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The World of Valindris

Locations
On the Map
Ahnkalla
The Ashen Peaks
The Bay of Dreams
Caetirym
The Cinder Isles
Hoten
Markhanis
Tien
The Torvos Isles
Zehr'esh
Legends and Rumors
Rumors & Legends
The World of Valindris
The world of Valindris is filled with wonder and mystery. This
book describes the many of the locations across the world,
though there are still landmarks and settlements that are yet
to be discovered or aren't charted on most maps.
Use this to familiarize yourself with the setting, and take
ideas for the characters you will play within this world. There
are a lot of details to base your character on and find a good
goal to follow in a campaign.

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Ahnkalla The ruins of the fabled Agda Jand lie somewhere off the
coast of Ahnkalla, sunken to the bottom of the ocean.
The islands that make up Ahnkalla hold a harsh environment.
An overgrown bog-like jungle teeming with long forgotten The Freehold Brotherhood are working on something
monsters, and the derelict ruins of the once great Medusa secret. It's why they've stolen so much Markhesian tech
lately.
empire. Traversing overland across the isles is a dangerous
task that not many are brave enough to attempt. The reason the isalnds are so hard to get across or to is
To make matters worse, the seas around Ahnkalla are because of a Swamp Giant settlement. They've struck a
usually rough. Even on good days, its all too easy to run your deal with the pirates though.
ship into the hidden reefs that surround the islands. Because Those naga that've shown up in the south recently are
of how inhospitable the islands are, the Freehold Brotherhood doing something in Ahnkalla.
have taken up roost here. Somewhere through the narrow
passages between the islands lies Dagger Cove, the Ahnkalla is the home to a large flock of Rocs. It's where
brotherhood's base of operations. the guilds keep getting Roc Feathers and Eggs.
Somewhere in the jungles is an ancient Hunter's Altar from
What do people know? some long forgotten civilization.
Most people don't know much about Ahnkalla, aside from the Theres been at LEAST 200 bounties put on Dread Captain
fact that the Freehold Brotherhood call Ahnkalla their home Aldrice's head by the guilds.
that is. There are several rumors and legends that float Hydras are loose all over the islands. Put that in with the
around crowded taverns and docks across Valindris. Few pirates and dinosaurs, and it's no wonder nobody goes to
people actually know if any are true or not though. Ahnkalla!

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The Ashen Peaks
Possibly one of the most dangerous places in Valindris. The
Ashen Peaks were once the peaks of a great mountain range.
Since the flood, only the peaks remain, and at their center is
the Eternal Furnace; the capital of the Fire Giants that rests in
the caldera of a volcano that constantly spews forth ash and
cinders. Because of this, the air as you go further up the peaks
becomes far less breathable for most mortals.
Couple this with the Fire Giants that reside at the center of
the peaks, and most people don't even dream of venturing into
the Ashen Peaks. That is, nobody until the discovery of Black
Powder. It turns out that almost every component of the
alchemical formula to create black powder can be readily
found within the peaks.
Because of this need to venture into the peaks constantly, a The Ash Walkers
group of brave adventurers formed the Ash Walkers. These
warriors escort expeditions into the mountains on a regular About 25 years ago, the materials needed to make black
basis. They have also taken it upon themselves to try and rid powder were discovered on the Ashen Peak, and in plentiful
the mountains of all of its very large problems. quantities. With the threat of giants and other large creatures,
as well as the conditions on the peaks, the Alchemist's Guild
What do people know? wrote the Ashen Peaks off as a loss. That was, until a group of
Most people across Valindris know of the Ash Walkers. They adventurers took up a contract with the guild to retrieve
are a legendary fighting force on the peaks. The fire giants are materials.
known about by many sailors due to the ships they send out. This group, lead by Gehrman, traveled to the peaks and did
battle with the giants there. After roughly two weeks, they
returned to the guild to collect their reward. With the amount
The last of the red dragons are allied with the giants. of material they returned with, the guild quickly wrote up a
The peaks used to be home to a race of bird people. The contract for this group to do continual work on the peaks.
ruins of their civilization are scattered around the peaks. Eventually, the group recruited more and set up a base of
Didn't you hear? Gehrman fell in battle with the giants! operations at the base of the Ashen Peaks. Among the recruits
Yn'Tha is set to take his place leading the Ash Walkers. that came into the group was a young Goblin engineer by the
name of Darius Rezlo and his sister Tilly. Over the coming
The Eternal Furnace houses an artifact forge that can years, Darius cooked up some truly inspired designs for the
create the world's finest metals. Ash Walkers. Among them, the Ballistola, a portable siege
The trouble with the Elemental Plane of Fire is spilling over weapon made for taking down giants and their fortresses.
into the peaks. The Ash Walkers are gonna need some Meanwhile, Tilly came up with a very unorthodox
help. concoction: Alchemical Mutagens. These elixirs work inside
A giant ship laid waste to a Markhesian Hunter's Fleet...
of the imbibers body to enhance their abilities and senses to
One ship! supernatural levels. These elixirs come with numerous side
effects that Tilly still hasn't worked out, but their effect has
more than made up for them.

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Members of the Ash Walkers

Darius Rezlo
Not much is known of Darius outside of the ash walker camps
Gehrman and bases. He is a lively goblin with a bit of a knack for
A human with a wild streak. Gehrman was of noble birth blowing things up. Most members of the ash walkers are
originally, though he forsook his family's wealth and titles to surprised Darius is still alive. He has caught a bit of fame for
pursue adventure on the seas of Valindris. This life eventually the invention of the Ballistola though. A truly remarkable
lead him to the events that would found the Ash Walkers. design that is talked about with a jealous tint within circles of
He now commands the Ash Walkers, conducting operations engineers and tinkerers.
on the Ashen Peaks. Gehrman is a good leader, showing his
troops respect and kindness and sharing with them the
occasional story of his past adventures.

Tilly Rezlo
Much less is known about Tilly Rezlo, younger sister of
Darius. She is an aspiring alchemist and arcanist and has
Yn'Tha cooked up some odd and unconventional elixirs and potions
Behind Gehrman, there is one ash walker that commands a for the ash walkers.
similar level of respect and admiration. That is Yn'Tha, the
gorgon rogue who has managed to sneak through the halls of
the Eternal Furnace and return with tales of the giant's
fortress. Yn'Tha is a very serious woman who values very few
things more than the ash walkers.

