back, and making success for the Ubunti more and more difficult. Despite its size, Nomad isle has only a sparse human population, for its wilds are extremely dangerous, fraught with behemoth creatures whom bear great ivory tusks. There seems to be an unnatural overabundance of tusked carnivores on the island, many of which are highly aggressive. There also exists a great many uninhabited caves on the island. Many were used in ancient times by the Ubunti to hide from the outside world, and there are many Ubunti legends of jeweled and abandoned cities within the caves, ready to house the Ubunti in case of danger once again. The plantation lords of the Duchy have recently learned of the tales, and is attempting to investigate, though it hasnt had any luck coercing the Ubunti to search for the cities. Though there is plenty of potentially dangerous situations on the isle, the Ubunti seem able to live in peaceful harmony with their surroundings. There is no restriction on armor or weapons on Nomads Isle, but the natives have no knowledge of how to create steel weapons, working only with stone, bone, ivory and few bronze tools. There are no permanent structures built on the island except for the Duchy plantations. The cremated remains of the tribe's ancestors is carried in an earthen jar that is buried in the center of the temporary camp, and carried by the village shaman when moving from place to place. Those whom practice magic on Nomad's Isle are cast out of the tribe and live as hermits. They do not employ spellbooks, being forced to memorize the formulas for all their spells. However, they may only employ spells as other wizards can, as they can only invoke the wilderness spirits to help them or grant their desire so many times per day before the spirit may retaliate, and violently. Shamans, on the other hand, are the leaders and lorekeepers of the tribe. They tell the stories of how the tribe came to be to the young and teach the purpose of things to all, young and old alike.

Oonala
Government: Capital: Standard of Money: Cultural Basis: Location: Social Structure: Current Leader: Tribal Snatchbear Barter and Trade Iron Age Africa

BGJ Sappon Kabuli Tikitala, The Great Sappon Population: 2,500 Resources: Ivory, slaves Estate Alignment: Varies People's Alignment: Chaotic Good Estatewide Taxes: Varies Estatewide Religion: Various Description: Oonala is a chain of islands that lay in the heart of the Wyvern Sea that have been unmolested by the surrounding lands since the Elvin Golden Age. Warlike tribes of Ubunti, who constantly compete against each other, populate the islands that make up Oonala. The Ubunti tribes are mostly autonomous, despite the fact they give tribute to the Great Saphon, whose tribe stands above the others. The relation of the Ubunti tribes to the Saphon is unique. Each year the tribes send tributes of gold, slaves and ivory to the Saphon, and in return, the Saphon makes no attempt to conquer or control the contributing tribes. This allows the Ubunti tribes to continue peaceful with their daily lives and feuds. Those who fail to pay tribute are attacked by the Saphons forces and destroyed or enslaved. The Ubunti live in primitive villages made of wooden sticks and mud. The tribes have at the very least the ability to work bronze, and some have learned the

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secret to creating crude beaten iron weapons. The Ubunti are egalitarian, with equal status given to men and women. Some women have even known to fight in the wars, and at least one tribe has a large Amazonian force. Daily life for the Ubunti is somewhat difficult. The Ubunti are farmers and shepherds, though there are no truly domesticated animals on Oonala even the cattle are still wild beasts that may wander off if not watched closely. Further, the Oonala islands are tropical in nature, with rainforest covering most areas of the isle. This makes for poor grazing land and farmland, though there is an abundance of wild plant life. These factors make the tribes aggressive towards each other, and feuds among the tribes are not unknown. Tribes on the same island often directly compete against each other, sometimes in open conflict. Prisoners are often taken in these feuds, and the prisoner is made slave to the victor until he or she can be freed. When times are rough, sometimes the tribes send scouts to neighboring isles to scout on better lands. This has led to several inter-island wars and even a few naval battles, though the tribes do not possess vessels much larger than a small drakkar. These sea battles can be extremely ferocious, though the Oonalans have shied from using flaming projectiles, as the reed boats burn easily, and those set afire tend to ram their enemy to spread the fire to the attackers ship. isle to protect his own tribe. The Saphons people hold the secret key to forging superior cast-iron and dropforged weapons, making them unmatched in combat. Likewise, their ships are made of wood, and powered by sails as well as by oars. Saphons tribe has several permanent plantations set up on the isle to provide a constant supply of food to the inhabitants of the isle. Slaves, some of whom are worked to death to keep the remaining slaves too fearful to revolt, maintain these plantations. Visitors to the isles of Oonala are rare. There is little reason outsiders would venture to the isles, as it does not produce any resources worth exploiting. Further, the natives of the isle have no compunction about enslaving outsiders, and those without sufficient force to protect themselves can easily fall to the wave of assaults they are likely to meet. There are no restrictions on weapons or armor in Oonala. Though the Ubunti would likely disdain any heavy armor due the unfamiliarity with it, they would gladly steal any metal weapons they could get their hands on. At the same time, the Ubunti are only familiar with clubs, spears, bows and other primitive weapons, and many of the weapons of civilized cultures would be difficult for the Ubunti to use effectively. Wizards are extremely rare on Oonala, as few of the non-Saphon Ubunti have the time to dedicate themselves to magical studies. Further, the Ubunti can be easily be spooked by a magical display, and may avoid a mage who uses showy magic. However, it is also less likely that the Ubunti will take a wizard prisoner they are much more likely to kill a suspected mage. The Ubunti of Oonala have many shamans among their ranks, and tend to worship nature and ancestor spirits. Priests of other faiths are treated indifferently, and in some cases, may be sacrificed to appease the nature spirits for stealing their power.

Above this day to day squabbling, the isle of the Saphon (called Oonala, and which lends its name to the entire island chain) is quite different. Largest of the isles, the Saphon has built numerous wooden fortresses on the Page 352 of 405

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Appendix I: Ancient Nations of Amberos


Time Before Time
Empire of the Dur-Wundar
The Diamond Halls, The Land Below Government: Monarchy Capital: Wundaria Standard of Money: Mithral Fist (10 gp), Gold Profile (1 gp), Silver Palm (1/10 gp), Copper Finger (1/100 gp) Cultural Basis: Dark Age Germany Location: Social Structure: Patriarchal Class System Leader: Dur-Kirwin Population: 225,000 Resources: Mithral, Diamonds, Gold Estate Alignment: Lawful Neutral People's Alignment: Lawful Neutral Estatewide Taxes: Estatewide Religion: DEOR, Fir Description: When the great mountain, Tsre Vestu, split open at the dawn of time, many dwarves were expelled from its depths. The dwarves gathered together back under the mountains, seeking a way back into Tsre Vestu and their ancient homeland. As time passed, the dwarves moved further and further from the great mountain, until they settled under the Crystalmire mountains. The dwarves then began to plumb the secret depths of the earth, discovering mithral, diamonds and more. The fall of the Dur-Wundar empire came from the depths of the earth itself. During the latter half of the Elvin Golden age, a race of creatures called devilhands swelled up from Gehenna seeking to escape their cruel daemonic masters. These Devilhands were more than a match for the dwarves, and the Devilhands easily overran the dwarven enclaves. The survivors fled across Amberos, seeking refuge under whatever mountains they could find. By the Dark Ages, the Dur-Wundar empire had crumbled, and the noble family of the Dur-Wundar had diminished to a handful of dwarves who had moved to the mountains in Klinn. The last of the Dur-Wundar survived the First Dragon War by staying within the depths of their mountain. However, it was the dragon Blazer, in the years after the Barons Rebellion who laid the final killing blow to the Dur-Wundar. The evil dragon slew the last king of the Dur-Wundar and seized their mountain home for his own use, as well as their vast treasure.

