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III
I
t is once again time to delve into the world of
Angoria, as we take a look at the southern lands. The
breezy Fonagarth Steppe, where the nomadic horse
tribes roam, herding, trading, and raiding the
neighbors. The scorching red sands of the Born
Dunes, where only the tough, or the clever, survive
and thrive. And the dead, barren, sad land of the
Magnetic South, where something went horribly wrong long
ago, and the land became a wasteland of snow, ash and sand.
F
onagarth Steppe, the land of horse nomads and
Khans. Here, you have horse, or you're target The Tale of the Dreaming
practice of the raiders. This land has little in
terms of adventuring, aside from the exploration Wizard
and raiding, so instead this section will feature There's a story that travels around the Steppe, about the first
some of the land's deeper lore, told of in legends Fonagarth wizard. He was a young and charming man, who
of the Khans, as well as some interesting rode like no other, in more ways than one. He was so fierce in
encounters, info on monsters, and locations of interest. battle and in love, he became known as Vodd Darkhunter. He
had some deviant tastes however, and he spent days on end
The Golden Khan, and the seeking what he desired. However, eventually he grew so tired
of seeking satisfaction he took his horse one night, and went
Beastwar of Moorvale on a hilltop to sleep his exhaustion away.
In the old times, all the clans were ruled by a man known as
the Golden Khan, who was once good friends with the Next morning he was still there, still in deep sleep. He was
beastfolk living further north, in the current Grand Duchy of hit over the head, and he still remained asleep. However, he
Moorvale. They shared their wealth, and he was granted the began speaking in his sleep. He spoke of a land like no other,
honor of drinking from the horn of kings. where one could go, but where none could leave. It was like
his mind was taken from his body and placed somewhere it
The peace continued, until one faithful day a faction of men would never die. He also spoke of the strong presence of
from the north, exiles and reformists of the sea-fairers of Immortal, and how said Immortal was he who preserves
Fjordhein, came to the rainy lands up north. The beastfolk those in peril, so they may never die.
sent a messenger saying that these new people seemed more
aggressive than any man or even beast they had seen so far, The people grew wary of him, while some became curious,
possibly because of northern blood in their veins. The Khans listening to his dreams for hours on end. He inspired many
kept an eye on the newcomers during their visits up north, more wizards in the Steppe, becoming an iconic figure. One
and one day, word came that the tension had broken into war. day, however, he was gone. No trace of him anywhere, and no
signs of kidnapping. Eventually the people started saying the
The Golden Khan thought for many moons of a way to end Immortal took his body as well, so he may never die in flesh
the aggressions, as he had become a pacifist in his older either.
years. Then the fighting started getting out of hand, as the
warring factions spread their battle lines to the Steppe. The Centaurs' Arrival
Hundreds of innocents were slain, and the Golden Khan When the Centaurs first came to the Steppe, some of the
declared his days of pacifism over. He took 800 of his best clans were hysterical, telling of half horse demons, while
riders, and gave the clans to his 5 children, telling them they others actually bothered speaking with them, getting to know
were the new Khans, and they should never spill blood of kin them, and even befriending them. The Khans gathered for
out of nothing. Then he rode, and only after his men were feast in the Palace of Khans one night, and some brought
dead did he manage to drive the beastfolk and northmen out their new Centaur friends along, so they may have a taste of
of his lands. Then he died from his wounds, and the the of the local cuisines. This startled and terrified many, but
Immortal of the Steppe took his soul to the Vast Pastures of over the course of the feast, after some eating, and drunken
Paradise. revelry, friendship was established between the two peoples.
Ever since then Centaurs have been trading partners,
The people of the Steppe believe the Golden Khan's sacrifice defenders, and battle comrades of the nomads, swearing
made the war end, and the Khans never denied it, even if they their loyalty over a toast of eternal kinship. It's also a fun
knew the truth of their father's fall. Ever since the, Moorvale story to tell foreigners.
has been the enemy of the clans.
B
eyond the south of the Midlands and the The Search
Blackwater Lands, west of the Fonagarth
Steppe, lies the land of red sands, and If the party starts looking for Cugel in the desert, on a DC 14
mysticism. The Born dunes are an odd land. Survival or Investigation checks they'll find tracks that lead to
The mysterious city of Aram, the Leviathan a small glyph engraved in the earth. If the whole party stands
Coast with its massive sea serpents, the tent on top of it, they'll suddenly fall into a sinkhole that comes
cities and underground villages, as well as the out of nowhere, and fall into Cugel's dungeon.
strange Slayer Keep, all put together in the shape of a strange
fantasy Egypt mixed with Byzantine, with monks thrown into If the party starts from the wizard's tower, a DC 15
the mix, make up this weird land. The Dunes have naturally Perception or Investigation check reveals a small letter on a
red sand, which is a great mystery, since all other sand seems messy desk, with one word written on it: Gotcha! and if a
completely normal in the rest of the world. Some say blood party member reads this out loud, they will get sucked in. The
magic was involved, and others say the land is rich with wizard won't even think about reading the letter, telling them
metals and minerals, which have led to extensive mining to just get in, and get his stuff. If the party seems reluctant,
operations, which yield more profit one could dream of. he'll increase the reward with 300 gold and a Ring of
Indeed, the land is strange, and I couldn't tell you all of it in Resistance.
one sitting. This chapter will have a small adventure,
wilderness info, stats for the Leviathans of the coast, and
locations of interest. Regardless, the party will end up in Cugel's dungeon, or as he
has named it, Funhouse.