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What do people know?
Most people across Valindris have at least heard of the Bay of
Dreams by now. Most people in Markhanis know slightly more
details about it, and also know that the Alchemists Guild has
nearly non-stop contracts out for rare ingredients from the
bay.
The presence of the fey in the Bay of Dreams has also given
way to Eladrin across Valindris. It has also lead to a fairly
strong fey presence in the Zher'Eshi District of Caetirym.
The Alchemists Guild in Markhanis is in constant need of
ingredients from the bay.
The Vendilion Clique was exiled from the Feywilds for
crimes against the courts in power there.
A great beast roams the bay. A once normal, but still
terrifying, Hydra has been warped by the fey. Someone's
gotta be willing to pay a hefty fee for its remains. For
science, right?
Many people returning from the bay have no recollection
of their time spent there.
Someone's posted a bounty on the Vendilion Clique. They
The Bay of Dreams are offering a hefty reward.
The Coilfang have taken an interest in something within
In the western isles there is a large bay that has garnered a lot the bay.
of attention in recent years. The Bay of Dreams is what most
people know this bay as. Somehow, the essence of the Feywild
has begun to seep into the material plane. Somewhere within The Vendilion Clique
the bay and the surrounding shores must be its location. It is said that at the center of the bay, a group of powerful
The bay is now covered with luminescent plant life and sprites or pixies have made their home. Some who have met
vibrantly mutated wildlife. Many people from all over Valindris them always talk of their fierceness and beauty, while others
have journeyed to the Bay of Dreams. Some seek wonder and claim them to be cruel and cunning. Little is known to be fact
amazement, others after rare and exotic ingredients for about this group of fey. What is known however, is that they
alchemical concoctions, and some to seek an audience with were either exiled or expelled from the Feywilds, and wound
the Vendilion Clique. up here in the material plane.

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Caetirym
In the western isles, north of the Bay of Dreams and south of Throughout Caetirym, an outsider is met with the sights and
Torvos lies Caetirym, the city of wonder. Caetirym began its sounds from nearly every corner of Valindris. The city is
life as a city roughly 200 years ago. It was built around an divided into four districts, each of which is run by one of the
ancient structure atop the high cliffs of the islands. This large factions vying for control of the city.
pyramid now serves as the center of the city and an icon of
worship for the people living there. The Markhesian District
The Great Pyramid of Caetirym is the home to some being The eastern section of Caetirym is run by the Arcanists Guild
of great power. It is said she knows not only the future, but the from Markhanis. The guild believes that the Matron of
past and present as well. Nobody knows exactly who or what Caetirym is an archmage named Velandra. Velandra was once
she is, but many flocked to meet with her. Eventually, factions a high ranking member of the Arcanists Guild that saw over
began construction of the city around her ancient seat. divination magic in Markhanis. However, Velandra
As a city, Caetirym is odd. It holds no central seat of power, disappeared about 300 years ago when she decided to
or government structure. Instead, factions vie for control of personally oversee an expedition to the west.
the city, though none have won it yet. There are several large As soon as word of the Matron of Caetirym made it to
factions and groups that help prop the city up, creating a Markhanis, the Arcanists Guild sent a great deal of resources
clashing look and feel to the city. Great Markhesian bazaars to Caetirym to secure what the guild surely believes is a
abruptly end as Zher'eshi temples dot the streets. wayward member. Nobody is sure if Velandra is actually the
figure residing within the pyramid, though high ranking
members of the guild have put enough stock into that theory
to warrant a large amount of resources and manpower.

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Markhesian Wonders Rumors and Information
Throughout the eastern section of Caetirym, one can find all Many of the lizardfolk and orcs that settled in Caetirym
sorts of exotic sites and wondrous sounds. This section of the believe in the Zeals. The lizardfolk follow a bit more blindly
city almost looks like an extension of Markhanis itself. It is than the orcs however. There are whispers throughout the
lined with colorful buildings, and along its southern border district that some of the orcs in the city don't believe that the
lies a grand Markhesian bazaar, where all sorts of rare and Owl Loa resides within the pyramid. The lizardfolk have a
wonderful items can be found. much stronger connection to the spirits than the orcs though,
and they pursue the Loa with great purpose.
Rumors and Information This is also one of the few places in Valindris where
Each district within Caetirym has a unique view of the city it lizardfolk have settled near other races. They are typically a
seems. The people of the Markhesian district mostly believe much more secluded and secretive race. Many lizardfolk look
that Velandra is the Matron of the city, and they trust that the at the surrounding districts in awe and wonder. Many believe
Arcanists Guild is working on a way to get to Velandra to that the Markhesian way of life is a direct heresy of their way
figure out exactly what is going on in Caetirym. of life. Many Markhesian mages are called witches and looked
They also put a lot of trust in First Arcanist Tephra Jahl, a down upon by the lizardfolk.
high ranking member of the guild who has been put in charge
of the guild's interests in Caetirym.

Tephra Jahl Zealous Ka


The Arcanists Guild's interests in Caetirym are lead by First The Zeals in Caetirym are lead by Zealous Ka, a highly devout
Arcanist Tephra. Tephra is an elementalist, and one of the follower of the Loa. Ka oversees the lizardfolk operations
more powerful members of the Arcanists Guild. She is famous within the city. He also is always striving for the earthshapers
throughout Markhanis because of her rise to power along to construct more temples to try and appease Loa, though this
with her twin sister Nephra. strategy has not worked yet.
The sisters were not born into wealth like many high Ka himself is very loud and brash. He often time butts
ranking guild members. They both showed an amazing heads with others within his district over small matters. Many
aptitude for the arcane though, and caught the eye of of the lizardfolk here still follow him though. He was selected
Arcanists Guild. While Tephra now serves as a noble leader for his role by the Loa after all.
within the guild, her sister Nephra is a high ranking Arcane
Inquisitor, a group that hunt down those wanted by the guilds General Argesh
of Markhanis. General Argesh is the orcish counter to Ka's
The Zher'eshi District zeal. An intelligent and strong half orc,
Argesh was sent to accompany Ka and act
The southern district of Caetirym is controlled by orcs and as both an ambassador and tactical
lizardfolk that have settled here from Zher'esh. This district is overseer. Argesh has served the Zehr'eshi
built up with buildings made from the earth itself. Much like military for decades, recently showing great
Omaht Zalar, lizardfolk earthshapers constructed much of this promise after leading several victories
district by rising the earth and shaping it into highly functional against the Coilfang forces that have
dwellings, shops, and temples. arisen in the south.
The orc and lizardfolk in Caetirym are largely made up of She is a fierce military leader,
Zeals, a religious sect of lizardfolk that seek out relics and though Argesh has a much softer
ruins that relate to the Loa. The lizardfolk here believe that side when interacting with common
the Matron of Caetirym is in fact the Loa spirit of the Owl. A folk. She loves sharing stories and
mystical figure that is thought to oversee fortune and fate. joking over a round of drinks.