Since the death of Blazer, several clans of dwarves have traveled to the Thunder Mountains of Klinn in an attempt to reclaim the old dwarven kingdom and the throne of the Dur-Wundar. However, tales of demons and other foul creatures within the depths of the mountain have so far prevented any dwarven clan from reclaiming the Dur-Wundar seat of power.

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Empire of Kas
The Empire of Men, The Lost Dream Government: Tyranny Capital: City of Kas Standard of Money: Brass Man (1 gp), Silver Star (1 sp), Copper Knuckle (1 cp) Cultural Basis: Bronze Age Greek Location: Social Structure: AGI (Elves) Leader: Emperor Euriptus Kas, the One Man Population: 115,000 Resources: Magic, Bronze Estate Alignment: Lawful Good People's Alignment: Chaotic Good Estatewide Taxes: Varies Estatewide Religion: PHROMUS, Belli Description: The establishment of Kass empire marks year 0 of the widely used calendar of Amberos, and Kass empire is considered to be the first human empire of note. At its height, it covered nearly a third of the western half of Amberos. It constantly clashed against the Evanthium Coridium (the elvin/fey empire) and the Golgoloth Empire (the empire of the goblinoids). Unfortunately, the empire was destroyed by the great dragon Guaradrell, who was summoned by a mad mage who thought he could control the beast. This horrible betrayal was caused by the runemaster Mage, who had hatched a foul plan to marry Kass daughter, even though she was betrothed to another prince, an elvin prince at that (in an attempt to ease relations between the elves and humans). The modern-day ruins of Kass ancient empire can be found throughout the Shovnov coast, Doonask, Millos and the surrounding countries. Some of the most prolific remains are the great cairn stones spread throughout the western portion of Amberos. Kas discovered how to raise and inscribe magic runes on the stones, many with various effects. Many of the stones were enchanted to protect the citizens of Kass empire against the deprivations of the goblinoids and elves, while others provided beneficial weather, crops or other boons to those who could manipulate them. Because of the dangerous neighbors Kass empire faced, it was not uncommon to see the populace armed and armored, most with bronze or tin weapons and armor. Runecasters were much respected for their ability to enchant weapons and armor against fey and goblinoid foes, as well as providing cairn magic to protect the populace. Wizards were unknown (Mage was the first) at this time, except among the elves and goblinoids. And while Phromus was the chief god of the Empire, he was much feared for it was well-known he disliked humanity.

As time passed, many Kassians turned to worship Belli, though he rarely interfered in the Kassians affairs.

Evanthium Coridium
See Evan Cordum

Golgoloth Empire
Land of Goblins, The Black Realm Government: Oligarchy Capital: Caerduum Standard of Money: Eye of Blood = 50 gp, Ironjaw =5 gp, Goldfist = 1 gp, Lepers Coin =1/100 cp Cultural Basis: Renaissance Germany Location: Social Structure: Equalitarian Caste System Leader: The Taer and the Supreme Chancellors, His Nobleness and Their Majesties Population: 225,000 Resources: Timber, slaves, gems, gold, diamonds Estate Alignment: Lawful Evil People's Alignment: Chaotic Neutral Estatewide Taxes: Varies Estatewide Religion: ZIGA, Phromus

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Description: The empire known as the Golgoloth was long ago destroyed by the machinations of Ziga sometime during the Elvin Golden age. It was the greatest empire of the goblinoids, and as the race slowly corrupted into evil, it became a dark and dangerous adversary to every being on Amberos. It is said that the first civilization to appear were the Autumn elves, organized by the Princes of Aurora, who already long had an organized government. It is said that elves are made of the dreams of the gods, and as the goblinoids were the manifestation of the gods darker dreams, they too were included in the Autumn Elves government. However, the Golgoloth lineage had plans for themselves and split from the Autumn elves, forming their own realm and began to build their own empire, fashioning slave races via magic to do their bidding. Those without magic skill to make their own slaves took to raiding the less fortunate human races for easy stock. The elves made several overtures to attempt to reintegrate the Golgoloth empire, but as one Golgoloth put it, it is better to rule over blasted lands than live under the rule of another. The coming of Guaradrell and the death that ensued entrenched the Golgoloth against joining with any other government and prejudiced them against humankind even more. When Belli put out the call for help across Amberos, the Golgoloth sent no one (though the other races say Zigas mother, purported to be a queen of the Golgoloth, attempted to take on Guaradrell by herself). After the war, the Golgoloth used Guaradrells appearance as an excuse to enslave humanity, and even convinced the Dur-Wundar (the dwarves) and the Evanthium Coridium (the elves and fey) to help enslave humanity. It is said part of the reason the goblinoid became corrupt was because, unlike the elves, the goblinoids were not truly immortal. After some time, the goblinoids body would wear out and they would be forced to be reincarnated experiencing a sort of death. With the true appearance of death following Guaradrell, many goblinoids stop being reborn, and they quickly fell to worship Phromus to keep from falling into the hands of the ravening god Jhalah. As decadence continued to creep into the Golgoloth empire as time marched on, worship changed quickly from following Phromus to worship of Ziga and her ways of power. Some time during the Elvin Golden Age, Ziga made a pact with the Golgoloth oligarchy to secretly plot against the Evanthium Coridium. On the day of the assault, Zigas forces crawled from the bowels of the earth to overwhelm the surface races and bring everything under her rule. But the Golgoloth betrayed her, attempting to drive the rival forces back underground in the hopes of taking everything for themselves. For the double-cross, Ziga transformed them so that their

wickedness within shown through their warped and twisted bodies. Only a few of the Golgoloth nobility managed to resist the hideous transformation. Stunned by the transformation, the goblinoids remained in the caves and caverns they had chased Zigas races into, but the Golgoloth empire crumbled into dust, save for a small core of the Golgoloth ruling family, which would later join forces with the Skyland Hold during the Dark Age, and then seize their own lands in the modern day Dark Valley.

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Evanthium Coridium
See Evan Cordum

Shadow Empire
The Lands of Darkness, the Twisted Lands Government: Divine Tyranny Capital: The Pearl Citadel Standard of Money: Shiner (1 gp), Shadesteel (1 sp), Bloodcoin (1 cp) Cultural Basis: Holy Roman Empire Location: NW2, north coast Social Structure: Equalitarian Class System Leader: Gwieze, lord of shadows Population: Unknown Resources: Unknown Estate Alignment: Neutral Evil People's Alignment: Chaotic Evil Estatewide Taxes: None Estatewide Religion: GWIEZE How the shadow empire came into being is unknown; there are accounts of Greensbeech sending tribute to the empire in ancient records in the Evan Coridium, as well as accounts of individuals encountering the twisted inhabitants of the lands well before it became a fixture in the area now known as the Golens. What is known about the Shadow Empire is the deadliness of its twisted landscape and the shadowy souls that inhabited it. Gwieze captured and enslaved many beings both human and elvin to create his own servile race, the Hillenfaey. The Shadow Empire and the Evan Coridium often found themselves in conflict; the Shadow Empire swore itself to absorb and destroy the elvin kingdom and rule all of Amberos. Dhorian and Gosend attempted to make a secret journey to the heart of the Shadow Empire and destroy its mysterious lord, but failed. Gwieze was ready for the two gods, and imprisoned them in the dungeons beneath the Pearl Citadel. Eventually, the goddess Discoff made her way into Gwiezes land, where she confronted the dark god. However, Discoff managed to fool Gwieze into thinking she had come to join him and held the secret to defeating Evan Coridium in the small chest she had brought along. If he would entertain her for a single month, she would give him the power within the chest which was powerful enough to destroy the rival kingdom.

