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Aufstrag (Festung Aufstrag, the Unklar’s side and the treasure rooms.
Citadel of Command) Around all of these layers stand fortifications. Though the heights of
Aufstrag are almost unassailable, they are guarded nonetheless.
As in the days of old, the tower of Aufstrag has come under the rule Walls and towers were built into the bast so that the defenders could
of one. Coburg the Undying, Lord of the Tower, sits upon the rain death upon any who dared lay siege. Along the length of the
Throne of the Horned God. Behind him, upon standards of samnite Tree are windows and walkways, and these too are guarded by walls
and violet silk, beams the silver crescent moon of Unklar. and battlements. Many of these entrances are now abandoned,
though they remain as dark apertures to the Tree’s interior.
Fell Unklar, brooding in fear, roused himself and fortified his Keep.
Rending the earth with his great axe he cleaved huge rifts about the The Trenches: Deep beneath the fortress tree of Aufstrag are the
Imperial castle of old Aenoch, and with sorceries created great Trenches. They earned their name only recently after Dolgan and
pools of water and pestilence to cover the rent lands. And all of Agmour led the slaves of the city in rebellion. For six long years
Aenoch between the rivers Udunilay and Uphrates was made a these tunnels (originally mines) served as a battleground for both
swamp of fell death. Lifting the ground on high, a mountain of slag sides. In the Trenches various tunnels, caverns, caves and rooms
was built amidst the marshes and his high citadel set atop, were fortified against each other, with one side frequently living
surrounded by mighty buttresses and fell towers. And his new within earshot of the other. The wicked nature of the war led to an
abode was named Festung Aufstrag, the citadel of Command. infinite number of secret doors and passageways crisscrossing the
~Leopold of Passou. already jumbled underground complex. A river flows underneath
Aufstrag, and the combatants used it to flood or guard certain areas
Of the Undying One and Festung Aufstrag: Aufstrag stands in by digging canals and channeling water. These waterways and
the midst of the Grausamland, the Fell Swamp. The vast citadel, pools remain throughout the maze of tunnels.
shaped vaguely like a gargantuan tree, towers over 3000 feet high. It
dominates the horizon of the Grausamland for miles around. At the The brutal war fought in the dark left thousands dead and it is not
foot of the great tree lies its gate. Huge stone towers flank the iron uncommon to find all manner of equipment and riches left in some
doors, and upon the arch spanning the opening are the words, “Upon forgotten hole. The complex is inviting to those who live under the
Bended Knee Know Thy Master.” It was here that Jaren earth, and a number of monsters have come to live in the Trenches.
Falkynjager hung for a thousand years, and the imprint of his pain Adventurers frequently seek out the Trenches, but few return home.
remains here still. These gates give entry to the greatest fortress in On occasion, old Dwarves can be found, returned after all these
all the world. years to mourn their fallen and forgotten comrades.
Few tread near Aufstrag for evil still lurks here. Foul ghosts and Klarglich, “The Pit of Woe:” From the Trenches one can gain
devils, and other evils, are said to crawl its vast empty halls, living entrance to the Klarglich through any number of a thousand ramps,
in a nightmare of the past. Rumor holds that several of the Mogrl stairs, and causeways. The pits are huge, encompassing a dozen
still dwell in the deeps of the fortress, awaiting the return of their floors and thousands of square feet. They were the granaries of
dark master. Aufstrag, the supply depots where was stored all the raw material
required by the lords of the forge. Two score minor forges surround
The fortress is in fact a city with tunnels, halls, winding staircases, a great forge of Unklar’s make. The great forge lies in a chamber at
and ramps all serving as roads. Rooms serve as houses, mansions the heart of the Klarglich. It is beyond comprehension and is truly
for the lordly, garrisons, depots, stables, taverns, and inns. It is the pit of woe. There was forged much of the world’s evil (see
powered by heat from the Klarglich pits, and watered by a network below). Cells and dungeons abut the forges as well, places where
of fountains and waterways. All was built by the hands of Dwarven poor creatures of the world lived out their final days.
slaves. The towering complex is girded in parapets, walls, and
battlements. Long causeways wind around its girth, allowing Travel in the Pit is easier than in the Trenches, for despite the
defenders to rush to any beleaguered section of the tower. Near the structural damage done to the fortress during the Winter Dark Wars,
apex lies the great Throne of the Horned God. It is surrounded by many passageways, stairs, ramps, and rooms remain. Many
walls of stone, with columns resembling shackled gods holding up a creatures have come to roost here. They come over the battlements
vaulted ceiling. From this high backed chair Unklar sat, ruling the and through long unguarded windows, and many a bold thief finds
world for a thousand years. his way into Aufstrag in this way. Rumors fly that a Mogrl has
returned to the Pit, seeking memories of his horned father.