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The Skaldir District Skaldva Morissa
Morissa is a general within the Skaldir navy. She typically
The western district of Caetirym is inhabited by the Skaldir. leads expeditions and exploratory missions. Freya stationed
Brave northerners that have come to the pyramid seeking Morissa here 10 years ago, and Morissa has yet to grow
Astrid, a figure they worship as the goddess of knowledge and comfortable with life in Caetirym. The city life sits very uneasy
enlightenment. Skaldir clerics proclaim that Astrid has been with her, as does commanding so many people that she
silent since the floods, and that the emergence of the Matron doesn't consider combatants. "Like herding cats!" is a
of Caetirym is a sign that she lives on. They also believe that common expression she has been known to utter when
Astrid is somehow trapped within the pyramid. speaking of her station in Caetirym.
Life in the Skaldir District The Dwarven District
Much of the Skaldir District has fallen to lawlessness. The
Skaldir's lack of interest in the city has begun to show within The northern district of Caetirym has been settled by a large
the streets of their district. Seeing drunkards stumble through faction of dwarven clergy and holy warriors. The dwarves
the streets is a common sight now. Many shop keepers and here come from all over Valindris, proclaiming to be following
merchants that used to frequent this district have recently left, a great calling. It is said that centuries ago, clerics within
leaving this section of city feeling largely empty. Maradin's domain saw a vision of a bright, gleaming pyramid
set against a setting sun. In this vision, the clerics were told
Rumors and Information that clarity and wisdom would be found inside of the pyramid.
The Skaldir cannot be shaken from their belief that Astrid is Since that vision, proclamations spread far and wide about
trapped within the pyramid at the center of Caetirym. The this pyramid. And then roughly 200 years ago, the dwarves
problem the Skaldir have run into however is the pyramid were among the first to come to Caetirym. This district of the
itself. Many believe that the pyramid is an ancient contruct of city is by far the oldest and also the most stable. The dwarves
Hel, the goddess of death and the underworld. They believe that live here aren't here for some higher purpose, simply to
Hel constructed this pyramid to trap their gods in, and that be within reach of the wisdom that the Matron offers. There is
Astrid is only the first. no hope to free a trapped god, or study anything. Simple
The northerners have found no way so far to even mark the venture to the pyramid seeking wisdom, and receive a worthy
pyramid with a scratch. It remains intact and as pristine as gift.
ever. This, above all else, angers the Skaldir. They are a people
known for their wrath and destruction. And yet, this pyramid Rumors and Information
exists and shows no signs of damage. The dwarves in this district are mostly devout followers of
The Skaldir that reside within the city have grown tired. Maradin, the dwarven god of creation. Ever since they settled
Some even believe that their purpose there has been long here, they have watched as other nations and peoples settled
forsaken. If Astrid is truly trapped within the pyramid, in, forming this now makeshift city. Many dwarven merchants
generations of Skaldir have found no way to free her. Many of and traders within this district know a great deal about the
them that remain in the city have started to question Valasha workings of some of their neighboring districts.
Freya's command to remain here. The resentment brewing in The dwarves also know a bit more about the pyramid then
Caetirym isn't too hard to see either. Many outside of the most others outside of the Arcanists Guild. They have grown
Skaldir believe that if this type of resentment were to reach weary of sharing their knowledge however, due to a
the Torvos Isle, it could spell doom for Freya's rule of the longstanding hatred of what they say by the Skaldir and
clans. lizardfolk that reside within the city.

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The Great Pyramid of Caetirym
Very little is known about the pyramid at the center of Whats even more curious is the pyramids construction.
Caetirym. People know that some type of being lives within According to all accounts, it is an ancient structure. However,
the pyramid. And that this being seems to know the past, it shows no signs of age or wear. It's marble walls and stairs
present, and future of not only the world, but of those who visit appear freshly set. The pyramid lacks any kind of iconography
with her. as well, all except for a single rune set above the entrance into
the pyramid. This rune is said to be arcane in nature, and it
She is said to have a kind voice, and speak in a very translates interestingly into many different languages. It
soothing manner. Nobody has ever seen her though, she usually translates to something along the lines of "To seek
seems to exist within some part of the pyramid that nobody answers." Though some say if matched to ancient runes, it
has been able to reach yet. A great number of people of tried more closely resembles the phrase "To seek ones end."
to explore the pyramid as well. Each and every one of them tell
a different story of what lies inside of the great structure.
It is because of wildly conflicting stories that Caetirym has
remained so mysterious. Thousands of different people have
seen thousands of different things within the pyramid. The
only constant seems to be the woman's voice, as though she
speaks from outside of time itself. Some claim to have been
put through a trial to earn knowledge of their fate, while other
have been pressed with a great riddle.