Gwieze agreed, but Discoff did not make it easy for the lord of shadows for the month she stayed. Her antics cost him all sorts of grief, including her accidentally freeing Dhorian and Gosend from Gwiezes prison, and releasing the hillenfaey from Gwiezes slavery. In the end, Gwieze became so impatient and angry with Discoff that he simply locked Discoff in his dungeon and took the magic chest. However, when Gwieze opened the chest, the disaster Discoff had locked inside was unleashed on his own kingdom. Gwiezes tower sank in the mire created by the unleashed typhoon, and the unleashed earthquakes flattened the tower and surrounding city. Fires burned away the green fields of the Shadow Empire, and the plague contained within the chest slew Gwiezes foul army. Gwieze was forced to flee for his own life from the four-fold disaster, and Discoff sealed in the dungeons until the earthquake opened a crack in the outer wall was saved from the horrific disasters Gwieze unwittingly released. As Gwiezes empire shattered around him, Discoff led the Hillenfaey she had freed to the west, where they started their own kingdom of Luthinway.

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Countries of Amberos The Age of Men


The White Lords
The Land of Princes, The Unsoiled Lands Government: Feudality Capital: Xatemus, meeting place Standard of Money: Fist (1 gp), Token (1 sp), Laborers Coin (1 cp) Cultural Basis: Holy Roman Empire Location: SW2, central Social Structure: Equalitarian Class System Leader: Various princes Population: 750,000 Resources: Estate Alignment: Chaotic Good People's Alignment: Lawful Good Estatewide Taxes: Varies Estatewide Religion: DHORIAN, The circle of Good History: The White Lords sprang from remnants of the Empire of Kas, after men were released from their enslavement by the other races of the Elvin Golden Age. Each of the white lords claimed noble lines of birth back to nobility within the Empire of Kas, and as thus, thought themselves the rightful rulers of men on Amberos. For many years, the armies of the white lords harassed the other kingdoms of men, trying to bring them under their control. They often fought with the infantile Roonhawk, The growing Kingdom of Malovak and in later years, against Iiannhanex and the Empire of Ghan. Unfortunately, the wars did more to weaken the positions of the princes, instead of improving them. Thus, when the Skyland Hold appeared on the scene, they quickly began to absorb many of the princes into their own kingdom, before the remaining White Lords joined forces with the Kingdom of Malovak to turn back the Skyland Hold. In its final years, the greedy White Lords decided it would be better to make a treaty with the Skyland Hold for peace rather than continue to fight. The bargain was to be sealed with the betrayal of the White Lords most successful general, Machiavelli the White. The bargain hinged on the betrayal of Machiavelli because it was this general who had led so many successful campaigns against the Skyland Hold, and until he was removed, the White Lords knew the treaty would not be made for Machiavelli would not bow before the Skyland Holds demonic armies. However, when Machiavelli was betrayed, he brought down a terrible curse on the White Lords, shattering his mighty sword Hellhammer and killing many of the White Lords who betrayed him. With Machiavelli removed, the Skyland Hold had no intention of keeping its word, and proceeded to disassemble the White Lords, either absorbing them or killing any prince who resisted. Eventually, the remnants of the White Lords would reappear as the Free Barons, and following the fall of the Empire of Swordfall, be regathered as the Principalities of Xatmas.

Kingdom of Malovak
The Son of Kas, The Realm of the King Government: Monarch Capital: Standard of Money: Godpiece (1 gp), Token (1/10 gp), Copper (1/100 gp) Cultural Basis: Middle Age England Location: SW1-SW2, south Social Structure: Patriarchal Class System Leader: King Flanan Malovak Population: 680,000 Resources: Timber, Mercenaries, Foodstuff Estate Alignment: Lawful Good People's Alignment: Neutral Good Estatewide Taxes: Estatewide Religion: CIRCLE OF GOOD It is said that the first King of Malovak was a direct descendant of Kass daughter Eprim and the nobleman Eprim Gloome, who was slain by the first wizard, Mage. Page 357 of 405

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According to legend, the descendants of Kas, through Eprim, managed to avoid total destruction by Guaradrell and carved out their own small kingdom free of the slavery of the Elvin Golden Age. When men were freed, the first king of Malovak came forth to gather up his people and expand his kingdom. However, the kingdom of Malovak constantly found itself at odds with the White Lords, who claimed the Malovak line to be fraudulent. The Malovak line survived until its thirteenth king, King Flanan Malovak. Flanans father, Gregor Malovak, was slain by the evil demon lord Sethinyor, who attempted to control the throne, but Flanan uncovered the demons evil secret and drove it off, and claimed the throne. Kingdom of Malovak was overrun by the Skyland Hold and the royal family slaughtered. However, one family member Katrina Wolf Malovak, survived the slaughter and she would years later become instrumental in the final defeat of the Skyland Hold. The name of Malovak disappeared from the lips of men until late into reign of the Empire of Swordfall. Following the Barons Rebellion, Emperor Nannon IV dug up the long-deprived descendants of the Malovak line and granted a barony to the family to replace the slain Baron Furvon Paval. When the Empire of Swordfall shattered, the Malovak line lost much of the land back to the FarrenLands, but managed to retain the ancestral southern capital in what is now known as the Duchy of Molvak.

Empire of Ghan
The Horsemen, Ghans Steppes Government: Tyranny Capital: Kalaise Standard of Money: Barter and foreign coinage Cultural Basis: Middle Age Mongols Location: SE1 Social Structure: Venerachal Class System Leader: Khanate Ghan Population: 125,000 Resources: Horses, spices Estate Alignment: Chaotic Neutral People's Alignment: Chaotic Neutral Estatewide Taxes: Varies Estatewide Religion: TITANICUS Originally, Ghan was the Nippon leader of a group of mercenary warriors who were under the pay of the Kingdom of Malovak. However, after several petty wars against the White Lords and heated discussions over pay, Ghan decided to take his own troops and form a country of his own in the rocky lands of the southeast Amberos. First, Ghan found that he and his people had to clear the lands of the twisted creatures of Ziga and the remnants of the Golgoloth empire. Ghan fought for nearly twenty-four years to carve out his kingdom, and finally died in battle with fire spirits sent by the Skyland Hold.