Cugel! Cugel's "Funhouse"
This is a small adventure meant as a lighthearted, or nerve This is the list of Cugel's different traps, and how the party
wrecking and migraine inducing dungeon crawl, depending may be able to solve them, as it is up to the DM how the traps
on how the party looks at it. In the desert, between the Slayer work. Any monsters the party may encounter are all illusions.
Keep and the Dune River is a small floating tower the locals Some places need hidden doors to access.
say belongs to an old wizard, who is one of the most
welcoming and generous person in the land. However, lately The Catapult Platforms They look like normal diagonal
people have heard his wails of despair and anger, and suspect platforms, but they'll try to throw the party off into some
it has something to do with a certain odd looking individual water. There's a maintenance path right next to it, hidden
who often visits the old wizard. in a small doorway in the wall.
The Tar Stilts Just stilts going through a pool of 1 foot
deep tar, which halves movement speed if a party member
The party can just enter the tower willy nilly, through a small falls.
portal that leads right into the tower's lobby. From the upper The Drinks Cabinet Half of the 20 bottles are sleeping
floor the party will hear cursing and wailing, and a DC 12 potions, and if the party drinks one of the potions, they'll
Perception check reveals he is cursing someone named be asleep for an hour, and should the whole party drink
Cugel. If the party goes in, the old wizard calms down a bit them, they'll wake up back at the entrance.
and bows, introducing himself as Baracshi the Wise. He The Juggernaut Heart Attack A corridor which shuts
offers the party some tea and biscuits, and asks them to take down as the party enters. A Juggernaut will appear out of
a seat. nowhere and steamroll the party. That is, if it wasn't just
another magical illusion, and the doors open afterwards.
The party will notice the tower is looking like a bit of a mess. Hind-Stinger Corridor The corridor has little hidden
If questioned about it, the wizard explains that he was robbed hatches in the walls and floor, that will activate hidden
while he was sleeping, and he believes he knows who the wands of Magic Missiles, that will shoot the party in their
culprit is. A thief named Cugel the Clever comes by every day, hindquarters. The best way to beat is by walking through
asking if he could get some magical spell things like wands on your hands.
and scrolls, but the wizard ignores him ever single time, The Teleporter Room The room has one door at the end
telling him that if he wants magic wands or scrolls, he'll have of it, and there's a steady pattern of different colored tiles
to get them through his own way, which the wizard highly on the floor. However, should a party member step on a
doubts would ever work. Or doubted, since he's now been colored tile, they get teleported back to the previous area.
robbed, possibly by Cugel. He offers the party 1,200 gold and Only the black tile with a golden C on it takes the party to
a wand of fireballs with 10 charges, if they track him down Cugel, as the door is a fake one.
and bring back the things that were stolen. If the party
accepts he will get ecstatic, and tells them hurry along, After his dungeon is solved, he laughs a bunch, and gives the
promising more tea and biscuits after the deed is done. wizard's things back, as he only wanted them to build the
dungeon, and now he can abuse it to hell. Then he teleports
the party back to the tower to get their reward.
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4 Mage
Actions
5 1d4 banshees
Multiattack. The Leviathan makes one spittle attack
6 Dragon (any kind) and one tail attack.
Tail Slam. Melee attack: +10 to hit, 15 ft., one target.
The Born Dunes Wilderness Encounters 2 Hit: 16 (3d8+6) bludgeoning damage
(The Leviathan Coast)
Spittle. The Leviathan opens its maw, and the glands
d6 Encounter within shoot out boiling hot and poisonous water.
1 Leviathan Any creatures in a 20 foot cone must pass a DC 15
Dexterity saving throw, or take 19 (6d6) fire
2 Behir damage and 19 (6d6) poison damage.
3 2 mages
4 20 pirates (reskinned bandits)
5 2d12 goblinoid raiders
The Underground Villages
6 3d6+2 sahuagin
A DM may place the Underground Villages of the Born
Dunes anywhere in the region. They have around 200 people
living in them, and they have farms, water collecting plants,
SPECIAL: Wandering Merchants workshops and such. There's also an expansive criminal
The Born Dunes have a special thing to them. They have network working in all of them, known as the Red Sand
traveling merchants going from place to place, selling and Division, who are looking to overthrow the emirs ruling the
buying anything worth their time and money. Many lands.
adventurers call them crooks and scavengers, even vultures, The Tent Towns
and in the end, it isn't wrong. The merchants need to make
their coin, otherwise what's the point in business? The tent towns line the shores of the Dune River, which flows
down from the Crags of Thorn all the way to the Leviathan
Dragons and Behir in the Dunes Coast. These towns are ruled by emirs, who have an
There's a chance, a slim one, but a chance, that an adventurer unspoken agreement with the merchants wandering about.
will spot a dragon or a Behir out in the wilderness, for As long as the emirs let them take shelter in the towns they
seemingly no real reason. Should one be bold and polite can have a portion of the profits. The towns offer everything
enough to ask the dragon's business, they'll usually say from food and shelter to crafts, and even training in certain
they're hunting a Behir. The Behir will likely tell the same skills and even combat. They're a great place to see.
story about the dragon. Whatever they have against each
other, they do not say. There's a 10% chance to find a dragon
and a Behir dueling in the sands, and it's an epic scene one
does not forget.
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