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The Cinder Isles The Flamewardens
The Cinder Isles were once a string of rocky islands that The Flamewardens are an order of warriors started shortly
extended from the Ashen Peaks. Over the last decade though, after the floods. An order was formed to watch over the
the isles have underwent a rapid transformation. The borders between the material plane and each of the elemental
elemental plane of fire has begun to bleed through into the planes, and the Flamewardens watch over the plane of fire in
world, and as this happens, the Cinder Isles are being the Cinder Isles. They are normally a fairly secretive group,
transformed to more closely resemble the fire plane. but with the escalation thats been happening in the isles, they
It is believed that an Elemental Lord is behind this recent have been seen throughout the world trying to recruit help.
shift in balance. If emissaries from the Flamewardens are to
be believed, this change in the isles will spread throughout
Valindris if the Elemental Lord is not defeated or at least
pushed back. Without actually seeing this shift its hard for
some to believe the warnings, though with the Flamewardens
reaching out for help, the population of Valindris has been
stirred into alertness at least.
What do people know?
Not much is known of the Cinder Isles outside of what the
Flamewarden emissaries have talked about. The emissaries
are present in most settlements and cities across the world
though, so a large portion of the population at least know a
little about whats been happening.
If the plane of fire opens like the plane of water did...
Valindris can't survive that.
Flamekeeper Dalvo has battled with all sorts of elementals
and grave threats. He's a brilliant leader.
The Ash Walkers have started to send men to the Cinder
Isles to help fight back the fire.
Flamekeeper Dalvo
Dalvo is the commander of the Flamewardens. It is his orders
The Flamewards are paying anyone able to fight if they that have broken the orders secrecy and sent emissaries out
travel to the isles and help their cause. to the corners of the world. By all accounts, Dalvo is a truly
Passage between the isles has become nearly impossible remarkable commander. The Flamewardens aren't a very
due to... Lava? large fighting force by anyones account, and he has managed
to keep the elemental plane of fire back up until this point.
The Alchemists and Smithies Guild are asking for materials
from the elemental plane of fire. And they are paying
Because of the cry for help from the Flamewardens, people
handsomely.
have become a little more worried for the safety of the world.
And Dalvo has sent each emissary with word that Valindris is
Freehold ships have been seen around the isles. What on safe as long as the Flamewardens receive some manner of aid
earth do pirates want there? in their fight.

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Hoten
Far in the northeastern corner of Valindris lies Hoten, the
great dwarven city. Hoten is an ancient city, built long before
the flood. Hoten was built into the base of a large mountain
range for the express purpose of mining and smithing. Much
of Hoten's population survived the floods, and there are a
number of dwarves within the city that remember life before
the seas rose up.
Hoten continues mining operations within the mountains
its built into. The city is the worlds largest supplier of iron,
copper, and though very rare, adamantine. Day to day life in
the city is filled with hard work for most, but the nights in
Hoten are also filled with drunken merriment.
What do people know?
Hoten has a large presence in Valindris and because of that,
much is known about the city. Though the city still has its
secrets.
King Balefist is a great leader. The people love him!
The noble houses hold no political power in Hoten. King
Balefist listens to the rich just as much as the poor.
The dwarves dug into something they shouldn't have in
the mines. Madness grips the city's infirmaries.
There are several Bronzeforge working in Hoten. They're
a wondrous site to behold!
Though Hoten survived the flood, not all of it did. Theres
still an entire section of the city that collapsed during the
great war.
Somewhere in the city, theres an extensive black market.
Many believe it exists, though nobody could point you to
where to find it within the city.
Sometimes at night, a huge dragon has been seen flying
through the mountains above Hoten.

King Corin Balefist


King Corin Balefist has lead the people of Hoten for nearly
1,500 years. It is said that he has sealed a pact with Maradin,
the dwarven god of creation. The pact is said to have been
struck so that Corin can watch over his people for as long as
he is needed. And the people of Hoten love him dearly.
It is said that Corin lead the dwarven armies against the
forces that rose from the sea to seize Hoten. He is said to have
fought valorously and helped keep Hoten protected. The king
is said to be a fierce warrior, even now in his old age. Many
aspiring dwarven fighters look up to him as an icon of sorts.
The king rarely leaves Hoten anymore. In centuries past, he
would visit Markhanis to meet with their senate and discuss
trade agreements and policies. It seems as though he's turned
his back on the world at large to focus on Hoten and his
people. Concerns stemming from something that was recently
found in the mines, and troubling rumors that an extensive
criminal underbelly exists within his city.

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Markhanis The Arcanists Guild
The jewel of Valindris. Markhanis is a marvel of a city. Every Leader: Supreme Arcanist Wolfe
wonder imaginable exists here. Jewel topped architecture, The Arcanists Guild is made up of wizards and sorcerers that
large open air marketplaces, and the Temple of Ishta with its oversee arcane studies within the city. The upper ranks of the
stained glass domes are but a few of the wonders that guild make up some of the most powerful spellcasters in
Markhanis offers. Valindris. They are responsible also for most of the
Life in the city is easy for those among the upper crust of enchanting that is done within guild work.
society, but Markhanis has a sizable district that is filled with The Talrei Academy in the city is the world's leading arcane
poverty and people crushed by the shadow of the guilds that college and is responsible for most well respected wizards
rule the city. Despite the appearance Markhanis offers on the across the world. The guild believes that without direction and
surface, there is much turmoil within the city's structure. The teaching, the arcane can lead young wizards down dangerous
senate, made up of guild appointed senators, seems to cater to paths. It is for this reason that the academy welcomes wizards
the rich. This along with the fact that the upper markets are from anywhere, regardless of station or wealth.
stocked with any item imaginable at some of the highest The Arcanists Guild also heads up the Arcane Inquisition.
prices you'll find anywhere have left a bitter taste in the Not much is known of these mages other then they are tasked
mouths of the poor in the city. with hunting and taking down magic wielders who clash with
the laws of society. They are often heard of through tales spun
The Guilds in taverns, often involving epic battles across the seas of the
Markhanis is essentially ruled by the guilds. Each guild puts a world. They are also feared by many magic users who lack the
senator forward, and the senate sees over laws and training provided in Talrei Academy.
regulations within the city. The guilds also possess more
wealth then anyone could imagine, as many of the city's profits The Alchemists Guild
are derived from guild work and inventions. Leader: Drav'Ga the Enlightened
The guilds make for profitable work for anyone able to gain The Alchemists Guild is the second richest of the guilds.
membership though. There are many tales of young aspiring Responsible for the manufacturing of all elixirs and potions
crafters getting into a guild and quickly rising to fortune and within the city, they also oversee the production of black
fame. powder, which has ramped up production within the last 20
years.