Though Flanan was a scrupulous warrior against evil, he was hardly an effective leader. He helped to forge an alliance with Machiavelli of the White Lords against the Skyland Hold where his father failed, but the death of Machiavelli spelled the doom of the Kingdom of Malovak. Within a few years of Machiavellis death, the

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Ghans companion, the sorcerer Huren, took over after Ghans death, but his short rule was plagued with the sorcerers greed and cruel rulership. In the end, Huren was overthrown and imprisoned alive in his own tomb. After the death of Huren, several of the military commanders squabbled over who should rule. However, before any progress could be made, the realm was swept up by the Skyland Hold, and the armies of Ghan once again became mercenaries under the fist of Volk. When the Skyland Hold was shattered, the tribesmen of Ghan scattered into the wilderness. Some of those who remembered and benefited under the rule of Ghan went on to build the estate of Randu, while yet another group evolved into the estate of Simera. There are still some tribes of Ghans ancient empire who now dwell in the Dark Valley, mercenaries who work and fight with the goblinoid armies there.

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Countries of Amberos The Dark Ages


Skyland Hold
The Demon Realm, The Land of Death Government: Tyranny Capital: Skurris Standard of Money: Goldfist (1 gp), Silver Token (1 sp), Lepers Coin (1 cp) Cultural Basis: Middle Age Germany Location: NW1-NW2,NE1,SW1-SW2 Social Structure: Patriarchal Caste System Leader: Lord Volk Population: 1,125,000 Resources: Timber, slaves, gold Estate Alignment: Lawful Evil People's Alignment: Lawful Evil Estatewide Taxes: Varies Estatewide Religion: NONE, The Dark One, Gwieze The Skyland Hold was an ancient estate conceived in secret by the Dark One. When the Dark One was freed during the Elvin Golden Age, he went into hiding, waiting until the time was ripe to make his move against the lands. He did not dare to reveal himself while the Ancient Gods were free to move about, knowing full well they would bend their will destroy him if they ever discovered he still existed. After Harp put the Elder Gods back to sleep, The Dark One took mortal form and began to build his own kingdom. He moved quietly, occasionally suffering some defeats and setbacks to prevent his true nature from being learned. He often found himself faced by the Kingdom of Malovak and the White Lords, but managed to avoid annihilation by the two and actually managed to keep the two kingdoms fighting between themselves instead of joining against him. Eventually, the Dark One was able to corrupt the noblest general of the White Lords, the Dhoric paladin Machiavelli Guidarme. With Machiavellis help, the Dark One slew the ruling council of the White Lords and made Machiavelli into the devilish Lord Volk in one fell swoop.

With this new general as a front, the Skyland Hold swept across the continent unchecked, swallowing most of the western half of the continent. The shattered tribes of Ghan organized in the east, preventing the Skyland Hold from advancing there as they had ancient and secret knowledge to fight the hellish minions of the Skyland Holds army. After a time, rebellion began to stir in the Skyland Holds western providences, and a small group of nobles managed to free themselves or resist the grip of the Skyland Hold. These Free Barons, also known as the Iron Barons, fought to bring the Skyland Hold crashing down. However, they were too fractious to be effective, and several died over the years at the hands of Lord Volk. Finally, however, a trio of heroes managed to finally confront and slay Lord Volk. The backlash of this forced the Dark One to reveal himself, forcing the gods of Amberos to unite and destroy the Skyland Hold for once and for all. There were rife opportunities for adventure in the Skyland Hold. The army of Lord Volk was filled with all sorts of villains and hellish creatures that marched

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wherever power need be displayed whether against other military forces or against a peasantry contemplating revolt or late with taxes. Likewise, all manner of fell beasts swelled in the lands held by the Skyland Hold, though their sources were never truly discovered. Wizards were well-known in the Skyland Hold once Raonoake Major was drawn into the Holds service. Raonoakes Light Lords often supported the dire armys maneuvers or would be sent on missions for the Hold. Clerics, on the other hand, were tormented and killed in the Skyland hold. A secret cult of evil clerics (worshipping the Dark One or Gwieze).

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The Free Barons
The Iron Lords, The Freed Men Government: Federation of Monarchies Capital: Sturmhelm, meeting place Standard of Money: Various minted standards Cultural Basis: Dark Age Europe (varies) Location: NW1 Social Structure: Varies Leader: Varies Population: 27,000 Resources: Various Estate Alignment: Varies, usually good People's Alignment: Varies, usually neutral good Estatewide Taxes: Varies Estatewide Religion: Varies The Free Barons were various nobles from the White Lords or other human communities who sought to resist being dominated by the Skyland Hold. Few of the Free Baron lands were larger than a small castle, a town and a handful of farm land. At its peak, there were by accounts some 32 free barons, most within three days journey of each other. However, the Skyland Hold was not one to suffer rebellious subjects, and considered the continent to be theirs. The worst tortures and butchery awaited those who declared themselves aligned with the free barons, and the Skyland Hold razed several Barons holdings to cinders before torturing the Baron to death. Despite the vile tortures awaiting those captured by the Skyland Hold, there was no end of men willing to resist the Skyland Holds grip. Secret enclaves led by a free baron became the norm in the latter years often the realm of the Baron being little more than a burned-out husk of a building that would be abandoned if it seemed likely the Skyland Hold had learned of the groups location. Despite their small size, the Free Barons were instrumental in eventually bringing down the Skyland Hold. Without their quasi-organized resistance, the continent would have long remained in the grips of the Hold, and the hero DragonSmith would have never gained the chance to slay the figurehead of the Skyland Hold, Volk himself. In the years following the end of the Dark Age and rule of the Skyland Hold, it was the Free Barons who helped to establish the Empire of Swordfall, though many would later regret the rise of the Nannon line. Several of the more prominent Free Barons would later become lords under the Nannon line, whose lineages still endure to this day. When the Empire of Swordfall began its slow decline after the First Dragon War, it was the descendants of the Free Barons who conceived the Brotherhood of Glory, though most of it was corrupted by Nannon to limit its power. Page 362 of 405

Countries of Amberos The First Dragon Wars


The Empire of Swordfall
The Land of Blades, Nannons Realm Government: Monarchy Capital: Vall Wall Standard of Money: Blade (5 gp), Gladius (1 gp), Dirk (1 sp), Arrowhead (1 cp) Cultural Basis: Middle Age France Location: All maps Social Structure: Patriarchal Class System Leader: Emperor Nannon IV Population: 3,125,000 Resources: All Estate Alignment: Lawful Evil People's Alignment: Varies Estatewide Taxes: All Estatewide Religion: DHORIAN, Circle of Good See Swordfall entry mighty Crystalmire mountains as the surrounding continent was dredged from the sea floor. As time passed, Dhorian and his people became increasingly aggressive, seeking to dominate all of Amberos. In secret, Gosend, Fir and Shame met and decided among themselves to create a secret land hidden from Dhorian where their own people could escape the war. However, the three could not agree, and each sought to make their own realm to safeguard their people. Fir dug into the earth, creating the vast underdark that spans all of Amberos. Gosend created the continent of Ashia to the north, and in dreams told his people the Nippon - to make their way to its shores. Shame created a realm in the west which she named Azahandia, and secretly transported her people there. However, Shame could not keep her realm secret from Dhorian. In his anger, he smote the realm, nearshattering it it is now the realm known as Dinosauria. In retaliation for the act, Shame and her people declared war on Dhorian and the Dhoric people, instigating the Technological war. Fir convinced the dwarves to take to the earth, but the elves would not retreat from their forests and protected them with mighty spells or fled back to Aurora. The goblinoids both fueled the war and profited from it wherever they could. Eventually the war escalated until it awoke the Ancient Gods. Descending to Amberos, the Ancient Gods destroyed the blasphemous technology brought by the Algalue and settled in as the new rulers of the realm, enslaving the gods of Amberos and mankind for their arrogance. In the time that followed, the elves rose as the predominant race and dared to use magic to create the continent of Aur-Seth. They also dared to explore the multiverse, accidentally tapping into the Realm of Madness. Though the Elder Gods sealed the breach, a small blemish of that far realm managed to hide beneath the seas of the world. When the Elder Gods were later lured to sleep, the blemish began to grow, becoming the lands of Hadjpt-Tuu. Finally, just after the Dragon Wars, Ziga managed to lead a band of notorious pirates to a new land she had created Barados. This realm, the true secret home of the Dragon Armada is a blood-thirsty realm that owes its lifeblood to Ziga. Hadjpt-Tuu: Known also as the sinking realms, HadjptTuu is the secret realm of the Ister-Suul. Its inhabitants fight a constant war with aboleths, menten, sahuagin and the Kless Tau for control of the continent and its foul wonders. Were the Ister-Suul or another race to rule the sinking lands without opposition, it could spell doom for the rest of the world.

