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CREDITS

Lead Game Designer Ferruccio Argento


& Creative Director

Writers Ferruccio Argento, Dirk Vandereyken


Additional Writing Darren Watts, Steven S. Long, Jason Durall, Dirk Vandereyken, Jason Walters,
& Game Design Michael Surbrook
Editing & Proofreading Ferruccio Argento, Dirk Vandereyken
Cover Artist Mark Graham
Graphic Design & Layout Rudo de Goede, Anna Urbanek
Art Director Ferruccio Argento
Artists Mark Graham, Nele Diel, Athavan Ananthakanesamoorthy,
Marco Gonzalez, Lucy Parkhomenko, Juan Bisceglia, Joe Aderes, Manthos Lappas,
Jennifer S. Lange, Andrew Clark
Cartographers Hugo Solis, Robert Altbauer
Dungeon Maps Jose Esteras
Character Sheets Runehammer
Symbols & Icons Oray Studios, Annelot van der Staak
Additional Contributors Marco van Stiphout, Sandra Catharin, Cheyenne Kuijs, Jeroen de Jonghe, Katrina
Waldman
Playtesting & Consulting Daniel Tol, Sennen Thus, Marco van Stiphout, Wiebe Haksel, Kees Kok, Giovanni
van der Wielen, Dirk Vandereyken, Niels van den Kieboom, Goran Deckers,
Wouter Koot, Sandra Catharin, Allard van der Willik, Bob Quicken, Rik Veerman,
Jason Bak, Roald Smet, Ajay Sharma, Tom Schuijt, Jeremy Dudok.

Special Thanks
All the great people and communities who supported this Blood and Doom © Dicetale Games 2023. Artwork © Dicetale
project from an early stage on. Friends and early playtesters Games 2023. Distributed by Modiphius Entertainment.
who helped the project sail the right course. The amazing Printing Edition: 2023-01.
Darren Watts (who passed away recently and who will be
The Blood and Doom ruleset and names, logos, characters,
sorely missed) for his wisdom and for helping to refine the
likenesses, characteristics, and all related elements included in
game’s concept. My dear friend Fadil el Ghoul for believing
this work are copyright Dicetale Games 2023. Unauthorized
in me throughout development. Dirk Vandereyken, for
use of copyrighted material is prohibited. This is a work of
being available day and night to get this project finished.
fiction. Any similarity with actual people and events, past or
Mark Graham, the first artist to join and help shape the
present, is coincidental and unintentional. All Rights Reserved.
project visually.
A Blood and Doom Open Game License will be made
Also Thanking
available upon the final release of the game. This BaD-OGL
Runehammer, Dungeon Craft, Seth Skorkowsky, Questing
will allow creators to use any and all content presented in the
Beast, and Web DM for providing endless inspiration on game
Blood and Doom Open Game Content, made available at the
design and principles through their online platforms.
same time.
Influences
Dungeons & Dragons, Call of Cthulhu RPG, Index Card
RPG, Five Torches Deep, 5e Hardcore Mode, Powered by
the Apocalypse, Conan – Adventures in an Age Undreamed
Of, Grim World, Exalted, Deathbringer, Numenera, Fate
Core, Old School Essentials, Forbidden Lands, Ironsworn,
Lamentations of the Flame Princess, Torchbearer, Low Fantasy
Gaming, Mouse Guard, Pathfinder, Changeling the Lost, 13th
Age, Warhammer Fantasy Roleplay, HERO System.

2
TABLE OF CONTENTS
INTRODUCTION ....................... 4 CHAPTER 2:
ABOUT THIS PRIMER BOOK .............. 4 ISHTA .......................................... 74
TORRA NYEGA ................................. 80
INSPIRATION & INFLUENCE .............. 5
Huexolta. . ....................................... 95

GUIDE TO ATHYR ................... 6 Nakbu ........................................... 104

THE AYARI ......................................... 6 JUNGLES OF MARAROKA ............... 110

ANCIENT ATHYR ................................ 7 Kintaba ......................................... 124

THE ARRIVAL OF THE AYAARI ............ 8 GLOSSARY: ISHTA ........................... 130


THE RISE OF THE CULTS .................... 9

CHAPTER 3:
CHAPTER 1: ISLANDS OF ROSHAN . . .... 132
ETHENNIA ................................ 10
VALGAR PLAINS ............................... 14
CHAPTER 4:
Tamon ............................................ 25 SUNDERED WASTES . . ....... 137
Samorra. . ......................................... 31

OVA DYR .......................................... 38


CHAPTER 5:
EVANDYR ............................... 142
Lamaris .......................................... 53

Messani. . ........................................ 60

Nadir.. ............................................ 66

GLOSSARY: ETHENNIA ..................... 72

3
INTRODUCTION

A BOUT THIS focusing on two of those areas: The Valgar Plains and

PRIMER BOOK Ova Dyr in Ethennia, and Torra Nyega as well as The
Jungles of Mararoka in Ishta.
Welcome to the Doomsayer’s Codex Primer: Guide The final book will also include all other subregions, so if
to Athyr ! This book is an extensive excerpt of the full you’d like to delve further into any of these great nations,
Guide to Athyr, one of the three core books of the backing our Kickstarter will get you all of them! Each
dark fantasy tabletop roleplaying game Blood and subregion comes with comprehensive and evocative
Doom that you will be able to back on Kickstarter. To information on its local history, people and culture,
get even more great Blood and Doom material, simply points of interest, secrets and rumors, and possible travel
join us on the 4th of April 2023 to back the game and encounters (known as Acts, and which can be used in
potentially also get our Doomsayer’s Screen , custom conjunction with the travel rules described in the Core
dice, card sets, miniatures, soundtrack, adventures, and Rulebook).
much more! Every subregion also includes full information on one
Although all five of the best-known regions on Athyr or more of its cities. This means you’ll be getting sizable
also have an overview included in the Blood and Doom information on the town or city itself, its population,
Core Rulebook , the text in that tome only offers an key locations, several NPCs, quest hooks, and even its
outline meant for Players, whereas the Guide to Athyr possible doom: the dark, foreboding things lurking in
covers those areas of the world in much greater detail. its shadows, capable of destroying the entire city and
Find out more about the arid deserts of Ethennia, maybe even more should certain events come to pass.
the many Islands of Roshan, the scarred lands of the Note that this is version 1.0 of the Primer book, which
Sundered Wastes, the feudal kingdoms of Evandyr, and
means it is mainly designed to promote our Kickstarter
the humid jungles of Ishta in the complete version of
campaign and it still needs some editing. We promise
this book.
that the final version will have been fully checked
Inside of this Primer, you’ll find out about two of the for grammatical or spelling errors. It will also include
five known regions of Athyr: Ethennia and Ishta. Each more illustrations and Stat Blocks for all the Monsters
of these has several unique subregions and we’ll be mentioned in the texts. Yes, that’s right: all of them.

4
Introduction

Also note that, even though there are quite a lot of ▪ Each Subregion and Location’s History, Peoples
cities and points of interest indicated on the Athyr map, and Cultures and Politics.
this in no way means those are all of the places your
Characters can visit. There are many settlements and
▪ Over 80 unique Monsters and NPCs not included
in the Core Rulebook.
locations rife with danger, treasure, and adventure in-
between! ▪ Cult activity for each Location, to easily link
the cults described in the Doomsayer’s Codex:
Of course, in order to get everything out of the
immersive setting presented in this book, you will also Twelve Pillars or Doom to any place in Athyr.
need the aforementioned Blood and Doom Core ▪ Dozens more full-color illustrations.
Rulebook (or the Core Rulebook Primer.) Additionally, ▪ Totaling around 375 pages.
The Doomsayer Codex: The Twelve Pillars of Doom
adds the horror to this setting by presenting the 12 vile
cults that worship the Heralds of Doom, the depraved
extradimensional beings whose presence in this reality is
threatening not just the world of Athyr, but the entire INSPIRATION &
universe.
We hope that you will enjoy this book and the world of
INFLUENCE
Athyr as much as we do! Please do join us on our social ▪ Conan The Barbarian (1982),
media @dicetalegames and back our game through ▪ Conan The Destroyer (1984),
this link:
▪ Berserk (1997),
WWW.KICKSTARTER.COM/PROJECTS/ ▪ The Golden Voyage Of Sinbad (1973),
DICETALEGAMES/BLOOD-AND-DOOM
▪ The Witcher (2019),
THE BLOOD AND DOOM TEAM ▪ Red Sonja (1985),
▪ The Beastmaster (1982),
▪ Indiana Jones And The Temple Of Doom (1984),
SUMMARY OF A DDED ▪ Hellraiser (1987),
▪ The Dark Crystal (1982),
K ICKSTARTER CONTENT ▪ The Dark Crystal: Age Of Resistance (2019),
For a full overview of all 3 books’ added content and all
▪ Dagon (1917),
Kickstarter Rewards and Stretch Goals, please check out
the Introduction Chapter of the Core Rulebook Primer. ▪ Beyond the Wall of Sleep (1919),
▪ Nyarlathotep (1920),
▪ The Nameless City (1921),
DOOMSAYER’S CODEX: ▪ The Other Gods (1921),
GUIDE TO ATHYR ▪ Azathoth (1922),
▪ Covering all Subregions of Ethennia and Ishta, ▪ The Call of Cthulhu (1926),
including the currently missing Beshaar Desert,
▪ At the Mountains of Madness (1931),
Plains of Nihar Din, The Dying Lands, Badawo
▪ The Shadow over Innsmouth (1931),
Wilds, Akani and Charr Dhan.
▪ The Croning (2012),
▪ Complete Chapters on the Islands of Roshan, the ▪ The Burrowers Beneath (1974),
Sundered Wastes and Evandyr, also including all
▪ Baour: Strands of Death (2009),
their Subregions (over 16 more in total) described
▪ The Bleak Shore (1940),
in detail.
▪ Elric of Melniboné (1972),
▪ All Subregions will have (as they do for Ethennia ▪ The Thing (1982),
and Ishta in the Primer book) countless Locations,
▪ The Fly (1986),
NPCs, Local Specialties, Goings-On, Quest Hooks,
▪ Prince of Darkness (1987),
Secrets & Rumors, Points of Interest, Travel Acts,
▪ Children of the Corn (1977),
Hex Maps and more.
▪ The Omen (1976)

5
GUIDE TO ATHYR

THE AYAARI Ayaari astronomers were able to count their number


4797 years ago, in a removed corner of reality, an alien and create new sigils representing each of the foul
race known as the Ayaari was on the brink of achieving creatures to record their coming before the scientists
its dreams to travel through space and explore new would perish: Twelve they were, the Heralds of Doom,
worlds. Pushed by their leaders as well as their peers and Twelve they remain.
and impatient for their experiments to work, the Many of those who had survived the first cataclysmic
Ayaari scientists decided to create a hybrid engine that changes brought forth by the celestial realignment
would infuse arcane energy into their technologically caused by the multidimensional rift went mad after
advanced but faulty warp drives. In their hubris and looking at the skies, while others were mutilated and
restlessness, they tore the fabric of time and space, torn apart, absorbed, or subjugated by the Heralds,
opening up a rift to another plane of existence, their immortal souls decaying or blinking out of
where its residents – unfathomable extradimensional existence as they were denied the solace of an afterlife.
monstrosities that had lain waste to their own universe
in ages untold – stirred once again. In a last-ditch effort to preserve their creed, the
few remaining Ayaari retrofitted their seven largest
At first, the fissures were infinitesimal and went spacecraft into colony ships and launched them
unnoticed, but soon, they tore open like wounds, and into the void of space without being able to input
much of the Ayaari system was mercilessly sucked into the coordinates of a clear destination. One of these
the gaping extraplanar hole. Arks was destroyed by the Elder Daemons before it
As the entire species was rallying, they appeared. could travel beyond the Ayaari solar system, another
was caught unaware years later and the complete
Inhuman and utterly incomprehensible, the insanity-
complement of a third succumbed to mutiny and
inducing foul beings that scholars would later refer
infighting. Three more went missing.
to as the Outer Gods or Elder Daemons squeezed
themselves through the cracks of space, their ethereal The seventh Ark would later crash on a world called
essences molding into unnatural forms as they Athyr by its (then) primitive population, after having
gained substance. Though caught by surprise, the navigated the cold vastness of space for 459 years.

6
Introduction

A NCIENT ATHYR Unsurprisingly, the Ancient Gods did not take kindly
on their rivals. Above Ova Dyr, they struck, their rage
Long before the space faring endeavors of the Ayaari shaking the world underneath them. The celestial battle
and the coming of the Heralds of Doom, many stars was fierce and ruthless, and neither side seemed to
separated the Ayaari homeworld from Athyr, an cave, until, suddenly and completely unexpectedly, the
opulent world lit by two sister suns, their light often Ancient Gods withdrew. Maybe they ended the Battle
also reflected in the five moons that circle the world. of the Gods because they were too few in number, or
Humans sprang into being in what is now known as the maybe they were losing more of their kind than what
Sundered Wastes, at that time an abundant and thriving is commonly believed. Perhaps they realized that the
land, marked by gentle rolling hills, opulent forests, and people of Athyr had already decided to embrace the
water so clear that it would reflect the two suns even new contenders, or they were able to foretell the gloomy
at dusk. future of the world and simply wanted to escape before
One hundred thousand years ago, mankind developed the Heralds of Doom would arrive. Whatever the case
language. With this ‘Proto Athyrian’ came culture and the Ancient Gods retreated, allowing for a realignment
the transference of knowledge, but violence came, too. amongst the religions of Athyr.
As people became more adapt in communicating with With this transition in faiths came great calamity. As
each other, they also started to connive, covet, steal, if to make a statement, the event now known as the
and even murder, often as a direct consequence of Divine Heat (‘Al’Harayad’) struck a large portion of
being able to talk to each other. What were once small Ethennia, and in the center of Athyr, the earth itself
conflicts became skirmishes, and skirmishes became shook as what seems to have been one final celestial
battles in which hundreds were maimed and almost retribution, burying ancient tombs underneath the
just as many were murdered. Some societies decided sands and covering unimaginable secrets with entire
to flee or migrate, others stayed to vie for power, most layers of earth and rock. It took some parts of Ethennia
fractured, with each group choosing a different new a thousand years to recover. Others never did.
home. Many were devoured by the local beasts, but
By the end of the cataclysmic series of events that hit
even the monsters that prowled the night didn’t deter
Athyr, the Ancient Gods had abandoned the world,
these first colonists from spreading out over the world,
although many claim that the twin sister suns, Aureya
no matter how brutal it was to them.
and Issira, purposefully stayed, unwilling to abandon
Maybe it was the demise of the Eldra Gavan, an ancient their former flock, and still revered by enough peoples
race that had learned how to master the arcane energy to refuse leaving them. Whatever the case may be,
of Athyr itself, and the coinciding surge of devastating humanity went on, but the recent times of great
mystical power responsible for razing the Sundered distress had left their mark, leaving academics and
Wastes that prompted these movements of entire other learned men and women to wonder what had
peoples, maybe it was simply curiosity or the necessity happened.
to find more space or resources, but with migration
In Evandyr, these scholars started to study the fabric
came diversification and more localized customs,
of reality itself, but their quest and thirst for hidden
ideologies and beliefs. As Proto Athyrian became Old
knowledge led them to a darker, much more ominous
Evandyrian in the west, Old Athraki in the north, Ancient
place. Still, many of these researchers dismissed the
Athyrian in the south, and Old Valdyrian in the east,
dangers their research posed and repudiated those
kings, queens, and emperors arose, dynasties emerged,
authorities who had not sanctioned their studies. In
and tribes slowly started to take on their current forms.
other places, the same endeavors were embraced by
Busy with their own practices and peoples, most the local rulers. No matter how much or how little
communities started to abandon the Ancient Gods, or it was supported, hermetic and sorcerous magic
forget about them entirely, whilst almost simultaneously, was developed all over Athyr and its advance was
new gods appeared, their appearances and demeanors unstoppable.
closer matching those of humanity, their motives more
The ability to wield arcane power changed society upon
recognizable (and sometimes also more deplorable or
society and became an integral part of many cultures. In
insidious). More and more people took to worshipping
some, the druid and shamans of old withdrew, in others,
these new beings, often identifying them with more
they reaffirmed their connection to nature and the
specific domains than the abstract concepts the Ancient
spirits that dwell there, while more showed themselves
Gods stood for.
willing to live alongside the emerging spellcasters.

7
Nevertheless, even the promise magic holds ended The Ayaari who crash-landed on Athyr were generations
up having only a minor impact on the technological removed from their massacred forebears, descendants
development of the world in many places, mostly of a species whose lot could only be remembered
because studying it is a difficult and arduous process, through vague records and incomplete images. Still,
and that the arcane sometimes causes collateral whatever did remain was terrifying, a reminder of
damage far more unpredictable than any kind of not just nearly-complete genocide, but also of the
man-crafted item does. In those places where magic immense cosmic power the Heralds of Doom wielded.
had a more profound impact, like in Quan, where Thus, when the new generation of Ayaari scientists
the Red Wizards started to use it to graft impossible discovered that many stars in the nights sky must have
contraptions to their own body, many people turned perished between the launch of the Arks and their
their backs from its practitioners, as their ways were arrival on Athyr, the colonists decided to reach out to
considered to outlandish or grotesque to be fully the native populace with dire warnings.
adopted by the public. Too used to warfare and inhuman monsters, too
paranoid to allow for friendly introductions or
dialogue, too unaccustomed to other sentient species,
and too primitive to learn how to understand an alien

THE A RRIVAL language quickly enough, the Athyrian natives struck


at the Ayaari, who were taken completely by surprise.

OF THE AYAARI Overwhelmed by their much bigger numbers, the


refugees started to suffer huge losses after setting
Thousands of years after the Battle of the Gods, a single foot outside of their damaged Ark. Mere months later,
star dropped from the sky to the domains of Athyr. diseases caused by bacteria and viruses the colonists
The crew of the Ayaari Ark had finally come across weren’t resistant to started to take hold, further
an inhabitable world, but the many centuries of space decimating the colonists. The few who survived were
travel had ruined much of its atmospheric capability. eaten or otherwise destroyed by the many kinds of
The vessel probably razed entire mountain tops and monsters that roam Athyr. And so, the Ayaari species
set fire to entire swaths of land, scattering some of its was wiped off the face of Athyr within a decade after
hull and equipment before finally crashing at a location arriving on Athyr.
that, today, can only be speculated about.

8
Introduction

THE R ISE Since the coming of the Ayaari, two Heralds of Doom
have been stopped by the gods. Lanesh was imprisoned

OF THE CULTS somewhere on Athyr, and Arrok was encapsulated in


the moon of the same name, but both are whispering
The Ayaari may have disappeared, but some of their to their followers, ready to escape and bring doom to
weapons and equipment persisted. Most of them were all. Ten more Heralds of Doom are out there, floating
buried by time or taken far from the Ark by people through space, eagerly anticipating the completion of
who had no chance of figuring out their true purpose, certain rituals from within their own pocket dimensions,
use them at their full capacity, or recharge their or too busy enslaving other peoples or destroying
batteries. Some of these artifacts are still in the hands entire solar systems to already turn their attention to
of merchants, collectors, traders, heroes, or sovereigns. their supplicants on Athyr.
They are often referred to as ‘mythical’ and their The year is now 3765, exactly 3 years before the 48-year
origins have usually been lost to history. orbital cycle of Athyr’s two suns cosmically aligns to
Even more influential are the Ayaari records, many of thin the veil between realities and known to be a time
which survived, but none of which have been translated of ill omen. By then, it will be 4800 years since the
entirely successfully, as the language of the aliens is Heralds of Doom first appeared in this reality, exactly
entirely different from any found on Athyr, whether 100 orbital cycles ago, lauding in a particularly dark
it be written or spoken, and even the audiovisual era this cycle. Everywhere on Athyr, diviners are seeing
recordings that have been unlocked come with Ayaari portents of some momentous or calamitous event and
subtitles or phonic overlays that, up until now, have clairvoyants are gauging out their eyes after receiving
been impossible to decipher correctly. Unfortunately, visions of what is to come. Soothsayers are recasting
this also means that, in the hands of the wrong people, their divining tools over and over in the vein hope of
they can be mishandled or abused, either purposefully seeing another, more promising future. Palm readers
so or completely accidentally. are cutting off their own hands, just so they will not
be confronted with the awful truth of what is to come.
Meant to remember the coming of the Heralds of
Doom and the passing of civilization, and designed Channelers are speaking in tongues that don’t seem
to be a warning to their descendants, many of the like they belong to this plane of existence. Mediums
uncovered Ayaari recordings haven’t been identified are killing themselves after inviting in one spirit too
as such, are in the hands of private collectors, or many. Crystal ball gazers are shattering their arcane
have been locked away by local rulers or temples to orbs, and oracles retreat into their own homes,
prevent their knowledge from become widely known refusing to be consulted again. The few fortunetellers
or to be studied by carefully-watched academics, who are still active without going insane are heroes at
seers, scholars, or philosophers. However, some of best, charlatans at worst. Still, much of the populace
them have been partially unraveled by self-serving is totally unaware of these omens and while the cults
sycophants, insane prophets, power-hungry sovereigns, have infested societies everywhere, most are not aware
and vengeful military commanders. Sometimes, the of them or their nefarious machinations.
interpreters have been led astray and truly believe During these dire times, heroes are needed, brave
that the Outer Gods can bring peace or prosperity. adventurers who are willing to rise and stand up against
Sometimes, they are deliberately misrepresenting the the cults and their Heralds of Doom. Champions who
information left by the aliens to further their own dark are ready to defy the odds and fight to save Athyr
goals and depraved desires. Just as often, the Heralds and all of humanity from its impending downfall.
of Doom have been able to latch onto whoever was Audacious martyrs who will deny death and cling on
articulating the records, corrupting them from within. to their souls, even as the Munagi come to reap them
In many cases, this has given rise to the cults, perverted from their dead bodies. They and no-one else are the
and secretive organizations that are all willing to call last vestiges of hope – not just for all humanity, but for
on a specific Herald of Doom to further its debauched all living beings in existence.
agenda as well as their own twisted ambitions.
Welcome to Athyr.
Welcome to a world of Blood and Doom.

9
CHAPTER 1:
ETHENNIA

THE R EGION much sought-after oases; and foreboding mountain


ridges, some of which hide ancient enemies, such as
Ethennia is by far the largest region in Athyr, spanning the the fearsome Mountain Giant tribes, and unhallowed
breadth from Valgar Plains in the east to the Sundered monstrosities, like the semi-intelligent and cunning
Wastes in the west, where the Middle Sea allows passage Desert Hydras.
to Evandyr. North, one only needs to traverse the Sea
Although its vast areas of sand, stone, and grass
of Jewels to get to the Islands of Roshan, while south,
would suggest otherwise, Ethennia holds just as many
only the Moon Skull Bay separates the region from
wonders and just as much treasure as disparate regions.
mysterious Taliath. With also land connections to both
Nowhere else can civilization be traced as far back
Keldor and Ishta, Ethennia is – in every sense of the word
as here, and no other place on Athyr holds as many
– the center of the world and it is almost a wonder that
secrets underneath its surface layers. This is not a land
Ethennians aren’t a more prideful people, as many of
of ancient tombs, inhabited caves, or strange creatures,
them are welcoming to strangers, maybe discounting
but of buried megapolises, sprawling tunnel complexes,
some of the fiercest and solitary nomadic tribes and
and entire species that have adapted to the arid wastes
nomads that roam the arid Beshaar Desert or the
so completely that they seem to have been made out
diverse Valgar Plains.
of the very material that constitute it. Here, there are
Split through the middle by The Great Artery, Ethennia untold antediluvian secrets to be unearthed, and this
is largely made up of extensive deserts and grasslands, is the reason why so many adventurers demonstrate
interspersed with more fertile regions, such as date themselves willing to traverse the immense stretches of
palm, carob tree, and almond tree forests; rolling hills sandy nothingness and brave the arcane dangers lurking
that are difficult to navigate by anything other than above and below the surface to find fame, fortune,
the indigenous flightless birds known as the Hiriku; redemption, or revenge.

10
Ethennia

ABOUT ETHENNIA usually charge taxes. Connecting them are the Grand
Amrin, who are elected to oversee royal activity in order
There are many reasons for visiting Ethennia: the delicate to ensure no local discontent will ever bring another
silk robes made from the carapaces of domesticated kingdom to war.
silkbeetles, the intricate tapestries crafted by master
Across the lands in-between the cities, the Rhogoon
artisans who spent decades honing their craft in
rage; sandstorms that obscure anything they touch from
specialized schools before being allowed to weave their
view within seconds. It is no wonder, then, that scholars
first drapery, or a visit to one of the vast Ethennian
have so far noted no less than two-hundred thirty-three
libraries, where more knowledge is concentrated than
different Ethennian names for sandstorms, and three-
in any temple in Ishta or Evandyr. To many, the biggest
hundred fifty-six different names for sand. Khamsheen is
attraction is the local gastronomy, with a prominent role
the most-often used name for the former, and nothing
to play for the many exotic spices cultivated and sold
strikes fear in the heart of a weary traveler as much as
here, often drawing entire caravans to the few trade
the Great Khamsheen, the largest storm of its kind on
routes that connect its cities to each other.
Athyr, capable of erasing an entire village if the necessary
In the Ethennian cities, princes and kings known as Amrin precautions aren’t taken.
and queens known as Alika reign over their populace.
Underneath the rock and dunes are buried ancient
Outside of these opulent urban centers of civilization,
treasures and mysterious tombs, and the prospect of
almost the entire population lives a nomadic life and
treasure has attracted a copious amount of adventurers
settlements are usually temporary. Given the means,
to these lands. Many have become rich and there names
cities usually claim large swathes of lands far beyond their
are now sung by minstrels across the world.
city walls, which effectively makes them city-states, even
though the Amrin and Alika who enforce them don’t Many more have perished.

11
SUBREGIONS OOSAL MOUNTAINS
By far the most contentious kingdom of all Ethennia,
Ethennia is largely divided into five subregions, each the Oosal Mountains are currently presided over by
a unique land of its own, with people and customs, two barbarian brothers: King Amlanth of Thoral and his
and even landscapes, varying greatly from one region identical twin, King Hamlikh of Turan. Both were raised
to the next. by their harsh but just parents, whose ancestors had to
safeguard the mountains and their coasts against
invasion after invasion by consecutive Roshani dynasties.
BESHAAR The incursions ended only after the court overhauled the
Dry and desolate, the Beshaar Desert is purported not Oosal society, raising the people there from childhood
to have seen rain for over a thousand years. Here, the on to be ferocious warriors. The last step was to overhaul
Rhogoon rages even more frequently than anywhere their fishing boats into swift and highly maneuverable
else in Ethennia, leaving only the Daleh – pillars of deep- attack vessels. The many fisher villages just off the coast
brown rock that rise from the sand to an incredible height of the Oosal Mountains were partly converted into
– standing. The Ubara and other local barbarian tribes military barracks and form a highly-effective military
believe these towering columns to be stepping stones to defense line that has done much to discourage further
reach the afterlife, and many are willing to face impossible infringements of the Oosal territory.
odds to prove themselves in battle, often mistaking Unfortunately, the absence of any major conflict for so
foolhardiness and ignorance for courage and wisdom. many centuries has not done anything to make the united
In the north of the Beshaar Desert stands Kitai, one of the barbarian tribes less aggressive, and bloody but sanctioned
only two Ethennian ports large enough to accommodate conflicts are often staged between the peoples here to
vessels from Roshan, and certainly the one with the keep the warriors sharp and ready to act should they be
most eccentric and idiosyncratic populace – a folk that called upon. Many of them have gone on to become some
still adheres to old customs and insists on speaking Old of the most respected, albeit often somewhat impulsive,
Ethennian, even though almost everyone knows at least 4 bounty hunters and hirelings of Athyr, and most are never
or 5 languages. Still, Kitai is almost as important a gateway seen without an animal companion, with Cizarth, a large,
to the north as the slightly more popular and accessible native feline species capable of climbing the highest trees,
(at least in terms of culture) Lamaris, and the great Beshaar as their most sought-after sidekicks.
Academy has retained its status as the largest and most
famous learning center in all of Ethennia.
OVA DYR
Desolate and flattened during the Battle of the Gods
THE DYING LANDS that enfolded above most of Ethennia millennia before
Although most of Ethennia consists of desert terrain, The the coming of the Heralds, Aghrapur remains as the only
Dying Lands aren’t a misnomer. Barren and completely city in these plains, whilst the local Khalindrim are too
infertile, the entire subregion is one large stretch of isolationist and kept busy with their own tribal affairs to
rock and stone, a literally dying patch of waste and care (and sometimes even know) about other cultures
fossils that keep degrading at rates faster than the laws and peoples. This being the case, much of the land is not
of nature would dictate, and even the undead here are in the hands of humans, but rather dominated by the
fouler and more putrid than anywhere else in the world. great telepathic Sandworms that make this subregion
Unsurprisingly, the humans who inhabit this region are their home. Not even the Urandir have been able to claim
some of the hardiest people on Athyr, having built up (for true dominion over the area, even though they have
the most part) a natural resistance to the land’s degrading succeeded in appropriating abandoned tunnel complexes
character. from their Sandworm enemies.
Even more dangerous however, are the Sallutah, a people Still marked by divine conflict even several ages later, Ova
native to the Dying Lands who roam around its desolate Dyr is well-known for its floating rocks, all of them pointing
landscape ambushing travelers, not for gold or wares, but downwards as if they were some godly projectiles, and
to feast on their flesh. Inhabiting underground tunnels and a rare metal called thelhium, the sturdiest forgeable
caverns, these half-humans have caused many caravans substance on Athyr. There are more things here than the
passing through the region never to return, and entire eyes and other natural senses would suggest, though, and
adventuring parties to be made courses of a meal. it has long been speculated that a gateway to the world

12
Ethennia

of the Djinn can be found here. Whoever truly finds this if not all of Nihar Din’s rulers. If their premonitions prove
portal might learn to wield more power than any of the to be true, this might mean there is another influential
Ethennian rulers… or die in the arcane onslaught brought otherworldly power at play on Athyr other than the
about by these unpredictable creatures. Heralds of Doom, their cults, and the gods.