Aufstrag consists of four layers, which are accessed via a multitude
of ramps, stairways, wells, ropes, ladders and chutes. The lower The Halls: This region of Aufstrag is in far greater disrepair than
level, the Trenches, lies wholly beneath the earth. Above it are the any other. It served as the heart of city in the days of Winter Dark,
Klarglich Pits. The Pits abut the trenches and rise the first 1000 feet and contained markets, inns, taverns, and living quarters. When war
of the citadel’s height. The Halls of living quarters, garrisons, came to these areas, though too high for easy assault, the lack of
markets, granaries, inns and taverns, form the center of Aufstrag, many fortifications proved easy entrances for the gods and their
roughly measuring 1500 feet in height. The Citadel makes up the minions. They burst into Aufstrag here and great battles erupted
final 700 feet, and contains the throne room, the treasuries, and halls between the gods and Unklar and his Mogrl. Upon the north face
lies a huge hole exists, spanning 300 feet across. Some say a dragon
Kingdoms 3
birthed from the tortured bodies of faerie kin, possessed but one and primitive powder weapons left tunnels filled with mutilated
purpose, to root out the elves upon whatever plane they existed. corpses, smoke an ash. Kin fought kin for Unklar’s most loyal guard
Though the creatures failed, many dying in the process, they served were the Blood Dwarves and they sought ever to kill those who
as signals of things to come. sought freedom. Goblins too fought one another, for many loved
Unklar and believed his was the only world in which they could live.
The pit doubly earned its name of woe when Unklar bid Dolgan to The combatants dug trenches and tunnels in the deep places of the
serve him in a new creation. He forged, with sorcery and magic and earth, holding them against one another until at last they would rush
with spells crafted in a time before time, great beasts of the pit. He upon their foes trying to drive them out and back. The brutal warfare
made them from his own twisted soul and from the stuff of dark left thousands dead in the open holes and ditches between the
places, and he gifted them with life. His face tore as if in childbirth, various fortifications. At last, after six brutal years of warfare, in
and his pain-filled cries brought forth an evil dark never seen before 1018md, the Dwarves and other slaves broke free, fleeing to the
and never to be seen again. His agony was their life, and they were mountains in the north. The desolation of this rebellion was such
pure in malice with no thought but those of evil and madness and that the fortress never fully recovered.
destruction. These beasts were terrible to behold and Dolgan knew
fear only as when he wrestled with the horned god himself. Their After the initial defeats in the Winter Dark Wars, Unklar
coming was a weighty refashioned the lands around Aufstrag.
thing in the world, and He destroyed the outer city, and with
Unklar named them Mogrl, the Krummelvole churned the earth
and they were demons of into great heaps and let the waters of
horror. And the Mogrl the twin rivers Udunilay and Uphrates
rose one by one and lifted poor into the mangled ground. He
themselves from the halls created a swamp, the Grausamland,
and strode forth into the where the city once stood and it
world. They were twenty surrounded Aufstrag evermore.
four in number.
When St. Luther began the Winter
There were other things Dark Wars he allowed the old gods,
forged as well. The those who survived, both good and
Ungern (reference new evil, to rise again. Wenafar, Narrheit,
Monsters, p. 242) came Toth and others came to Erde and
from the Pits of Woe. All assailed Unklar in his vast Fortress.
manner of armaments, huge For years they battered at his wall and
cumbersome canon, slew his minions but could never throw
muskets and hand bombs him down. Unklar, the horned god,
too. Also magic of was second only to the All Father of
indescribable power, the old and no power but his own could
Krummelvole, Havocm, the destroy him. In the end, they quit the
axe of Dolgan King, and field but not before the whole of the
Nulak-kiz-din’s Ring of outer fortress lay in ruins.
Iron. For a thousand years
the chutes of Aufstrag As is told elsewhere, the Council of
belched black soot into the air, and it hung there ever after. Light at last came to Unklar’s great hall and made war upon him. St.