The Federation
See the Dark Lands

Appendix 2: Other Continents of Joapan


Although the creation of Amberos is fairly wellknown across the continent, what existed before and the continents that were born after have been mostly forgotten or lost in the records of Amberos. The names of the continents beyond Amberos are known to few, and then usually only to the most learned scholars or masters of forgotten lore. Below is a synopsis of how the continents came to be, in the most general and briefest of fashions. Before Amberos, the world of Joapan had only the mighty mountain Tsre Inkala (Later to become Tsre Vestu) and a series of island chains inhabited by the titanspawn races. The great cataclysm atop Tsre Vestu rose the continent of Amberos out of the ocean, and as time passed, it came to be inhabited by a myriad of races primarily the humans, dwarves, elves and goblinoids. There were other races, to be sure, but many were only the smallest enclaves or would not appear for millenniums later. Following the ascension of the gods Dhorian, Fir, Shame, Ziga and Gosend, the dragon-like Algalue fell from the sky and helped to bring about the technological age. Where Amberos had been small and concentrated around Tsre Vestu, technological terraforming allowed the continent to nearly triple in length and double in height. What had been the primary landmass became the

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Appendix 3: Cosmology of Amberos


Amberos has a somewhat unique view of the planes. While it is possible to open magical gateways to the planes from practically anywhere on the continent, there are also legends as to where the various planes naturally connect to Joapan, and it is possible to travel to the outer planes without magical aid. The people of Amberos tend to see the various planes in a sort of stacked formation, with the known world stuck in the very middle.

The Upper Planes


The upper planes are the home of the Ancient Ones and the New Gods. The good Ancient Ones are said to sleep in a vast home at the side of the Seven Heavens.

Asgard (Heroic Halls)


Ashia: This northernmost continent has become the homeland of the Nippon who fled Amberos during the Technological Age. Very much isolationist, the Ashians were able to rebuilt a large portion of their technological creations after the Ancient Ones were lulled back to sleep. Aur-Seth: Beyond the Wilde Wastes to the southwest of Amberos is a land of wild and tumultuous magic. Strange and wondrous magics were woven into this realm that still have strong connections to Aurora and several of the outer planes, as well as the elemental planes themselves. Though much of the high magic of the realm ceases to function outside its borders, Aur-Seth is one of the most breath-taking and mysterious continents on all of Joapan. Barbados: Known also as the pirate realm, Barbados lies far to the east of Amberos, north of the sinking lands of Hadjpt-Tuu. Founded by pirate clans led to the blackrocked continent, it is a continent that is fueled and literally driven by the evil acts committed on its shores. Dinosauria: Far to the west of the Broken Lands lies a half-forgotten continent of dinosaurs, Aharati and Aztec. Once the empire of a highly advanced culture of Aztec, these ancients still watch the events upon their continent from secret. The recent arrival of the Millese to this land has stirred the ancients, who are preparing to drive the invaders back to their own realm and seal Dinosauria away against detection once again.

Asgard is the home to the Ancient Ones of Norse and Celtic legend. The realm itself is shaped by the dreams of the Ancient Ones found here, and while by legend it actually resides in a hall on the side of Mount Celestia, it is a realm unto itself within the halls. Most of the gods of the Norse and Celtic pantheon can be found inside the dream realm, asleep in their halls. Their followers are brought here by the gods servants to enjoy their afterlife. The active beings in the realm are the Valkrie servants and the various giants According to myth, Asgard appears as a Norse hall on the north side of the 5th heaven of the Seven Heavens, and as a Celtic fort on the south side of the 5th heaven of the Seven Heavens. Also, it is considered possible that someone who finds the end of a rainbow can use it to reach the Asgard Hall. To reach the halls of the Celts, there are legends that Ogma set down runestones in the Shovnov Coast with instructions and gateways for the faithful to reach the Celtic homeland. However, it is feared that the Dark One

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has also copied the practice to create portals to Hell, making it difficult to determine which is which.

Hamanatra (The Desert of Life)

Olympus (Home of the Gods)

Olympus is home to the Ancient Ones of Greek and Egyptian legend. The realm itself is shaped by the dreams of the Ancient Ones, and while by legend it actually resides in a temple on the side of Mount Celestia, it is a whole realm unto itself within. Most of the gods of Greek mythos can be found within, sleeping. According to myth, the access point to Olympus sits on the side of the mountain of the 5th heaven. Entrance to Olympus is through the mouth of a great Greek temple on one side of the mountain, and an Egyptian-style temple on the other. Also, there is believed to be a duplicate Greek temple nestled somewhere in Misake that leads to the Greek side of Olympus, and a temple somewhere in the heart of the Blue Desert that leads to the Egyptian side of Olympus.

According to legend, surrounding the base of the Seven Heavens is a vast, flat plane of arid land. Those of the Egyptian pantheon believe that the good souls of the dead pass here to be judged by the Egyptian gods. Those who pass the test are sent on to Arcadia, while those who fail the test are cast into Hell for punishment. Blasphemers against the gods are devoured by Apep, the dragon of Hamanatra. However, since the Egyptian gods sleep like their brethren in their golden halls, all dead instead pass through Hades for judgment, and then are sent on to their reward or punishment The Egyptian deities (save Bast and Set) have their palace in Hamanatra, and like the Greek and Norse deities, sleep peacefully in their golden palace.

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The Seven Heavens (The Mountain of Champions) Arcadia (Paradise)

The seven heavens are the home of the celestial servants of the gods. Mortals can reach the seven heavens after death only if they become champions for the gods of good. Thus, the mortals here tend to be former paladins, clerics and monks devoted to the gods of goodness. Of the planes of good, the Seven Heavens is the one that has the most dealings with Joapan, sending crusaders to right wrongs and to champion goodness on Joapan. According to myth, the seven heavens mirror Tsre Vestu in the sky, and its peak rises to nearly touch the peak of Tsre Vestu. It is thought that it is possible to climb from the peak of Tsre Vestu up a ladder of clouds to the Seven Heavens.