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The Engineers Guild The Shipbuilders Guild
Leader: Dromthar Cogwhistle Leader: Lorna Greene
The Engineers Guild is quite possibly responsible for some of The Shipbuilders Guild is responsible for the manufacturing
the most remarkable things that have come out of Markhanis of all manner of ships. They have made great strides in the
over the past decade. Dromthar Cogwhistle, who is now the past few years with new ship designs. They are one of the
guilds senator, was the dwarf who came up with the design for most essential guilds within Markhanis simple due to the
the Bronzeforge. Meanwhile, a brilliant goblin by the name of state of the world. The Markhesian fleet is comprised almost
Hal Tragstop came up with design schematics for airships just entirely of a new design of ship now. It is said to allow for
10 years ago. The first two airships took flight just over 3 much greater mobility at sea and much faster travel due to
years ago now and their designs and efficiency is constantly something the guild cooked up with the Engineers Guild.
being tinkered with.
The Merchants Guild
The Tinkerers Guild Leader: Ja Ornell
Leader: Gil Damrins The Merchants Guild is by far the richest of the guilds. They
The Tinkerers Guild is responsible for many of the gadgets oversee all commerce within the city, and all trade going out
and smaller mechanical inventions within Markhanis. Though or coming into the city. Merchants belonging to the guild
they are now most famous, or infamous for the invention of share in their profits in exchange for the ease and comfort of
the firearm. They have since come up numerous designs for operating within the city.
them, though rumor has it that the guild's inventors are
jealous of Darius Rezlo, a goblin inventor working for the Ash Ishta's Focus
Walkers on the Ashen Peaks. His designs seem to be a step Leader: High Priestess Delorn
ahead of the guild as of late. Though not truly a guild, Ishta's Focus has gotten their way
into the city's senate. Their priests and clerics operate the
The Smithies Guild Temple of Ishta, the largest place of worship in the city.
Leader: Bran Anvilmire
The Smithies Guild has been the focus of much discussion The Jeweled Shield
lately. It is rumored that they are pulling out of the Leader: High Commander Alrissa
Markhesian Senate and moving their headquarters to Hoten, The Jeweled Shield, much like Ishta's Focus, has put forth
the source of most of the metal they work with. Since the King their commander into the senate to weigh in on matters of
of Hoten hasn't been to Markhanis in some time to defense and law. The Jeweled Shield make up Markhanis's
renegotiate trade agreements, the guild is said to be thinking defense force. They not only defend the city in case of
about moving their operations to save considerably on their invasion, but help keep order within the city as well.
costs to operate.

14
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Tien
To the northeast lies Tien, a large windswept forested island. The monks worship Yu'lon, an ancient Jade Dragon of almost
The elemental plane of air's barrier fluctuates here, often divine power. Yu'lon has resided in the Jade Forest for his
causing storms and heavy winds. Though there hasn't been whole life, which stretches back to well before the floods. He
any massive breaches from the air plane like there has from imparts the monks with wisdom and in turn, receives gifts and
the water or fire planes. Tien also holds numerous ruins and worship.
ancient secrets buried by centuries of high winds and
overgrowth. Mistcaller Li
On a small island on the eastern side of Tien is the Jade The head monk, Li, is an older Aasimar woman. She has lead
Forest, a mystical forest that is partially crystallized in green the monks of the Jade Monastery for nearly 40 years now. She
crystal. Within the Jade Forest the mistweavers of the Jade has a very kind soul and warm smile. Li has been known to
Monastery watch over the elemental plane of air. take in strangers and teach them the ways of mistweaving,
asking nothing in return other then praise toward Yu'lon. She
What do people know? regards the ancient dragon as the giver of the mists. She
Outside of the mistweavers of the Jade Monastery, not much believes it is Yu'lon's power that the monks draw
else is know about Tien or the Jade Forest. from in order to heal.
Though Li isn't well known throughout
Valindris, her work is. Both the Jade Wind
Tien is a touch destination to reach. The winds around the Tea and Xuen's Fang are brews that she
island create dangerous conditions for ships. came up with. Along with her control over
The monks of the Jade Monastery brew the best ale. the mists, her love of good drink has
brought about what is widely regarded as
The crystal that covers the Jade Forest is worth a fortune in
Markhanis.
the best ale in Valindris. Though Li nor the
monks receive the extremely high prices
A Jade Dragon resides in the Jade Forest. the drinks fetch in taverns around the world.
The Jade Monastery
At the center of the Jade Forest lies the Jade Monastery. The
mistweavers that reside there watch over the plane of air.
They have taken to a life of solitude, rarely interacting with the
outside world. They are a hyper focused group and because of
that, they are some of the worlds most formidable fighters.

15
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The Torvos Isles What do people know?
The rocky and unforgiving islands of the northwestern seas Not many people know too much about the Torvos Isles
make up the Torvos Isles. Many small islands jut out of the themselves. The Skaldir however, are widely known and
water with their basalt cliffs, spiring high above the waters. To feared.
the west of this cluster of islands lies Stormheim, the largest
of the Torvos islands. It is in this mountainous landscape that The Skaldir are unrelenting. Hope you never see one of
the Skaldir clans make their home. their raiding ships coming for you.
Within Stormheim's mountains there are numerous small Theres infighting within the Skaldir clans. The Skaldir
villages and towns populated by the different clans that make presence in Caetirym doesn't sit well with some of the
up the Skaldir. All of these clans are united under the northerners.
leadership of Valisha Freya from Valdisdall, the largest of the Theres still tales of frost giants roaming the isles.
Skaldir settlements.
Valdisdall is a surprisingly lavish city. The Skaldir do
The Skaldir actually conduct trade with Markhanis and Hoten.
Long before the floods, the northern lands were filled with The eastern isles are littered with ruins and relics. There's
roaming goliath clans, human settlers, and snow covered also something there that isn't welcoming to outsiders.
wilderness. The inhabitants for the north were heavily
displaced by the rising seas. Over time, clans formed and Wonders of the Isles
bitterly fought with one another over territory and minor Stormheim is the only one of the Torvos Isles that is
disputes. populated as far as most people know. The other smaller isles
Then came the frost giants. The giants swept across the are still littered with the remains of life before the flood.
northern isles, easily defeating the scattered clans. Eventually, Ancient ruins and secrets that most Skaldir don't seem to
a champion rose up and managed to unite most of the clans have too much interest in.
under one banner. She is known as Ingris, the first Valisha.
Ingris lead her newly united forces against the giants and Adventurers have been known to chart courses for the
eventually defeated them. eastern section of the isles in hopes of discovering some
After the battles were fought, clan leaders met and came to ancient temple or tomb within the rocky landscape. Several of
an agreement. The clans would unite under the leadership of these expeditions have returned from the isles with wondrous
Ingris. They called this new alliance Skaldir, a term that treasures and lore. Recently though, adventuring parties
roughly translates to "crushing storm." The Skaldir settled venturing into the isles haven't returned.
and began reconstructing their towns and villages. They now This is half expected of many people. The harsh landscape
inhabit some of the most defensible settlements in all of of the isles coupled with the Skaldir make for a tough journey.
Valindris. However, a tattered ship recently carried back a skeleton crew
to Caetirym that spoke of meeting with some frightening force
in the isles. Barbaric warriors that don't fall under the Skaldir
alliance but fight just as fiercely, if not more so then the
Skaldir.