Luther stood and fought the horned god for many hours with the
The halls of Aufstrag grew in strength and size for hundreds of years. others at his side. Not until Setiva, with the enchanted blade
Minions came and died under the long rule of the horned god. When Discerpo fell upon him, was he defeated and cast from the plane. So
he slept, as at times he did, exhausted from his labors, his servants great was the god’s anguish at his defeat that his bellowing shook the
kept the fortress from falling into ruin. Four of the Mogrl were whole of Aufstrag, bringing much of it to ruin. The echoes of the
always with him and Nulak-Kiz-Din as well. In those days Coburg horned god’s death cries carry there still, in the high places, nigh on
rose to the post of House Guard Commander, keeping the strongest upon the divine throne of the Horned God.
and best trained of the soldiers of the world. Coburg’s ruthless
efficiency and cruelty stood him well in the council of the dark. When the wars ended with Unklar driven from Erde, the halls of
Aufstrag fell into decay. The Great Battle of the Tree did not see the
In 1012md a slave rebellion commenced in the lower halls. From armies of the west and north sack the grim fortress, but they slew
whence it came few could say, but it is known that Dolgan and the most of its guard and left it empty for a great many years. It became
Goblin Agmour led it. They made war on the dark, raising the slaves a grim testament to a bygone age. Some Imperial generals ruled
of the pit against their masters. They gathered Goblins and from Aufstrag for awhile without success. The foul place slowly
Dwarves, men and Orcs, and fought the troops of Unklar in the sank into the mire of its own stench, until at last Coburg the Undying
bowels of the earth. Untold was the suffering of the Trench Wars. came again to its halls and made himself Lord of the Halls.
The wicked battles were fought in dark holes, down darker corridors (reference above & the Toten Fields, p. 166 ).
against an implacable enemy. Knives and hatchets ruled the day,
Key to Map
I Aufstrag
II Fetid Heap
III The Tangles
IV The Great Fen
V Gnostwood
VI The Spires
VII The Deeps
VIII The Knuckled
Swamps
Kingdoms 5
Kingdom. In the cities, the streets are generally paved and the walls
unj, the Kingdom of in good repair and heavily guarded. These towns are the last
vestiges of Unklar’s world and are orderly on the surface. The thief
The present King, Feodor III, rules here from the halls of guilds own the night, many in service to the Umbra, but they pay a
Ivangorod. The standard of this vile Kingdom still pays tribute to heavy price in gold to city officials for this privilege.
the god Unklar, a large black eagle on a white background, beneath
whose claws are two cannon pointing out with other weaponry on Many products are still grown in the Punj, nuts of many types, rare
the field beneath. A castle sits upon the eagle’s right and Unklar’s spices, fruits and so forth. The nuts travel to the farthest corners of
silver crescent moon is emblazoned above the eagle’s left. the world and beyond so highly are they prized. A pound of spice
may bring as much as 10gp.
Of Her King and People: Feodor III, equal in stature to both his
father and grandfather, rules the Punj with an iron fist. Unlike his The borders on the unknown east offer the bold a chance for glory
forefathers he is a religious man, paying heed to the priests of Unklar and adventure.
and their prophets. He styles himself a religious warlord and openly
calls for the return of the orderly rule of Unklar. Feodor III relies The Punj Owes Its Very Existence to Unklar: When the horned
upon the High Priestess as his chief servant. The King is a cruel god ruled the world of Erde he commanded vast legions of men.
man, and his court a dangerous place. Hhere, intrigue abounds, as These experienced soldiers formed the nucleus of his rule. But as
scions of the noble houses vie for power with merchants, thieves’ with any army of man or god, there are soldiers who command the
guilds and priests. fear of other soldiers. Such were the men of the Punj. Here, the
lands bordered the wild Grundliche Mountains where the Dwarves
The wizard priests of Unklar, personified in the Cult of the Paths of of Grundliche Hohle waged a continuous war against the towers of
Umbra, pay heed to their dark god and their temples are in every Aufstrag. To crush them, Unklar strengthened the Punj with money
major city. The High Priestess styles herself Nectanebo XIX, after and power, so that in time the men of those towns and villages
the great priestess of Unklar’s day. Despite this, they do not inflict became wealthy in the service of Unklar. They waxed powerful
evil upon the populace as in the days of old. But rather concern under the tutelage of the Winter Dark and became the greatest of the
themselves with the business of the King and exploring the vastness horned god’s legionnaires.
of the outer planes in search of a spell to bring back the horned god.
During the Winter Dark Wars two legions held the Flintlock and the
The countryside is ruled by a nobility of ancient linage. These Punj against the Northmen, the rebel legions of Augsberg and the
families command the King’s Cohorts and rule the serfs as they see Dwarves. Eventually they were driven out. At the first Battle of
fit; some corrupt, others less so. Orc lords and even a few Eldritch Gotzenburg, 1028md, Paskevitch met and fell at the hands of
Goblins, once a powerful contingent in the Imperial legions, remain Luther, Lord of Dreams, though the Paladin spared the Commander
in Punj, and serve the King and his offices. Punj wars upon her for reasons untold in the histories. Paskevitch fell back to the
southern neighbors, but more often her energies are spent staving off fortified towns and castles of the Punj. Defeated and disheartened,
barbarian attacks from the north and east. They still maintain the these men were all but forgotten in the continuing struggle. When
militaristic traditions of their fathers. As in the past a great deal of The Council of Light banished Unklar from the world, the Winter
their wealth comes from the plunder they take from raids upon their Dark Wars at last seemed to be over.