Arcadia is home to good mortals who have passed into the afterlife. Those whom led good lives and are good for goods sake dwell in this realm. Those who wish to champion good and righteousness in the afterlife often move on to the Seven Heavens, becoming celestial beings with duties to tend to back in the material plane. Most of the inhabitants of Arcadia lead happy lives, with little concern for occurs on the Prime Material plane. Fomorians intelligent and lawful ants - are known to build the beautiful structures in Arcadia, and tend to the crops and livestock used for food in Arcadia. Sometimes the Gods of Good are known to drop in Arcadia to celebrate or feast with the spirits of good. According to popular myth, sailing the seas West of Amberos eventually will lead a person to the shores of Arcadia.

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Beastlands (Happy Hunting Grounds)
of domination by the gods and other forces, conent to see that the order of the universe is maintained. According to myth, Nirvana lies behind the heavens of the Beastlands, Arcadia and the Seven Heavens. By reaching one of those three realms first, there are great tunnels in the earth that lead to the mechanisms of Nirvana but non-nirvanains are not welcome on the plane. Also, direct access from Amberos can be reached somewhere in Lost Vale, via a shaft known as The Great Screw.

The Midrealm
Enclosing the known world of Amberos and its surroundings, the Midrealm is the reality that is sometimes also called the Prime Material Plane.

Joapan
This is the name for the world upon which Amberos sits. Unlike most worlds, Joapan exists on the inside of a great sphere. The mighty continents sit on the very bottom of this globe, and the seas rise up the sides of the orb into the heavens. For the most part, the gravity of this sphere presses outward from the center, but along a line at the equator of the sphere, there seems to be a gap between the waters of the sea and the waters of the heavens. A vast crevasse separates the top from the bottom, a gap some 100 miles wide and of unknown depth some legends hold that the chasm plunges past Nirvana and into Limbo itself. However, there is at least one narrow passage across the gap in the western portion of the sphere, allowing safe passage from the mortal realms to the upper heavens. Dhorian is known to have navigated the gap, and others have sought it, to no known avail. Because of the shape of Joapan, the celestial bodies here work differently than in most worlds. For example, the sun does not arc across the sky in a vertical pattern, seeming to rise at the horizon line and climbing high into the sky before dipping back down to the horizon. Instead, the sun Shurdeua travels in a grand circle around the equator of Joapan. Night occurs where the great mountain Tsre Vestu blocks her light from shining. This generally means that only a quarter of the lands of Joapan fall under night at any one given time. Likewise, the moon Luna travels in a grand circle about the equator, like her half-sister Shurdeua. She is accompanied by her handmaidens, Sidon and Triton and the three attempt to bring light where Shurdeua cannot.

When animals pass into the great beyond, it is thought they come to this place to seek out new bodies before they return to Joapan. Sometimes, pets or favored animals find their way to Arcadia to be with their masters. In all other cases, the deceased animal spends a year in the Beastlands, then returns to Joapan in a new body, usually remaining in the same form. The beastlands are home to the Avenclaar, Animal Lords and the Ancient One, Bast. According to myth, the Beastlands are chains of isles that precede the lands of Arcadia. It is thus possible to reach Arcadia by selling West beyond Amberos through the Broken Lands.

Nirvana (The Celestial Clockwork)


Sometimes referred to as the enlightened lands, Nirvana is thought to be the gearhouse of the universe. Its clockwork isles keep the universe in motion, and the clockwork beings that tend it keep the gearworks moving. Unlike many of the other planes, there are no petitioners to Nirvana the plane has all it needs to keep itself running. It was staffed with titan clockworks before the split of the Elder gods and the Ancient Ones, and the Nirvanian forces did not engage in the war between the two sides. They have remained nuetral in the face of wars

Amberos
The central continent of Joapan, one of its main claim to fame is that is the home of Tsre Vestu, said to

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have been the home of all the races before the cataclysm unleashed by Stormonu freed the races to populate Amberos.

Pandemonium (The Screaming Halls)

Ashia
A little known continent to the north of Amberos, Ashia is the home of the displaced Nippon, who left Amberos just prior to the Technological wars. Legends speak that it is dominated by a vast empire, known colloquially as the Emerald Empire.

Dinosauria
This little-known continent lies amid the island chains off western Amberos. During the Age of Technology, it is believed that the continent was home of the Aztecs, and that they used the lands to breed draconic offshoots the dinosaurs, which now populate the continent. Following the fall of Technology, the land became wild and forgotten by Amberos. Only recently has it been rediscovered by ships sailing from Millos. The Millos have secretly been establishing colonies on the continent and competing with the native descendants of the Aztecs and their dinosaur breeds. Considered to be buffer zone between the Underdark and Hades, the Pandemoniums are a trap to prevent the dead of Hades from returning to the land of the living. It is because of the existence of these maddening halls that so many undead return in a rage against the living. Pandemonium is generally filled with the Lost Dead beings who willfully or accidentally wandered out of Hades and into the maddening tunnels. There are no known gods dwelling in Pandemonium, though there are tales of mad demons or devils who have set up court in the howling halls. The tunnels of Pandemonium are said to exist between Hades and the Underdark. The lucky few seeking passage between the world of the living and the land of the dead find the few tunnels that skirt the Pandemonium and pass directly into Hades. Those caught in maze-like tunnels of the Pandemonium rarely escape, and if they do, are generally driven completely mad by the experience. Silamus and his Night Boat are said to follow a path that avoids passing through the Pandemoniums.

Hadjpt-Tuu
Known as the Sinking Lands, Hadjpt-Tuu is sometimes referred to as Tritons realm. Hadjpt-Tuu lies beyond the eastern sea of Amberos, within the edge of the vast storm known as the Maelstrom. For reasons unknown, the continent sometimes exists above the ocean and sometimes lies below. The inhabitants of this realm are rumored to be amphibious, and there is thought to be a vast empire of the Ister-Suul on the Maelstrom side of the continent.

The Lower Planes


By far and large, the Lower Planes are reserved for the wicked and evil. Thought to be buried beneath the very surface of Joapan, these planes are home to demons and other evils that occasionally escape back into the mortal realm.

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Hades (Land of the Dead) Hell (Nine Circles of Punishment)

The first stop of the wicked dead, Hades is a land where those who had performed evil deeds in life must wait for judgment. Even good beings whom have performed evil deeds must first linger here before they may pass on into paradise. Sometimes it can be years before these beings are brought before the courts of Jhalah and judged. Those deemed worthy of traveling back to Arcadia are led to Paradise by celestials from the Seven Heavens. This land is ruled by Jhalah and his Occulus servants. Silamus brings the dead to this land in droves via his Nightboat, with some aid from Charon, the boatman of the dead. Also asleep in his black temple on this realm is Hades, though his guardian dog, Cerberus is awake and aware. Also to be found here is Apep of Egyptian Myth, who aids Jhalah in judging the dead. Sometimes Apep and Jhalah conspire to condemn a spirit to be devoured by the two for their crimes, though they are very careful not to upset any power waiting for the soul to pass on to its proper afterlife. According to myth, Hades lies directly below the Underdark, and is riddled with passages into the upper realms, though one has to pass first through the halls of Pandemonium to reach Hades. The many passages in an out account for the undead, who slip the bonds of the underworld prison to escape back into an unnatural unlife and wreck havoc on the surface.