16
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Valdisdall
The capital city of the Skaldir clans. It is here that Valisha Valisha Freya
Freya leads her people with the aid of a council made up of Freya was a remarkable warrior before becoming Valisha.
members from the different clans. Valdisdall is built against She returned from her right of passage at the age of 12 on
the base of an icy cliff on its northern side and two sets of high board a Freehold Ship, the head of its former captain
walls extending around its perimeter, that end on each side at skewered on a pike mounted to the bow of the ship. This
a high watch tower. On the approach, the city looks like it was marked Freya for greatness in the eyes of the Skaldir. She was
built for war. leading raiding ships by the time she was 16 and is said to
Within the city walls is a fairly small city. Snow covered have been one of the fiercest combatants to come out of the
streets wind through two to three story buildings and Torvos Isles in a generation or more.
eventually converge on the city's center. The city itself is built Freya asipired to be the Valisha from a very young age.
around the grand hall, a truly impressive sight to behold. The When she was 19, she seized the opportunity to do so. Sprigg,
grand hall is essentially a gigantic tavern where the Skaldir the former Valisha, died and the clans were set to put forth a
meet, eat, drink, and make merry. It is also within this hall new Valisha. The clans put forth a Valisha to lead the Skaldir
that Freya meets with her council and makes decisions for the in a rotating order. The only time this rotation is interrupted is
clans. by a Valorous Trial. The Tideskorn clan of southern
Stormheim was set to put forward Sprigg as the new Valisha
Dissension Within the Clans until Freya called for a trial.
Valisha Freya's rule over the clans has been rocky since she Freya managed to easily best Sprigg,
took the seat of Valisha 13 years ago. She has recently scaled in battle to claim the seat of Valisha.
back naval raids so that trade could be brought into to Some of the clans were unhappy by
Valdisdall. This did not sit well with many clans, despite it Freya's brashness in seizing the
bringing much needed supplies to Valdisdall. Along with trade, seat, but many saw a great spark
she has brought in a new fleet of ships that proved to be much in her.
faster and more durable then the Skaldir's normal ships.
The new fleet brought Freya back into the better graces of
the clans. Things were looking better for Freya, but Skaldva
Morissa's station in Caetirym still leaves a bitter taste in the
mouth of many Skaldir. Mystics believed that Astrid, one of the
Skaldir's goddesses was trapped within the pyramid in
Caetirym. After nearly a decade without results, many
question when Morissa and the other Skaldir in Caetirym will
be brought home.

17
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Zehr'esh
The islands that make up Zehr'esh are covered in thick
jungles, carnivorous plant life, and predatory creatures. It is
not a place most people would travel were it not for Omaht
Zalar, the capital city of the lizardfolk on the largest island in
the chain. The wilds of Zehr'esh are truly nightmarish to those
not familiar with it. Though that hasn't stopped countless
explorers and adventurers from meeting their doom within
the jungles.
The eastern Zehr'eshi islands are littered with ancient
tombs and temples that are constantly being discovered.
However, the farther from Omaht Zalar one travels, the more
danger you're likely to run into. Coilfang Naga have been
sighted within the isles and the eastern most islands in the
chain are now home to newly built Gorian war camps.
What do people know?
Omaht Zalar lies at the center of Zehr'esh's largest island. This
is the most common thing known about the southern chain of
islands. Though lizardfolk traders and merchants make it to
Markhanis often enough to allow people further insight into
things happening in Zehr'esh.
There are still dinosaurs on Zehr'esh. The lizardfolk have
apparently tamed some.
Somewhere at the bottom of the sea north of Zehr'esh is
the ruins of Gor'Tok and Grund. The two largest orcish
citys before the floods.
The lizardfolk's empire was once named Zalar and
stretched across much of the southern lands. When the
floods came, much of it was destroyed.
The orcs are like brothers to the lizardmen now. Their
army's presence on a battlefield must be intimidating.
The Coilfang are searching for something in Zehr'esh.
Gorian ogres have made war camps in Zehr'esh. It seems
like they want to conquer the islands.

The Zehr'eshi Fronts


Lizardfolk and orcs from Omaht Zalar are stations all across
the isles now in makeshift villages and forts. Their military is
being stretched thin by the recent incursion of not only the
Coilfang but the ogres of the Gorian clan. The lizardfolk have
set a fierce orcish commander by the name of Runthukk in
charge of the defensive operations within the jungle.
Runthukk is a seasoned military leader and brilliant
tactician. His efforts in the jungle however are proving more
difficult then the lizardfolk could have predicted. He lead his
troops into the jungle to combat the incursion of Gorian ogres
to the east. In the midst of battle with the ogres, the Coilfang
began to resurface across the islands. Runthukk is now trying
to defend the islands from two different forces with a force
that was only meant to defend against one.
Requests for reinforcements have made it back to Omaht
Zalar and reinforcements are currently cutting through the
jungle to get to Commander Runthukk's position. The
lizardfolk have also begun to enlist the help of adventurers
looking to earn a little coin while fighting either of the threats
present on the islands.