neighbors. Most of the world’s slave traffic originates in the Punj,
as barbarians from the steppes are captured and sold as galley slaves But Paskevitch repaid Luther’s mercy with continued war. In an
and farm hands. amazingly short time he regrouped his scattered Legions, reformed
them and made an attack on Flintlock. Many refugees from
The Punj is a country of small deep forests, valleys and a rolling Aufstrag, Orcs and Ungern, joined him and several Eldritch Goblins
prairie. The serfs cultivate vast stretches of the region, growing an as well. With their sorcery and his armies of men and orc he
assortment of crops. Rye and wheat dominate the agricultural returned the war to the Council.
production, but lesser crops of barley and sugar beets are grown as
well. The realm flourishes in trade, most of the traffic passing over As is written Paskevitch delivered the single greatest defeat that the
the Flintlock in well guarded caravans to the west, where it is sold in western alliances suffered. In 1030md, at the second Battle of
the markets of Augsberg, Eisenheim and as far away as Avignon. Gotzenburg, his men stormed the Dwarven fortress and threw them
Horses are the most valuable import, coming mostly from down. The Dwarves fought on in many small pitched battles. But in
Augsberg. Of late, many of the merchants and nobles have begun truth they had never recovered the losses of Olensk (reference
trading with the Dwarves of Grundliche Hohle. This has met with Grundliche Hohle, p. 96) and were made to suffer thereby. In battle
mixed success, for the Dwarven memory is long and the loss of after battle the Dwarves were routed from the heights of the
Havok Castle remembered (see below). Flintlock and by year’s end driven into the mountains. There the
disciplined legions dealt the Dwarves another humiliating defeat. In
The Punj is a civilized land. Her people, nobles and merchants a stunning coup the impregnable fortress, Havok, fell to Paskevitch.
prefer to live in large walled cities, assigning the management of ‘Tis said that Goblin sorcery opened the gates of that place and let
their estates to trusted foremen (usually soldiers). Though some are the men in, but none can now say for the castle is lost to all.
beginning to adopt the western habit of moving out into the Renamed castle Unklarglich, it has become a place of dread evil.
countryside to manage their own affairs. In this manner small They say that a Morgl from Aufstrag settled there, hungry for
palaces and castles are becoming prolific across the whole vengeance against Dolgan King.
In the eighth year of his reign King Mikhail died battling raiders The priests of Unklar celebrated the victory and mourned the death
from the north. He is remembered as a great King by the folk of the by crowning the King’s son as Feodor III.
Punj, his dying words entreating his lieutenants to keep his Uncle’s
Kingdom intact and safe from the “corruption in chaos which comes
from the lands of the west.”
Mikhail had no children and his fall ended the short lived Paskevitch
dynasty. Feodor Godunov, the commander of King Mikhail’s
Horse Guard, took power in Ivangorod. Only a few challenged him
but the scattered armies remained loyal to the name Feodor and so it
was that the Godunov’s came to power in the Punj.
Kingdoms 7
Covenant of the Lion Today they are mostly holy men who follow Durendale, or more
Almuric the Lion founded the knightly order in 1051md in often hermits or mendicant knights who help the downtrodden as
Angouleme. The Covenant primarily consists of noble sons and best they can. For this reason they are frequently given safe haven
daughters dedicated to knightly virtues. Many of the nobles of by local towns or villages. Any member of the order must be a
Angouleme, Sienna, Cleves and Karilia are either members or are direct descendant of the old Kayomese gentry. They often have
associated with the order. Master Charles of Sifford is the present close ties to the nobility of Kayomar. Though they have no leader,
guild leader. He has close ties to the King of Angouleme. The the family of Aneisa and the descendants of the last Emperor,
order has no affiliation to organized religion, though most of its Raymond, still lay claim to the Imperial dignity. They are based
members pay homage to St. Almuric. All of its members strive to largely in the hinter lands of Brindisium.
earn the “Order of the Mane,” a privilege given only to the bravest
knight who achieve glory through arms. Knights of Haven
This order was founded in the latter days of the Winter Dark Wars.