The first stop of those judged evil and deserving of eternal punishment for their crimes, Hell is filled with the unrepentant souls of evil. Many evil souls become trapped in hell, and eventually make their way up the chain of evil to become various devils. Hell was created during the latter days of the war between the Elder gods and the Ancient Ones. After the defeat of the Elder gods, the servants of the Elder ones were cast into Hell and locked away, to burn for the rest of eternity. When the Dark One was later freed following the Elvin Golden Age, he made his way to Hell and using his godly powers, won the loyalty of the imprisoned and tortured servants and rebuilt the realm as a fiery dwelling. Those whom would not bow to the Dark One were cast down into the Abyss, thinking they would be forever lost or destroyed by the endless pit. Only later would the Dark One come to discover that some of the fallen fiends survived and plotted against him and his loyal followers. According to myth, there are several doorways directly to Hell kept by the Dark One so that he may perform his evil work on Joapan. Rumored doorways can be found in Shovnov Coast, The Twilight Mountains and a hidden portal somewhere in Klinn.

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Gehenna (The Slopes of Despair) Agennomar (The Eternal Battlefields)

In the transitional realm between Hell and the Abyss resides Gehenna. A steeply sloping realm of volcanic activity, it is home to the Daemons and the furnace that produces the fires of Hell. The volcanic activity is dangerous even to the fire-resistance demons and devils, and it is thought that the realm was created to keep the two apart obstinately, by the Dark One who didnt want Hell overrun by the hordes of demons from below. The realm is managed by fiends known as daemons it is thought that daemons might once have been clockwork servants of Nirvana of the lowest order who became corrupted by their baser natures and split away from their Nirvana origins. The daemons are responsible for ensuring that the fires of Gehenna remain lit and scalding, as well as patrol for rogue demons or devils to be sent back to their home realm. Besides the daemons, there are no known powers residing in this realm. The daemons have been known to take in beings who have been cast from Hell into the Abyss, to add their infernal numbers. According to myth, the only way to access Gehenna is via the conduit between Hell and the Abyss. There are rumors of a secret way to reach it from Nirvana, but no known stable connection is thought to exist on Joapan directly to Gehenna.

As Hell fades into the Abyss, the clockwork mechanisms of Nirvana break down around the area. The great wall of bricks that covers the shaft into the Abyss begins to splinter and crack, and the great gears of Nirvana become blocks of pitted and rusted metal, falling through a endless sky towards the Abyss. Agennomar is an eternal battlefield with wars raging between the forces of Hell, the Abyss and occasionally, Celestia. Sometimes, incursions from the lower planes require the forces of the Nirvana to intervene, but they only do so when the clockwork mechanisms of Nirvana are threatened. Agennomar is a vast plain of mortared stone, constantly crumbling and threatening to fall into the Abyss. Various warlords stake their claim to sections of the vast, crumbling field, and minions from Nirvana scour the place, attempting to repair the damaged bricks or knock out crumbling sections to replace with new work, all as war erupts around them. Agennomar is the home of Titanicus, whose mercenary armies are constantly involved in the various wars occurring on the plane. Several former Archfiends and at least one grand celestial has also taken to lording mercenary armies on the plane. The daemons often visit this plane to watch or assist one side or the other. According to myth, Agennomar is best reached from Nirvana, or by passing down from Hell towards the Abyss. According to legend, Titanicus maintains a doorway to Agennomar in his grand temple in Randu, a place somewhere in the deep wastes of the desert.

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Abyss (The Pit)
After millennium of torture, those who failed to conform to the dictates of Hell eventually pass through the nine tortures to fall through the lowest level of Hell into the pit known as the Abyss. Some are cast down with such might that they shatter the brickwork of Agennomar in their plummet downward. The Abyss is a great, round shaft, with a myriad of caves bored into the walls of the shaft each of these caves is one of the many planes of the abyss, where demons and other such horrors dwell. Those cast into the Abyss are destined to fall deeper and deeper to a fate unknown at the very bottom of the vast shaft thought to be utter annihilation. However, falling beings are often caught by the demonic population of the Abyss and dragged into one of the side caverns, where their soul is tortured until such time it can find some way to become a demon itself. Various demon lords rule different areas of the Abyss among the greatest are Pazuzu, who claims the central shaft as his own, Demogorgon, Orcus, and Jubilex. Ziga found her way to Hell some time during the Elvin Golden Age is known to hold a fortress in the depths of the shaft, and often has dealings with many of the other demons of the Abyss. According to myth, the normal way to reach the Abyss is by passing through the bottom of the 9th circle of Hell. However, like The Dark One, Ziga has established doorways directly to Joapan from her realm in the Abyss. One is believed to be in Dark Valley, while another is said to be in the heart of the Maelstrom off the east coast of Amberos.

Astral Plane (The Sea of the Mind)

The astral plane is a vacant realm that divides the material world from the outer planes. It is primarily considered a null buffer between all of reality and Nirvana; a sort of serviceway for the planes. Supposedly, no creature, item or object is native to the Astral Plane, but over the millennium various junk items and stray beings have crawled into the extradimensional space and set up an existence there. According to myth, there are no standing portals to the astral plane, only spells, psionics or the whim of the gods can allow one to reach the plane.

Other Planes
Besides the outer planes, there are a multitude of other planes that connect to Amberos in one fashion or another and are not part of the stacked grouping of the main planes. These planes are listed here.

The Dread Domain


Somewhere between the Dreamlands and the Ethereal, lies a foggy realm of terror and perpetual evil. Said alternately to be a prison of some foul evil elder elemental god or a prison for lost and evil souls, it is spoken of with fear and awe by those who have heard of it. Little is known of the Dread Domain, for it is said that those who are drawn into are never seen again, with very few exceptions. Those who survive to escape the Dread Domain often have confused memories about what occurred in the land, or forget everything entirely. While the Dread Domain seems to have a fondness for absorbing evil beings, it sometimes draws champions of good into its folds sometimes to later expel them after they appear to finish some grand quest to defeat the evil within the Dread Domain. Whether the Dread Domain expels the unwanted good champions, or is simply using them for its own means and returning them after testing them, is unknown. The Dread Domain has no known permanent connection to Amberos, but it is whispered that it can

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temporarily merge with the land to draw individuals into its grasp. It is said that such occurrences are generally preceded by a foul darkness or bank of fog descending on the area.

Elemental Air (The Boundless Sky)

The Dreamlands

This vast realm is the realm all sleepers ascend to during their sleep. Much like the Astral plane, usually only the mind passes to the Dreamlands, while the body remains behind. In some cases, it is possible for the whole of person to be drawn into the realm, though this usually requires powerful magic to do so. The plane of dreams has several layers that unlike other planes, are not hard borders. The layer closest to the prime plane is referred to the Daydream realm, the next inward is the Slumberlands, followed by the Nightmare Realms and finally the deepest layer of the Dream plane is the Comatose Realm. Drifting somewhere between the Slumberlands and just outside the Nightmare Realms lays Aurora, the Elflands. Of all the planes, entering the Dream plane is the easiest one needs only sleep to do so. During the Elvin Golden Age Aurora and the prime plane were merged, causing the world to become dreamlike. That link has long been shattered, but the Elves of Amberos constantly seek to find a way or an old portal that will link them back to the dreamlands.