THE PLAINS OF NIHAR DIN THE VALGAR PLAINS


This beacon of civilization was abandoned a long time Marked by the Al’Harayad – ‘the Divine Heat’ – that
ago, leaving only a few settlements within the heartlands evaporated the riverbeds and flattened the land millennia
and a few major cities along its perimeter. The peoples ago, the Valgar Plains are thought to have suffered the
of Nihar Din are hardy but welcoming, but many of them direct wrath of the Ancient Gods for abandoning them
don’t believe in the omnipotence of the divine, instead more than any other place on Athyr. In these modern
living according to a very peculiar set of rules that has days, the Valgar Plains comprise a vast stretch of
caused many to shun them for fear of blasphemy. This flatland that hosts some of the greatest, most important
has kept the region rather poor, despite the affluence Ethennian cities and centers of culture, such as Tamon
of fish and crustaceans in Lake Virosi and its rather and Samorra, as well as many nomadic tribes and the
advantageous location, as the Alakh Mountains have enigmatic paganistic Order of the First Elements.
kept Taliathi pirates from raiding the plains in any large Although the Valgar Plains are easily navigable because
numbers for centuries now (although the scarcity of coin of the absence of steep elevations and low grass, the
and treasure may also have something to do with it). local Mendrihm will tell any traveler that most dangers
Because of the near-absence of temples and other places lurk underneath or inside of the grass canopy, including
of worship, many of the peoples here have turned to the acid-breathing Azure Worms and the poisonous Ai
magic and science, and arcane innovation marks even Xiu Shrubbery, but the entertainment found in Tamon,
the smallest of settlements. Many spells are invented here the eclectic giant harbor of Samorra, the specialized
first, and many inventions originate in the Plains, despite equipment found in Adesh, and mountain city Azul
the absence of libraries or other centers of accumulated jointly attract thousands of visitors every month, while
knowledge. This had led many other civilizations to the twisted Mel’Daharad rock formations, the half-buried
speculate (correctly) that something bizarre is going on Ten Statues, and other landmarks are enough to draw in
in this subregion, and seers have been receiving visions of droves of curious adventurers.
some kind of supernatural presence that is guiding most

GODS OF LANGUAGE
ETHENNIA OVERVIEW
An overview of the Ethennian Pantheon is presented
here. Each deity will be described in more detail in the MOSTLY
final release of the Guide to Athyr. LANGUAGE SPOKEN IN
Kalliope: Flower of Passion Aghab: The Conqueror Most towns and cities across
Ethennian
Ethennia
Bhaidiri: The Enlightened Dharnan: Djinn of Chaos

Aurelia: Queen of Stars Wadahe: Shepherd of Adiri Beshaar


Nature
Sareha: Peaceful Jewel Aldaran Plains of Nihar Din
Quisani: Eternal Guardian
Esmet: The Dreamer
Alahad: Watcher of the Seas Ethyri Ova Dyr
Jutow: Lurker in Shadows
Menef iri: Daughter of Ethemi Valgar Plains
Eothep: The Formless
Creation
Whisperer
Baimon: The Dark Omen Valdyrian The Dying Lands
Vastor: The Sand Dragon
Khamenos: The Just

13
VALGAR PLAINS

HISTORY It took more than a thousand years for the region


to recover and become what it is known like today.
Millennia ago, the Valgar Plains had a very complex and Most humans only migrated to these lands in groups
rich ecosystem, with fertile grasslands and dense forests large enough to speak of entire societies after the
ruled by hulking monsters surrounding the Auronian Sea. Al’Harayad ended, and when monsters such as the
However, during the century-long drought still referred legendary Haran Hu’hk (a treelike carnivore with six
to today as the Al’Harayad (‘the Divine Heat’), the entire bony tentacles that is only known through fossils) that
region got turned into the dry and barren savanna it once thrived here had gone extinct (or at least so does
is made up of today, and the Auronian Sea reduced to almost everyone believe).
a sizable lake, now known as Lake Auron. As humans from surrounding lands settled across
Some say the Al’Harayad was the Ancient Gods’ the Valgar Plains in numbers far beyond the small
punishment for the people of Ethennia losing their camps that used to decorate its landscape before
faith in them, an epic punishment for forgetting about the Al’Harayad, only a people known as Mendrihm
them or even denouncing their names as the human can claim to be true descendants of this region’s
population of the region started to turn to other gods, original inhabitants. Mendrihm still roam these
who don’t represent abstract concepts and primal plains in great numbers today, shunning city-life and
creatures, but rather have achieved ultimate mastery forming what many consider to be the true beating
over specific, more mundane things, and whose motives heart of Valgar.
are easier to understand.

OVERVIEW
It seems sure that the Ancient Gods unleashed the
epic drought, parching the hills and turning the crops
to ash. The entire landscape turned rusty brown, like
the skin of fruit that has been exposed to the heat There are many reasons to travel across the Valgar
too long. The suns Aureya and Issira – both often Plains, as today some of the greatest Ethennian cities
considered to be Ancient Gods themselves – beat can be found there, each of them a unique center of
down on the land mercilessly, their rays of searing heat civilization. Most notably Tamon, Adesh and Samorra.
causing the land to crack. The water in the riverbeds Even though most Valgar Plains communities are found
evaporated, leaving the dry beds filled with hardened in its cities, its endless golden-yellow savannas certainly
sand, and millions of creatures died. Now a wasteland, aren’t empty.
the land laid cracked open like a skull on its side, the Still, many dangers lurk in and under the grass canopy
grass decayed, leaving only sand in the wind. that covers most of Valgar’s flat surface, where the

14
Ethennia

few shadows are as thick and dark as nightfall itself. Outside of the cities’ stone walls, the Order of the First
Legends speak of bloodthirsty beasts that come Elements and other paganistic druids who live off the
out at night, roving in packs while they hunt their plants and wild animals have great knowledge to share
prey - living flesh too tasty to pass up… but these about not just the local flora and fauna, but also about
are far from the only dangers that one can stumble ancient history and all kinds of natural phenomena.
upon when wandering the Valgar Plains; even during Both the druids and Mendrihm offer their services at
daylight hours there are perils both unique and sinister key locations, serving as guides if a good barter deal
awaiting any traveler foolish enough to wander off can be struck.
course. Here, serpents are said to be deadlier than
any snake found in the vast jungles of Ishta, and more
insidious as well, whilst many creatures have evolved to
have short legs and carapaces sturdier than all but the
best-crafted plate armor.
EXPLORATION
There aren’t that many well-delineated roads and
Though one could spend an eternity wandering through paths crisscrossing the Valgar Plains, but this has
Valgar Plains without encountering all its secrets, it entirely to do with the fact that the lands themselves
is certain that any brave soul willing to traverse this are extremely flat and the grass that grows here rarely
land and truly seek out what would otherwise remain reaches knee height. Because there also hasn’t been
unseen will never again know peace or rest easy in much open military conflict over the last few centuries,
their beds. Luckily, adapt survivalists know how to read the need to spend time and resources to build roads
the land and travelers usually find the benefits far has never been very acute.
outweigh these perils. Whether it be the magnificent Still, a single broad path leads along the river from
Ten Statues, the prehistoric Mel’Daharad rocks or Samorra to Tamon, forking in the middle and leading
Nuldor Ahm, there is plenty to discover and investigate over a bridge to its rival city of Adesh. Known as the
for adventure-seekers among these lands.

15
Forked Tongue, it is second only to the Coil, a route There are other, more bizarre creatures hidden in
that zigzags from the harbor city along a ridge of hills the tall grasses of Valgar Plains as well, including the
to the mountains, where Azul remains safely tucked Azure Worms: horned giant snails that slither along
away from the dangers of the Great Eastern Sea. the ground until they release an acidic breath which
corrodes everything around them. There are tales of
There are also connections with the trading outpost
mythical creatures that hide amidst the sparse foliage,
Ashar and the lamp city of Aghrapur In Ova Dyr.
accounts of nomadic tribes that keep their members
Because this network of trails would look more or less
in a constant state of frenzy by feeding them a foul
like a leafless tree if seen from the air, natives call it
mixture of herbs only found in the area, and anecdotes
‘The Bare Tree Spoor’, and leaving it is considered to
relating unexplainable disturbances in the earth
be a bad omen and cause ill luck.
underneath the flatlands themselves – strange tremors
Most commonly, Malin and Hiriku are used to navigate rumbling at distances of dozens of miles.
the grasslands, but horses may be used as well. Carts
Even though only one major river runs through the
and wagons ply the few routes, and because of the
Valgar Plains, there are enough smaller streams,
shortage of other roads, it usually doesn’t take long
creeks and ponds to find drinking water and edible
before one stumbles on a caravan or trade guild
fish (like eels, lampreys, and breams) within a few
traveling from one location to the next.
days’ travel or so, whatever direction one decides
One of the horrors to be found on this vast to take. This has led some to wonder why not more
expanse of sand and grass would undoubtedly permanent settlements have been erected here, but
be the Minotaur mercenary band known as the the answer is simple: both the Mendrihm and other
Jackal Horde. Supposedly led by an insane Sorcerer nomadic tribes that live here are fiercely protective
believed to be colluding with some otherworldly of ‘their’ land and do not take kindly to strangers
force, these monstrous half-bull, half-men patrol the who would take it from them.
open country relentlessly, looking for unsuspecting
victims to bring back to their warlord’s towers so
they can be used in his ghastly experiments.
Ethennia

POINTS OF INTEREST
M EL’DAHARAD The phenomenon has
Spread out through most of the Valgar Plains are also attracted several
prehistoric and alien-like rock formations known as cults to the area,
Mel’Daharad. Each of them is contorted and twisted and less scrupulous
more like a tree than a naturally occurring stone academics have
shape. Where they appear, the rocks form perfectly found themselves
concentric semi-circles, which has led some to working together
believe they were constructed rather than having with cultists to
been formed naturally. One particularly well-visited decipher what the
site hosting Mel’Daharad is located a day’s travel off Mel’Daharad are
the path between Azul and Turan. trying to say. So far,
When one approaches the Mel’Daharad, they they believe the
can be heard quietly whispering in the wind, as if words are warnings and omens, but it is still unclear
communicating with each other – or, at the very as to whether they are referring to some great
least, with whoever approaches them. Scholars and future cataclysm or more current, pressing matters,
archeologists alike have been unable to identify the such as the increased presence of deadly monsters
origins of these whispers, though a leading theory links or the coming of storms and other apocalyptic
them to the presence of the Ayaari on Athyr ages ago. weather phenomena.

SECRETS & RUMORS


• The Mel’Daharad aren’t referring to a future event, but rather to the
past. Whoever is able to unlock their secrets will be able to travel
through history – if not physically, then at least in thoughts. Even
though these insights may be fuzzy and hard to decipher, certain
realizations may affect one’s sanity.

• The material the Mel’Daharad rocks is made of is extraordinarily


resilient – so much so that no-one has succeeded in hewing off parts of
the formations, and even magic does’t seem to be able to carve into
them. However, it is possible to scrape off some looser particles from
the surface and some of the nomadic tribes in the area have begun to
trade with it, calling it Daharad Dust.

• A wizened old crone named Thylena makes her home here. She claims
to have been abandoned among the rocks as a baby and says she
can understand what the Mel’Daharad are trying to communicate.
According to her, the rocks are predicting Athyr’s doom, but they
have also told her how to escape or even avert the world’s eventual
destruction and she is willing to share that information for a price,
namely accepting one quest without knowing the details first.

17
NULDOR A HM on at Nuldor Ahm. She has
Nuldor Ahm is a seemingly bottomless pit found set up a permanent camp
several days of travel south-east from Tamon. Many approximately two miles from
have tried to gauge its depths and some extremely the Nuldor Dah’n and actively
foolish adventurers have even put in an effort to encourages adventurers to
scale it, but none have ever succeeded. What is at come over and stay there,
the bottom is cause for much debate, as people who providing them with large
put up camp nearby or spend a lot of time in its residential tents, food,
surroundings often start to hear rumbling, roaring drinks, company, and even
sounds echoing from down below, and those who climbing equipment in order
decide to spend more than an evening or two to explore the Nuldor Dah’n,
nearby are never heard of again. charging a hefty fee for the
The Kalihn, a semi-nomadic tribe living in the area, entire experience.
have chosen to include the Nuldor Dah’n in their rite This adventuring ‘tourism’ has
of passage. Youngsters who are ready to ascend to caught on and is attracting
adulthood at age 14 are required to spend an entire scores of foolhardy would-
night alone at the outskirts of the pit with only the be heroes, not despite of,
clothes on their backs. If they run or disappear, they but because of the fact that
are exiled from the tribe, left to wander the plains by
none have returned so far, as
themselves or perhaps find a life in one of the cities.
the prospects of eternal fame
Melindra, a former Kalihn who was exiled over a decade have proven too alluring to
ago, has found a way to capitalize on the eerie goings- withstand.

SECRETS & RUMORS


• There are those who claim the pit is an entrance to the Shangha-Laay, a mythical
realm that is said to be the birthplace of creatures who are only named in Ethemi
(the language spoken by, amongst others, the Mendrihm), as no other culture
seems to acknowledge their existence: the Oorgal, gigantic and perspicacious
creatures who, according to the nomads, withdrew to Shangha-Laay after other,
less inventive and ingenious beings failed to satiate their overwhelming lust for
new knowledge and ideas.

• The pit only extends into the ground for 120 feet. The rest is an illusion created
by the Kalihn Shamans to hide the deranged spirits of their forebearers, fearing
ignorant strangers would rather destroy them than let them live out their
afterlife in both boundless wisdom and enraged frenzy.

• The pit might really be the home of Kahruna, one of the ancient gods and
mother of all Sandworms, a gigantic being that is coiled around the center of
Athyr and that keeps the planet rotating by moving its massive body along the
world’s core. If ever her movement would change direction, Athyr’s climate
would change drastically for the worse, and the planet could even be thrown out
of its current orbit – which is exactly why the new gods let her live – or so it is
believed.

18
Ethennia
SECRETS & R UMORS
• Travelers who have been passing by the Ten Statues and many of
TEN STATUES the nomads feel like the facial expressions of some of the statues
Half-buried beneath the sandy dunes are changing in subtle ways over time. Many have come to suspect
south of Azul stands a circle of ten this isn’t a visual illusion at all: maybe they are living beings who
weathered stone statues, estimated are too slow to communicate fast enough to be comprehended
to be as high as a castle tower top to easily? If anyone can decipher their message, they might find out
bottom. This is more of a guess than an these stone creatures have amazing – or dark – secrets to share.
educated assessment, though, as there
are no records of what they looked • Some claim the statues are actually tombs, each of them containing
like before being covered by the sands. the mummified remains of a sorcerer-king who belonged to an
They depict crude human-like faces ancient dynasty that once ruled over the area. Their existence is still
that bear no typical male or female mentioned in the legends shared by many of the Valgar Plains nomads
features and that therefore could be and is hinted at in myths from other parts of Ethennia as well. It may
considered either, both, or none. even be that the magic that was once coursing through the bodies
What is visible above ground was of these rulers is still leaking to the surface of Athyr, infusing the Ten
carved in amazing detail and most Statues with some kind of power. Whatever the case, the entrances to
scholars think these statues predate these tombs should still be accessible, if only someone is able to dig
the Al’Harayad and depict the deep enough.
ancient gods who were worshipped
here in times forgotten. The Order • Legend says that, should a handsome young adult man stay here for
of the First Elements and other pagan the night, he will probably be visited by Aamuhl – a Banshee spoken
druids still travel here on pilgrimages, about in legends. Once nicknamed The Seductress in her own tongue,
but it is very unlikely that even they she will try to beguile her would-be suitor, then possess him to cut
know who is represented by these up his own body, reveling in the racking pain caused by her savagery
effigies, and most druids come here
before leaving him again. (Characters may be called upon to find out
to worship nature and the elements
what happened to someone who seems to have committed suicide
themselves, not gods of old.
here, even though he was happy and recently betrothed to the love of
his life, possibly encountering Aamuhl).

A I X IU SHRUBBERY
Brought to Ethennia by the Roshani
monarch Mai Leying two hundred S ECRETS & R UMORS
years ago as a ‘gift’ to the Mendrihm, • Those who succeed in extracting the sap from an Ai Xiu plant can cook
who helped her cross the Valgar
it to unleash its toxin in its purest, sludgy form and use it as a deadly
Plains during a previous visit after her
contact toxin that causes severe rash if it doesn’t penetrate the skin,
royal galleon got shipwrecked while
approaching Samorra, Ai Xiu plants
while contaminating blood within seconds if it does. If diluted, it can
are beautiful, resilient small trees also serve as an ingestible poison that can be mixed with other fluid,
with leaves that vary from baby pink causing whoever imbibes it to lapse into a coma after several hours. If
to cardinal red, sapphire blue, and enough is drunk, it is sure to kill before a day passes.
psychedelic purple.
• Travelers have been finding human corpses covered with Ai Xiu
Unfortunately, the Ai Xiu shrubs shrubbery without any signs of battle. This had led many to
have rooted unnaturally easily on speculate that they were killed by the plants themselves. In fact,
the Valgar Plains, where they seem
the roots of the shrubbery are able to penetrate far deeper into
to thrive and grow even faster,
the desert sands than they are able to in their native lands, and
endangering the native grass and
they are connecting to an ancient intelligence buried there. It is
other flora. Worse, the plants
seem to have taken on dangerous slowly making them sentient, but unfortunately, whatever is hiding
properties, exuding a bark juice that underneath the surface is either horribly malevolent, or totally
is quite toxic to living beings. ignorant, imparting its evil intentions or twisted knowledge
of life above to the Ai Xiu shrubs.

19
PEOPLES & CULTURE
M ENDRIHM to attack. They are led by Anluhk, a great defender
By far the largest nomadic group in the Valgar Plains, of his people, but cruel and haughty. As ferocious as
the Mendrihm seem to have been around for ages. he is facetious, Anluhk always wears a half-smile on
They are taller than most Ethennians and efforts to his thin lips, as if he were constantly amused by some
count the number of tribes that trace their lineages private inside joke only he knows the punchline of.
to the Mendrihm forefathers have all but failed. This THE MENDRIH’KOHN: A nomadic tribe of warriors
has led to the saying ‘The only common thing about who live and die by the sword. They are a hardy
a Mendrihm is their name’, and although this is people, not easily cowed by the dangers of the
a gross exaggeration, the aphorism does hold some wild. Their fierce reputation precedes them and
truth, although almost all Mendrihm tribes do set many a hapless traveler has shied away from their
up camp for a year or so, leaving as soon as their path. Mendrih’kohn live in fierce, bold groups,
livestock has depleted the grass and often returning beholden to nothing but their own honor. Though
after a decade or more has passed. they wander the land, they are always welcomed
The only Valgar Plains nomads to live mostly off with open arms in the cities of the Valgar Plains,
raising cattle, Mendrihm are quite protective of their for they are a proud people who bring news and
lifestyle, realizing it would put rivaling peripatetic share stories of their travels with all they meet.
tribes at an advantage if they were to learn the same They are loyal friends, but their enemies fear them
animal-rearing techniques as the Mendrihm have all the same, for the Mendrih’kohn know no mercy
mastered over the centuries that they have been in the heat of battle.
ruling the plains. The Mendrih’kohn’s chieftain is Kaylan, whose name
Most Mendrihm regard Ethennian as a language is said to be an omen of death and destruction. Of
that has nothing to do with their culture and late, he has also been dabbling in the dark arts, all in
either pretend not to know it, or never learn an effort to protect his people from the wild beasts
how to speak and write it. They instead stick to of the Valgar Plains, and this forays into the occult
a multitude of different Ethemi dialects and regard may have left him vulnerable to the manipulations
that language as superior, especially since it has of various cults.
a far bigger vocabulary to describe types of sand, THE MENDRIH’LAHN: Known as a hardy people,
weather phenomena, and desert creatures. Having unafraid of the long, cold nights and dangers of
at least a basic understanding of Ethemi helps both the open plains, Mendrih’lahn carry nothing with
in understanding the Mendrihm and in gaining them save the few possessions they can carry on
their respect, although each dialect has its own their backs. In fact, Mendrih’lahn who are found to
idiosyncrasies and takes a while to get used to. have too many possessions are quickly ostracized
THE MENDRIH’TAHL: Wanderers whose lineage may and often even banished from the tribe. Members
be the oldest of any of the Mendrihm. Mendrih’tahl are fiercely loyal to their family and tribe. They are
are rare, but when they do appear, the sight is a superstitious people, believing in the power of
a mysterious one, with hooded figures garbed in omens, signs, and the importance of Malin, which
loincloths and primitive armor, atop Hiriku that seem they deem to be sacred animals.
to move as if they were almost a part of the wind. The Mendrih’lahn’s leader, Medhina, was born
The Mendrihtal have learnt how to withstand the blind, but with the gift of truesight. A fair and just
heat with little clothes on and pride themselves on ruler, most of her premonitions have turned out
their sunburns and heat-seared, sandy hairs. They to be correct, although they are initially often too
speak in a strange, harsh dialect and are said to enigmatic and oracular to be of great use.
possess distinctly unique magicks and to use arcane MENDRIH’LIHK: The Mendrih’lihk are a stubborn and
techniques that have long been lost in antiquity, fierce people, living off the land, and never relying
although this might be a rumor they have spread on outsiders for help. They travel the plains in their
themselves in order to be left alone and less open great wagons, pulled by Mahlomuts – massive beasts

20
Ethennia

of burden unique to the tribe, that has succeeded Despite their seemingly extreme way of living, Order
in domesticating these animals before they went of the First Elements druids are very pragmatic. They
extinct elsewhere. Mendrih’lihk fight with sword and will talk and provide help to anyone who displays
spear, and their warriors are said to be unrivaled sympathy for their ways, and even though they might
in skill. They are a people of few words, but many actively try to convert non-believers, they never try to
tales of their deeds echo through the Valgar Plains. push their faith on anyone. This and their willingness to
Interestingly, they are well aware of this reputation learn (and communicate in) many different languages
and often use it to their advantage, even going so far other than Ethemi and Ethyri, including Valdyrian and
as to make sure visitors – who are welcomed as long Ethennian, has made the Order of the First Elements
as they seem to have good intentions – ‘happen to quite popular, and the willingness of these druids to
pass by’ groups of Mendrih’lihk honing their combat trade raw food and materials (like driftwood) as well
abilities. as crafted items they found or scavenged is lauded
throughout the region.
The chieftain of the Mendrih’lihk, Ahlykha, is small
and plump, with a round face and eyes as dark as
night. Ahlykha has been soaking her tribe’s recent
history in the blood of her perceived enemies, but
is facing opposition from within her own ranks, who
A HLDUR
A fringe nomadic tribe, the Ahldur have committed
are afraid she will soon launch one unjustified strike
their lives to the spirits. Always clad expressively
too many.
in short, colorful, evocative robes and wearing
intricate sandals inlaid with small bells to scare
away malevolent spirits, these nomads are mostly
ORDER OF THE shamans and ghost whisperers. Uniquely, they do not

FIRST ELEMENTS have a chieftain, preferring to listen to the advice


breathed in their ears by the spirits. This has made
While most pagan druids who visit the Valgar Plains the Ahldur extremely unpredictable and fickle, and
are solitary individuals or members of small fringe most of the other denizens of the Valgar Plains tread
groups that exert little influence, the Order of the carefully when around them.
First Elements is comprised of dozens, if not hundreds,
of fanatical druids, and most are completely devoted The Ahldur are led by Tahkilu, a shaman of great
to their leader, Jazer Windrover, who preaches power who claims he is able to confer with the spirit
fidelity to the ancient gods. of Athyr itself, and who is regarded with an almost
religious reverence by those who believe him.
According to Windrover, these powerful beings
were only vaguely humanoid in shape, as their
entire essence was far more related to the ‘First
Elements’ of nature: heat, cold, soil, plants, water, OTHER NOMADIC TRIBES
air, and minerals. As such, these gods were very The nomadic tribes here live in smaller communities
much focused on preserving these elements, which and generally keep to their own, but also form camps
in no way means they were neutral in disposition. To that serve as centers of trade with the Mendrihm and
the contrary, even: according to the Order of the foreign travelers. They are mostly hunter-gatherers,
First Elements, the integrity of the elements should with little knowledge of farming or raising cattle,
always be preserved. Chemical processes, such as but this is mostly by choice, although the Mendrihm
cooking, are frowned upon, as is reshaping nature in actively discourage those practices, preferring to
any shape or form. keep a monopoly on them in the region they like to
Crafts like woodworking, (black)smithing, and call their own.
sculpting are off-limits, but the magic these druids Even though there are many small nomadic groups
wield is unique. It allows them to blend with the living on the Valgar Plains, their numbers in no
elements, becoming resistant or even immune to the way approach those of the tribes in the Beshaar
discomfort or damage they can inflict. Members of Desert, and they hold little power or influence over
the Order only eat berries and other fruits or plants the region, as the Mendrihm could easily establish
they can pluck by hand, and killing any living being dominion over them with little effort, should they
is deemed to be a transgression against the old ways. wish to do so.

21
TRAVEL ACTS
1. OBSTACLES
Cracked Earth
1
As far as the eye can see, the earth in front of the travelers has cracked, revealing deep
crevices. Some are small and easy to cross, while others are wider and stretch out across
several miles.

Field of Traps
2
Nomadic hunters have littered the entire area ahead with animal traps, many of them capable
of severing feet or shattering ankles. Most devices seem to be visible, but others might
be camouflaged.

The Arroyo
An arroyo (a dried riverbed) seems to almost run up to the horizon at both ends and getting
3 around it would take days. It’ll take time and skill to climb down and walk back up the gentle
slopes on the other side. Nearby, a herd of Malin looking for drinking water is looking over its
surroundings, utterly disappointed.

Raging Fire
4 A large field of dry grassland up ahead is ablaze with fire, leaving immense bellowing clouds of
smoke adrift on the wind. The fire stretches as far as the eye can see.

2. EVENTS
Arcane Storm
An arcane storm approaches at incredible speed. Dark, purplish clouds seem to struggle for
1 control with each other while lightning scours through them. Drops of what seems like rain
shoot out from the sky, starting several miles ahead of the storm’s periphery. Closer inspection
reveals the drops to be razor-sharp electrically charges spikes of ice.

The Earth Below


A wide area of dried, cracked ground. Whenever someone sets foot on it, the earth starts
2 to crumble and anyone who tries to traverse the land is in danger of falling down, revealing
a hollowed-out cavern system. The subterranean system was probably once filled with water
that has long since dried up, but may have been caused by altogether less mundane means.

Tornado
3
A tornado rages over the territory ahead. It is strong enough to knock a horse off its feet
and doesn’t show any signs of calming down. Several smaller tornadoes seem to be forming in
other directions as well.

Mahlomut Panic
4
A Mahlomut herd of several thousand seems to have panicked and races across the plains
destroying everything in its path. All of these massive beasts of burden are thought to be
domesticated, but it seems that at least one herd is still roaming free.

22
Ethennia

3. CONFLICTS
Death Dog Carnage
1
The remains of a nomadic tribe are scattered across the grassy floor of the plains, all horribly
torn apart and mutilated. Nearby, the chilling howling and barking of a pack of Death Dogs
can be heard, making obvious what must have happened… and what may happen again.

Plain Beast
2
A Plain Beast watches from afar, looking for prey. Plain Beasts never sleep and are known to be
patient and stealthy unless they are starving, so it is unclear how much time there may be left
before it decides to attack.

Mendrih’lihk Revenge
A group of three young Mendrih’lihk warriors looking for revenge. This morning, the eldest
3 child of one of their tribe members has been found dead just outside of their camp. They are
quick to blame outsiders and will be short on conversation, preferring to act instead of asking
questions.

The Outcast
4
Ahndla Ihm, a Mendrih’tahl young woman who was cast out by her leader, Anluhk, after
refusing to marry him, is desperate to prove herself to her tribe. She will awkwardly attempt
to challenge anyone she meets to beat her in a display of martial prowess.