18
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Omaht Zalar Ahtell, Prophet Supreme
The streets of Omaht Zalar are a sight to behold. Called by Seated on a golden throne within the Zalari Palace is Ahtell.
some the City of Gold, the lizardfolk's capital is as decorative He serves as the leader of the lizardfolk and the priest who
as it is grand. High aqueducts bring water into the city from has the strongest connection to the Loa. Ahtell communes for
the jungle and feed into a series of channels that run through hours each day for guidance, and he imparts this wisdom to
the city along the sides of the streets. his people in a daily address.
There are more temples then most care to count, each Ahtell is a grand figure. He has been groomed from a young
dedicated to a different Loa. Above ground housing belongs age for his current position, and because of that has picked up
mostly to the orc population, while the lizardfolk reside in many mannerisms from the softer skinned races. He is
underground dwellings beneath the streets. All of the strange constantly making sweeping arm gestures while speaking,
sounds and wonder lead to a large marketplace that is spread and has taken to using sarcasm when addressing humans,
around the entrance to Zalari Palace, home to Ahtell, the something lizardfolk seldom do.
Prophet Supreme. Ahtell is loved by his people. Because of his strong
connection to the Loa, his word is considered final and is
Sections of the City rarely questioned. Disrespecting his authority or speaking ill
Zalari Palace marks the northern side of the city with the of the Loas while in Omaht Zalar is a crime that is punishable
large market at its entrance. by death, and very few lizardfolk find this to be cruel.
To the east is the martial ward, which houses barracks and
training grounds for the lizardfolk and orc soldiers. Its also
home to the Zalari Stables, the pens where lizardfolk keep
domesticated dinosaurs. Omaht Zalar is the only place in
Valindris where you can see dinosaurs walking through the
streets.
The southern section of the city is the residential district.
Large dwellings built above ground typically house two or
three orcish families, while the water channels along the
street in this district flow underground through large pipes.
These pipes lead to the lizardfolk's homes.
The western section of Omaht Zalar houses the lizardfolk's
crafters and artisans. There is a strong Guild presence here
as the lizardfolk are some of the best goldsmiths in Valindris.

19
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Rumors & Legends
Ever since the great calamity, much of the world's history lay The Eternal Prison
sunken beneath the seas. Many adventurers and treasure Unsettling news has begun to spring forth from cities all
hunters spend their lifetime seeking out ancient secrets and across Valindris. Cults worshiping the Drowned One have
riches. Stories and legends permeate taverns all across the been seen spreading fear and lies. They say that the Drowned
lands. Some are believed to be truth, while others have lead One is not truely defeated. That it merely lays sleeping in a
many fool hearty adventurers to their end. prison in the abyss of the ocean. It is said that the cult is
seeking 5 Pillars, or keys, to the Drowned One's prison.
Agda Jand Many cities and organizations have begun to offer bounties
Long before the floods and the great war, there was a on the cult members.
kingdom known as Agda Jand. It was lead by a terrible Naglfar, the Floating Fortress
hierarchy of Rakshasa demons. The Rakshasa bound lesser
demons to their will and enslaved many of the mortals that One of the most known and feared stories is the one of
lived in surrounding regions of Valindris. Legend says that the Naglfar. It is said that long ago, a faction of sailors struck an
kingdom existed during the great war, and that it only fell alliance with the Drowned One and sailed an armada into
when the oceans rose up. battle against the forces of Valindris. When these sailors were
Nobody knows where Agda Jand rests now, though many eventually defeated, and their ships sunk, it is said that their
suspect that it lies somewhere at the ocean floor off the coast souls were cursed to forever wander the sea.
of Ahnkalla. And many suspect the cities and palaces to still This rumor on its own doesn't strike much fear into the
hold untold treasures. average sailor or fisherman. However, when conditions are
right out at sea, there have been reports of a heavy fog rolling
Droum in out of nowhere. So thick it is nearly blinding. Within the
Somewhere in the mountains to the east of Markhanis lies the fog, sailors have heard the groans of the dead, and caught
ancient ruins of Droum. Droum was a once proud city, but it glimpses of a colossal ship. It is said this ship is at least ten
was decimated by the forces of the Drowned One long ago. times the size of the largest Gelleon in Markhanis's fleet.
Recently, a sprawling necropolis was discovered far beneath Ships have gone missing while out at sea. Coastal villages
the city. The Guilds have sent teams to excavate the site in have been plundered under the cover of heavy fog. And yet,
search of artifacts but have stumbled into resistance in the nobody can accurately describe who or what is responsible.
form of undead. The guilds are reporting that these undead Everything that is spoken in stories seem to be second hand
don't seem to be mindless and are attacking with more at best.
strategy and intelligence than zombies typically show.
The guilds are offering a hefty reward to any adventurers
willing to escort their archaeological teams through the ruins.
They've reportedly already lost a highly respected team of
treasure hunters within the necropolis.

20
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Kari Zev Ves'Ri the Pursuer
New of Kari Zev has spread quickly from Markhanis. The Ves'Ri is possibly the most notorious and feared pirate in all of
Engineers Guild has recently put up a bounty for her capture Valindris. She has sunk countless ships and gotten away with
and the return of what she stole. What she robbed the guild of hoards of loot from all across the sea. The guilds have
might be the most brazen act of thievery that Markhanis has collectively put together a hefty bounty for her, to be collected
ever witnessed. on her capture or death, though this bounty has lead to the
Kari was a brilliant member of the Engineers Guild and death of many hunters.
was one of the chief designers working on the airships that Ves'Ri captain's the Stone Glare, a mighty Galleon modified
just flew from Markhanis three years ago. She then served as with more added weaponry then most war fleets have at their
a lead designer on a recent prototype airship that was set to disposal. To further complicate matters then, she also is
fly from the city within the month. Sometime within the last usually accompanied by two Caravels filled with pirates that
week Kari and her familiar, Ragavan, flew out of Markhanis on have allied themselves with her.
board the prototype airship. Rumor says Ves'Ri was a member of the Freehold
Before the theft, there was talk of the ship Kari was Brotherhood years ago but left over some kind of dispute. The
working. It was supposed to use some new form of arcane ships that sail with her are said to clearly be of Freehold in
engines instead of hot air and sails. It supposedly works off a origin. Though they show no qualms in sinking Freehold ships
similar technology to the elevators and lifts within Markhanis. or sacking Freehold coastal outposts and camps.
Nobody is sure yet what Kari hopes to do with the stolen She is said to mostly strike in the dead of night and warning
airship. All that is known, is that the Engineers Guild is has been posted on all bounty contracts that she has shown
offering enough gold for the return of the ship to flatter a signs of her medusa heritage. The figurehead on her ship is
small kingdom. said to be a petrified Naga coiled around the bowsprit and it is
rumored she has turned a number of sailors to stone.