Cult of the Sword As the worship of Demeter spread throughout the lands, pilgrims
This mercenary order was founded soon after the Winter Dark Wars began to flock to the town of Haven. The distant locale of the town,
by Tiberious Claudious, after his master Agrippa failed to over- upon the slopes of Mount Tur across the Inner Sea, made the jour-
throw the ruling Consuls of the Republic of Brindisium. ney arduous. Pilgrims had to cross the pirate infested seas
Tiberious and the other survivors were driven into ex- or travel overland through Zeitz and Trondheim. So many
ile. Tiberious harkened to his ancestors for guidance, pilgrims were lost on the road that a knight, Francis the
and received a vision of Augustus, a great warrior from Blessed, founded a clerical military order of hospitalers to
the Age of Heroes. It was his sword, now an heirloom, protect them.
that Tiberious carried in battle. In the vision, Tiberious The Knights of Haven attracted many young converts of
saw the disparity in wealth between those who fought Demeter and soon became a stalwart pillar in the religion of
for Kings and the Kings themselves. that god. Through the patronage of the Church of Avignon
Tiberious began to work toward founding a and the Kingdom of Augsberg, the Knights were able to found
order of unaffiliated warriors and mercenar- a host of castles along the roads of pilgrimage.
ies, loosely bound together and following a Today the knights are a large, if scattered, order. Many of
simple code. The Cult of the Sword was born. their castles are occupied by only three to four knights, and a
The movement spread far and wide, and most dozen sergeants or attendants. Many of the knights travel
who carry blades under its cause wear the singularly, protecting those in need. The order relies upon
tattoo of the Cult, a simple gladius sword on the individual’s own ethics and honor to maintain its strict
the upper left forearm with the name Tiberious and disciplined code. Their largest castles, most notably
Augustus stenciled around it. the Hafunich, are in the March of Zeitz. The
The Code of the Cult is simple – members present guild master is Eurich von Mager-
identify themselves to one another and state who Falkenheim of Aachen.
they are fighting against. Any member who finds
his opponent to be a member of the Cult can refuse to Knights of Wizardry
fight him for any reason without losing honor or This guild in Outremere is dedicated to
face. In some places, particularly in the study of magic, particularly its use
the Gelderland towns and the in war. Sorcerers and wizards make up
cleaver pits there, the Cult is very this order, and they have built a net-
powerful and its members control work of sages, alchemists, and
who lives and who dies. loremasters to aid their studies.
9
CHAPTER 6: MONSTERS Combat: The Charon Fiend attacks with its great front claws
and jaws, much like a lion. However, if the Charon Fiend overbears
A variety of monsters, creatures, and races populate the World of its opponent by successfully scoring 3 hits in one round, it then
Erde. This chapter contains entries for some of the creatures and draws its hapless victim into the nest of snakes which form its mane.
animals that live in the lands, but DMs should not feel limited as Eight of these snake may strike in the following round, injecting
they populate their campaigns with fiends to do battle with the Play- venom with each successful hit.
ers. The present time, After Winter Dark, provides fertile environ- Poison (Ex): Those struck by a snake must succeed at a Forti-
ments for all walks of life, and unlife. Reference should be made to tude save (injury DC 14) or become poisoned. Though not fatal
the MM for reading the statistics blocks of the monsters detailed itself, each failed save results in 1d2 Con initial damage and 1d2 Str
here. secondary damage. The infected area will also swell for 1 day.
CHARON FIEND
Large-size Magical Beast CHIMAERA, LESSER
Hit Dice: 5d10 (27 hp) Medium-size Magical Beast
Initiative: +5 (+1 Dex, +4 Improved Initiative) Hit Dice: 2d10+4 (15 hp)
Speed: 40ft Initiative: +2 (+2 Dex)
AC: 16 Speed: 50ft
Attacks: 2 claws +4 melee, bite +4 melee AC: 14 (+2 Dex, +2 natural)
Damage: Claws 1d6+1; bite 1d10+1 Attacks: Bite +3 melee, 2 claws +3 melee
Face/Reach: 5ft. by 10ft/5ft Damage: Bite 1d6+1, claws 1d4+1
Special Attacks: Poison Face/Reach: 5ft. by 5ft/5ft
Special Qualities: Scent, Darkvision 60 ft., Low-light vi- Special Attacks: Tail strike +3 melee (1d3, Poison)
sion Special Qualities: Darkvision 60 ft., Low-light vision,
Saves: Fort +5, Ref +3, Will +1 Scent
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 12, Saves: Fort +5, Ref +5, Will +0
Cha 10 Abilities: Str 13, Dex 15, Con 15, Int 4, Wis 12,
Skills: Hide +9, Listen +5, Move Silently +10, Cha 10
Spot +12 Skills: Hide +3, Listen +5, Spot +5
Feats: Improved Initiative Feats: Multiattack