4. INTERACTIONS
Kalihn Barter
1 A small group of Kalihn nomads is looking for live animals to hunt. They don’t care much
about strangers but may be interested in bartering if approached in a friendly manner.

Pagan Druids
A class of pagan druids on their way to The Ten Statues. They seem friendly, but become
2 hostile if religion is brought up (or if they happen to start such a conversation themselves),
as they believe in a very specific visual representation of the ancient gods and carry an all-
consuming hatred for the current pantheon.

City Dweller
3 Go to the description of the nearest city and find one NPC. This person will be met while
travelling back after visiting a family member or friend living outside the city.

Barukh
A Minotaur is found hanging on a sturdy tree branch, upside down. If given the chance,
4 Baruhk explains he has been cast out of The Jackal Horde after refusing to kidnap a baby and
take it to the tower of the sorcerer his mercenary band works for. If freed, he will be grateful,
and may even divulge the sorcerer’s wicked plans.

23
5. FLORA & FAUNA
Giant Centipedes
The area is crossed by Giant Centipedes. These menacing-looking creatures will eagerly
1 approach anyone who gets close, but will prove to be quite intelligent and interested
in humans if not attacked. If befriended, they can even make unusual steeds and
animal companions.

Ai Xiu Shrubbery
2
A vast stretched out field of Ai Xiu Shrubbery lies up ahead. It is a beautiful sight, with colors
varying from baby pink to cardinal red, sapphire blue, and psychedelic purple. Unfortunately,
the plants can also be extremely dangerous. (See Ai Xiu Shrubbery on p. page 19).

Wild Hiriku Herd


3 A wild Hiriku Herd can be seen in the far distance, grazing near a small creek rife with lichens
and banyan trees. The animals are easily scared and should be approached with caution.

Azure Worms
4
Dozens of Azure Worms can be seen slithering across the ground, leaving behind trails of
glistening blue slime. These horned giant snails are known to possess acidic breath which
corrodes everything around them.

6. LANDMARKS
The Watchtower
Just within eyesight, the surrounding flatlands elevate, resulting in a rare plateau. Some
1 Mendrihm have built a watchtower on top of it, but it’s currently deserted. Upon closer
inspection, a ladder at the bottom of the watchtower can be found. It leads down into a hole
in the plateau’s surface.

Tunnel Complex
2
Across a diameter of about a mile, some kind of creature has created hundreds of mole hills.
There is danger of falling through the ground and into the tunnel complex, which was created
by a nest of hungry Arbabhi, omnivorous burrowing animals the size of a pig.

Mysterious Bones
A recent Rhogoon has moved a large part of sand and dust, revealing treelike fossils, each of
3 which seems to have several tentacles. Could this be the remnants of one of the legendary
Haran Hu’hk? Specimen like these are rare and could fetch some decent gold. Perhaps there
are other prehistoric fossils to be found here as well.

Mango Tree Oasis


4 A small grove of mango trees with low-hanging fruit, circling a modest oasis. A lot of the
animals in the vicinity seem to have caught on as well.

24
Ethennia

TAMON
—THE GOLDEN CITY—

A PROSPEROUS AND OPULENT CITY


KNOWN FOR ITS ENTERTAINMENT
AND GASTRONOMY

Tamon’s towers and minarets can be seen


POPULATION 18.691
hugging the south banks of Lake Auron from
GOVERNMENT City state, with Prince great distance. When the suns are high in the
Salamon of Tamon, son of Tahmid, Eye of sky its golden rooftops shimmer like a beacon
the Desert, as its sole ruler. for travelers and merchants making their way
DEFENSE Infantry armed with swords through the city gates.
(380), spearmen (380), bowmen (220),
Mazhrabarahn champions (120), U’Mulahd Royal guards clad in beautiful flexible plate
royal guard (180), infantry on Ethennian mail consisting of bronze and steel plates
leather armored horses armed with light
woven and riveted into the armor stand guard
lances, javelins and swords (200), Hiriku
and register anyone who enters. Once inside
riders armed with bows and swords (120).
the city walls, the paved roads are as colorful
SERVICES Adventuring supplies, armorer/ as the buildings themselves, creating an
blacksmith, art, boat fares, companionship, urban tapestry of bright but complementary
curio, bank, dancers, general supplies,
hues every bit compelling as the perfumed
gladiatorial combat, guide, healing,
scents that permeate every inch of the
housing, jeweler, leatherworker, library,
lodgings, meals, mounts, music, repairs,
urban landscape.
taxis, tailor, tapestries, temple, translator
OVERVIEW and succeeded in making lucrative business deals with
Tamon is famously known as ‘The Golden City’, a nickname the best craftsmen, artisans and traders of the region
reflecting both the city’s wealth and its many buildings and before having the first stone building erected.
towers decorated with glittering, gold-plated rooftops. Even during the decades it took to build the inner city
The rich are very rich in Tamon, and even the poor don’t of Tamon, people flocked to the building site as if the
have much to complain about. The city’s exuberant construction process was a spectacle in and of itself. This
architecture goes hand in hand with its denizens’ love for contributed to the later wealth of the city, which has
luxury, excessive feasting and decadence. been wisely ruled by the Prince Salamon ever since his
Prince Salamon, whose reddish skin hints at a mixed father died from an unexpectedly-developed allergy.
descent with at least one Mendrih’tahl forebearer, is
favored by the people and his rule is mostly fair and just.
He funds many of the festivities inside of the city walls, LAYOUT
such as gladiatorial fights and hiriku races. The city’s Tamon’s outer wall is robust, but only surrounds the
riches are the result of both centuries of prospecting city to the west and south, as it depends on the natural
gold on the banks of Lake Auron and Tamon’s central barriers of Lake Auron and the Namedian River for further
location in Ethennia, making it a hub of commerce and protection. Its only set of outer gates is flanked by semi-
merchant activity. circular watch towers. The Tamon docks on Lake Auron
Aside from the main festivities, Tamon is just as famous are every bit as beautiful as the city itself and much care
for its fine food, almost always paired with great has been given to embellishing the wooden structures.
imported wines, local spirits and signature mixed Many of Tamon’s sandstone buildings are painted
drinks. Even more entertainment is provided by some and even more are covered in the same gold mined
of Athyr’s best bardic troupes, exotic dancers and from the quartz veins nearby. The architecture is fairly
famous artists, who are often invited by Prince Salamon consistent everywhere, with pointed arched gates and
himself to perform in his city. windowpanes, geometric motifs, intricate patterns
Tamon’s denizens are a colorful, cultural mix with and symmetrical silhouettes. Residential buildings
origins from all over Ethennia and outsiders won’t rarely exceed two floors, but the Tamon Biblioteca,
easily stand out. People tend to sit outside, enjoy ‘hija’ the Tamon Art Academy and its temples all tower far
(honeyed wine) and spicy food, and smoke ‘nargile’ (a above them. Most public and religious buildings also
standing metal and glass pipe with flavored tobacco have minarets, some of them over 30 meters in height.
that is often shared) on the city’s many garden terraces, The city’s preternatural architecture elements become
rich with flowers, brushes and ponds. much more apparent in the inner city, which is
surrounded by its own wall, accessible through arched
gates over its entire perimeter. Here, the buildings of the
HISTORY royal court can be found, as well as the military barracks,
Tamon is located on the south banks of Lake Auron, the temple of the Morning Star, and some of the best,
the second largest body of water in Ethennia and by most luxurious public eateries in all of Ethennia.
far the largest in the Valgar Plains. Gold prospecting
opportunities drew people to this location many
centuries ago and what once was a collection of ECONOMY
small camps of mixed lineages, including Mendrihm Instead of levying taxes, Salamon has his own artisans,
and Ahldur, grew into the beginnings of a small town craftsmen and specialists selling their services and
not long after. The camps were called ‘Tamonish’ wares all over the city. All of the products they
(meaning ‘Fortune’) in Ancient Ethennian and the name produce are recognizable by his Royal Seal and
stuck through the ages as the town grew into one of counterfeiters are banished from the city permanently
Etnennia’s largest cities, even though only learned after being branded with the very same seal they tried
scholars still know what the word ‘Tamon’ refers to. to misappropriate.
The current prince, Salamon, can trace his heritage Salamon provides these royal tradesmen (called
back to the legendary Ethennian King Baduhlan ‘Almalahn’) with the raw materials they need, as well
of Keshan, Son of Abdal, the Uniter. Educated and as lodging and food inside of the inner city. In return,
knowledgeable beyond belief, Baduhlan saw the he takes a share of the profit as part-owner of their
opportunities offered by the mineral deposits nearby businesses. Being an Almalahn is considered a great

26
Ethennia

honor and validation of excellent craftsmanship, and GOINGS-ON


applications from newcomers can take years to process 1. An Ethennian poet from Ova Dyr by the name of
due to high demand. Sildor has drawn in a crowd doing a spoken-word
The wealth accumulated through Salamon this way is performance on a street corner, talking about his
shared evenly with all citizens of Tamon – no matter what travels around Ishta.
their current status or wealth. This provides everyone
2. People are hanging out of the windows of the
who is registered as a permanent denizen of the city with
Blue Lotus bathing house because a troupe
a basic income and the buying power necessary to keep
up the image the prince has so purposefully refined. of famous foreign minstrels is making quite
an impression.
3. Streets are blocked of for a Hiriku race that will
CUSTOMS run straight through the city. Brokers are taking
The people of Tamon tend to wear an exorbitant bets and minstrels are livening up the event with
amount of gold and jewelry, but it is considered bad cheerful music.
form to wear anything that doesn’t have a story or that
doesn’t represent something more personal. Asking 4. A Kaa’hen is chanting his prayers on top of
about the jewelry someone is wearing and showing a nearby minaret at the wrong time of day,
a genuine interest in who made it and how much it surprising passersby. People downstairs are
costs is not only appreciated but expected. wondering what’s up.
During conversations and business meetings, citizens 5. A whiff of sweet nargile smoke catches the
tap their chest twice to show they agree with someone, heroes. Several groups of people are trying out
or only once if they disagree. When this is done as part a new blend that seems to be putting them in
of a trade, tapping is the only way to conclusively seal some kind of trance. The salesman is charging
a deal and is considered binding. Being asked to sign
quite a lot of gold for the experience. (In truth,
a contract in any way is seen as a sign of bad faith and
the tobacco has been spiked with Bimbu Ipan,
often met by disbelief.
also known as Dream Spice, hailing from the city
of Nadir.)

R ELIGION 6. A royal herald is announcing a gladiatorial fight


At noon and at midnight each day, some of the city’s that is scheduled to start in the nearby coliseum
Kaa’hen climb the stairs to the top of the minarets in in an hour. He claims the gladiators will be
order to chant their prayers – usually monophonic fighting ‘monstrous abominations from across the
parables with a lot of ornamentation, sung in a wide desert’, which is a highly unusual thing to happen.
variety of scales and intervals of three quartertones.
This lasts exactly half an hour and also serves as 7. A crew of city builders arrives with fresh pots of
a reminder of what time of the day it is. paint to retouch part of the road, blocking the
corner until they are done.
During these services, everyone is expected to stop
whatever they are doing and be quiet. True worshippers 8. Several kids have set up a make-shift sales stand.
put on a silk, ceremonial garb and kneel on the ground They’re trying to sell adventuring gear that looks
while repeating the Kaa’hen’s prayer. Devout persons like it’s been used recently, some blood stains still
almost always carry an idle of their preferred deity and remaining.
end their hymns and mantras by kissing it three times.
9. A philosopher is teaching a group of people in
Interestingly, the Kaa’hen are allowed to sing and talk
a garden. He’s whispering instead of talking out
about any deity within the Ethennian pantheon during
loud, but his listeners are enthralled by what
these intercessions and worshippers of other gods are
he’s saying.
encouraged to participate, but quietly substitute the
godhead being called upon with their own divinity’s 10. There’s a huge wine tasting on the market.
name. Despite this openness of religion, the shrines and Prince Salamon has provided barrels as large
temples of Tamon are dedicated to specific gods, most as doorframes. His entertainers are promoting
of them tied to themes like the desert, fertility, music, a new regional grape.
pleasure, sand, travel, trade, and wealth.

27
LOCAL SPECIALTIES
‘Aaljah’, a scented, bitter-sweet coffee-like brew made ‘Hija’, a sweet, locally-brewed honeyed wine made from
of fermented palm leaves. Considered to be a delicacy. white grapes. Cinnamon is added to give it a golden
color. Also known as ‘liquid gold’.
‘Darha’, spicy snapper tajine with brown rice, orange
lemon and purple olives. The locally-caught snapper ‘Qorma’, steamed Hiriku meat braised with a scented
has a very meaty bite, almost like chicken. yoghurt-garlic sauce and grilled vegetables.

K EY LOCATIONS
GRAND BAZAAR: Beating heart of the city, located just THE OASIS (‘KALEN MAREK’): A bathing inn run by Al
outside the inner walls. It consists of an interconnected Wada, named after its large terrace full of palm trees
network of streets and plazas, all featuring a wide and large basin of water with exotic fish. The Oasis
variety of colorful market stands and small shops. prides itself in offering the best and sweetest pastries
found in Tamon, prepared in their own bakery. They
COLISEUM: Large, circular stone arena with ascending
also have a large range of nargile tobacco flavors on
seats and food stalls where gladiatorial games, circus
offer, including ‘besha’ a local favorite that tastes like
acts and other spectacular events are held. Bairam the
spicy goji berries.
Destroyer is its undefeated champion.
SWORD & CREST: The Sword & Crest is the only tavern
JEWEL MARKET (‘JIFAR’): A luxury roofed market in
in Tamon not styled after a bathing inn or caravanserai.
an opulent building with beautiful tapestry. The most
Run by Sir Oled Menor, an aging knight from Orthoss, it
valued jewels sold here are corondum, diamonds,
might as well be found in any of the major cities in that
emeralds and pearls, while less expensive stones are
region. It features stables for steeds and pack animals,
elevated by being set into intricate gold jewelry.
quarters for Oled Menor and his family, a large kitchen,
GOLDEN PALACE: Salamon’s palace and home, and by a common area, and 12 rooms with 1 to 3 beds each.
far the largest building complex in the city, boasting Serving only food and drinks that would be considered
a separate temple, high minarets with multiple spires regional specialties in Orthoss, such as fairly weak ale,
and rooftops made of gold. Its botanical gardens are hoppy beers, sweet meads, milk, cheese, wine, whey pies,
open to the public at daytime and feature exotic plants, roasted swan, and grilled mutton, the Sword & Crest is
giant flowers and fountains carved by the most famous visited by both Evandyrians who prefer sticking to what
of sculptors. Inside, silk drapes and tapestry from they know and Ethennians who like the novelty value.
all over Ethennia adorn its major chambers. Oil laps
THE BLUE LOTUS (‘HARAN HIJAB’): A bathhouse
and bowls of fresh fruit are found in every room and
a strong perfumed scent concocted to make people including a shop that sells the same bathing oils used
feel more agreeable permeates the entire palace. in its three main public baths. Flowers and herbs are
added to a mixture of coconut and palm oil to make
TEMPLE OF THE MORNING STAR (‘AYA HADIA’): the water foam, with new mélanges being introduced
Tamon’s largest and most influential temple, featuring every month. Massages, scrubbings and other services
three towers. The biggest, middle one, represents are available for some extra coin. All use heated
Sareha, the one to the left represents the entire stone tables that are occasionally cooled with iced
Ethennian pantheon and the right tower – a more rose water.
recent addition made after Salamon took over the
LAKE AURON DOCKS: Said to be the most beautiful
throne – honors foreign deities as well as rare gods
only worshipped by some nomadic tribes. docks of Ethennia. Lined with market stalls and shops,
the docks are almost as much a center of entertainment
AL AHMAR THEATER: An open theater demarcated and business as the Grand Bazaar. Gondoliers entertain
by huge wind-catchers and a reception area. It boasts visitors and couples with percussion using their double
a mechanical stage that uses cogwheels and pulleys to oars; medium-sized longboats are used for transport
full effect, as well as a huge customizable backdrop. across the lake; and larger ships provide longer
passages, all for increasingly higher fees.

28
Ethennia

K EY NPC S
SALAMON OF TAMON: Said to be broad-shouldered and
tall, Salamon is neither – but no-one ever seems to notice,
as the prince exudes charisma. He smiles, but never smirks;
sometimes disagrees, but never scathingly so; and empathizes,
but never up to the point of melodrama. Salamon lost his
father a decade ago and his wife passed away only months
later, but he never remarried. In fact, he seems so much the
cultivated and gentle noble that foreigners who haven’t met
him in person sometimes have a hard time to believe he isn’t
hiding a terrible secret or two. Salamon has one daughter,
Naziha, whose beauty is often compared to that of Lake
Auron at suns-set on a warm summer’s eve.
KHATIJA OF RHA JADDAH: Advisor to Salamon and
fortune-teller. She has become old and wrinkly and doesn’t
appear in public anymore, but it is said that her gift has
only grown. Interestingly, no-one knows what or where
Rhadjadah (Khatija’s stated city of birth) is, which, together
with the minty scent that always accompanies her, has led
many to speculate she is not of this world.
AL WADA: The proprietor of the Oasis, Al Wada is every
bit as friendly as he is tough. A mixture of contradictions,
this Mendrih’lihk wears a multitude of piercings and heavy
black eyeliner, and is rarely seen without a battle-damaged
leather vest over expensive, fashionable clothing. Regulars
at the Kalen Marek are very much aware of the fact that
his amiable veneer hides a more explosive, aggressive
personality that detonates whenever someone causes
a ruckus at his much-beloved bathing inn.
ZIDANA OF TAMON: Prince Salamon’s mischievous niece.
Strangely, Zidana has naturally red hair – which is virtually
unheard of in Ethennia. She has often been caught
stealing, to the point that some of Salamon’s advisors tried
to prove they can’t be related. Regardless, Salamon treats
her like a daughter, and Zidana keeps getting away with
her antics while he continues to pay good gold to alleviate
her transgressions.
BELAL OF EKALOS: A hugely overweight banker of some
notoriety, always accompanied by his three constantly-
arguing advisors. He may possess more wealth than even
Prince Salamon, but lacks the same kindness and manners.
FADRISI OF MESSANI: A jovial minstrel who lost the tips
of his left-hand fingers during an unfortunate encounter
with over a dozen Beastmen (at least according to him…).
He got them replaced with silver thimbles and now plays
the ‘heaviest’ oud songs known in Ethennia due to his
staccato style and palm muting. He performs weekly at
the Oasis.

29
QUEST HOOKS
i ii i ii
NAZIHA KIDNAPPED ZIDANA’S ROBBERY

Prince Salamon’s daughter, Naziha, has been kidnapped Rialto of Oded has been robbed, again. Both previous
by Beastmen. She was on the road back to Tamon after times the culprit was identified as Prince Salamon’s niece
having visited Samorra for a few weeks when the attack Zidana, but this time a necklace worth half a castle has
occurred and is in bad shape according to one of her been stolen and the royal court is denying Zidana’s
guards who survived the incident. Unbeknownst to most, involvement. This means Rialto won’t get compensated
the crime was actually orchestrated by Belal of Ekalos, for the theft. He is furious and is looking for proof of her
offended after Salamon refused him his daughter’s hand wrongdoing, or, alternatively if it turns out she is not to
in marriage. blame, he wants to find out who really is responsible.
Reward: Should the Characters bring Naziha back to Reward: Not the generous kind, Rialto will award
her father, he will reward them with brightly-colored whoever solves the crime with a single jewel worth about
jewels and a patch of land large enough to build a fair- one-thousandth of what the necklace would sell for. If
sized house on. They will also have to start paying pressed, he will grudgingly add a few rubies to the reward.
taxes. Salamon won’t mind keeping the Characters
around and may consider giving them an official rank i ii
that grants some minor privileges in inside the city. GOLDEN VEINS

Three times now, Faisehl and his group of prospectors have


i ii been robbed at night while on their way back to Tamon.
ESCAPED SCRILLYM
They upped security, started taking shifts standing watch
Recently, a horribly mutated Scrillym was caught feasting and last time even ordered a small band of mercenaries
on an entire farmer family just outside of the city. The to guard their gold, but to no avail. There is no indication
beetle was deemed far too dangerous to let it roam free, as to how everything can keep disappearing, but it’s clear
but the academics of Tamon wanted to study its true something extremely mysterious is going on.
nature. It was being held captive at the coliseum, but has In truth, the prospectors themselves are stashing away
now escaped! the gold and pretending it gets stolen in order to seek
It seems like someone broke the degenerated animal compensation from Prince Salamon whilst still being able
free, but the coliseum staff is puzzled and the guards to sell their loot outside of the city state at a later date.
believe magic may be involved. People are waiting for They will hire the PCs to keep up appearances but will
Prince Salamon for guidance and are expecting to be only pay them if the ‘mission is a success’. Everything
told to stay at home for a while, but the royal court is comes to a head when an entirely new band of robbers
remaining silent. shows up, intent on actually stealing the gold.
Reward: Friends of the savaged family will offer the Reward: If Faisehl and his men aren’t found out but the new
Characters livestock and the adventurers will always robbers are stopped, Faisehl will promise to spread the news
have a place to stay when they visit Tamon. The of the adventurers’ skill and ability throughout the city. That
coliseum staff itself will let the Characters choose one changes if the Characters discover what he has been up to.
animal from its collection to take home. In that case, he will offer part of the gold to pay for their
silence. If they are caught and brought to Prince Salamon,
the ruler will be far more generous in his reward.

THREATS & DOOM: FROM BELOW


Years ago, Prince Salamon discovered that one of his advisors, the warlock Garon, was plotting to
overthrow him and install a reign of terror in Tamon. Salamon had him thrown into a Sandworm pit miles
outside of the city, but miraculously, Garon survived. Paranoid, he stayed in hiding for years, and has
since succeeded in finding the single largest Sandworm in the Valgar Plains, which he calls Umlin Raah.
He somehow managed to bring the creature under his dominion and Garon is planning on having it crawl
below Tamon’s city gates and topple them from underneath before letting it feast on the city’s population.

30
Ethennia

SAMORRA
—CITY OF GUILDS—

A GIGANTIC, THRIVING HARBOR CITY RULED


BY TWO MINOR ANLIKA (ETHENNIAN QUEENS)
LOCATION
Samorra is a large harbor city on the east coast of
WHICH PRIDES ITSELF IN BEING THE ‘GUILD Athyr. It is located on the edge of the Valgar Plains
CAPITAL OF ATHYR’ alongside the Black Pearl Sea, in a gulf that is well-
known for its rough waters. Most of the coastal line is
inaccessible and ships perish here all the time, but near
POPULATION 80,894 Samorra, the gulf narrows into a surprisingly calm and
GOVERNMENT Queendom ruled by two Anliki. easily navigable cove. This sole approach has made
Samorra one of the largest harbors in all of Athyr and
DEFENSE Bowmen (1200), crossbowmen (1200), an almost mandatory stop for most ships that have to
infantry with swords and halberds (1200), navy of 32 pass the otherwise perilous Black Pearl Coast.
galleons with a full crew.
SERVICES Adventuring supplies, armorer/blacksmith,
art, assassins boat fares, companionship, curio, bank, A CITY OF CONTRASTS
general supplies, gladiatorial combat, guide, healing, Despite being part of Ethennia, Samorra is the most
housing, inventing, jeweler, leatherworker, library, diverse city in the realm outside of Tamon, which is
lodgings, meals, mounts, repairs, ships, taxis, tailor, immediately apparent in its architecture. The harbor
temple, translator is a hodgepodge of architectural styles, eclectic
decoration and unusual layouts. There is no real
pattern readily discernible in how the city is planned,
with broad avenues intersecting smaller streets and
narrow alleys. Towers stand next to villas and three-
story buildings, shops next to residential houses, and Only masters, grand masters, and guild masters can unlock
military barracks around the corner of commoners’ bracelets and grant someone an upgraded version, whilst
neighborhoods. each bracelet also has an engraved symbol denoting the
attached guild: housekeeping & cleaning, companionship
Many houses are made of malleable materials like wattle
& other personal services, and various kinds of
and daub, cob or wood, but stone and lime are used as
craftsmanship. Craft guilds include farriers, locksmiths,
well. There are buildings with cellars, while others have
executioners, cobblers & cordwainers, embroiderers
their own dungeons or have no underground rooms
& upholders, bowyers & fletchers, chandlers, painters
at all. Strangers often get lost here until they learn to
& dyers, masons & woodworkers, bakers & cooks,
navigate by focusing on the unusual, which is not hard
leatherworkers, skinners & fishers, and armorers.
to do at all once one gets used to it.
Scriveners, philosophers, academics, and priests follow
higher education or some sort of temple career and
A CITY OF FREEMEN are expected to either be completely free of affiliation
AND GUILDS or follow the path laid out before them by their patron
deity. Entertainers are allowed full individual expression
Soon after Samorra was founded centuries ago, it
in theory, but are punished just as severely as other
started to get frequented by civilizations from all
offenders should they break Samorra’s laws or promote
over Athyr, many of whom know slavery. However,
wrongdoing. Other than that, they are encouraged to
the ruling monarchy observed that most of the slaves
never join any guild or organization other than small
got treated extremely badly. The Samorran potentates
bands of other performers.
wanted to expand their territory but were too few in
number and too far removed from the rest of Ethennia The inherent upward mobility of almost all careers has
to attract cheap labor easily, so they started buying kept anyone from revolting or even leaving the city,
slaves in large numbers. Soon, other cities and nations and natives who try to own slaves or criminals who
caught on. Evermore slaves got shipped to Samorra to mess with the guild bracelets are executed without
sell them on the slave markets. any form of trial.
Centuries later, in an unprecedented move, the then-Amrin
Himambarad started to grant slaves far more privileges
than they had been used to and promised them upwards THE TWO QUEENS
mobility. This led to an uprising amongst some of the most Samorra is ruled by Anlika Nulayi of Samorra, daughter of
unscrupulous former slave owners, but the attempted Muh’Ahmud, Sister of Nails, and her wife, Anlika Lauralai
insurrection was soon quelled by Himambarad’s royal Hearthborn of the Evandyrian kingdom Vahlia. They met
guard and allowed the Amrin to clean up house by issuing five years ago shortly after Nulayi ascended to the throne
the Freemen Edict, which was supported by Ka’heen all of Samorra following the tragic death of her parents in
over the city, whose scattered shrines saw worship rise. In a storm. Lauralai soon grew enchanted with Nulayi’s
front of a crowd of thousands gathered before the palace treatment of the local guilds and tried to introduce a lot
and flanked by his guild masters (some of which had just of the same ideas in her home country of Vahlia, but
replaced the ones who had tried to overthrow him) as the locks and other tools to denote ranks and affiliation
well as the high priests from most Ethennian gods, Arim never had any success overseas. These contraptions did
Himambarad announced that no human would ever be earn the city a lot of revenue and together, the Two
a slave in Samorra again, instead installing a flexible system Queens perfected the hierarchical structure that had
denoting occupation – the only of its kind in Ethennia. This already been in place for centuries, doing a far better
was a concession to the guilds, who had seen too many job in promoting it than their predecessors. Within years,
charlatans claim they were members of their organizations. Samorra’s reputation as ‘guild capital of the world’ was
cemented.
Guild members got given a metal bracelet with an
intricate lock that can only be opened with a key that Both queens are well-liked by the local populace
looks like a puzzle piece. The type of metal denotes the and are considered harsh, but just rulers who have
guild member’s rank, with iron denoting novices and succeeded in giving their city a new direction and
brass being the next tier up (initiates), followed by copper vision. Their marriage was a drawn-out five-day long
(apprentices), silver (assistants) and gold with one or feast that culminated with the imaginative execution
more platinum bands (which indicates associates, fellows, of thirteen criminals (with amongst them quite possibly
masters, grand masters, and guild masters). several cultists). It garnered quite the support and
admiration of the local populace.

32
Ethennia

THE PEOPLE OF SAMORRA the proper way of handling things and even the proper
Counter-intuitively, Samorrans are extremely easy way to seal a deal. Many of these things are slightly
to get along with. They originally hail from an old ritualized and often involve handshakes or kisses.
island group that was overcome by a flood millennia
ago and are a hardy, if superstitious lot – one of
the few things they have in common with many of R ELIGION
the nomadic tribes that roam the plains outside of Samorra doesn’t have temples but is riddled with
the city. They usually speak multiple languages and unattended shrines. There are always Ka’heen who
almost all are fluent in Ethennian and the more local worship the entire Ethennian pantheon wandering
Ethemi, although most also understand both Ethyri through the streets instead of serving a specific patron
and Ancient Ethennian. deity. Ka’heen here don’t just act as ritualists, but also
Samorrans have a well-developed, cynical sense of as guides and counselors, particularly in private and
(black) humor and rarely take slight in anything. marital matters.
However, crimes are seen as counter to the gods’ will Almost all Samorrans carry small mats with them. They
and punishment is meted out slowly and painfully. The don’t pray on set occasions but will take time out to
people of Samorra are also very much aware of the get down on both knees and worship whenever they
fact that their region has changed for the worse over think an action might have offended one of the gods –
the last decade and have no patience with criminality any of the gods – or when they feel danger is nearby,
or cults. Members aren’t accorded any mercy and but not immediate. Locals are responsible for keeping
always executed publicly. the shrines clean and doing so is considered to be
a public service, not a job for any of the guilds.