21
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The Gorian Empire and Highmaul
In the southwestern corner of Valindris just east of Zehr'esh
lies Highmaul, home of the Gorian empire, or whats left of it
at least. The islands east of Zehr'esh is also home to the
weakened barrier with the elemental plane of earth. The
ogres of Highmaul have watched over the earthen plane in the
past, though nobody's sure if they still do.
The ogres at one point were somewhat contained within
their islands. Though recently, their leader Imperator Mar'gok
was slain in what appeared to be a coup. Little to nothing is
known about the group or individual that seized power
though. If rumors are to be believed though, a pair of ogres
took the throne. Each sound as though they are preparing the
Gorian ogres for war.
The Elemental Plane of Earth
The barrier with the earthen plane has created a crag filled,
rocky landscape in the islands surrounding Highmaul. The
ogres of the isles have also undergone some changes due to
their proximity to the rift. The ogron and gronn are two new
types of ogres that have shown up in Highmaul over the past
century. The ogron are cyclopean creatures with jagged rocky
protrusions coming out of their hide. The gronn are a truly
terrifying thing. Gigantic ogre like creatures with rocky hide
and the ability to rupture the earth around it with each step.
Other than localized events, there have been no signs of the
elemental plane of earth flaring up like whats happening on
the Cinder Isles with the plane of fire. Many are still worried
that with the Gorians on a warpath, the earthen plane will
either be neglected or abused. Based on what's been seen in
Zehr'esh, the ladder is more likely.

22
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Akriot The Cursed City
Long ago, before the floods and before the empires of the A man named Ludwig recently arrived in Markhanis looking
Rakshasa and Medusa even, there stood Akriot. An empire to hire adventurers. He claims to belong to an order of eldritch
built by the minds of mages that the world has yet to see the hunters and has lost his home. He has large gaps in his
likes of. As Akriot grew old, it's arcane orders grew ever memory and has no recollection of where he came from.
hungry for power. It is said that it was this hunger for power On an island in the northern seas, a colossal wall of mist
that first created necromancy, as well as blood magic. It is also was recently found by him and a group of people with similar
believed that as the mages of Akriot meddled in forbidden gaps in their memory. They had no luck figuring out what was
practices, they caused the barriers between planes to rupture causing the mist, but something about the landscape
and wear thin. The Arcanists Guild of Markhanis believes that surrounding it felt familiar to them.
the flood would have never happened if the mages of Akriot In an effort to uncover the truth, they recently sent a large
hadn't delved into forbidden matters. group into the mists with magical devices that would allow
The mages tore into ancient tomes and lore not meant for them to contact the rest of their group outside of the mists.
mortal minds. And as they learned forbidden secrets, they Ludwig stayed behind in case outside help was needed. There
brought about a plague of eldritch horrors that crippled the was a long string of silence before they finally heard from the
great empire in the span of five days. The ruins of the empire exploratory team.
now mostly lie at the bottom of the sea, though some ruins Maria, the leader of the explorers, first sent the message
still lay scattered above the water. "Ludwig... It's home but there's something very wrong here."
Many adventurers have gone seeking ruins of Akriot's great This gave hope to Ludwig until another message was received
empire, even though relics from Akriot are often forbidden by several days later. "The way is clear. The path... Open. The end
the Arcanists Guild. A good number of Akriot relics appear in calls, she awaits. I will meet you again... Where the hands
black markets and underground rings, though many of these move unhindered."
end up being counterfeit. With these messages, Ludwig hopes to find a brave enough
adventuring party to venture into the mists and find out whats
happened to Maria and her team, as well as their home. He
has been offering up a very large sum of coin in return for the
help.

23
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Tortuga Ghost Ships
Somewhere in the seas of Valindris is a small string of islands Though Naglfar is the most feared ghost ship on the seas,
that holds the small port town of Tortuga. Tortuga is a famous there are many other cursed ships across Valindris. Some
pirate town, though nobody seems to know exactly where it is. drift about in the open waters of the sea, while others lay run
Stories run wild about what manner of things can be found in aground on some remote island or string of sharp rocks.
the town, which is supposedly home to the world's largest Among the tales told of these derelict ships, several are
supply of illicit goods. mentioned specifically. The Governess, a famous guild ship
What is known about Tortuga is that it is run by the pirate that was lost at sea ten years ago. It is believed that the
turned Governor, Gaston Demarto. Gaston was a feared pirate Governess was transporting a large sum of gold and platinum
captain some thirty years ago. It is said that he used the for the Alchemists Guild.
fortunes he amassed at sea to found Tortuga and keep it away The Evertide was one of the first ships to sail under the
from the public eye. It is believed that some kind of magic Freehold Brotherhood flag. The pirates who sailed this ship
hides the islands from the world. we said to have recovered some relic from the ocean's floor
before mutiny broke out aboard the ship. The ship is believed
Sacred Artifacts to have been left drifting, devoid of crew somewhere southeast
All over Valindris there are tales of long lost artifacts and of Caetirym.
relics from before the flood. Items ranging from the lost Some sailors have reported seeing a half broken ship,
armaments of a northern king to the regalia worn by Trag'oul, hanging above the sea by several large jagged rocks off the
a necromancer who lead legions of undead against the coast of Zehr'esh. Agonizing screams have been heard coming
drowned one. There aren't many relics that people know the from within the ship. Not many who have seen the ship have
location of, but that hasn't stopped countless vessels from been brave enough to investigate further.
being charted by explorers and adventurers in search of some
powerful artifact.

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