This is a realm of blue sky interspersed with clouds of all kinds. Storms rumble through the stratas of endless sky, and great cities are built on floating cliffs or made of cloudstuff. The realm is the home of djinn genies, who rule in council with the awe-inspiring elemental tornado lords. Natural conduits to the Boundless Sky sometimes manifest in hurricaines and tornados, and legends say that it can be reached by those who sail to the loftiest heights far above Amberos.

Elemental Depths)

Earth

(The

Sightless

The sightless depths is a realm of earthen strata with a mazework of tunnels and caverns that crisscross the layers of infinite, crushing earth. Tremors reverberate through the realm as the contested strata splits and shifts, as the creatures that dwell here dig endlessly through the dark tunnels of this plane. The slave-taking Jann genies rove in bands through the tunnels, while the elemental earthquake lords vie for control of vast sections of the plane, warring with each other by using the very plane as a weapon against each other.

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Conduits to the Sightless Depths can be found naturally in the deep earth beneath Amberos, and occassionally an earthquake will open a natural conduit to the plane for a short period of time.

Elemental Water Ocean)

(The

Bottomless

Elemental Fire (The Endless Plains of Fire)

A realm made of flickering flame, it sports lands made of burning coals, grass made of flickering flame, burning trees made of roaring bonfire and lakes and oceans of liquid fire. This realm is most notable for the fabled City of Brass, home to the efreet genies who have stolen the power of this realm from the aloof elemental bonfire lords. It is generally a cruel realm ruled by the strong who prey on the weak. Natural conduits to the Endless Plains sometimes form in out-of-control wildfires and have been known to appear at the foot of active volcanos. There are legends of active lava tubes under the Steaming Horns in Smanvalla that lead to the great sea of fire that surrounds the City of Brass and of a shimmering mirage in the depths of the deserts in Randu that leads to the Burning Plains.

This realm consists of endless depths of water, lit from above by a source of light that can never be reached, and whose depths know no bottom. Floating coral continents sometimes give the illusion of a sea floor, but the ocean seems truly depthless. Likewise, amphibious creatures have created entire communities within massive bobbing air bubbles, and the pearl city of the madrids drifts on magic-induced waves through the blue-green sea. Natural conduits to the Bottomless Ocean sometimes form in titanic whirlpools or water spouts. There are also legends of sea caves at the ocean floor in the Alesti sea that lead to the Bottomless Ocean.

Ethereal Plane (The Tangle)


The ethereal plane is a buffer zone between the raw elements of the Inner Planes and the material plane. Much in a manner of the Astral plane, things were designed to pass through the Ethereal from the elemental planes to Joapan; living beings were not designed to ever see the ethereal plane. The ethereal plane consists of matter not quite formed. It is a ghostly realm, and no natural being makes this realm its home. It is often the temporary home of the restless dead, whose form is too weak to be made flesh. According to myth, only incorporeal beings and those utilizing Ethereal Travel spells can reach this realm. There are no known permanent connections to this plane.

Limbo (The Soup of Creation)


A realm with no definite shape, size or consistency, Limbo is a realm of chaotic anarchy. It is seen as the primordial soup from which the entire multiverse spawned, and the maw into which the Abyss crumbles. In the heart of Limbo, nothing can last for long before reverting to the primordial forces from which it came. The main inhabitants of Limbo are the slaadi and chaos beasts that can be found here. Any sensical realm Page 373 of 405

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found in here exists is ruled by an outsider to the plane, and held together only by the sheer force of will of that being. Unlike the other planes, the people of Joapan do not seem to agree as to the location of Limbo. Some ascribe it to the void between the heavens and Joapan, while others see it as the terminus of the Abyss. Even others see the entirety of the multiverse a bubble bobbing in the chaos of Limbo, which exists outside of creation.

The Shattered Realm (The Realm of Madness)

Shadow Plane (The Great Dark)

Considered one of the inner planes, a place where the positive and negative plane meet, the Shadow Plane is a realm of eternal twilight that strangely mirrors the waking world, as if after some dark disaster. Howling winds with no source often blow across the blasted landscapes of the Shadow plane, and it is home to more than a few reclusive undead. It is thought that Gwieze, the Lord of Shadows makes his home on the Shadow Plane, in a shattered mockery of his ancient castle where the Golens now lies. According to myth, the shadow realm is fairly easy to reach by those with the skill to walk sideways into it. Windows, mirrors, shadowy doorframes, dark closets or other dark areas are said to link to the Shadow plane and one only needs to learn the skill of walking sideways to pass to the realm.

It is a place of madness where the Old Ones were locked away. It is a place beyond the imaginings of our senses, a realm where the physics and patterns of our world cannot apply. Long ago, the Old Ones and the Ancient Ones shared the multiverse. However, the Old Ones came to understand magic in such a way that it fractured reality as the Ancient Ones understood it. Very quickly, the enhanced existence of the Old Ones became inimical to their former creations and those of the Ancient Ones. A great war was fought, and eventually the Old Ones lost, thanks in part to a double-cross by the Dark One. The Old Ones were sealed away beyond the realm of Limbo, where their anarchical existence would not harm the reality of the Ancient Ones. However, some time during the Elvin Golden Age, a link was somehow forged to this far realm, and it became known as the Shattered Realm. Though the Ancient Ones still sleep, several of their former servants have managed to reestablish a link to their masters, and some of the Shattered Realms lesser beings have passed into this world namely the Menten. According to legend, the only way to reach the Shattered Realm is through magical gateways opened on Joapan or other planes. No natural connections exist to this plane of existence.

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Tarterus (The Prison)
many the quasi-mortal descendants of the Ancient Gods rebelled and attempted to usurp the Ancient Gods. Their rebellion was thwarted, and the troublesome titans were cast to Tarterus to share the fate of those who had stood with the Old Ones. Tarterus consists of a many-layered globe, with different planes contained in the globe like layers of an onion. Each layer is meant to hold gods who have committed the same crime; generally one god is restricted to a single layer, though in their effort to escape, some powers have managed to slip into other layers or combine realms. Each layer is supernaturally maze-like, each designed to thwart a god-like power from escaping. The form of the maze varies in each layer, and many are designed so that the nature and existence of the maze remains hidden to the casual or even god-like eye. Outsiders willingly traveling to Tarterus are far and few between; usually one only arrives at Tarterus as part of a punishment inflicted by a god-like power. Only the Wardeners, who have taken upon themselves the role of warden and torturer, are known to be able to travel easily between layers, and they are unwilling to aid other beings even gods - in traveling from one layer to the next. There are no known natural connections to Tarterus, though there is rumor that one exists in Tsre Vestu, the Dark Summit.

In the days of the Ancient Ones and the Old Ones, many titans and demigods sided with the Old Ones against the Ancient Ones. When the Old Ones were sealed away in the Shattered Realm, those who aided the Old Ones were tried and sent to Tarterus, a prison for the gods themselves. Later, during the Elvin Golden Age, when the Ancient Gods were awake, a legion of titans

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