TRADE
Samorrans have taken pride in creating the most ORGANIZATIONS
intricate locks, nigh-unbreakable chains, best wheel Even though guilds are important throughout almost
locks, and hard to replicate keys in Athyr. Their all of Ethennia, there are little to no guilds that focus
locksmiths, armorers, executioners and inventors are on educating the people about local custom and
legendary throughout the world and almost all are history… except, of course, in Samorra. The Teachings
willing to build on that reputation. In their tales, their of a Thousand Ways (‘Telihm’Alw Turaqua’) is not just
locks are even more complex, their chainmail shirts functional, but also social and educative in nature. Its
more impenetrable, their execution devices infallible members educate children about the proper way to act,
and their cages impossible to escape out of. the edicts of the gods, marital loyalty, and much more.
This tendency to overstate things even extends to the They also teach their kids that crimes against these
other main commerce in Samorra: fish. Nowhere else important pillars of decency should be punished harshly
in Ethennia can so many different fish, crustaceans and and often demonstrate the sentences on criminals or
other seafood be found, and fishers use all kinds of would-be slave traders (often the same thing).
different methods to catch them: simple hand lining, The Teaching of a Thousand Ways also trains some of
long-lining, weir baskets, woven nets and harpoons. A Ethennia’s best assassins, hiring out their services to
lot of fish get snatched by the currents and caught anyone who does not only have enough gold to spend,
in sophisticated net structures before they can wash but also seems just and righteous.
ashore. The fishers and skinners are said to be some
There is a significant presence of secretive occult
of the world’s best – a reputation that was created by
groups in Samorra, but most don’t manage to stay
their own guild, of course.
hidden for long. They are eagerly weeded out and
their execution is cause for great festivities, including
songs with unusual time signatures, wild dances
CUSTOMS and even avant-garde performance art or poetry
Male Samorrans greet each other by clenching their readings, all organized around the central squares
fists together. All other genders greet by kissing where transgressors are killed before enthusiastic and
the cheek. Most people here are also extremely appreciative audiences.
superstitious: they will insist on the proper greeting,

33
GOINGS-ON 8. Members of the housekeeping & cleaning guild
1. An audience is gathering for the execution of are cleaning up the blood and gore on one of
four cultists who were caught red-handed while the execution plazas.
trying to convert some disgruntled merchants. 9. An Ishtan crew from Torra Nyega has just arrived.
The occasion is preceded by a band of minstrels Their ship got blown off-course and it’s pretty
playing above the platform of poisonous plants clear none of the crewmembers knew about
where the death penalty will be carried out. Samorra. They all seem quite surprised and
2. An envoy from Oman is trying to find the uneasy with how much better the freemen are
manufacturer of a particularly complex lock treated here than the complement of personal
in an effort to buy the technology and take it ‘assistants’ they have brought with them.
back home. 10. A housekeeping & cleaning guild member
3. A pagan druid of the Order Of The First wearing an iron bracelet walks up to the heroes
Elements is being harassed by a few drunken and ask whether he would be allowed to serve
Samorrans who are accusing him of angering the them. He actually seems very excited about
Ethennian gods. the prospect.
4. A few convicts are hauled through the streets
with their pinkie fingers tied together with locked
chain cuffs, screaming that they are innocent. LOCAL SPECIALTIES
Of course, passersby stop and take the time to ‘Lamuhn’al nichtar’, a honey liquor mixed with
elaborately scold them. a fortified wine made of grapes exclusively grown on
5. The Queens take a rare time out to traverse the the Islands of Roshan.
city with their guards, listening to what their ‘Samak muqashir’, a fish pastry flambéed in a spicy
people have to say. They are open to any and all mixture of spirits and always accompanied by a glass
suggestions, especially those that offer new ways of crispy mineral orange wine.
of promoting their trade, treating guild members
‘Samak amalun’, a popular dish among the locals made
or expanding on Samorra’s reputation.
with fresh caught fish, spices, and herbs. The fish is
6. A Ka’heen is counseling a couple on the steps of coated in a batter made of flour, egg, and milk, fried
a bathing inn, but both husband and wife seem until it is golden brown and served with a side of rice
afraid to tell him what really happened. It might, or bread and a dipping sauce.
after all, constitute a crime.
‘Samak imdarin’ begins with fresh catch from the
7. A minstrel is entertaining the crowd inside seaside markets, cut into thick morsels and seared to
a bathing inn with a performance mixing dance perfection in aromatic oils and seasoned with a blend
with song and comedic anecdotes. of onions, peppers, garlic, cilantro, tomatoes, and
pistachos. This is simmered slowly, thickened nicely
with sour cream or yogurt and topped with a generous
helping of freshly grated cheese.
Ethennia

K EY LOCATIONS K EY NPC S
THE GILL-LESS FISH (‘SAMIT UKURI’): The Samit LYNDKIRST HELLUNDIR: Lyndkirst is a soft-spoken
Ukuri is an avant-garde eatery and bathing inn that and well-mannered sorcerer from Lhandor (Evandyr)
features celebrity owner and chef Mulmakan and a full who has been hiring evermore members of the Masons
kitchen staff of 12 to 20 skilled skinners, sauce makers, & Woodworking Guild to construct one of the largest
brewers and cooks. There are no servers per se, as the buildings in Samorra. Lyndkirst makes money by selling
kitchen personnel also serve the same colorful and his services and is generally liked, but many locals are
tasty dishes that they create themselves. torn on what to think of him: should they be proud
that their city will soon feature the largest building in
THE CHAINS OF ONE-HUNDRED LOCKS (‘TAY’DHAB
Ethennia outside of the temples and palaces, or should
ALMIYI’): The most frequented city public prison,
they be wary of Lyndkirst’s intentions and growing
a plaza, where only the highest-profile criminals
influence?
(usually people dabbling in the dark arts, murderers
and wife beaters) are publicly showcased. It features TAYINNI: Tayinni is a former servant from Ishta who
a roof that can be lowered with a number of manacles got taken in by the Madrasith Ali Bu’Diath after her
and other devices featuring state-of-the-art lock employers mysteriously disappeared during a nightly
mechanisms hanging from it. Crowds are asked what stroll through the Samorran alleyways. She has
they would like to see being used and are often mastered the arts of serving tea, mixing alcoholic
regaled by the introduction of revolutionary devices beverages, and styling her patrons, as well as regaling
or surprise combos. people with her fairy tales, myths and fables. However,
this unique combination of skills has made her services
THE FELLOWSHIP OF ETERNAL SERVITUDE
expensive, and the school board has told Tayinni that
(‘MADRASITH ALI BU’DIATH’): One of the most
they are having difficulty finding new clients, which has
recognizable guild schools in Samorra, a beautiful and
made her suspicious of their motives.
well-decorated building complex of multiple adjoining
houses. Here, the best servants of Athyr are groomed, UHMID OF SAMORRA: Uhmid is a skilled public prison
often from an early age on. Even before their six-year guard with a very well-developed sense of humor.
course is completed, members find well-paid work He often quips and tells jokes, and even hardened
with wealthy traders, sorcerers and aristocrats, all of criminals have been known to laugh with his banter
whom are well-aware of the members’ legendary good and puns. Uhmid being a Samorra native has made him
manners, eloquent speech and perfect serving styles. extra-popular with young women, but so far, he has
only shown an interest in other men.
THE GUILD DOCKS (‘IMRIT KURIMI’): An eye-catching
tent complex built on Samorra’s docks where each guild ALHUANA OF SAMORRA: Alhuana is a dancing
promotes its incentives, services, and members. Most poet who overestimates her own abilities, but her
guilds also sell a small selection of wares or services in attempts at performance art are so horribly bad that
their pavilions, but the focus is on self-promotion, not she has attracted a large following. This has made her
on sales. an effective activist for peasant rights who has been
advocating for lower city taxes.
THE SHRINE OF THE IDOL: Although there are many
shrines in Samorra, there is one that no-one touches. INDRA OF LAMARIS: An orphan who was forced to
It is never named and although it is located near the be creative just so she would be able to survive from
palace, Ethennians just pass by small chapel without an early age on, Indra found happiness in Samorra after
even looking at it so obviously that even foreigners meeting her current life partner, Alhuana. Indra has
who have never been to Samorra quickly take notice. worked her way up to become captain of the Samorran
It seems to have appeared out of nowhere a few years fleet, but her merciless pre-emptive strikes at pirates
ago and in it is a black basalt idol resembling a gargoyle. and criminals have put a price on her head.
The city guards and the Masons & Woodworking Guild
tried to demolish the shrine on several occasions, but
every time they tried to do so, everyone who was
working on the project either got sick or fell victim
to a bizarre accident. Now, there is a silent agreement
amongst citizens to completely ignore the shrine as
if it didn’t exist until someone can figure out what
strange magic is exuding from it.

35
QUEST HOOKS
i ii seemingly randomly – freeing convicted criminals out
A DANGEROUS STORM of their prisons. If this is allowed to continue, there
will soon be too many escaped culprits at large for
Panic! Even though the skies are clear, lightning is
Samorra’s small army to deal with.
striking Lyndkirst’s building every few seconds. The
entire structure is engulfed in crackling blue electricity Reward: If the Characters are able to stop the villains,
and thunderous noises are heard inside. The sorcerer the city is sure to offer them a permanent position as
himself is known to be abroad on a trip to Tamon and guards. This will also include their own quarters in the
people are unsure what to do. city ‘s barracks. If they refuse (and they probably will),
they will be offered a small patch of land, a discount at
What happened is that two of the Masons &
the Masons & Woodworkers Guild, and some amount
Woodworking Guildmembers Lyndkirst employs got
of city-printed gold.
bored and decided to play with two ancient Ayaari
wands lying around in the laboratory they had been
cleaning. They pretended to be swordfighters, but the i ii
wands weren’t supposed to be crossed and created WASHED ASHORE
a field of electricity that is set to expand throughout the
entire city if the two hapless (and now dead) apprentices After he got shipwrecked just off the Black Pearl Coast,
aren’t pulled out of their paralyzed joint state. a man claiming to be an Isthan jeweler from Charr
Dhan washes ashore, clenching a small chest with
Reward: Always the gentleman, Lyndkirst will graciously expensive gemstones in it. There are engravings on the
offer to cast a single spell for the Characters should chest, but no-one is able to make sense of them – not
they be able to help him. He will also write a letter of even other Ishtans who may investigate the etchings.
recommendation and should it be clear that they’ve Before long, the man, who says he is simply called
just saved the entire city, he will arrange a dinner at ‘Bar’, is targeted by a group of assassins. The first few
royal court two tables away from where the queens murder attempts inexplicably fail but Bar is willing to
are sitting. hire armed protectors to keep him safe.
Reward: The reward for the PCs depends on whether
i ii Bar is a criminal or a victim who just happens to
CRIMINAL INTERFERENCE
have something of worth to an illegal organization.
A group of dangerous lawbreakers fled its confinement Whatever the case, it is sure to involve part of the
and is causing quite a consternation in the city. The jewels – which may, unfortunately, be cursed.
criminals are waging guerilla warfare and are –

36
Ethennia

THREATS & DOOM:

THE DECEIT
Marahk al Manual, the prominent Master of
the Guild of Armorers and official Armorer of
the Royal Court, was recently caught having an
affair by a spy of the Umilon Hai, the massive
organized crime ring operating out of Aghrapur.
He is being blackmailed to divulge all information
he has on the Royal Guard to the syndicate,
including very personal information about his
friends and colleagues, schedules, and even
molds of the keys needed to open the barracks
and arsenal rooms. The syndicate is intent on
taking over the entire city and has started to
insert spies in key positions. If they succeed, the
transition will be so fast and smooth no-one will
be able to do anything about it except if willing
to lay siege to Samorra. Worse, the Umilon Hai
is intent on enslaving much of the population,
repurposing the metal guild bracelets to a means
to designate slaves.

THE SINKHOLE
Unbeknownst to anyone, there is an immense
sinkhole underneath the city. It is caused by
a gigantic cave complex that runs from the bay
of the Great Eastern Sea to the mountains to
the north of Adesh. Over the course of the last
few centuries, huge amounts of water have
been seeping through the cracks, expanding
the caverns and allowing in all matter of sea
creatures. If the sinkhole opens up further, entire
Samorran neighborhoods will collapse and many
of the monsters will be able to either escape or
wait inside of the water for human prey.

37
OVA DYR

HISTORY fiery, the appearance of this meteor is well-documented


and collaborated by thousands of eyewitnesses.
Just like most of Ethennia, Ova Dyr used to be a fertile land
Since it appeared, things have never been the same.
until those Ancient Gods who refused – or were otherwise
unwilling – to leave Athyr and leave the world to their After what the people of Ova Dyr refer to as ‘The Passing
successors did battle here. Now, the entire region is mostly of the Star’, travelling this barren land has become very
a vast stretch of flat land covered in layers of sand. different. Where once there was only unusually pure,
descending air, there are now frequent fata morganas.
There were once many centers of civilizations here, but Where once the sands held nothing, there is now thelium,
most got utterly razed, destroyed by the cataclysmic a metal stronger than steel that is found in those areas
struggle that enfolded above Ethennia, disintegrated in where the heat is strongest, and where once there were
such a complete way that even finding tombs or lost almost no supernatural occurrences now a portal stands,
treasure that refers to the ancient people who originally purported to give access to a different world entirely.
settled the land is extremely rare. Still, a single city
The existence of these bizarre phenomena has been
withstood the onslaught and it still stands, a lone beacon
the subject of many academic dissertations and quite
of culture in an otherwise desolate flatland of sandy
some philosophical conjecture. Some believe the timing
dunes: Aghrapur, arguably the oldest city of all Ethennia, of the events must indicate that the alien civilization
Ova Dyr’s only trade node and home to the fabled that came from the stars must have landed in Ova
Amalud’Lahn, the largest and most complete biblioteca Dyr, others think the Ayaari migrated here because
in the world. there was so much empty space. Whatever the case,
One would be tempted to assume that the Battle of the if the extra-terrestrials really came to Ova Dyr, their
Gods marked Aghrapur and the people living there more disappearance is most probably due to the Sandworms,
than anything else in history, but one would be mistaken. the true rulers of this region.
Rather, another, slightly more recent event seems to Virtually unstoppable, these immense beings have
dominate the folklore and myths of not only the citizens multiplied over the last centuries, as they do not seem to
of this venerable city, but also the few men and women have any natural enemies and thrive in the loose sands that
living in the few small settlements that arose since the cover the entire area. Their tunnels have become more
land was smoothed by divine combat: a ‘falling star’ that extensive and labyrinthine, and travelling this region has
scoured the skies more than four millennia ago. Bright and become more perilous than ever. Still, humans here have

38
Ethennia

39
proven themselves to be resourceful, and the abundance a threat to these giants should they decide to claim
of subterranean Sandworm pathways has given rise to an back their tunnel complexes.
entirely new tribe: the Urandir, a brave people that has Scattered across the desert are flying rocks or ‘Andrir’,
risen over the last millennia, claiming abandoned tunnels their sharp bottom ends pointing downwards, as if
as their own and evolving a completely new – and, to ready to pierce the earth and puncture the world.
many, altogether outlandish – culture. Remnants of the devastating battle between the
As a result of the scarcity of life aboveground, Ova Dyr has Ancient Gods and the new Ethennian pantheon, they
stagnated somewhat, its history more marked by events float there in silence, covered in a hallucinogenic
that happened many thousand years ago than by any moss referred to as ‘andrir-lan’. Eating the substance is
innovation or advancement, as most people who travel said to ‘open the eyes’ of whoever consumes it to the
here only stay for a while, drawn by the many mysteries complete truth of reality, and many claim to have seen
that the land holds, unless they come to study the books another, far more peaceful world, where chariots fly
of the biblioteca in Aghrapur. through the sky and everyone wields magic. Despite of
these assertions, only a rare few are willing to use the
moss, as many others have collapsed into insanity after
digesting it, their thoughts now forever haunted by

OVERVIEW visions too horrible to articulate.


Yet another strange occurrence or the fata morganas
With the exception of The Dying Lands and maybe the that often appear to travelers who manage to cross
north of Keldor, Ova Dyr may be the most desolate the sands of Ova Dyr. Peculiarly, these mirrors in the
large area in Athyr. While there is much life across sky always depict the same location, albeit it from
the western border and along the banks of The Great different angles. Once the thirst hits, anyone who
Artery, the landscape becomes completely desolate crosses the desert becomes susceptible to seeing what
once one travels eastwards. There, an endless sea of must be the reflection of a city unlike anything on Athyr
sand awaits, with only one city standing before arriving – a metropolis that holds many similarities to what is
at the kingdom of the Oosal Mountains or crossing the experienced while hallucinating after eating andrir-lan.
outskirts of the Valgar Plains: the stately Aghrapur. Towering and majestic, and inhabited by a humanoid
Outside of its only center of civilization, Ova Dyr is species that may be the Ayaari, the cosmopolis looms
home to the Khalindrim, who seem to be the last nearby, as if it can almost be touched, but without the
descendants of the original inhabitants of the region. smells and sounds that should accompany it. Many
Isolated and with communities living far from any have tried to reach it, but as soon as they are close
known trade route, the Khalindrim have virtually enough to make tactile contact, it disappears entirely,
no contact with the outside world and still worship as if it were never there.
two of the ancient gods: the sister suns Aureya and Apart from Aghrapur and its library, its hallucinogenic
Issira. Their language is a form of Old Ethennian, but moss, and its many mysteries, there is another reason
with a dialect so heavy that almost no-one is able to for adventurers to visit Ova Dyr: its deposits of
understand even its most basic grammar. thelium, a naturally-occuring compound that is found
Less isolated and more in touch with the world above above the sands, where the heat is strongest. Because
them are the Urandir, a fairly new tribe that has been thelium cannot be mined but is rather cut like sheets
using the tunnel complexes formed by the Sandworms of ice, many desert inhabitants of Ova Dyr know at
who are so plentiful in this region as their homes. It is which locations it can be found, and the sediment is
this enormous species that holds dominion over Ova always actively protected by whichever community or
Dyr, as these telepathic parasites burrow beneath the intelligent monster is nearest.
surface unchallenged. Telepathic parasites that latch Lastly, no region in Athyr has had as many Djinn
themselves mentally onto other living beings to feed sightings as Ova Dyr. These enigmatic creatures are
upon their emotions, Sandworms are immensely strong as sought after as they are feared and seem to have
and are easily able to crush entire towns underneath a strong connection with these arid flatlands. Some
their flexible bodies, or even reel in complete buildings adventurers have even claimed they found a portal
with the barbed tentacles sprouting from their maws. to the plane of the Djinn somewhere in the north of
It remains to be seen whether the Urandir will pose Aghrapur, where the lowlands rise to become hills and

40
Ethennia

mountains, but all expeditions that have been mounted many ways – far less dangerous than trying to journey
to find it again have met with failure. through the desert plains of Ova Dyr. This is mainly due
to three reasons: the absence of any settlements of
If true, the existence of a gateway to another
note where travelers can recuperate or find resources,
dimension would be disconcerting if not for the
the loose sand that covers almost the entire surface of
legendary reputation of Djinns as bringers of fortune
the subregion, and the underground worm complexes
and wishmasters, and the tales about the supernatural
that make every step more perilous than it appears to
entryway have spawned an entire tradition of
be at first glance… and that’s without taking the other
charlatans who claim that they are able to bind or
life on Ova Dyr into account.
subjugate Djinn to make them to do as their employers
wish. The fault in their logic – if it were so, these ‘Djinn It can’t be stressed enough that any remnants of
charmers’ wouldn’t need to a job, as they could simply towns or cities have long disappeared, leaving only
ask for whatever they wanted – may seem obvious but tent camps the size of hamlets and small tribal villages
has escaped numerous people. outside of ancient Aghrapur – think hundreds of miles
of a single flat, sandy landscape with no routes at all,
except for the ones at the borders and a single trade
triangle running Aghrapur, Turan, and Thoral together.

EXPLORATION It should come as no surprise, then, that there is much


cultural exchange between the mountain citadels and
Even though the western border of Ova Dyr is easily the single Ova Dyrian city still standing. Traders and
navigable thanks to The Great Artery that runs from caravans from any other part of Ethennia – including
Moon Skull Bay to the south along the Plains of Nihar Lamaris – prefer to travel in lines that are drawn as
Din and Beshaar to the west to Lamaris and the Sea straight as possible in order to avoid having to cross
of Jewels to the north, major problems soon arise the desert lands as much as possible, but because
when one needs to traverse the Ethennian subregion of the Rhogoon and because of cave-ins caused by
through its core. In fact, crossing the hills to the north the Sandworms, those makeshift routes need to be
of Oman or scaling the Oosal Mountain Paths is – in replanned every few weeks in order to avoid new
obstacles. Any effort to make paths through Ova Dyr With no bodies of water keeping thirsty travelers from
would soon fail because they would be covered by dehydration, no edible plants to speak of, the searing
sand or destroyed by the ground collapsing into itself. heat of the suns, the presence of dangerous marauders,
and the deadly creatures who make Ova Dyr their
Worse, the indigenous Khalindrim are totally isolated.
home, one would be tempted to think almost no-one
Many don’t even know about the existence of other
is willing to travel here, but that would be false. The
cultures or regions and those who do generally don’t
presence of thelium, the mysteries of the Andrir, the
care. Their communities don’t trade with outsiders,
possible existence of a portal to the world of the Djinn,
their villages don’t have bathing inns or taverns, and
the hallucinogenic properties of andrir-lan, and the
there are no shops of any kind to speak of. The Urandir,
fabled biblioteca of Aghrapur are more than enough
on the other hand, are much more aware of the rest
of an attraction to many adventurers, academics,
of Athyr, but since they live mostly underground, they
rovers, spellcasters, and cultists.
don’t establish caravanserai or trade towns. Marauders
and isolated barbarian tribes have free reign, but Tent camps usually rise up around thelium deposits and
because of the shifting trade routes, they are more are moved when all thelium has been scraped off the
concentrated in the north-east, whereas they pose far surface (which usually takes about a month for a typical
less of a danger in the rest of Ova Dyr, where less loot 120 square feet thelium layer – enough to make four
is to be found. complete sets of plate armor), when the area caves
in, or when it becomes too dangerous to stay there.
Because of the loose sand, travelers tend to sink away
Despite of this flexible lifestyle, the communities thus
inside of the surface, making travel extremely slow
formed have more of a merchant mentality than they
without ralieh, custom sandshoes that look somewhat
resemble nomadic tribes, and tent campers who strike
like vertical tennis racquets, or without specialized
it rich almost always return to the cities to live there as
riding mounts like Hiriku. Even so, Sandworms often
respected (and, often, retired), wealthy armorers and
come looking out, intent on bathing in the sunlight or
blacksmiths. Before they settle permanently, many of
find food. These giant invertebrates only eat live prey
them sell indirectly to the guilds, others set up a stall
and will eat anything bigger than mice and smaller than
in a marketplace until most of their goods have been
an elephant. However, direct attacks by Sandworms are
sold or until they leave again after their scouts come in
less common than falling into their tunnel complexes,
with news of newly formed thelium deposits.
where they reign supreme. They can sense any such
incursion from fifty miles away and will telepathically And so, Ova Dyr keeps drawing in the more adventurous,
alert one another of any intruders. This is one of the courageous, or foolhardy, whether they are questing
reasons why Urandir use abandoned complexes only, in the name of knowledge or looking for wealth that
as the vibrations made there are undetectable. is literally reflecting the suns from the surface floor
instead of needing to be uncovered in the perilous
depths of the ocean or in sunken and difficult to reach
underground tombs.

42
Ethennia

POINTS OF INTEREST
THE NEST sport amongst youngsters
The largest known Sandworm complex lies in Aghrapur, where entire
somewhere in the middle of Messani and Aghrapur. bragging clubs have been
Many travelers have almost lost their lives here, others established, each numbering
have perished altogether while trying to traverse the just a few to a few dozen
distance between both cities. Those who survived members. Kids as young as
falling into the immense tunnel complex below claim 10 brag about how long they
it comprises many levels, the tunnels crisscrossing in will be able to stay inside of
all directions and interconnected at many intervals. the Nest before asking to be
Trying to navigate this maze for more than a few pulled back up. The champion,
minutes is almost impossible without some kind of 14-year-old Mul’Hil, currently
way to know which direction one is heading into. holds the title with a record
Horrifyingly, the fact that so many people know about 121 minutes, and is planning
The Nest’s whereabouts has spawned an underground on returning.

SECRETS & RUMORS


• There is a community of Urandir living in a pocket of The Nest. The people there are rumored
to have learnt how to avoid the attention of the Sandworms, but no-one has actually talked
to them and if they do exist and are willing to divulge their secret, that might change the
way of life in entire Ova Dyr. Because of this, the current ruling body of Aghrapur is preparing
several expeditions to go in and look for the Urandir.

• Some academics think The Nest is too intricate to have been made by Sandworms only, or at
least if the current understanding of their intelligence is accurate. Either these beings are even
smarter than they are already thought to be, or another entity created the tunnel layout, or
something (or someone) else is controlling or directing the creatures. This would also mean
their true motives are, as of yet, unknown, which is extremely alarming.

• A few of the survivors who entered The Nest report having seen glowing larvae the size
of Hiriku in one of the chambers they stumbled into. No-one has ever seen Sandworms in
this stage, but this might mean that their origin is more magical than assumed, which in
turn has some spellcasters attracted to The Nest to find out whether there is some arcane
benefit to reap there.

• Alarmingly, many sages believe that The Nest is even larger than assumed and stretches
all the way up to the Sea of Jewel coasts and Tamon. This has some people pretty upset
and academics have been expressly asked to stop spreading this theory by the Aghrapurian
ruling body.

43
MONDUL H AHN
The biggest known Urandir city, Mondul Hahn isn’t
nearly as large as The Nest, but it is still impressive, as who used to dwell here, the
the tribe has adapted the entire abandoned complex Urandir have carved out
to their needs. . Located along a rock formation additional living quarters
that stretches out northeast from Oman for almost and even temples. Much of
400 miles, the city can be entered through multiple their art involves pottery,
guarded openings in the ground and is lit by fireflies wall drawings, and wall
and fluorescent lichen cultivated by the Urandir. designs, including patterns,
Access to lower levels is by an intricate system of shapes, and carvings. Urandir
pulleys and wooden platforms, but there are also sculptors tend to prefer
several chutes with ropes and gradually descending natural, somewhat abstract
tunnels where one can walk that connect the shapes without sharp corners and almost without
different sections with each other. Aside from the straight lines, and some of it fetches high prices at
tunnels that were naturally shaped by the Sandworms markets outside of Ethennia.

S ECRETS & RUMORS


• Of late, Mondul Hahn has fallen victim to frequent Rhogil – localized sand blasts that storm
through the tunnels, leaving everything covered in sand. Some Urandir believe that these Rhogil
aren’t natural but are caused by the arcane experiments of Amendril Ahn, a legendary alchemist
and mystic who disappeared hundreds of years ago, soon after the city was formed. Amendril had
been experimenting with magic that would graft sand to his body in an effort to achieve near-
immortality and is often used as somewhat of a bogeyman in children’s tales.

• The guards of Urandir have been suffering losses at the hands of the Gendarim – a much-
reviled rebel sect that is intent on changing the Urandir culture from within. According to some
‘deprogrammed’ members, the Gendarim want to change the city’s meritocracy to a society
in which everyone is considered equal. This is unacceptable to most Urandir, but amongst the
younger city dwellers, their ideas are gaining ground and support is growing, up to the point that
some youngsters are ready to take up arms against their elders.

• The many secrets the Urandir here seem to hold have led several kings, as well as the ruling body
of Aghrapur, to send in spies and adventurers to find out what is really going on, but none of them
have returned. The Urandir are feigning ignorance but have tightened the security in unlikely areas
of the complex. Could there be hidden passageways even most denizens do not know about?

IHR-A LADA
Also known as Center Point due to its location before having to pack up
exactly in the middle of Ova Dyr, Irh-Alada is and leave. Because of these
completely barren and without any notable features. short-lived congregations,
Nothing can survive in this stretch of land spanning Ihr-Alada has become
a diameter of about 20 miles – not even insects or a place where new ideas
native creatures like Sand Crawlers or Sandworms. and hypotheses about the
Despite that fact, Ihr-Alada has become an almost cosmos and fortunetelling
mythical place, as the stars whose light is still able are developed, and
to reach Athyr are clearer here than anywhere else. some groups hold annual
This has drawn astrologers, diviners, and academics conventions here in order
from all over Ethennia to Ihr-Alada, where they small to share observations and
pockets of them stay here for stretches of a few days opinions.

44
Ethennia

SECRETS & RUMORS


• There is a massive cult presence at the yearly meetings here, as the constellations and celestial
signs are even more important to some of the cults than to most traditional seers or priests.

• At certain times of the year, Ihr-Alada offers a clear view of the universe as it once was, long
before the Heralds of Doom arrived. This glimpse into the reality of the past usually comes with
the horrible realization that much of the cosmos has since been consumed or destroyed. During
particular celestial events, the view shifts to a dark, blackened nothingness above, which
many fortunetellers believe is a look into the future. At these moments, onlookers under the
influence of andrir-lan also see a series of occurrences that might be the causes of this dark end
of the universe: explosions, falling stars, and the sudden creation of gigantic black hole. This
scene always ends with whoever saw it disoriented and often even driven to insanity.

• Amongst some of the Khalindrim who are somewhat in touch with the outside world, there is
a rumor that meditating in the middle of Ihr-Aladas puts someone in touch with the ancient
arcane energies of Athyr itself, thereby gaining true understanding of magick. It is unknown
whether anyone has already survived the process, but if they have and the Khalindrim are
right, they might have acquired an innate ability to cast spells unheard of anywhere else
on Athyr.

S ECRETS & R UMORS


• The flying creatures here are said to instinctively be drawn
to Andrir Sul because they sense that it is a magical nexus.
Others think they innately know it will be the site of some
great occurrence that is soon to unfold, while some claim these
monsters are simply highly territorial and simply stay here
because the many Andrir offer them a great variety of resting
and breeding places. Lastly, there is a rumor that the beasts all
consume andrir-lan and are quite protective of their source of
A NDRIR SUL nourishment or hallucinated existence.
Several days of travel east from Nadir
lies a place that is colloquially known • Some spellcasters see a magical formula into the way the Andrir
as Andrir Sul, the largest concentration here float. Andrir Sul might be the encryption of a series of
of Andrir in Ova Dyr. There are exactly gestures, an incantation, or both. If this is true, it might allow
144 floating stones forming distinct, whoever is able to unlock its secrets to summon the Ancient
interconnected circular patterns. Gods, find and open the fabled portal to the realm of the
Ominously pointing downwards, the Djinns, or otherwise grant immense power.
Andrir here are obviously positioned
this way for a reason, but they have • A community of Khalindrim has been spotted here. The tribe
been excruciatingly difficult to study members seem to be able to wander the area surrounding
because of the concentrated presence Andrir Sul without getting attacked or even being disturbed.
of flying predators. In fact, the site has Whenever someone tries to talk to them, they scatter and
been the focus of many aerial battles flee, and it is thought they might have access to underground
between these beings, and there have escapeways or magical transportation.
been several Dragon sightings here.

45
THE RUINED TOWER
OF A NIR M ALEHN The tower fell in disrepair,
Hundreds of years ago, Anir Malehn, aa senior advisor to but it still stands, a sleek black
the ruling body of Aghrapur, petitioned to have a tour edifice with a stone toothed
made far outside of the official territory covered by roof that seems to claw its
the city. Claiming the tower would be far better suited way upwards towards the sky
to his research in astrology than any building inside in the middle of the desolate
of the walls, Anir finally got an approval after 7 years landscape between Aghrapur
of waiting. The donation Anir received was enough to and Ashar. Somehow, no-
pay for the architect, carpenters, and stoneworkers one has claimed it – not
needed to construct the tower and after another 6 even raiders – and the city’s
years, the building was finally finished. Unfortunately, leaders have ordained that
by this time Anir had been taken severely ill and the the tower must be left alone after a series of freak
seer died while inscribing the inner walls of his tower accidents that left everyone who visited the tower
with arcane glyphs. dead.

S ECRETS & RUMORS


• Some think Anir Malehn was a cultist who wanted to use the tower as a means to summon
some sort of dark entity. Luckily, the dark energies he was trying to unleash got the better of
him and he died, but his building should definitely be left alone.

• The freak accidents seem to have a common denominator: they all look like an almost
unnatural stroke of bad luck. This has prompted many to state that Anir must have been cursed
and the seer has become a folkloristic symbol of hubris used in children’s tales to warn about
the arrogance of man.

• One woman is said to have visited the Tower of Anir Malehn and survived; two years ago, the
Evandyran cleric Emilia Forrether decided to travel to the ruins to sanctify them and remove all
evil influence from the place. She returned without the ability to speak and is now taken care of
in a temple inside of the city, her face stuck in an everlasting expression of utter panic.

46
Ethennia

THE IMLIM-R HAAN


The Imlim-Rhaan is an enormous canyon running mountain goats, and lizards
hundreds of miles from the southeast of Ekalos to the reign supreme.
southeast of Keshan. It is thirty-four miles wide at its It is no coincidence that
broadest point and is the largest such ravine outside of the Old Ethennian name of
the Sundered Wastes, reaching depths of 9,750 feet. ‘Imlim-Rhaan ’ translates as
Millennia of arid-land erosion have created a sub- ‘The Whispering Crevice’,
ecosystem within Ova Dyr, rife with vegetation, animals as a constant wind howls
and creatures that are completely unique to the Imlim- throughout the gap,
Rhaan. Rocky and copper-colored instead of sandy whispering with a ghostly
and yellowish, the canyon is littered with ledges and hiss, and the thermodynamics
caverns instead of tunnel complexes and may be the here are very conducive to
only place in Ova Dyr that is inaccessible to Sandworms. the many kinds of gliding
Here, Sandcrawlers and especially hardy species of bats, creatures with leathery wings.

SECRETS & RUMORS


• Some academics, hunters and adventurers who study beasts and monsters have come to believe
that Dragons didn’t evolve out of the mountains, but out of the Imlim-Rhaan . A less nimble
gliding creature every bit as large as a Dragon often referred to as a Drake nests here and it might
very well be that it is a predecessor of the true Dragons, which have grown stronger muscles and
more agile wings.

• The canyon caverns may not only be home to a host of creatures, but also to a human tribe
similar to the Urandir. Some claim to have seen these mysterious people, but they are said
to be entirely obsidian black, hairless, and pupilless, which puts their human heritage into
question altogether.

• At the very bottom of the Imlim-Rhaan is a micro-climate and ecosystem where Dinosaurs roam
free and vegetation abounds, which leaves those few who have been there to wonder whether
one does not pass some dimensional portal to another place entirely.

47
PEOPLES & CULTURE
URANDIR K HALINDRIM
One of the most recent additions to the tribes of Standing slightly smaller than most Ethennians,
Ethennia, the Urandir evolved less than a millennium the stocky Khalindrim are seldomly seen and not
ago after Omlek Urandir, a great Ethennian chieftain much is known about their culture. They seem to
who had spent most of his childhood venturing into be entirely focused on tribalism and are rumored
the tunnel complexes forged by Sandworms, grew to sacrifice their own to appease the twin sisters,
tired of the struggles aboveground and convinced Aureya and Issira. This sun worship might actually
most of his family to retreat underground to build work, as the Khalindrim are unusually resistant to
their own society. Unhampered by allegiances or the heat and dehydration, while also possessed with
need to fight the heat aboveground during daytime, almost inhuman endurance and resilience.
the Urandir soon developed their own meritocracy Despite their obvious potential, the Khalindrim
purely based on skill and accomplishment. This has reject metal tools and have stuck to more primitive
led some particularly harsh Urandir to leave their weapons and armor throughout the ages. Why this is,
babies out in the searing suns of the desert, while remains unclear, but not a single exception is known
others deliver them to the city gates of Aghrapur, and even the few altercations there have been with
Turan, Thoral, or even Oman under the cover of people from outside of their tribe hasn’t resulted in
night in the hopes that they will get adopted by the Khalindrim stealing or using the armament of the
people who can stomach raising them. scoundrels who tried to fight them. Tribe members
The tribe has been allowed to evolve inside of only speak a peculiar accent of Old Ethennian and
abandoned Sandworm complexes for many centuries are inordinately difficult to understand, which makes
now and much of their technology is focused any communication with these solitary humans even
on underground survival. Their engineers are more difficult.
unparalleled miners and excavators, able to design
intricate pulley systems and mechanisms matched
only by the locksmiths of Samorra. They also know
more about the flora and fauna underground than R AIDERS
any other Ethennian tribe or civilization, but their As noted, Ova Dyr is also often visited by raiders
unwillingness to share their knowledge has made from all kinds of different cultures. These groups
them unpopular amongst many academics on the are usually temporary alliances, bands of rovers, or
surface world. criminals who are attracted to the subregion because
of its many mysteries or resources – especially
Although they do not trade with the outside world,
andrir’lan and thelium. So far, none of these parties
Urandir do venture outside and sometimes visit
have formed greater coalitions, which has been both
Aghrapur or other aboveground cities, so they are
a blessing and a curse to the peoples of Ova Dyr.
fairly knowledgeable and aware of what is going on
On the one hand, it keeps them from growing more
in the world. Uniquely and despite their subterranean
powerful and influential (and, thus, dangerous), on
existence, Urandir have demonstrated a knack for
the other hand, it makes most of these parties and
linguistics and most tribe members know at least
the way they operate extremely unpredictable.
seven or eight languages. This has developed into
an amalgamated jargon they only use amongst each
other, as they usually refrain from using it in front of
others – maybe out of politeness, maybe because of
different reasons.

48
Ethennia
TRAVEL ACTS
1. OBSTACLES
Great Dune
1
A recent storm has erected a dune nearly the size of a mountain. It stretches on for as far as
the eye can see. Scaling it will be an arduous and dangerous affair, including slipping on loose
sand and the risk of being buried halfway to the top.

Raging Heat
2
A particularly vicious heat sets in, lasting for hours on end. If no shelter or underground
passage is found anyone marching on in the open sun risks serious exhaustion, dehydration,
and even long-lasting mental illness.

Thelium Sheet
3
A large sheet of thelium covering several miles has formed on the surface. The reflective metal
deposit is still new and not fully formed, but the entire area has become extremely slippery
and even more difficult to navigate than ice.

Collapsed Tunnel
4
A Sandworm tunnel has caved in, leaving a long crevice in the desert. The tunnel’s edges
might crumble if stepped on, but there is a way across. A single, narrow, bridge of earth and
stone that arcs across. But is it as rigid as it looks?

2. EVENTS
Caught in a Storm
1
All around, a series of small whirlwinds is forming, kicking up sand and spinning across the
sand dunes. The vortices gather momentum with every passing second and seem destined to
develop into a full-fledged Rhogoon within minutes.

Quicksand
2 Treacherous patches of quicksand are scattered throughout the area. Getting caught in one
of these pools of sand may result in a quick but horrible and painful death.

Tunnel Complex
The desert’s surface suddenly shifts down into the earth and everyone is swept away along
3 the resulting avalanche of sand. Anyone caught in this landslide ends up in a tunnel complex
below ground. Sands keeps pouring inside the tunnels, though there are several escape routes
that lead deeper into the underground complex.

Deadly Tumbleweed
4
A steady wind is blowing a swarm of flaming tumbleweeds across the sandy wastes, having
caught fire in the blazing hot sun. These blazing hot balls bounce and roll, occasionally pilling
up into great mounds of fire, and rage across an area as far as the eye can see.

50
Ethennia

3. CONFLICTS
Sandcrawlers
1 Sandcrawlers burst up from the sand, ready to attack. They move at great speed and will
attempt to kill and drag down their prey to feast on them underground.

Raiders!
A group of raiders is closing in on the travelers. They are easy to spot as their Hiriku mounts
2 leave a trail of sand behind them, but they’re also likely too fast to flee from. The raiders don’t
necessarily want bloodshed, but will murder anyone who isn’t willing to part with enough
gold, resources, and other belongings.

Sandworm
3
A Sandworm bursts up from the earth and raises its gargantuan body. The entire area starts to
sink into the hole it dug all the while it is ready to devour whatever crosses its path (which is
immensely large!).

Djinn
A lone hut stands in the middle of nowhere. Soon after it is spotted, a muscular. bald man with
4
a face exuding ancient wisdom and wearing a beautifully embroidered loincloth steps outside
and waves over any passersby. He is curious to hear any stories they’re willing to share, most
notably tales of adventure. The man is in fact, a Djinn, and even though unsuspecting travelers
might not realize it, the Djinn will do as he pleases, and they are quite literally at his mercy.

4. INTERACTIONS
Khalindrim Contact
1
A few miles away, a dozen Khalindrim are observing the travelers as they cross the sandy
flatlands. As soon as they realize they’ve been spotted, they dart away and jump behind the
dunes to take cover.

Conglomerate of Bhulaahn
The Conglomerate of Bhulahn is a famous adventuring troupe currently consisting of the
overly-enthusiastic Evandyrian Stargazer Leonardo Darihn, the soft-spoken Ishtan Slayer
2 Ghuruk Amlik, the dissident Roshan Sorcerer Kimlik Hi-Wook, the boisterous Evandyrian
Vanguard Sir Caspin Roughwater, and, of course, their pirate-Hunter leader Bhulaahn. They
are encountered while on a similar quest as the Characters and might either become great
allies or (more plausibly) lifelong rivals.

Vultures
Five vultures are circling above some dunes nearby. They have spotted a camp that has been
3 raided and are getting ready to feast on the corpses of the hapless travelers who got killed
during the attack. Perhaps those responsible are still in the area, and one or two people may
have survived, wounded among their slain allies.

Urandir Family
4
The Characters meet an Urandir family that is headed towards the same destination. They
are friendly and the two eleven-year old twins, Imya and Yinya, are excited and very curious
about the foreigners, but their mother, Thalyii, keeps eying the Characters suspiciously.

51
5. FLORA & FAUNA
Crystal Sand
1 Several small patches of shimmering, purple sand are found up ahead. This crystalline dust is
known as Kormir and is worth its weight in gold if collected and sold.

Patch of Harodja
Up ahead is a rare patch of desert plants known as Harodja, tucked away among wildflowers
2 and colorful cactuses. The place seems to be a favorite sunbathing area for some large, pink,
and hugely territorial lizards, but Harodja can be dried and made into a powder that has
a similar (but more potent) effect as Gadja Herbs.

Abandoned Camels
3 A group of four camels are standing around, without doing much. They are saddled and they
have leather bags attached to their pillions, but their riders are nowhere to be seen.

Torbaji
A group of Torbaji, small scorpion-like (but harmless) and inventive creatures can be seen
4 dragging around small rocks to build some kind of structure. As soon as they notice they have
been spotted the Torbaji crawl away under the sand but will curiously look up to see if the
area is safe to continue their work.

6. LANDMARKS
Mysterious Crater
1
A ridge of stone curves across the desert. Crossing the ridge reveals as vast crater. The bottom
of the crater is glassy smooth, covered with drifts of sand and clusters of bones. In the center
of the crater is a cluster of small buildings made from blocks of sandstone.

Abandoned Observatory
A single makeshift observatory that seems to be abandoned, thrust in the middle of the flat
2
desert land. The hut seems to be made of the parts of four or five wagons and is sparsely
decorated whatever was left over, such as wheels and ropes. Strangely, the sole room was
clearly not meant to live or sleep in, but rather features a single telescope with a broken lens
pointed up towards the sky, through a hole in the roof.

Lone Andrir
3 A lone but particularly large Andrir is floating above the ground. There definitely is activity on
its top – maybe even a Dragon?

Fata Morgana
4
A city can be seen in the distance. It appears to be massive metropolis, consisting of shining
towers inhabited by strange humanoids. The city appears green and well-watered, and looks
to be close by. If the travelers make a detour of a few miles, they should reach it.

52
Ethennia

LAMARIS
—LADY OF THE SEA—

ETHENNIA’S MOST IMPORTANT


HARBOR CITY, KNOWN FOR ITS
FELUCCA AND SHIPBUILDING, AS
B Y LAND
WELL FOR THE LEGENDARY BEAUTY As the broad dirt road that cuts through the Valley of
OF ITS PRINCESS Kendara widens and becomes paved with cobblestone,
the lush forest that hides the Great Artery, riverside
POPULATION 19,529 fisher settlements and the low, rolling Kendaran Hills
GOVERNMENT City-state, ruled by give way to reveal the great harbor city of Lamaris. In
Princess Alhantra of Lamaris, daughter of the distance, beyond what must be at least a dozen
Abd’Hal, Jewel of the Sea hamlets, watchtowers as high as its tallest blue-colored
DEFENSE Bowmen (360), crossbowmen building blocks intercut the city’s already imposing
(240), infantry with swords (360), infantry walls, all lined with rows of torches ready to light up
with spears (180), cavalry on horses with the sky with a warm, inviting radiance. Its largest wall
lances and swords (120), navy (16 galleons, tower sports a single grand entrance gate made from
14 sloops and 14 brigands, each with a full exotic wood and ivory, and above it are sculpted three
complement of crew) different but equally impressive-looking ships.
SERVICES Adventuring supplies, armorer/
blacksmith, black market, boat fares, As one descends into the valley, its sprawling harbor
companionship, curio, bank, fletcher/ and a multitude of tall ships laden with wares from all
bowyer, general supplies, guide, healing, over Athyr come into view. The loud crash of waves
hirelings, housing, jeweler, leatherworker, along with wooden ships rocking in sync can be heard
library, lodgings, meals, mounts, repairs, from miles away.
shipbuilding, ships, storage, tailor, temple,
translator, woodworker

53
GEOGRAPHY BY SEA
Lamaris is situated in a valley at the north coast of
Ethennia, at the Sea of Jewels, several miles away from Once the always-persistent fog that protects
The Great Artery (‘Al’Chirem Ileazum’), the river that
Lamaris so well from foreign invasion lifts,
cuts through the middle of Ethennia and connects
its monumental walls appear out of the
many of its major cities. A few ruins of an earlier
lasts whisps of mist, the immense twin sea
attempt to build Lamaris at the river delta still remain,
but the excessive floods and shifting marshes made gate flanked by two colossal statues, one
the original settlers move further up east. Six- to ten- depicting a robed man wearing an intricate
person basket boats with single lateen sails still provide crown and holding a gigantic scepter,
transportation back and forth from the city through the other one a beautiful young woman
the marshes to The Great Artery. wearing a similar, but more elegant and
slenderer crown, the last remnants of recent
scaffolding still visible around her lower legs.
THE SEA GATE
AND THE NATALIHB Waves crash against the barrier, but they are
Upon approaching Lamaris by sea, the first thing inviting instead of threatening, low enough
one would notice would be its immense walls, which to easily navigate and strong enough to
extend into the water, surrounding the entire port. easily carry even the largest ships into the
Its huge twin sea gate is considered to be one of the sprawling docks. Sculptures and engravings
architectural marvels of Athyr. Looming forebodingly of sleek seafaring vessels are everywhere,
against the sky like two giant stone sentinels, the gates
even more plentiful than the many ships
tower over the harbor like silent guardians. Massive
waiting to enter the steel- and brass-edges
and foreboding, the carvings in their brass and steel
gates, or just leaving the great harbor city.
edges have weathered centuries of storms and raids,
but their original intricate details remain impressively Behind the walls, flat roofs top blue-colored
intact, the left gate depicting the legendary First King buildings that almost look like blocks stapled
of Lamaris, Mandarud, the mythical Scepter of Equity upon each, serving as a splendid herald of the
in hand, whilst the right gate was recently remodeled architectural inventiveness to be found inside
to reflect Princess Alhantra herself, although all who of the city proper.
ever laid eyes upon her agree no human structure
could ever truly capture her true pulchritude and
alluring aura.
Both gates can only be opened by the natalihb, a close
group of harbor supervisors who coordinate travel in THE LAND GATE
and out of the port from the lighthouse that stands
on the edge of the harbor proper. It can, however,
AND THE MUTALIHB
Interestingly, the southern land gate is not controlled
be overridden by a second mechanism that can only
by guards, but by a second group called the mutalihb,
be controlled by a second group of extremely loyal
market superintendents who command access to the
natalihb from inside of Princess Alhantra’s palace.
city. This allows their assistants to keep records of
The natalihb are all seasoned captains or navigators everyone who enters and leaves through land. A tight
who have spent years under the tutelage of senior coordination with the natalihb allows them to keep tabs
members after retiring from active seafaring duties. on the demographics of everyone inside of the city.
Entrance is by invitation only and must be approved
The mutalihb guild structure shares many similarities
by the guild masters. During the final interview, the
with the natalihb, but only allows for experienced
natalihb are joined by a Kaa’hen who is left with the
traders who used to work in the markets of Lamaris
difficult task to ascertain whether the candidate is lying
for at least 5 consecutive years. In order to prevent
or not. If deceit is suspected, the interviewee is not
malfeasance as much as possible, they aren’t allowed
only thrown out of the guild quarters, but also given
to practice their old profession anymore and are even
only 8 full hours to leave Lamaris and never return.
prevented from having others sell their old goods or
This banishment can never be revoked, no matter what
services. In return, they are awarded a monthly stipend
the circumstances.

54
Ethennia

by the Lamarian government, but the importance of beautifully ornamented galleons with large weapon
their new status far outweighs any motivation that emplacements, fast sloops that seem to cleave through
might be gleaned from getting a fixed fee. the ocean as a Dragon does through the air, and
sturdy brigands fortified with steel plates and fittings.
All three are easily recognizable and their appearance
AURELIA’S SHIPBUILDING often makes pirates rout within minutes.
WHARF & ROYAL
SHIPBUILDERS LAYOUT & A RCHITECTURE
Out in the waters, within the city walls, is Aurelia’s
No city is as flexible and customizable as Lamaris and
Shipbuilding Wharf. The reference to Ethennia’s
it shows in its architecture, most of which is extremely
goddess of the stars is not meant literally, but rather
functional. Building blocks can be shifted around
as a way to make clear how wondrous this monolithic
within hours, market stalls fold together and can be
rectangular stone building really is. It is controlled by
moved, pieces of decoration can be swapped with
the Royal Shipbuilders or ‘Binaht fi Alhantra’, a group
other ornaments, wall slots hold multiple canopies and
of expert craftsmen and specialists who use advanced
breweries all store multiple grains and yeasts.
techniques to warp wood into shape, strengthen the
fittings and even temporarily hoist ships into the air This has all made Lamaris a very enigmatic city, as
with an intricate system of chains and pulleys without accounts about the harbor vary and the widely
a need for elaborate scaffolding. This has allowed for different tales told by travelers make many wonder
major technical advances that have made the small to whether they are even telling the truth. The one thing
medium-sized ships built here the fastest in the world. that is a constant, is the abundance of shipbuilding
However, it also keeps Lamaris from manufacturing references. Embroidery, sculptures and paintings
bigger seafaring vessels, as the mechanisms used aren’t invariably refer to ships and life at sea. Foreign traders
able to handle those kinds of weights. would do well to bring goods that are tied to the same
themes if they want to sell their wares to the citizens
Becoming a member of the Royal Shipbuilders Guild
of Lamaris.
is very different than enrolling in the natalihb or
mutalihb guilds: even though it does require an
impeccable track record, acceptance is entirely
based on a series of timed skill tests that feature rope
THE PEOPLE OF LAMARIS
Even though the permanent population of Lamaris is
knotting, woodworking, drawing blueprints and more.
nearing 20,000, there are, at any time, at least as
many temporary visitors staying inside of its city walls.

LAMARIAN SHIPS To the people living here, trade is everything. They


adapt easily and quickly appropriate new techniques
Most ships in Athyr are built frame-first, with planking
from foreigners, making Lamaris as much a hub of
added later, but Lamarian ships are generally carvel-
innovation as a major trading port.
built. The planks don’t overlap and are fixed edge-to-
edge with wooden pegs called treenails. The largest Shipbuilding and seafaring is so much an integral part
vessels have three masts, with square sails on two of of the Lamarian way of life that you would be hard
those and a triangular sail on the back mast. pressed to find a native citizen who is jealous of the
three guilds in power, as everyone is taught from an
Even though the sleek Lamarian builds are impressive
early age on that ships only get built because of the
enough on their own, one of the most astounding
combined efforts of many people working together,
things the Royal Shipbuilders have developed is the
often at disparate times and at separate steps of the
compass, which is integrated into the wood next to
construction process. This lack of bitterness, rancor or
where the helmsman sits. Another invention is the
resentment is ingrained throughout the entire society
inclusion of raised wooden chairs and protective
and helps the people here come together during times
transparent wind shielding for key crewmembers. The
of need or danger.
chairs even have a form of seating belts, with locks that
use Samorran technology. Travelers would be hard-pressed to find a more
accommodating, friendly place, but there is a limit:
Aurelia’s Shipbuilding Wharf produces three kinds of
the people here are accustomed to a give-and-take
iconic ships that have become emblematic for the city:
philosophy, and kindness is always expected to be

55
repaid – either by coin, or by something of similar graces the streets with her entourage and personal
value. Failure to do so will results in animosity first and servant/guards, it is a momentous occasion marked
even hatred if allowed to continue. by the scattering of rope figures shaped like anchors
or ships, dancing, and singing contests. Lamarians and
outsiders alike have been known to feint or even die
TRADE from the excitement while watching the parade, but
Curiously, even though Lamarians will make almost never has the princess fallen out of her role as humble
anything and offer any kind of service if they think and gentle ruler – at least not as far as anyone knows.
people will purchase it, the passion for seacraft is so
ingrained in their mindset that not many of them are
interested in anything that doesn’t refer to shipbuilding CUSTOMS
and the sea. Everyone – family, friends and even mere acquaintances
There is a catch, as building a single galleon requires and foreigners – are greeted in exactly the same way: by
about 2.000 trees and there aren’t nearly enough oak a hug, accompanied with two taps on the shoulder. This
forests near Lamaris that can provide wood suitable also serves to gage the disposition of people Lamarians
for shipbuilding. Thus, Lamaris is largely dependent meet for the first time. An awkward greeting, trying
on trade with the Islands of Roshan and problems to make space or stepping back will make coming to
between the Lamarians and the Roshani sometimes any kind of trade agreement afterwards much more
lead to partial trade embargoes, export tax raises and expensive, if not impossible.
other incentives meant to make the other side comply
with demands. So far, this has never resulted in war as
both the Ethennian city state and the Roshani Emperor R ELIGION
realize stopping trade entirely would most likely lead There are shrines to Alahad and Aurelia everywhere
to the mutually assured destruction of their respective around Lamaris, as well as three temples specifically
economies. dedicated to Alahad, each one accenting a different
aspect of the sea god, which has as much to do with
The one exception to the commercial focus on
the fact that half of the people staying here at any
shipbuilding is the trade in products and services that
time are from outside of the city (and often outside of
honor the Lamarian princess, Alhantra, who is considered
Ethennia), as with the Lamarian philosophy of being as
the most beautiful young woman in all of Ethennia.
accommodating as possible (mostly to optimize trade
opportunities).

PRINCESS A LHANTRA
Princess Alhantra has ruled over Lamaris since her father,
King Imrid, died when she was only 14 years old. Now,
ORGANIZATIONS
Other than the natalihb, the mutalihb and the Royal
29 years on, she doesn’t seem to have aged past 19 or so
Shipbuilders, Lamaris also holds an extremely adapt
and has never faltered to beguile anyone who lays eyes
navy and fearsome standing infantry. Due to its location
upon her. This has led to some speculation, with rumors
and relatively flat area to the South, it only maintains
ranging from the suspicion that her youth is being
a small cavalry on horses.
assured through magical means to the presumption
that she has a personal Djinn at her command who will There is a dark side to the international nature of
rejuvenate her upon the rise of Issira each morning and Lamaris. Its accessibility and proximity to the Sea of
the more mundane idea that she uses a set of man- Jewels has attracted a sizable number of pirates and
made elixirs with an unheard-of efficacy. Interestingly, privateers, most of whom are wise enough to refrain
none of the chitchat is negative or involves dark cults from raiding the waters surrounding Lamaris, instead
and evil magic, and most citizens even consider it bad preferring to work under the cover of criminal
form to doubt Alhantra’s natural beauty. organizations active within the city walls itself. There,
they deal in illicit goods, offer contract killings, sell
Alhantra has become quite the style icon and always
their services as navigators (only to slit the throat
appears in a different outfit, wawing her subjects with
of whoever owns the ship, and steal the loot while
her refined taste and fashion sense. Dolls, dresses and
out in the open ocean), and establish other kinds of
statues that refer to the princess are always in high
shady businesses.
demand by children and adults alike. Whenever she

56
Ethennia

GOINGS-ON LOCAL SPECIALTIES


1. The streets are being cleared, people are flocking ‘Su’muhk’, a very meaty sea bass only found in the Sea
in front of their windows and children are of Jewels.
throwing miniature rope anchors to the ground. ‘Sadduht alkuhal’, a fermented drink that is supposed
This can only mean one thing: Princess Alhantra to cure hangovers.
will soon be coming through with her entourage,
throwing kisses to the crowd from inside of her ‘Lombal malan’, an exceedingly spicy fish stew that is
horse-drawn royal wagon! graded in levels of heat and is used in dozens of eating
competitions organized throughout the city.
2. A curioso shop is changing its façade, swapping
lighthouse miniatures with small pyramids. Might
there be a large delegation from Ishta inside of
the city walls?
K EY LOCATIONS
THE SEA DRAKE (‘DIREHK ALAHBAN’): One of the
3. An argument has developed between a Beshaar most iconic bathing inns in Lamaris, owned by Captain
barbarian from the much-scorned Belkoroman Menahr Muhl, an Evandyrian knight who decided to
tribe and two Lamarian salesmen. Apparently, stay in the city after he visited for the first time about
the barbarian drank some hot mint tea he was a decade ago. Some patrons believe Muhl was actually
offered and is now refusing to give anything in exiled for some unknown reason, but as long as he
return. keeps brewing the best ale in all of Lamaris, no-one
4. A recently arrived ship crew is talking to some really seems to care.
locals about the strange weather that threatened INNER KEEP: This is the palace of the princess. It is
them in the north-east of the Sea of Jewels. The a walled, large, single-building affair, with concealed
thunder and lightning had some supernatural fortifications. Princess Alanthra’s entire staff, military
elements to it. and entourage lives inside. Despite her main resident’s
5. A guard patrol passes by. The captain walks up reputation for beauty, the keep is largely undecorated
to the PCs, desperate for some friendly small- and functional, which only serves to keep the focus on
talk after a hard but boring day catching minor the princess herself.
culprits and juvenile delinquents. THE ROYAL SHIPBUILDING WHARF (‘RAHSEF
6. A group of Roshani pirates passes through with ALAHAD AL’SALAF’): The Royal Shipbuilding Wharf
the smell of liquor on their breath. They all seem consists of a huge, enclosed stone building inside of
quite content and ready to hug anyone nearby. the water with enormous gates and smaller doors at
Anyone. deck-level. It is adorned with giant statues depicting
various sea gods and monsters.
7. A guide is offering a tour through the
Shipbuilding Wharf, claiming that visitors will get SEA GATES: The huge twin sea gates to the harbor,
to ‘learn everything about the secret techniques made of stone. The gates have ramparts that connect
used by the natalihb’. to the rest of the wall and are controlled by an
underground mechanism.
8. There’s music being played in the Indar
Undarin bathing house. The song seems to be SOUTHERN GATES: Smaller and less impressive than
a cautionary tale about sea travel to the the sea gates, the iron-fortified wooden Southern
north-east. gates are still sturdy and flanked by watch towers.

9. A translator is offering her services on a street MANOOHK’S BEARD: Manoohk’s Beard is one of the
corner, claiming to know every language on most innovative eatery in all of Ethennia. Here, meals
Athyr and every possible Ethennian dialect (the feature 22 to 42 courses, each of them dedicated to
first claim being untrue). a different minor god from the Ethennian pantheon,
and each of them presented in an innovative, surprising
10. People on the street stop and pause, trying to
matter. Its owner seems to have a knack to pull out the
make sense of the smell coming from Manoohk’s
names and backstories of gods who are worshipped
Beard, which is hosting some of the best chefs in
by only a very small group of people, often sects that
Ethennia to show off its owners superior cooking
hold no influence whatsoever, to imbed his succulent
skills.

57
but extremely expensive meals in stories that manage K EY NPC S
to captivate just as much as the tastes and textures of ROGAN OF LAMARIS: Rogan is one of the few Lamaris-
his dishes do. born champions. He isn’t tied to the military, but is
THE INDAR UNDARIN: A bathing house without guest often consulted by would-be adventurers, even though
rooms or dining facilities, the Indar Undarin offers rare he’s not active anymore. Rogan once accidentally
segregated bathing areas as well as mixed-gender discovered a secret dungeon underneath a bathing
facilities. Famed throughout Lamaris for its specialized inn that was run by one of the cults. He was caught
massages from all over Athyr (even a supposedly unprepared but managed to kill all the cult members
‘typically Keldorian deep-tissue treatment’), saltwater with a kitchen knife, earning him the nickname ‘Little
baths, bubble pools, steam inhalation rooms, spa Knifeman’ – which, to his great annoyance, stuck.
treatments, and seasonal herbal teas, the Indar Undarin TAHLINA OF TAMON: A fairly young but experienced
attracts a very diverse and wide audience. member of the Binaht fi Alhantra. A sorcerer-engineer
THE SU’MUHK MALAI: A series of small fisher villages of some repute, she her magic to bend and warp wood
held together by ropeways and cables along the Great in the desired shape during the shipbuilding process.
Artery near Lamaris that ends in the Su’muhk Talihn, She is passionate, but she is ready for more and would
a fishers’ quarter inside of the city walls, as if it were love to go on an adventure – preferably on one of the
an extension of the village conglomerate. All villages ships she helped build.
are governed by the Fisher Guild of Lamaris and each MANOOHK OF LAMARIS: Manoohk isn’t your typical
of them focuses on specific kinds of bass found in the chef. He didn’t get interested in cuisine by watching
river and in the Sea of Jewels, supplemented with other his mother or grandmother cook, but rather by
seafood. participating in a number of raids beyond the Ethennian
THE DUSK ALLEY CLUB: A small venue tucked away borders as a mercenary. Weary of killing other people,
in one of Lamaris’ alleys where people who dabble in Manoohk travelled through Athyr for more than 2
the esoteric, arcane, and occult arts come together decades to learn about local ingredients and cooking.
to debate and talk about magic. Membership is by He eventually returned to his home city, where he
invitation only and is open to all who show themselves started Manoohk’s Beard, named after his very first dish:
knowledgeable and wiling to pay the steep monthly a stringy salad topped with fried hairs from his own beard.
membership fee – either in coin or in magical artifacts. Always innovative and looking for new presentations
Although it doesn’t really have a name, it is sometimes and techniques, Manoohk now is on a mission to spread
referred to as the ‘Dusk Alley Club’ by people in the his particular kind of cuisine throughout Ethennia and
know, although some just call it ‘A zela’s Hole’, referring maybe even the entirety of Athyr.
to the wizened old woman who pulls back the curtain SARAH WHITEWATER: Scourge of the Cults, Bearer of
behind the door to reveal the club entrance when the Sword of Naldur, Avenger of the Enslaved, Sarah has
someone knocks five times on the glass of the low- made quite the name for herself during her campaigns
hanging lantern above the outside porch. as a noble knight of Lhandor. In fact, the only thing
she is even better known for than her adventures and
martial accomplishments is her beauty. Vein and at
least somewhat pretentious, Sarah has decided to stay
in Lamaris because she has grown jealous of Princess
Alhantra, who is supposed to be even more beautiful
than Sarah is.

THREATS & DOOM: THE SPY FROM WITHIN


Darkan, a spy from Taliath, infiltrated the Royal Shipbuilders Guild 21 years ago. He has worked his way up
to overseer status and has been adding a structural weakness to each and every ship that is being made
in Lamaris. It allows for good swimmers who can get underneath the boats to literally open up the hull
with contraptions specifically made for that purpose. He has been reporting to a fierce fleet under the
command of the infamous Captain Melindra, who is ready to set sail and attack Lamaris as soon as Darkan
sends her a message by raven to do so.

58
Ethennia

QUEST HOOKS
i ii facing each other on it. No one in the city recognizes
THE MISSING GALLEON the banner and there doesn’t seem to be any crew
on board, as the deck has remained empty for days
Merchants are aghast with the news that some kind of
now, the oars aren’t moving, and there is no other sign
sea serpent has swallowed an Evandyrian galleon whole…
of life. Every adventuring group that tries to get to it
inside of the city walls! Within hours, the entire city is
either is inexplicably drifts off-course or gets lost in the
bustling with rumors. What is going on?
fog and needs to turn around. There must be a way to
Reward: If the Characters find out what happened and board the ship and find out what is going on.
come up with a solution, they will be invited by the
Reward: Whatever is going on, the Characters will be
Royal Shipbuilders Guild to explain in-length what their
royally rewarded by both the natalihb, the royal court,
methods of deduction or induction were, and how
and any government that may hold rightful dominion
they went about solving the problem. If their accounts
over the ship, should they be able to discover its true
sound plausible or can be collaborated, they will be
origins and get it to the Lamaris harbor as a gift to the
granted a small sloop, ready to set sail whenever they
city. If particularly successful, or if it seems like the ship
please, or will be offered customizations to a boat the
might be haunted or otherwise compromised, it will be
Characters already own.
offered to the PCs, as long as they promise to hire crew
staying in Lamaris.
i ii
THE IMPOSTER PRINCESS

After not being seen for a month – which is highly


i ii
INFILTRATED!
unusual – Princess Alhantra has reappeared. However,
almost everyone who saw her during the first parade According to a rumor, one of the mutalihb was caught
since her return noticed something off: the person in the robes of a member of a splinter religious sect,
inside of the wagon was wearing mismatched jewelry. a cult, or some kind of other criminal organization. This
Surely this can’t be the Jewel of the Sea! Who is this is cause for great concern, but the man keeps denying,
imposter – and are criminals or even a secret cabal of claiming that any similarities are purely coincidence. The
sorcerers to blame? incident has alerted the Princess, who is ready to take on
a discrete group of investigators to find out the truth.
Reward: The recompense here depends entirely on
what is really going on, but is almost certain to involve Reward: If the Characters manage to solve the case
the royal court or even Princess Alhantra herself. expeditiously, Princess Alhantra will offer them to flank
her during one of her parades – a rare honor indeed!
The amount of renown and recognition involved will
i ii easily eclipse whatever monetary award they would
THE ENIGMA otherwise have gotten, but if the Characters decline
Consternation in the harbor. A huge black warship has or seem disappointed, she will send them off with
appeared in the fog. It is more than 120 feet long and a treasure chest full of gold pieces… and never call on
is sailing under a black flag with two coiled serpents them again.

THREATS & DOOM: THE FORBIDDEN GATE


Unbeknownst to anyone, Princess Alhantra has inherited a terrible secret from her father: underneath
the city’s waters is an extradimensional gate that accesses an alien dimension where terrible monsters
reign supreme. Her family has been sacrificing all manner of sea creatures for generations now but, of
late, the gate has grown larger and the arcane energy inside of it has been swirling ever faster. Alhantra is
afraid that soon, whatever is on the other side will either require a significantly larger animal… or demand
human offerings.

59
M ESSANI
—THE MOUNTAIN CITADEL—

A CITY-STATE BUILT PARTIALLY ON


A MOUNTAIN BASE, SURROUNDED BY
A HUGE GATELESS WALL DEDICATED TO WALL OF THE GODDESS
THE GODDESS QUISANI AND PROTECTED The first thing one sees upon approaching Messani is not
BY HER SWORN GUARDIANS. the city itself, but its immense moated wall. The trench
is filled with a mesmerizing purplish water that gets its
POPULATION 9,423 (inner city) to 97,491 color from the translucent mineral deposits and crystals
(including the villages) in the Ayurpaya Mountains and that is said to be deadly
GOVERNMENT City-state kingdom, ruled by
to the enemies of Messani, while sparing its citizens –
Queen Aarif Lagheri a gift from the city’s main goddess Quisani. The wall
itself, which is called the ‘Tempahk Pesaar’, is legendary
DEFENSE Hundreds of Watchers of the Wall all over Athyr. It stands 100 feet high, with a thickness of
(no-one knows for sure how many, given the 20 feet, and, quite impossibly, seems to be built of solid
length of the wall itself), 330 royal guardsmen undecorated stone.
armed with various weapons, 540 city
constables/peacekeepers armed with swords Messani is constructed on a man-made artificial mound,
and knives entirely surrounded by the aforementioned moat with
glacis, and protected by a funnel-shaped wall. Uniquely,
SERVICES Architects, armorer/blacksmith, the Tempahk Pesaar extends to the mountain range
art, carpenters, curio, general supplies, guide, Messani was built against and partially covers the base
ironmongers, jeweler, leatherworker, library, of one of the mountains. This is also where the palaces
lodgings, masons, meals, repairs, tailor, temple. can be found and many of them are carved out of rock.
Ethennia

THE WATCHERS
OF THE WALL
There are no visible gates whatsoever. Instead, each of
Even though the many stone buildings lining
the wall guards is a royal guardian who pledges his life
to defending both the kingdom and its protector deity, the sides of the path leading up to Messani
Quisani. Upon death, Quisani bargains with the Munagi grow more plentiful, it is not the presence
who come to fetch the guardian’s soul and if deemed of more villages surrounding the citadel
worthy, that person’s very essence is connected to the that indicates a traveler is nearing the city
Tempahk Pesaar forever. The guardian remains there, proper, but rather the sight of the Ayurpaya
on the wall, slowly losing his sense of self and unable Mountains, their peaks hugging the clouds.
to leave the ramparts, becoming a living, ageless
extension of the stone border. After that, only injury Once the valley gives way to a larger clearing
can bring final death. that gently rises to form the mound on which
The Watchers of the Wall have the ability to create the city stands, the full grandeur of Messani
temporary openings in the stone underneath them, is revealed. Before the city itself soars the
allowing entire wagons to pass until there is no need immense, mighty Tempahk Pesaar. This
anymore for a gate. This unique defense has helped the legendary wall of solid undecorated stone
city state stand sovereign even when the surrounding
stands at a majestic height of 100 feet and is
area was being invaded.
made of solid undecorated stone, significantly
darker than the luminescent purple waters
THE CITY PROPER that seem to coil around it, the moat
glimmering like a hidden river gem.
Inside of the walls lie green pastures, orchards,
farmlands, grain silos, and grazing grounds. There is
a road alongside the inner perimeter of the Tempahk Arrayed atop the wall along its entire length
Pesaar, with smaller roads extending inwards at until it connects to the mountains itself are
seemingly random intervals, all of them leading to the formidable watcher statues, resplendent
the city proper. Despite the wall’s drab and dreary in their indifferent stoicism. Eerily, while no
appearance, Messani’s center is fairly beautiful. There two of these gloomy sentinels of Messani’s
are many narrow curvilinear streets, cul-de-sacs with fortifications are exactly alike, they share
public areas, cross-axial four-part gardens, temples similar facial features and imposing physical
with hammams, animal sheds, stables, residential built, as if to represent warriors made
houses and assembly halls. The actual palaces, council
from the same stock. Even though made
chambers and royal houses are carved out of the
of stone, their eyes seem to follow anyone
Ayurpaya Mountains and loom over the rest of the
urban landscape. Bathing inns are unheard of here and
who approaches.
all bathing is done in the hammams, where much of
the social life is focused. While the pathway does lead to the Tempahk
Pesaar, there are no gates to be seen. Finally,
The entire city proper is heated by a hypocaust system
of underfloor heating and hot-air circulation. Most
slits start to appear, and it almost seems as
buildings feature squat toilets with raised edges, timber if the wall draws lines into itself until, after
ceilings with paintings, and colorfully-painted columns what must be a few minutes, an entire city
of oiled wood. gate has formed, the palaces and minarets
reining above the cobblestone streets that
could tell grand tales of their own.
THE PEOPLE OF M ESSANI
With almost everything needed for a civilization to be
self-sustained and with the Tempahk Pesaar providing
a nigh-impenetrable defense, Messani denizens,
despite being free to leave their city whenever they
want to, have adopted a slightly xenophobic view of
outsiders. Even amongst themselves, they adhere to

61
a strict caste system, with each caste living in its own THE DULAH’DUR
partially segregated section of the city. Because of Even though most of the city’s important stone
this, and because the mountain base location of the resources can be found underground, the quarries there
royal buildings makes it hard to deploy troops fast, the rarely yield expensive gems or rare minerals – those
military barracks are found inside of the city and not can still only be found in the Ayurpaya Mountains. This
inside of its royal citadels. has given rise to a very specific organization unique
The people of Messani do realize travelers need a place to Ethennia: the Dulah’Dur, adventurer excavators and
to stay and foreigners are welcome here, but upon miners specifically trained to combat Mountain Giants.
entering through the wall, they all receive a stamp on These guerilla workers are experts at going in, finding
the back of the hand that indicates the day of entry. what they need as fast as possible, withdrawing small
Visitors are only able to stay for an entire week – amounts of uncommon resources and getting them
anything longer than that needs to be approved by back to the city. They pack light and avoid the kind
Queen Lagheri’s advisors. of open spaces where Mountain Giants are at their
most dangerous, but still often don’t return home
alive, which has made them heroes or fools to other
THE UNDERGROUND Messani, depending on how a specific individual looks
QUARRIES at risky endeavors.
Although the city itself seems impervious to attacks, the
quarries where its people used to collect their stones
and minerals lie outside of the wall, which left them TRADE
vulnerable to the Mountain Giant tribes that live in the Despite the proximity of the Great Artery, there is little
mountains. Mountain Giants are well-known for hating to no trade with Lamaris or any other city. Even the
humans and particularly workers who cut through the gems so sought after by the Dulah’Dur tend to be sold
stone that they believe once had the essence of their and bought in the markets of Messani itself… which
godly ancestors running through their arteries. has made exported Messani jewels extraordinarily
expensive.
After losing too many good people to the wrathful
giants, the Messani government held a competition The notable exception is wine, as there are no
that was announced throughout all Ethennia in grapes growing anywhere in Messani. Efforts to grow
order to find an architect who would come up with grapevines have all failed, which is a cause of frustration
a solution to the problem. After a full year of reviewing to many of Messani’s people, some of whom whisper
and dismissing plans, the former king settled on this is due to an ancient dispute between Quisani and
Imelda Laaialyn, an unknown but brilliant academic Wadahe, the Shepherd of Life.
who claimed to have been living in Messani all her
life. She came up with an elaborate series of tunnels
that allowed stone to be extracted from underneath CUSTOMS & R ELIGION
the city grounds. The project proved to be successful, Denizens of Messani end almost all weighty discussions
and the mining complex has grown to be increasingly with ‘if Quisani pleases’, then wait a few moments for
layered, as workers are delving ever deeper to find the a sign from the goddess. Outsiders have observed this
resources they need. supposed portent can be almost anything and seriously
doubt whether whatever follows truly is a sign from
This underground labyrinth is the subject of many
Quisani, a decision born out of cognitive dissonance, or
urban folkloristic tales and some even whisper that
an excuse for whatever course of action the Messani in
Imelda Laaialyn was actually Quisani in disguise.
question wants to take.
Although the entire Ethennian pantheon is recognized
here, all temples in Messani cater to Quisani exclusively,
with worship of the other gods being relegated to
small shrines.

62
Ethennia

ORGANIZATIONS LOCAL SPECIALTIES


The almost-singular focus on a lone goddess has ‘Bibik mei’, a thick, spicy vegetable chowder with a goat
allowed cultists to infiltrate multiple Messani temples yoghurt base.
after killing off the Kaa’hen who used to serve there. ‘Maza-el-Messani’, a unique blend of cooked meats,
Cultists from all over Ethennia believe Quisani is secretly spices and exotic diced fruits. This culinary delight
residing somewhere inside of the Tempahk Pesaar and is especially popular among travelers and visitors to
are intent on murdering her. the city, as its savory and sweet flavors gave an ever-
changing and exotic experience, but it is difficult to
find, as it is only sold in the night markets, which are
GOINGS-ON far more treacherous than their daytime equivalents.
1. A caravan of wine salesmen arrives at the wall
‘Feykin’, a savory stew crafted from the finest meats,
unannounced. The Watchers there don’t seem to
herbs, spices, and produce which can be found in the
know whether to let them in or not and an envoy
local markets. Only the most knowledgeable of cooks
is dispatched to the Queen.
are able to prepare it properly and the flavors of the
2. People are clearing the area around the house meat and spices are whimsical, each bite bringing with
of a guard. He is on his death bed and wishes to it a new surprise. Some say that the Fey-kin was is so
become a Watcher. A host of Munagi is expected delicious that it is worth risking one’s life to find a chef
to visit him soon. who has mastered it.
3. Traders from outside of the city who want to buy
some local products are arguing with a market
vendor. They feel they should be able to pay the K EY LOCATIONS
same (i.e., lower) amount of money as Messani, THE CORNER OF ETERNAL LUCK: Located on the
but no-one else seems to agree. east side of the Tempahk Pesaar, near where the wall
4. A local Kaa’hen is being beaten because he was flows into the mountains, is an inscription said to have
trying to explain to his flock that the other been made by Quisani herself, but more likely added
Ethennian gods are just as important as Quisani by a local Kaa’hen centuries ago. It reads ‘Let all who
herself. A new priest will soon be needed. stand here be safe under Quisani’s hand’. So far, the
engraving has lived up to its name: no robbery, fight or
5. A bunch of kids stop playing with their marbles murder has ever happened here, although this might
and look at the Characters as if they shouldn’t obviously also have to do with superstition. During bad
be there. times, people sometimes gather at the Corner and
6. A mother is hauling her artisan son away by the even put-up tents until led away by the city guard, all
arm because he tried to make out with a soldier in the hope for better times.
woman from another caste. She’s quite upset – THE SARING BODOAH: The only true tavern in town.
and her son is as well. It is located in the poorest district, where only lowly
7. An old man is standing outside of his home, craftsmen live, but it is still quite nice and offers no less
looking at the sky. He’s been there for a full day than four 8-person bedrooms. Foreigners who don’t
waiting for a sign from Quisani after praying already know are never told, but the name translates
for guidance. to ‘Fool’s Den’.
8. A smart young beggar starts talking to the PCs THE UNDERGROUND QUARRIES: Accessible through
about the lack of upwards mobility in Messani. any of the four well-guarded guild houses (in Messani,
architects and miners share the same guild), the
9. A group of young adults is running up the
underground quarries are a marvel of technology,
mountain side with telescopes. The youngsters
with layer upon layer of tunnels, interconnected with
have heard that a band of marauders is standing
pulley lifts and sturdy staircases. They run hundreds of
outside the walls, enthralled by the purple water.
meters deep and are lit by naturally occurring crystal
10. A passing denizen spits at the PCs and screams for deposits. The air, although thin, is provided by small
them to get ‘back to their own country’. shafts that pierce through the ground up to fields
outside of the city center quite simply known as ‘Air

63
Pastures’. Mine cart tracks cover a large part of the K EY NPC S
tunnel complex, which doesn’t extend beyond where PAVAAN BALAKRISHAH: A gentle Kaa’hen who
the wall is outside. Much happens here, but most of believes his city should be more open to strangers.
what does never reaches the world above. Pavaan is somewhat of an activist and has been
SHRINE OF LOYALTIES PAST AND PRESENT (EL appealing for an audience with Queen Lagheri for 3
DORIDI MELAIN): This shrine was erected by locals years now. He feels the caste system is keeping people
whose heroic family members became Watchers of the from achieving their full potential and would like to
Wall. It is almost like a museum, a two-story affair that see some changes. He would probably already have
houses a permanent exposition showcasing poems and been excommunicated if not for the miracles ascribed
written tales about the exploits of heroes before they to him as a priest of Quisani.
became Watchers, as well as clothes, favored weapons, MAHNAR BAHNARJEE: One of the city’s most famous
and other personal items that used to belong to them. Dulah’Dur. Mahnar is the only known living example of
THE BALLISTA OF IMLIHN: Nestled in the heart of the upwards mobility, as Queen Aarif Lagheri has granted
city is a grand and spacious courtyard, where a single him access to a higher caste not once, but twice. This
ballista stands vigilantly. So prominent is this intricate has caused many of the downtrodden to view Mahnar
projectile weapon that when the morning sun rises and as a hero, while many born in higher castes hate him –
shades of brilliant oranges, yellows and reds reflect off both of which Mahnar dislikes
its steel, it illuminates the entire city like a beacon of MEERAH CHUKRABAHTI: Meerah is the wife of one
hope. It was used by the ancient hero Imlihn to defend of the city’s Watchers of the Wall. She lost her husband,
the city from an invasion by local marauders while Rhamish, after he was mortally wounded defending
the city walls were still being erected. It is here where her honor in a bar. Rhamish had always been a devout
many stories have been told and lessons shared about servant of the city and was rescued from the Munagi.
a bygone age, with tall tales of daring feats, heroic last He is now living eternally on a rampart near the main
stands and legendary heroes. gate. Meerah still visits her husband every day, bringing
THE NIGHT MARKET: On the outskirts of the city, him food and drinks, and doesn’t want to listen to
nestled in its moated embrace, the Night Market those who say he doesn’t recognize her anymore.
emerged from the shadows with a mystical beauty. DICTAH: Dictah is a lowborn from Akani who left Ishta
This grand bazaar, lit by torches and the flickering to find a better fortune for her in Ethennia. So far,
echoes of forgotten voices, is unlike anything seen in things haven’t been working out for her, but the young
the surrounding kingdom. Soon after dusk, the market woman has become a devout follower of Quisani and
gets filled with exotic fragrances, beckoning visitors to is hoping to improve her lot by becoming a cleric. She
explore the goods and wares that were being traded. has learnt Ethennian and is highly motivated, but is
Tables and stalls, each with a plot more tantalizing barred from priesthood because of the inflexible caste
than the last, offered food and wares from all over system. She is now considering revolting in the hopes
the land. Merchants, singers, storytellers, magicians to raise a movement that will force the royal court to
and all manner of adventurers wander through the change the system.
mazes of trinkets and treasures. Here, adventurers can
MELENDRIS OF BESHAAR: Melendris is an
find spells, cures for the mysterious ailments of their
aged shaman who has been insisting that he can
days, or potions, some of which are said to be powerful
communicate with the spirits of the Watchers of the
enough to alter fate itself.
Wall. According to him, they are very much aware
of everything that happens around them and have
retained their personalities, even though they are
unable to communicate as they used to.

64
Ethennia

QUEST HOOKS THREATS & DOOM:


i ii
A FALSE PROPHET

Queen Lagheri’s advisors wish to hire the PCs’ services.


They’ve discovered that the existence of Kaa’hen
Balakrishah’s miracles may be exaggerated at best or THE LIVING MOUNTAIN
false at worst but want proof before taking action. This
might confront Characters with their own sets of morals Unfortunately for the citizens of Messani, their
and decide what to do before handing Pavaan over to days are numbered. One of the reasons why there
the city guard. have been less incursions by Mountain Giants isn’t
that the Dulah’Dur are so effective – it’s that the
Reward: If the Characters turn in Pavaan, the court
will award them with a pouch full of jewels from original inhabitants of the region are partly right.
the Ayurpaya Mountains. If they decide to save the The mountains may not be the gods personified,
Kaa’hen, he will be eternally grateful and the Characters but the petrified remains of a creature from their
will have made an ally for life who may even perform myths: Umlau-Raah, a legendary stone titan
a miracle for them when it is needed most. the size of a mountain that sleeps under the
surface of the mountain. Lately, the giants have
i ii heard one of the mountains stir and rumble –
SOMETHING WICKED YOUR WAY COMES something that hasn’t happened in generations
Messani is abuzz with some bad news: several Dulah’Dur
– and they are beginning to suspect that Umlau-
have seen a Dragon circle over the Ayurpaya Mountains. Raah is starting to awaken.
An attack from above might be one of the only things
that could threaten the city and the Queen is looking
to strengthen her air defenses. In truth, the Dulah’Dur
in question are in league with a criminal group of siege
engineers who are seeking to sell a lot more of their
trademark ballistae, counterweight trebuchets and
catapults than they’ve been able to so far. They’ve THE FANATIC
concocted the Dragon story in order to do just that.
One of the greatest threats to Messani comes
Reward: If the Characters can discover what is going
from one of its most devout citizens: Uarkhwan,
on and inform the court, the Queen will offer to make
a former priest of Quisani, was excommunicated
them Messani citizens and grant them a house with
after mistreating followers of other gods or spirits
a small complement of servants, but this will also mean
they will now belong to a fitting caste out of which on numerous occasions. A religious fanatic who
they won’t be able to escape easily. allows no room for any other deity, Uarkhwan has
had time to tap into the mental realm through
magical means. His plan is as brilliant as it is
i ii terrifying: he wants to invade the thoughts of the
WHAT LURKS BENEATH
Watchers of the Wall and control them to leave
One of the mining crews hasn’t come back from the their station to attack the palace, overthrow the
underground quarries. Most of the guards aren’t Queen, and usurp the entire city-state. Wily,
trained in tunnel combat and the heroes are hired stealthy, and extremely discrete, Uarkhwan has
to go inside and find out what’s happening. Once in, been able to keep his machinations so well hidden
they’ll eventually stumble on a cult that has set up
that he may succeed without even needing to lift
camp inside of a rarely used section of the complex.
a finger.
Reward: If the Characters manage to clear out the
tunnel complex, the Guild of Miners & Architects will
allow them to keep whatever they salvaged from the
cult’s lair. They will also each receive a small pouch with
crystals mined in the mountains.

65
NADIR
—THE QUIET VALLEY—

A PEACEFUL CITY VALLEY FAMOUS FOR


ITS PACIFYING CONDIMENT, DREAM SPICE.

POPULATION 7,981
Upon entering The Quiet Valley from the south, the
sandy dunes in the south give way to a lush green
GOVERNMENT Kingdom, ruled by the Twin
flatland, imbedded in the protective embrace of
Amrins, Bakshi Ramon and Chuwdhuri Mittahl
sedimentary rocks and hoodoos. In the west, the
DEFENSE None. Zero. Zilch. There’s absolutely sounds of the immense river known as the Great
no-one defending Nadir other than a militia Artery can clearly be heard: merciful rapids and
mostly made up of Dream Spice traders.
gurgling water, gently crashing against the rocks
SERVICES Architects, artists, carpenters, and kneading the earth until the water slowly
companionship, eateries, game designers, takes on a deep-green hue and spreads out into the
healers, herbalists, ironmongers, lodging, sparkling Emerald Lake. In the east, rows of trees
masons, meals, shipbuilders, winemakers stretch out until the very end of the basin, flanked
by the Emerald Boulders separating Nadir from the
rest of the surrounding region.

LOCATION Below the smoothly rolling landscape can be seen


Nadir is a city that stretches from the Great the city of Nadir itself, as if it were a gemstone
Artery in the south to the fluorescent blue- encrusted in a piece of beryl jewelry, the farms
green Emerald Lake in the north and the
along the way, grazing animals, and wispy columns
Emerald Mountains to the east.
of smoke indicating the presence of civilized life as
much as the simple but beautiful houses and their
OASIS OF PEACE oriel windows projecting out of the walls, enclosed
with carved wood latticework, the stained glass
Nadir is always sensed before seen. Whatever
approach one takes to enter the city state, reflecting Aureya’s and Issira’s sunlight.
a gentle wave of calm and peacefulness tends
to veil most violent thoughts, the last vestiges
of internal rage leaving the body with the first
breath taken upon setting foot in the valley
that makes up its territory.

Two miles outside of the city proper, travelers have to LAYOUT & A RCHITECTURE
pass by posts where city officials known as the Mandor Nadir has a nice, placid harbor that accommodates
Haladin register anyone who passes and confiscate all small to medium-sized ships and the wooden buildings
weapons and shields until they are picked up again here have been put down in a grid-like pattern, which
upon leaving Nadir. The sentries are also responsible makes navigating here easier than anywhere else in
for controlling the trade route nodes and checking Ethennia. It has natural borders on each side, all of
whether anyone but the city’s Royal Merchant Guild which have waypoints where travelers have to check in
tries to get Dream Spice outside of the city. their weapons and shields.
However, this does not mean that there is no criminality Everything is always carefully tagged and left there until
in the city – rather the opposite. Dream Spice smuggling travelers move on, which would make them effective
rings are commonplace, as is illicit trade, and criminals arsenals if ever weapons were needed in battle (they
tend to come up with inventive ways to ply their trade, aren’t). There are no keeps, castles, citadels, garrisons
including cajoling, seducing, extorting, and otherwise or any other fortified buildings (although the city does
misdirecting their marks.

66
Ethennia

keep a 120-head strong militia of men and women by several religious orders and cults to heighten their
to maintain order and catch criminals). Rather, Kings sense of belonging and strengthen their piety.
Bakshi Ramon and Chuwduri Mittahl reside in a luxury Some even claim that pure Dream Spice, if ingested
palace with beautiful gardens and orchards which in large enough quantities, is able to enhance the use
is accessible to anyone. Royal servants and visitors of magic, making it a well sought-after powder for
mix and enjoy their time together with almost no sorcerers and mages across Athyr.
restrictions.
The Twin Kings of Nadir produce the drug from inside
There is one notable exception, though: a single of the bowels of their palace and distribute it uncut
winding staircase in the center of the throne room through the six Bimbu-lah in the city – dissemination
which descends into the bowels of the palace, where centers where every family that has a registered
Dream Spice is produced. This entrance is carefully residence in Nadir can get enough Dream Spice to
guarded – not by armed warriors, but rather by well- enter its dreams several times a month. Whatever is
dressed and extremely polite pages, who seem to be left, is sold or mixed with herbs and spices to prepare
immune to any kind of coercion or manipulation and it for export, as the condiment is supposed to never
gently but firmly escort unwanted guests outside – leave Nadir in its purest form.
since no-one can use violence in Nadir, this is enough
to safeguard the entire production process, although it The exact recipe to make Dream Spice is a well-
does nothing to stop illicit trade from happening after guarded secret, known only by Nadir’s most important
Dream Spice leaves the palace. guild, the Radin Haladin, which roughly translates
to ‘Royal Blenders’ in Old Ethennian. The mystery
shrouding Bimbu Ipan even extends to the name of
DREAM SPICE the plant used as its main constituent, which is never
uttered to anyone, and many believe that even the
Much of the Nadirian culture revolves around Dream
Radin Haladin don’t refer to the component by its
spice (or ‘Bimbu Ipan’), a savory white powder that can
name to each other, which, of course, only serves to
be put on the tongue or used to flavor food. Even small
cement its near-mythical status.
quantities seem to wash away any violent thoughts and
urges. The sensation of this happening is almost physical,
as if any aggressiveness that may be present in the
body streams away through the mouth and nose. The THE JOINING
feeling is unmistakable, which also makes it impossible The Joining is a yearly event in which Kaa’hen from
to drug someone with Dream Spice without that Kaliope, Bhaidiri, and Sahera, as well as devout
person noticing. Within a matter of seconds, whoever believers who wish to participate come together in
is using Dream Spice will feel calm and relaxed, whilst the palace gardens and join hands. Royal servants
still very much aware of the surroundings. bring each of them a golden cup of Dream Spice
and the kings appear on the palace balcony to lead
This changes when large quantities of Dream Spice are
a countdown, accompanied by a full orchestra. At the
used. Human adults of average size only need a full cup
end of the performance, everyone takes Dream Spice
of Dream Spice to enter a dreamlike state which keeps
together and shares a beautiful dream that serves to
them inside of their reverie for a full day before waking
strengthen their bonds and community even beyond
up. During their dream, they have full control over
what is already there. Even though not everyone can
what is happening and are able to shape and reshape
join in, the event is very much public and local Kaa’hen
the world or even their surroundings as they see fit.
provide free drinks and appetizers at their respective
Most believe these dreams to be only fantasy, but some temples, as it is a major conversion moment and helps
of the academics and philosophers who have studied to increase their flocks.
the phenomenon speculate that Dream Spice users
actually create a very real pocket dimension within the
ethereal plane that only exists until the drug’s effects THE PEOPLE OF NADIR
run out. This seems to be supported by the fact that Unsurprisingly, most the people of Nadir are an
people who know each other well and hold hands while extremely friendly, peaceful lot. They love to sit or
using Dream Spice can enter the dream together and lay back (literally), enjoy the sun, play board games,
share experiences – a practice which has been adopted drink wine and dine together. Even though they are

67
extremely easy to get along with, visitors from outside distinguishable by their jade green baggy trousers and
of Nadir often get a little spooked because they blue head cloths, but also by their pale, earth-stained
feel so different and most decide to continue their skin, as their guild house is the only one in Ethennia
travels after a short stay and rest. However, beneath that is completely subterrestrial and most of their lives
that peaceful veneer are some of the most scheming, is spent underground.
conniving, and manipulative criminals of all Ethennia; Dream Spice trade is regulated by the Mandor Haladin,
scammers, smugglers, and dealers who profit from the which roughly translates as the ‘Royal Inspectors’. Clad
illegal export of uncut Dream Spice. in the same green and blue colors as the Radin Haladin,
but wearing tunics and tight-fitting leather armor,
inspectors are posted at every trade route node, where
WINE & GAMING travelers are required to have any goods they have
Nadir features some of the best vineyards in Ethennia. with them be inspected. Only Royal Merchant Guild
A lot of grape varieties grow here, and wine is one of the members are allowed to transport any Dream Spice at
two most important export items of the city, the other all, and even so a sample is always taken and sifted to
one being board games. The city state is famous for make sure it isn’t pure Bimbu Ipan.
its progressive game designers and has taken a leading
The second most influential organization is the Farmasi
position in that field. Almost any peaceful profession
ying Hibit, a guild that provides medicines, potions,
can be found here, but there are no weaponsmiths of
salves and other ointments to its citizens. Healthcare is
any kind to be found.
free for citizens and travelers alike and paid for with city
taxes. The guild is not responsible for the production

R ELIGION of Dream Spice, even though their highest-ranking


members tend to be called to the palace to serve there
All Ethennian gods are worshipped here, and all
once there is no way to ascend even further in their
temples include sprawling hammams and extensive
rank. Once there, they must swear an oath of fealty and
hospitals where experts provide free healing. However,
secrecy which none of them have ever broken, keeping
the most popular gods by far are Kalliope, Flower of
the mystery of even the small knowledge they manage
Passion; Bhaidiri, the Enlightened; and Sareha, Peaceful
to glean about Bimbu Ipan intact.
Jewel. All three have major temples here and their
priests are held in high regard. Those who believe gods Finally, the Gemdor ying Haladin, or ‘Royal Merchant
to be responsible for the production of Dream Spice or Guild’ is responsible for the actual transportation and
at the very least for the peaceful aura around the city trade of Dream Spice, which is always cut with other
often point at this trio of gods, whom they suspect to substances before being allowed to leave Nadir. It is
reside within the palace itself. also the only guild whose members are armed and
armored, although even Gemdor ying Haladin are
only allowed to pick up their weapons upon leaving
ORGANIZATIONS the city-state. All are expert drivers and riders, and all
are trained outside of Nadir in farms that act much like
The most important organization in Nadir, the Radin
military barracks.
Haladin only share the procedure they use to create
Dream Spice with the royal court, and the relationship As can be expected, there are quite a lot of smuggling
between parties has always been inexorably linked rings active in the city, and dealers are always playing
and intimate, both bodies acting as one in most a cat and mouse game with the local militia. with
Dream Spice-related instances. What is certain, is neither side gaining the upper hand. This is cause
that the main ingredient is extracted from a plant for some concern and foreign traders have asked
that exclusively grows underneath the valley itself, in for stricter measures, but so far the kings don’t seem
a subterranean complex that seems solely connected inclined to change their policies in any significant way.
to the palace. Radin Haladin cooks aren’t only

68
Ethennia

GOINGS-ON K EY LOCATIONS
1. Two members of the Gemdor ying Haladin THE EMERALD GARDENS: A huge herb garden
are talking animatedly at a nearby corner, with lots of beautiful trees and shrubbery along the
complaining about how a recent trade mission bank of the Great Artery. It connects to the harbor
almost went awry after getting ambushed by and features paved roads, lots of banks, Dream Spice
a bunch of bandits looking to steal Dream Spice. booths and food stalls, as well as several bathing inns.
2. The Characters come across a minstrel who is THE NADIR CONCERT HALL: A huge seated indoor
singing about a great hero while accompanying theater that can accommodate up to 800 people.
himself on a lute, but the tale sounds more The circular center stage has arms stretching out in
mellow than it should and is lacking the oomph it eight directions so that performers can almost wade
needs to really make an impression. into the public, entertaining them from all sides. The
3. A few locals are playing an intricate multi-level hall also has dressing rooms for the musicians, as well as
board game with playing pieces representing stockage for a full orchestra consisting of sitars, sarods,
the gods in a nearby garden. Some of them are sahnai, sarangi, tabla, fiddles, vina, kanjira and violins.
smoking, but all of them are drinking wine. THE PALACE THRONE ROOM: Tastefully but

4. The Characters see a young boy cutting an old minimally decorated, the throne room of the palace
woman’s pouch without her noticing. They’ll have is never empty, as it is open to the public. Under the
to be pretty fast if they want to catch him. If she marbled arches sit two thrones joined together and
notices, the woman will sigh, but won’t curse or infused on a pedestal, but the most interesting thing
shout. about the room is the open staircase winding down
into the depths of the castle below, where Dream Spice
5. A young couple that seems it already had is reported to be made.
enough Dream Spice offers some leftovers to
the Characters – enough for two of them to NISWILLA’S WINERY & BATHING INN: Unique
experience the drug. in Ethennia and named after the famed, universally
revered winemaker Niswilla, who passed away a decade
6. While passing by a bathing inn, the Characters ago, this is a vineyard of about 39 acres where no less
see how a rugged-looking, drunken man is gently than 5 different grape varieties are grown. Using a host
pushed out the door. He stammers and objects, of innovative methods to ferment and process the
but doesn’t otherwise resist. grapes, Niswilla’s Winery offers more then 14 different
7. A few Radin Haladin are returning home, wines, each of them either a monocepage or a refined
covered in sediment and looking very tired. They blend. There is a large but cozy bathing inn attached
are treated with the utmost respect by other to the vineyard where the patrons don’t use water,
citizens, who step aside almost reflexively to let but wine to wash themselves with. Unsurprisingly,
them through; attendance is quite expensive.
8. A rucckus in the distance, close to the city gates. THE CENTER HARBOR DISTRIBUTION CENTER:
They inspectors probably just discovered some A fairly large, wooden building with three floors and an
uncut Dream Spice on a smuggler who was trying above-the-ground rail track with carts leading directly
to leave the city. to the palace where Dream Spice is distributed, the
Center Harbor Distribution Center also includes a bar,
9. Two Kaa’hen of Baidiri are conducting a survey
a Dream Spice tasting room, and a huge storage space
in the street about what kind of appetizers
guarded full-time by the business owners and their
the people in the city would like to be served
employees. As the Bimbu-lah closest to the docks, it
during the next Joining – a rather obvious way to
seems more vulnerable to theft than any of the other
promote initiation into their faith.
distribution centers. Interestingly, because everyone
10. A band of barbarians is drinking mead in a local knows it is, thieves often prefer to steal their Dream
bathing inn. Some of them are talking to each Spice somewhere else, as they realize more eyes are on
other fairly animatedly, while a few others are the Center Harbor Distribution Center than on any of
almost asleep, the remnants of the Dream Spice the five other ones.
they just used on a plate in front of them.

69
K EY NPC S strands, toupees, weaves, and extensions… so much so
GOHLEHK ISHLAYIN: A reformed cultist, Gohlehk that a lot of people suspect she is up to no good. She
has scars everywhere and some of his flesh has been isn’t, as she’s been helping smugglers and other culprits
replaced with shiny metal plates. He talks about disguise themselves in return for a cut of their profits.
slaughtering people as if he’s fondly reminiscing about TALEK RYALAHUN: A genius Ishtan spy who was sent
a book he once read, but his memories are very real. here by his king to uncover the secrets of Dream Spice
Gohlehk has an interesting theory to share about production. Talek is hardly someone who blends in, as
Nadir: he believes its supernatural calmness is created he wears large circular earrings that pull his lobes far
by both Kings, whom he suspects to be Bhaidiri and down, dozens of engraved bracelets (he claims they
another, more obscure god. are magical but he can’t say what they really do) and
SAANVI LAKASHIVI: Saanvi is somewhat of a celebrity several pearl necklaces all the time. Talek is posing as
in Nadir, a resident bard who has created her own a trader from Ishta who has decided to stay in Nadir
singing style, using not only her full five-octave singing after becoming enamored with its laidback atmosphere,
range, but also a host of voice effects she uses to but he has made great progress in befriending some of
embellish her singing and tell different kinds of stories. the Nadirian guards, in the hopes that they will be able
However, she is extremely obese and needs to be to lift the veil on what is really happening inside of
carried around by her band of musicians, which has the palace.
kept them from performing anywhere other than in SALEK DHUM: A battle-hardened warrior covered in
their own city state. scars who is somewhat of an enigma. Although most
MOLAN OF TAMON: Molan is a wanderer, weary and assume Salek must be from Taliath, he doesn’t speak
haggard from too many nights lost in the embrace of any of the languages thrown at him and expresses
Dream Spice, he loves to walk around the city and is himself in crude sign language. Salek wandered into
always up to date with the latest gossip and rumors. Of Nadir years ago and simply stuck around. He started
late, his addiction has been getting the better of him to help carpenters and masons build houses and other
and he’s been paddling information in exchange for architectural works without asking for recompense,
more Dream Spice than he’s able to handle. which gained Salek a lot of goodwill and recognition,
despite the claim floating around that he is only
IVANYA URANI: A jovial, heavy-set woman from
pretending not to understand what other people say
Karchova who takes great pride in the many colorful
and clearly has some dark and secret agenda in mind.
self-made wigs she wears, Karchova deals in fake hair

THREATS & DOOM: THE TIME BOMB


Unbeknownst to anyone, the plant Bimbu Ipan is made up of are addictive, succulent food for Sandworms.
Up until now, none of the creatures has ever come across the condiment, but, in truth, the caverns
underneath the palace where the vines grow are a ticking time bomb. If any Sandworm would break
through the underground walls, it would soon attract more of its kind and the entire supply of plants
would be devoured before anyone is likely to act. The worms themselves are a danger to the city as well,
and once inside the walls there is no telling what might happen.

THREATS & DOOM: M ENOR’S COMPANY


Menor’s Company is a small group of corrupt Gemdor ying Haladin. Menor and his lieutenants have been
smuggling out Dream Spice for years now, but the process is so precarious that they haven’t been able
to make much of a profit. Recently, Menor has managed to cultivate a mould that is able to take hold on
Bimbu Ipan and wither it within minutes. Menor is planning on blackmailing the royal court with it, but
the blight is so unstable that it might get out of hand fast, devastating the city commercially, socially, and
culturally, or worse, cause rampant disease as contaminated Bimbu Ipan might get into the hands of the
people without them realizing.

70
Ethennia

QUEST HOOKS
i ii i ii
CULT SPIES IT AIN’T OVER ‘TILL…

One of the cults or fringe religious sects has sent in Nightingale singer Saanvi Lakashivi is in trouble! While
a few spies posing as priests of Aurelia, thinking they will she was sleeping, her entire band, except for fiddle
have an easy time to convert a host of citizens to their player Tuomas, decided to take Dream Spice together,
faith underneath the prying eye of both kings. However, but the musicians got the dosage wrong and are now
Nadir’s calming influence has made some of them less soundly asleep, enjoying their joint dream while holding
careful about keeping their secrets to themselves and hands. Saanvi has never been late for a performance
people are talking. before and needs to be in the Nadir Concert Hall in an
hour from now. Tuomas finds the heroes and tries to
Reward: Should the Characters unmask the cultists,
enlist their help. They’ll have to get Saanvi to the gig
being cast out by Amrins Bakshi Ramon and Chuwdhuri
as well as enter the musicians’ communal dream and
Mittahl will be the least of their worries, as the Temple
convince them to snap out of it.
of Aurelia will send in clerics who will exact a far graver
punishment. The Characters will receive their fair share Reward: If successful, Saanvi and her band will ask the
of gold from both kings, but the priests will be even Characters about previous acts of heroism and bravery.
more generous, offering them guaranteed sanctuary They won’t try to find out whether whatever the
in all of Ethennia should they ever need it. Characters tell them is real, instead embellishing their
tales even more and regaling audiences throughout
i ii Ethennia with the Characters’ stories. The adventurers
THE GAME
may soon find that jealous, rival groups of adventurers
will start showing up wherever they go, hellbent on
A group of Nadirian game designers has come up beating them in whatever they are good at to gain
with The Game: a series of interlocked mazes with name and glory.
mechanical moving parts that is meant to simulate
a dangerous dungeon experience. It is populated with
actors and features several harmless traps, and winners i ii
each get a miniature board game version of the first MAGISTRATE KIM-LU
maze. However, while playing, something goes horribly
Although he was forced to humbly quit his job years
wrong and the traps turn out to be a lot deadlier than
ago after the dynasty he answered to discovered he
was the intention…
was taking bribes, this adapt sorcerer still insists on
Reward: If the Characters help the game designers get being called ‘Magistrate Kim-Lu’. Of venerable age and
out of (or beat) their own game, the Nadirians will be sporting an impressive, well-groomed 5 feet-long white
profusely grateful, asking them whether they can come beard, this Roshani native has made it a personal quest
up with an innovative idea for a single mechanical to discover how Dream Spice is made but, feeling the
contraption. If feasible, they will then design and weight of his age, he asks the heroes to infiltrate the
build the mechanism and offer it to the Characters. Nadirian palace.
Of course, after the Characters leave, they will try to
Reward: If the mission is a success, Kim-Lu will give
capitalize on the idea and make many more to sell to
the Characters a beautiful robe inscribed with arcane
the general public.
runes, as well as an entire chest of gold.

71
GLOSSARY: ETHENNIA
A small nomadic tribe native BIBLIOTECA Ethennian libraries.
AHLDUR to the Valgar Plains comprised
A place where travelers can rest
mostly of shamans. CARAVANSERAI
and buy goods.
Also referred to as the ‘Divine
Many cities claim large swathes
Heat’, the Al’Harayad was
of lands far beyond their city
a century-long drought that
walls, which effectively makes
turned the Valgar Plains into CITY-STATE
AL’HARAYAD them city-states, even though
dry and barren savannah.
the princes and princesses who
It is thought to be an epic
enforce them don’t usually
punishment by the Ancient Gods
charge taxes.
for abandoning them.
Full Ethennian names consist
World-renowned academies,
of a first name followed by
ALJ’MAYA each of them specialized in very
birthplace and name of the most
specific subjects. ETHENNIAN
significant parent (usually the one
NAMES
A title given to Ethennian with the highest status). Usually
aristocrats or high-ranking though, only a first name and
military commanders that birthplace is used.
also indicates they are leading
An Amrin who has been elected
AMIR a group of other people. Nobles
to coordinate an entire region
who aren’t in a position of GRAND AMRIN
and act as a liaison between the
worldly power are never referred
local Amrin and Anlika.
to as Amirs, even if they are
princes or princesses. A large, flightless bird that is
able to travel over the desert
An Ethennian prince or king
sand far faster than any other
AMRIN whose position is determined by HIRIKU
animal. It can easily be trained
heritage and bloodline.
and is used almost exclusively as
Mysterious loating stones found riding animal.
ANDRIR
only in Ova Dyr.
A type of academic priest
An Ethennian princess or queen trained both in the rituals of the
KAA’HEN
ANLIKA whose position is determined by Ethennian pantheon and in the
heritage and bloodline. efficient use of the biblioteca.
Horned giant snails with A semi-nomadic tribe that roams
AZURE WORMS KALIHN
acidic breath. the Valgar Plains.
Most Ethennian inns include Probably the last descendants
a mixed-gender bathing house of the original inhabitants of
BATHING INN next to the tap room, with the KHALINDRIM Ova Dyr. A solitary people who
guestrooms on higher floors and have almost no contact with the
the stables in a separate building. outside world.

72
Ethennia

One of many words used to refer Gigantic, telepathic worms


KHAMSHEEN
to a sandstorm. SANDWORM that burrow in tunnels beneath
the desert.
Ethennians prefer to put a ‘k’
after the ‘c’ in magic to reflect A mixture of 12 different spices
MAGICK SAR’AL’EFRAN
their harsher pronunciation of often used in Ethennian cuisine.
the word.
A type of beetle found exclusively
Immense beasts of burden used in Ethennia with carapaces
MAHLOMUT SILKBEETLE
exclusively by the Mendrih’lihk. made out of thick but ultra-soft
silk fibers.
A large pack animal native
MALIN
to Ethennia. A naturally occurring metal found
in thin sheets on the surface of
The largest nomadic group found
MENDRIHM Ova Dyr after periods of intense
on the Valgar Plains. THELIUM
heat. It is stronger than any
Pagan druids who are still other known alloy and thus much
ORDER OF THE devoted to the Ancient Gods in demand.
FIRST ELEMENTS and who mostly live in the
A fairly recent tribe that makes
Valgar Plains.
its home in underground tunnel
URANDIR
A falling star that scoured the complexes abandoned by the
PASSING OF THE
skies above Ova Dyr more than Sandworms that made them.
STAR
4,000 years ago.
A term used to denote non-adult
YOUNGLING
One of many words used to refer members of a nomadic tribe.
RHOGOON
to a sandstorm.

73
CHAPTER 2:
ISHTA

THE R EGION Far below the ornate Troglodyte caverns and extensive
cliff dwellings, dinosaurs vie with humans for living space
Ishta is a hot and humid jungle region bordering the and dominance. The only place where these lizard-
dry plains and deserts of Ethennia in the north and the like creatures are known to be found in significant
lukewarm Sea Of Blood in the south. It is a naturally numbers, Ishta is home to the hulking Tyrannosaurus
occurring lowland, with the Alakh Mountains to the Rex as well as smaller predators like the Velociraptor
northwest and the Iron Peaks of Dorganthur to the and many other Dinosaurs.
northeast delineating its outer perimeters. These
The mountain ranges, the peaks of which can reach as
natural barriers have long kept the nobles of Ishta’s
high as 1,000 rods, are snow-locked during the winter
numerous tropical city states from having too much
months, allowing for a prodigious melt in the spring
contact with the nomadic tribes and traders from
which feeds the many rivers that crisscross Ishta in the
southern Ethennia.
south-flowing direction, giving life to the great lakes
However, stouthearted merchants still brave the Odazi and Kahija, as well as countless smaller bodies
treacherous passes from time to time, despite their of water. These empty into the tepid Sea of Blood, so
gorges and saddlebacks containing an unknown but named because of its reputation as the southernmost
significant number of dangerous creatures like the hunting ground of the much-feared pirates of Taliath,
degenerate, semi-human Troglodytes that claim the the boldest of which have been known to take smaller
heights as their own. Prone to feasting upon the flesh of vessels upstream to attack cities in audacious, tactically
the unwary, these quick-witted bipedal predators have ingenious raids, with the wealthy centers of civilization
an understanding of the territory that far surpasses located on either rivers or lakes as prime targets for
that of almost any human, allowing them to wage obvious commercial reasons.
a constant guerilla war on unsuspecting or ill-prepared
travelers.

74
Ishta

ABOUT ISHTA who are just as much revered as they are feared by
their own people. Though each of Ishta’s tiny nations
Ishta is often said to be the most savage and deadly varies somewhat in the nature of their governance and
known region of Athyr, much of which can be structure, they follow the same basic societal outline,
attributed to the abundance of predatory wildlife and and a traveler can rest secure knowing the basics of
the high number of warring indigenous tribes that what-is-what as they travel from one to another.
inhabit its jungles. Of course, this assumption could
Ishta is very old, and many civilizations have come and
very well be a misconception, as almost all lands of
gone over the ages, leaving behind traces in the form of
Athyr can be quite pernicious, while both Keldor and
buried and forgotten ruins in the jungle so old that no
Taliath are sure to hide dark mysteries people from
living person knows even their names. Some say these
other regions don’t know about.
are filled with jewels and gold, bus also harbor ancient
In a sense, Ishta could be considered an ocean evil. Though the downfall of these civilizations largely
of dangerous wilderness dotted by tiny islands of went undocumented, certain carvings left by the
civilization… or an unspoiled paradise of wondrous peoples who once made Ishta their home give reason
beauty marred by scattered pockmarks of development. to believe that the devastating eruptions of the great
It all depends on how one feels about the opposing Mount Obetu, The Parching Pinnacle, played a role in
natures of both angles. their fall. Certainly, that ancient volcano lies restless and
Though much of Ishta’s population resides in small violent to this day, its turbulent seismological roaring
reed and clay hut villages scattered throughout the watched carefully by priest-astronomers of Qualat and
various jungles and along their rivers and lakes, there Akshan for signs of another devestating eruption.
are several large city states which maintain a more Beneath the surface of everything in Ishta, whether
sophisticated, governed, and decadent existence. The natural or man-made, lies conflict, struggle, and
most prominent of these are Qualat and Huexolta, instability. The ground rumbles unpredictably.
ruled by powerful juntas of priests, nobles, and sages, Beautiful, multi-colored feathered serpents called

75
Hisilta fly on currents of magic but are poisonous to in turn, also banded together in temporary leagues and
the touch. Tentacled Jungle Arachnids sink their razor- formations, and that may or may not have been allies
sharp claws deep inside of their victims to feast not on only the year before. The conflict is compounded by
their blood, but on their brain fluid, only to get liquified the fact that no less than 20 languages are spoken in
underneath the rubbery laps of skin of Girkyin, which in Ishta, making mutual understanding even more difficult,
turn are crushed to death between the mauling teeth despite the fact that most people are fluent in more
of the great Dinosaurs. than one tongue.
Even underneath the veneer of the cities’ magnificent Despite their differences, the people from Ishta share
pyramids and palatial temples lies a far darker, one common ground: their belief in spirits as nearly-
grimmer reality, as many of Ishta’s majestic edifices are omnipotent beings, each of them either representing
built upon millennia of subjugation, dark magic and a particular aspect of nature or a broad abstract concept.
human sacrifice. In some cities, a captive underclass Dozens of these powerful spirit-deities are worshipped
toils ceaselessly and restlessly everywhere one goes, and, contrary to what is usual in regions like Ethennia or
waiting for a chance to break free from its subjugation Evandyr, the faithful don’t mostly flock to a single divinity
and flee into the jungle or, worse, strike back at their within their pantheon, but rather tend to call on multiple
oppressors, leaving nothing but corpses in the wake of spirits at once, depending on their needs and desires.
their righteous wrath. Also, in stark contrast with the gods of other pantheons,
these spirits do not seem to have left Athyr entirely, and
Ongoing conflicts between city states are perennial and
in exceedingly rare cases, their wistful intervention can
go back generations into the mists of recorded history,
still make the difference between an atrocious failure
only pausing when they join together in leagues and
and a glorious success.
formations to wage war with other city states that have,

76
Ishta

SUBREGIONS JUNGLES OF M ARAROKA


Devoid of any settlements to speak of except for
harbor city Kintaba in its south-east, the Jungles of

TORRA NYEGA Mararoka are characterized by their dense tropical


forests, river routes, and paths so difficult to spot that
By far the most pleasant and hospitable subregion of travelers who are unfamiliar with these surroundings
Ishta, Torra Nyega is continuously patrolled by the almost always need to call in the help of specialized
Xerifa. These wandering judge-lawmen have succeeded captains known as Kiongozi to guide them through
in cementing the area’s peaceful reputation, but their the system of spike-lined trees that makes up the local
presence overshadows a far more disconcerting truth: network of trails.
that even though they may be hidden below a facade
of relative welfare and security, there are many dangers Here, there are creatures so large that some of
lurking below the proverbial surface of the two city- them easily loom over even the biggest of Dinosaurs,
states that make up this territory. ravenous beasts that would endanger the entire fauna
of these jungles if so many of the semi-nomadic humans
More than any anywhere else on Ishta, Torra Nyega’s living here wouldn’t stage ritual hunts for them, both
secrets are firmly shrouded in ancient history and to keep their families safe and to provide their spouses
the significance of the many reminders of ages past and children enough food to sustain them for months.
has long been forgotten. From the colossal statue The most fearsome of these chasers are also their
greeting travelers on the Orunuro river to the gigantic most iconic warriors: the awe-inspiring Jaida and their
monsters that roam the depths of Lake Kahija, not reptile steeds.
even the wealth of information contained inside the
tomes of Huexolta’s Pillar of Sagacity or the most In the end, the very dangers that make the Mararoka
knowledgeable priest-astronomers of Nakbu seems to so unappealing also provide the resources to make
hold the answers needed to unveil Torra Nyega’s oldest the tribes that do shelter here so successful in what
mysteries. they do.

BADAWO WILDS
While the perimeters of the Badawo Wilds are as lush
and green as anywhere else on Ishta, the frequent lava
eruptions that occur at the vents along the fractures
of Athyr’s largest shield volcano, Mount Obetu, form
broad plateaus of up to two miles thick, and the soil
to its north east is cracked and broken. Here, the earth
shakes frequently, but the peoples of the Badawo Wilds
have taken extraordinary measures to prosper here,
while their priest-astronomers constantly confer with
the spirits to forewarn their communities should The
Parching Pinnacle show signs of becoming fully active
once again. It certainly has done so in the past, and
accounts left in the ruins covered in centuries-old ash
and landslide sludge speak of smoke columns of 90 to
120 miles high.
Living both in forest towns and small palisade burgs
built over molten magma, most Badawons – unlike
most Ishtans – do not have to fear reptiles or other
natural creatures, but rather have to contend with
the unnatural monstrosities made out of volcanic glass
known as Shard Beasts, gaseous entities that are referred
to as the Malekorim, and extraplanar elementals that
were drawn to this subregion because of its unusually
hot surface. In fact, there are many sages who believe

77
that the magma itself is alive, and it certainly seems like With direct river access to the entire western part
there might be some sentience lurking inside of the of the continent, Nosso is of supreme importance to
surface layers underneath the walkways, rope bridges, Ishta, and the relationship it has with Qualat in Charr
and huts that make up the Badawon villages. Despite so Dhan is complicated. Akani diplomats are constantly
much of its land being covered in scorched minerals, the being sent upstream to negotiate treaties and tolls, but
periphery of the Badawo Wilds is rich with vegetation, their powerful negotiation position has angered more
and small settlements provide trade posts to sell the than one Qualat official.
crystals, iron, and basalt found in the molten landscape
that comprises so much of this subregion, where the
most valuable treasure is not found underneath the CHARR DHAN
earth, but rather inside of the brittle layers that cover Lush and green with enough rivers and veins of open
it. Unfortunately, this has also attracted the largest areas, Charr Dhan would undoubtedly be a contender
concentration of Beastmen anywhere on Athyr, and for the potentially most prosperous stretch of land in
these violent creatures have formed large warbands Ishta if not for its treacherous delta which keeps any
that threaten the stability of not only the Badawo harbor from being established along its western shores.
Wilds, but also neighboring Akani. Rapids and waterfalls, swampland and dangerous rocky
One lone city blooms here: the thriving metropolis of outcroppings prevent large ships from passing here,
Akshan, where courageous Osador have developed and even its lone bay island is too inhospitable to host
ingenious climbing harnesses, rappelling kits, and anything other than the occasional romantic couple
pulley systems to explore the cracked wounds left in out to risk life and limb in return for some excitement.
the soil in cages that are enhanced to withstand the Despite its raging currents, Charr Dhan is more easily
heat and steam for up to forty-five minutes, making navigable overland than most other subregions on
any exploration attempt both exciting and extremely the continent, and its most northern city, Tixal, has
hazardous. Above them are the Magstradamis, an been able to survive with only small stretches of river
order of revered mystics and astronomer-priests that accessible for trade and other purposes.
has vowed to keep Akshan safe, but that is timorously
With direct river access to both the small but efficient
hiding a terrible secret of its own.
harbor town of Nosso and The Dying Lands, the
metropolis of Qualat stands in the north of beautiful Lake

A KANI Odazi as one of Ishta’s only two metropolises (the other


one being Huexolta). A beacon of acculturation and
Part scorched earth, with a south flank scarred by the refinement ruled by a body of wise priest-astronomers
the second most violent eruption of Mount Obetu in and sages. Qualat boasts its own culture and the people
the history of mankind, part plains, woods, rivers, lake, of this city-state adhere to a set of beliefs that seem
and mineral-rich mountains, Akani is without a doubt alien to most other societies on Athyr, but that seem to
the most varied subregion in all of Athyr, and its have led the spirit-deities they worship to favor them
diversity rivals the most multifarious areas in Evandyr. above all others. Although they are unable to prove
Although there are many small settlements in this that their prosperity depends largely on these ethereal
region, most of Akani’s importance centers around its gods, the rulers of Qualat have staked not only their
small but extremely efficient harbor town Nosso – one own well-being, but also that of future generations
of Ishta’s only two ports of note. Located in the Bay of on them, which unfortunately has led their continued
Mists, it is naturally protected by a shroud of fog that governance shakier than most would suspect.
many believe is magical in nature, and ships coming As erudite as Qualat is, the lands surrounding the
in need guidance from its Yaomin, expert boatmen capital are populated by more stealthy predators
who wear spirits like shrouds around their faces to see and aggressive non-humans than anywhere else on
through the thick mists, to dock safely. Legend holds Ishta, and the Beastmen that live in the Badawo Wilds
that the same haze carries undead sailormen who present a constant danger, as they are attracted to the
will attack any who would dare approach with bad wealth of Charr Dhan like moths to a flame. This has
intentions in mind, and although it hasn’t been put to forced the local chieftains and the Qualat overlords to
the test for decades, the tale alone seems enough to spread their forces ever thinner lest their territory falls
deter many invaders from even trying to get close to to their frequent incursions, making the future of this
the Ishtan shore. halcyon region look quite uncertain indeed.

78
Ishta

To the north, where the river forks, trading boats can has prompted the priests in Tixal to up the number
easily reach The Dying Lands. Here, intrepid nomads of sacrifices and call on the omnipresent spirits of the
are more than willing to barter their more in-demand region more often than even their Akshanian and
goods and services. However, this has made Charr Huexoltan peers. Maybe this is why it is so hard to
Dhan – and Tixal in particular – a prime target for raids traverse the country without encountering spirits,
by Thalian pirates, who often anchor their larger ships both friendly and malevolent ones, and the presence
to the west of the Charr Dhanian island to serve as of the ethereal is large here.
a base for their smaller boats and rowing vessels. This

NATURE SPIRITS LANGUAGE


OF ISHTA OVERVIEW
An overview of the most common nature spirits
worshipped in Ishta. Each spirit will be described in more MOSTLY
detail in the final and complete release of this book. LANGUAGE SPOKEN IN
Huwsedo: The Wind Iawande: The Purity Ishtan Several large cities
Spirit Spirit
Ishari
Kta’Vaska: The Leaf Spirit Oyferi: The Healing Spirit
Ashiri
Jamasepta: The Earth Bao-Ar: The Mountain Charr’Dhan
Imen
Spirit Spirit
Kirea
Odo Oya: The Rain Spirit Zo’Xepl: The Warrior
Baadi
Spirit
Xalhuota: The River Spirit
Nuwemi
Ururana: The Divination
Dalnorra: The Night
Spirit Oeresa Jungles of Mararoka
Spirit
Pakse-Muni: The Binding Panto
Kajemba: The Day Spirit
Spirit Suhemi
Nyudai: The Fertility
Howeme: The Shadow Tauli
Spirit
Spirit
Munajé: The Death Spirit Thori Akani
Enu Sutu: The Song Spirit
Zebado: The War Spirit Andume
Balkepi: The Fire Spirit
Budume
Uru’Massari: The Sky
Zanpak-Zeri: The Hunter
Spirit Obima
Spirit Badawo Wilds
Waniga: The Monster Siltoe
Saidori: The Lake Spirit
Spirit
Ewera
Toka’Habi: The Rock
Oseme: The Breath Spirit Wanpuri
Spirit
Ikomeno: The Beast Polesi
Cuatalemo: The Thunder Torra Nyega
Spirit
Spirit Apane
Lapayetta: The Demon
Spirit

79
TORR A NYEGA

HISTORY Humanity is a curious kind and many families decided


to follow the mountain range up east, where they used
Although humanity sprouted in the Sundered Wastes, their geradril and recently-developed agricultural skills
Ishta was the first region outside of its birthplace that to found Huexolta. By then, the Proto-Athyrian and Old
was settled, and outside of the great eruptions of Mount Ethennian languages had developed into Ishtan, and that
Obetu, the continent was never hit by a great calamity language is still spoken in both cities.
that changed its entire face or climate. Protected by
Although the city-dwellers started to exert their influence
a semi-circle of mountains, Torra Nyega was spared
over the region, farming was still difficult and many
the outbursts of the shield volcano and geographically
people decided to remain in the wilderness and retain
remains pretty much as it was almost 90 millennia ago,
their hunter-gathering lifestyle, even when exposed to
when humans first settled here after making their way to
the methods used in Nakbu and Huexolta. However, as
through the mountain passes and rivers of the Iron Peaks
of Dorganthur. they spread through the region and moved deeper into
the forests, they started to encounter larger and fiercer
It seems certain that Ishtans started out as hunter- predators, and life was often horrendously short. Help
gatherers and the abundance of tropical plants and came not from the living, but from the ethereal.
animals made this lifestyle relatively easy and appealing.
At the time, there were even less open areas than Slowly, the druid leaders, who had been used to the
now. The forest canopy was too thick and the surface weather conditions on the Valgar Plains long before that
too heavily burdened with leaves and shrubbery to territory was flattened, were growing accustomed to
encourage any other way of living, but that all changed their new natural surroundings, and most of them had
with the Geradron. started to commune with the spirits more than ever
before in a call for protection and help.
A large six-legged herbivore with razor-sharp antlers, the
Geradron made great prey, and at one point the Ishtan The spirits responded, but they needed to be appeased.
trappers must have come up with the idea to use the The first to accept the druids’ pleas was Huwsedo, the
antlers as weapons, creating the first geradril, a thick Wind Spirit, who took their words and gently carried
axe capable of slicing through wood if swung hard them throughout Ishta, where the other spirits couldn’t
enough. Under leadership of the druids of the time, one help but listen to them. Soon, Xalhuota, the River
of the communities in the north of Torra Nyega started Spirit, and Uru’Massari, the Sky Spirit, made themselves
chopping trees and experimenting with seeds in a valley known, offering allegiance and guardianship in return
underneath the shelter of the Iron Peaks of Dorganthur. for sacrifice. More spirits revealed themselves fast and
This would later become Nakbu. their worship spread from out of the forest camps to the

80
Ishta

cities in the north and from there through Torra Nyega autonomous villages and communities that still largely
and, eventually, the entire continent. It would become depend on a hunting-gathering lifestyle. Even though
the common denominator, the one thing that binds all some of these peoples have started to cultivate small
Ishtans, despite their differences in outlook, the great patches of land, true farms are only found near the
distances between different communities, and the many cities, but there is one type of building that is prevalent
languages spoken in the region. throughout not only Torra Nyega, but the entire of
Ishta: ziggurats, and the most ancient of these pyramids
are found in this region, where humans first settled.

OVERVIEW Originally erected to appease the spirit gods and


survive without the need of walled cities, there are
The region of northeastern Ishta is known as Torra ancient pyramids to be found throughout Torra Nyega,
Nyega. It’s a large area located between Lake Kahija and even in desolate places where only small semi-nomadic
the metal-rich peaks of Dorganthur, and is bordered tribes dwell. These places of worship are still shared
on the southeast by the Jungles of Mararoka, where by Ishtans hunting up to a few dozen miles away, and
settlements are few and far between and remain small further serve to keep them from moving to agriculture
until one reaches the harbor of Kintaba. Bisecting the and erecting cities, as their bond with the spirits makes
region are the quick-flowing Orn and the slower Uro, life more comfortable and, frankly, less work-intensive
which flow together to form the Orunuro; one of the than farming. They are also the reason why there
great rivers of Ishta, which flows into Lake Kahija and are so many languages spoken throughout Ishta, and
later down to the Sea of Blood. outside of Huexolta and Nakbu, either Wanpuri, Polesi,
Torra Nyega is a pleasant country of forests, farms, and and Apane is used, making communication between
small towns, with the triangle shaped region between Ishtans difficult at times. Most large communities have
the mountains and the joining of the Orn and Uro being interpreters or use spirits to speak with their neighbors,
particularly fecund. It is the least tropical region of Ishta, but conflicts are rare, both because of their common
and its rivers are lined with a string of charming semi- spirit worship and because there are so many edible

81
plants and animals that conquering new territory isn’t
just considered superfluous, but dumb.
EXPLORATION
Where the Jungles of Mararoka are almost impossible
The absence of large-scale cultivation and ranching
to traverse without guides and knowledge of how
has played into the hands of both Huexolta and
to read the paths, travel through Torra Nyega is far
Nakbu, both of which have established extensive trade
easier thanks to it long but narrow stretches of open
with the villages of Torra Nyega, and both of which
spaces and grasslands. Near Huexolta, many of these
consider themselves city states that evenly split up the
are man-made and caused by the kind of deliberate
subregion. Most of the tribes found in Torra Nyega
deforestation needed to create routes through
don’t care, although the Obega have actively resisted
a dense jungle, but all others are natural and mainly
such rulership since the cities established the Xerifa,
found along the lush riverbanks.
judge-lawmen who wander the land in groups of three.
Bearing their city’s tattoos on their entire bodies, Outside of the cities, the Orunuro is where the largest
concentration of natives is found. Much of their social
Xerifa carry different ceremonial weapon, with the
life occurs along the riverbanks, and goods are traded
bolo symbolizing capture, the axe justice, and the spear
on rafts made from balsa logs, reed boats, and canoes.
righteousness. They are widely feared (or respected;
None of these are seaworthy, but they are particularly
the Ishtan word for both concepts it basically
well-suited to travel along the streams of Ishta. In Torra
identical), but mainly stick to the north of Torra Nyega
Nyega, it is hard to travel upstream for longer than
unless accompanying heralds, traders, or caravans in
a few hours without seeing children playing, people
order to avoid angering the independent villages and
washing their clothes, fishers waiting patiently for their
settlements and spreading their forces too thin.
bait to work, and Xerifa patrolling the waterfront.
This all has led to a kind of cognitive dissonance
Unfortunately, despite their rather placid appearance,
amongst the citizens of Huexolta and Nakbu, many of
the waters of Torra Nyega are almost as dangerous as
whom believe that their respective home cities tightly
its most densely wooded areas. Locals learn from an
rule over half of the region, while, in truth, it is too vast
early age on to avoid entire river tracts when there are
and forested to make such a thing possible with the
less fish swimming there than usual, as entire schools of
limited forces they have available. This fallacy has also
small predatory animals are constantly on the lookout
created somewhat of a rivalry between both city states
for fresh meat. Drawn by movement, the horned,
– one many of the more inland communities have
piranha-like Birricadi can gnaw their way through an
taken advantage of by changing allegiances quickly
inch of flesh within seconds while sticking themselves
according to the best deals they are able to get.
into whatever they want to feast on with their head
Outside of Huexolta and Nakbu, the village hegemons antlers. Many a visitor has torn apart a tendon or
pride themselves on their hospitality and, along with has ripped open their own muscle tissue by trying
their wives, daughters, courtiers, and musicians, feast to dislodge them. Worse still are Burrower Maggots,
and entertain visitors with feasts of local fish, meats, slimy grub that eats out entire organs by digging itself
fruit, sweet yams, and vegetables. Added to this staple underneath the skin and entering the blood vessels.
is tapioca and a sort of fiery fermented sugarcane
The Strangle Lichen found near many bodies of water
juice the locals called cachaca, which conveys a wicked
in Torra Nyega is thought by some to be sentient, but
hangover the following day (but is quite delicious) and
most only care about the plant’s intuitive ability to
which is brought to the tribal communities by traders
capture anyone who traverses it, pull it down, and push
from the northern cities in return for other goods.
itself into their mouths, suffocating them. Entire areas
All in all, life in Torra Nyega seems pleasant, but even have been known to get littered with corpses, all serving
the spirit gods are unable – or unwilling – to fully as ghastly compost heaps for more Strangle Lichen, and
protect its peoples from the many dangers of these the bog is eradicated wherever it is found out of fear
lands, and at least one tribe seems ready to embrace that it would encroach deeper into the jungle.
agriculture and become a force in its own right that,
There are supernatural dangers, too. The Amalith
if allowed to grow, might pose a serious threat to the
are ethereal beings that feed on spirits. They are the
two nominal city-states: the aforementioned Obega,
natural enemies of the shamans in this subregion but
a clan of guerilla forest warriors and shamans that
are tethered to the waters and can only leave the
worships Munajé, the Death Spirit, and Zebado, the
riverbanks for a few minutes before being drawn back
War Spirit.
in by whatever force is keeping them there.

82
Ishta

A more common foe found both on land and on water from beast or monster, but from a human tribe: the
is the Mandalin, a foul froglike species that worships Nazahuil, a tribe of fanatical maneaters whose culture
only a perverted version of the demon spirit god revolves entirely around death and bones.
Lapayetta, recast in their own image. The Mandalin Despite all these perils, there are many wonders to
have two powerful prehensile tongues that can extend be found in Torra Nyega, although many of these are
for up to 12 feet and have been known to use them to shunned by the local populace, mostly because their
tear an adult human limb from limb – literally. Their origins have been forgotten or because the spirits have
ritual sacrifices involve merging their victims with the advised its shamans against trespassing and exploring
swamp waste they eat from and are said to rival the these edifices of old.
rites of the twelve cults in their depravity.
At the mouth of Kahija where the Orunuro meets
Finally, there is Lake Kahija, a basin so vast that on vast Lake Kahija and the short mountain range known
the southern shore one can see little of the northern, as the Toquima runs along its eastern shore, lies the
save the rounded peaks of the Toquima mountains Umilas Lan, a great series of ruins so long lost to time
poking above the horizon like a row of giant helmets, that the local inhabitants didn’t know their name; but
all of different shapes and sizes. When traversing its only make protective signs before their faces, divert
surface, freight barge crews immediately unpack and their eyes, and refuse to discuss them under any
mount an odd sort of enormous drum, whose ‘mouth’ circumstances.
terminates below the waterline. The huge, deep tom
is then rhythmically beaten by a specialized type of Not all ziggurats dotting the landscape have been
musician called a Monstruo, whose job it is to warn built in the same age, as their differing architecture
away the Xioqwetla, gigantic monsters that dwell in clearly indicates, and even their purpose may vary
the transparent depths of the Kahija. These creatures from structure to structure. Most of the oldest
normally feed upon the numerous large species of are overgrown and those that aren’t often arouse
freshwater fish which populate the lake but aren’t suspicion amongst nearby tribes, as this can indicate
adverse to overturning boats to gorge themselves on that they have been invaded and maybe even robbed
the struggling passengers who spill into the water. by outsiders. Many foreigners assume that these
pyramids are hidden in the jungle, but that is only
The teeth-chattering, bone-vibrating pulse of the partly right, as most of the edifices were erected along
Monstruo’s drum apparently frightens and disturbs natural routes that provide passage without the need
them, but also often scares away visitors and explorers of geradril or other tools designed to cut through the
who have no idea how the bass tones echoing through thick shrubbery that makes traversing the jungles of
the trees of Torra Nyega are produced. With any Ishta so difficult at places.
luck, while voyaging around the lake passengers will
only catch glimpses of these monsters in the distance: Some of these routes have been covered by plants,
massive reptiles the size of ships, with a single colossal but most are still used and Xerifa keep dozens of small
sail-like fin upon their backs, hugely powerful back outposts along their lengths, both to ensure no-one
legs and tiny forearms tipped with wicked claws, both visits the ziggurats that have been designated unsafe
webbed for speed in the water. and to keep the peace in the city state. Unfortunately,
these stations become smaller and less plentiful as one
One would almost be tempted to choose ground over voyages further away from the cities. In the southeast
water, but one would be mistaken. The Cazrick, great or southwest of Torra Nyega, travelers are mostly on
felines with muscular hind legs that allow them to their own, surrounded by the indigenous fauna and
jump from tree to tree, are great climbers and patient, flora of the subregion.
silent killers, but the most ominous danger comes not

83
POINTS OF INTEREST
CAMP YMAL Camp Ymal is a boot
and training camp for
Camp Ymal is an extensive outpost on the eastern end aspiring Monstruo.
of Lake Kahija. Surrounded by a wooden palisade and Students take place
located in-between several waterways, it is accessible on the steps of the
by boat or wooden bridges over each of the streams. pyramid to learn about
By far the largest of its kind, it features dozens of small the Xioqwetla, the
wharves that can host anything from canoes to the enormous monsters
large rafts, and a large part of the camp’s income is that prowl the basin,
earned by renting out wharves or even entire parts of and other specifics
the docks on a long-term basis. There is no tavern, but about the lake. Drum
the Monstruo who run the place allow anyone to stay exercises are carried
in their houses for a small fee and gladly share drinks out during every morning and afternoon, and upon
and food for a higher one. graduating, students are allowed to stay or leave for
The buildings are mostly made of wood, but some one of the other eight (smaller) camps along Lake Kahija.
small stone houses are found here as well, all Most fail – not because their teachers don’t allow them
surrounding a beautiful and well-kept ziggurat. to graduate, but because they make a mistake while
Peculiarly, even though there is almost always on the water and are killed during a Xioqwetla attack.
someone working on its outside, removing weeds This has actually become somewhat of a sales argument
and cleaning its walls, its entrance is closed off with to the Monstruo, as it demonstrates how dangerous it
a basalt stone slab, and no-one in the camp is willing is to cross the area without a good monster musician
to talk about the purpose of the ziggurat. operating the boat and keeping the monsters at bay.

S ECRETS & RUMORS


• Some visitors who tried to enter the ziggurat were seen being dragged
away by the elder Monstruo, never to be seen again. There must be
something unspeakable inside, or perhaps great treasure. In the latter
case, maybe the musicians have some kind of secret passageway that
allows them to enter unseen?

• A few of the Monstruo seem to have magical powers. Maybe they are
summoning the Xioqwetla on purpose, or at the very least using them
at times, to avoid becoming obsolete?

• One of stone buildings inside of the camp features dedicated living


quarters for visiting Xerifa. The lawmen maintain a continuous
presence here, but there seem to be far too many of them than should
be necessary to defend an outpost like this, as there is a revolving
complement of at least two dozen Xerifa around at all times. Do
the Xerifa, or the rulers of Huexolta or Nakbu, have some hidden
knowledge about this place?

84
Ishta

RUINS OF U MILAS LAN By far the most


While traversing the great Orunuro, travelers are bound successful forays
to sail past the ancient ruins of Umilas Lan. This great into Umilas Lan have
primordial city includes not only leagues of stone been made by druids,
pyramids, towers, and temples, but also the legs of what shamans, and nature
must have been a truly colossal statue of a man standing priests, some of
astride the river. If traveling the river at this point, one whom claim to have
can peer over the side of their barge to catch a glimpse contacted spirits who
of an enormous face staring up from the depths below as have told them about
they pass above it. the city’s true origins.
However, bizarrely,
The statue’s expression is saturnine, and of a race
none of them agree
completely unknown to the modern inhabitants of Ishta:
on what information they were given: while one shaman
fearsome, flat featured, with full lips and a scowling
insists that the spirits told them that the ruins were built
visage. This has led many to search not just the visible
by a group of Eldra Gavan that survived the razing of the
part of Umilas Lan, but also dive to the bottom of the
Sundered Wastes thousands of years ago, another asserts
river in search for treasure or answers to the many
that the very same spirts warned them about a primeval
questions that the existence of this mysterious city poses.
evil that brought a servitor race from its own world with
Unfortunately, this part of the Orunuro is infested by
it and had them toil in Umilas Lan until it grew tired with
Birricadi, making any such attempts short-lived and ill-
them, obliterating the entire species before withdrawing
fated indeed. Although the natives know better, some
inside of the walls. So far, no spirit-talker has shared the
foreigners have tried to resolve this issue by constructing
same account, leaving many to wander whether the
crude, plated diver suits, but all such endeavors have
spirits are purposefully lying to them.
failed as the weight got them stuck or too immobile to
react to other underwater dangers.

SECRETS & RUMORS


• The underwater city is not an extension of the ruins along the river, but
a different city, built in different times entirely, as evidenced by the
bizarre stone face jutting out of the waters. It seems to precede Umilas
Lan and, may be older than what is generally assumed to be the origin
of human life on Athyr.

• The ruins sometimes seem to whisper to those who pass through them.
Strangely, they speak in the tongue of whoever listens to them, but the
thoughts they convey are disjointed and impossible to keep track of, as
if a million minds are trying to speak at once.

• Sometimes, when Umilas Lan is reflected in the river, it doesn’t show


a mirror image, but rather, it is as if staring directly at the ruins. Some
claim that it at those times, the city is shown in its former glory, not in
its current demolished state.

85
SECRETS & RUMORS
• The demons that are residing here are clearly mostly
intent on avoiding that people would trespass.
Maybe they want to avoid them discovering an
unholy entrance to their dimension, or maybe they
are preparing something far more wicked in utmost
secrecy. Whatever the case, it seems odd that they
haven’t truly attacked anyone.

• The demons are really an illusion created by the


DEMON’S FORK demon spirit Lapayetta, either to hide where he is
residing or to protect a community of Mandalin.
The place where the Orunuro splits in two is dark
and foreboding, as if something sinister resides It would certainly explain why there have been so
there. This is why the locals have come to refer to many Mandalin attacks upriver.
this area as the ‘Demon’s Fork’, and the territory
• The sightings aren’t of demons at all, but rather
between where the fork springs is avoided even by
of some unknown benevolent species that simply
the bravest of Xerifas. There have been sightings
of all kinds of demons, but no known deaths or looks somewhat demonic. If contact can be made,
disappearances. maybe an alliance with the city state of Nakbu might
be possible, but this might shift the power balance
between that city and Huexolta, which many would
find to be an unfavorable development.

SECRETS & RUMORS


• The grove sometimes seems to shift and move,
as if the trees unroot themselves. Could this be
the work of the Irudinu trying to move back to
THE WEEPING TREES their birthplace?
Near the Domes of Maradhar in the south of • The Irudinu have been around for millennia and hold
Torra Nyega stand the Weeping Trees, a grove of
information on Ishta and Athyr that no-one else has.
trees inhabited by nature spirits known as Irudinu
If they are asked the right questions and appeased
who lament the damage caused by Mount
Obetu, across the border. They seem to have
in some way, they may be able to solve mysteries
moved here after the last outburst, ages ago, or divulge secrets that would otherwise remain
and want to return to their former birthplace. unsolvable or hidden forever.
Unfortunately, they refuse to accept that their
• The Irudinu might not be entirely wrong. After all,
roots won’t be able to take hold anymore there,
large swathes of the Badawo Wilds are still covered
and that much of the land is lain to waste. If told,
the Irudinu will become angry and lash out. If by greenery without having been destroyed by lava,
not told, they will insist on bringing them back dust, or smoke. Maybe somewhere amongst the
to the Badawo Wilds. Anyone traveling through charred, cracked landscape where they originally
this area may hear the sound of soft weeping dwelled a small patch of fertile land still remains.
coming from trees all around them, especially
at night when there are one or more full moons.

86
Ishta

EYES OF URU’M ASSARI gemstones of unknown


A series of nine pyramids, the layout of the Eyes Of origin. The jewels form
Uru’Massari mimics the likewise named constellation of mosaics that show
stars. Seemingly made by the first people who settled this astrological charts
region, the pyramids are smoother than the ziggurats and constellations.
found at most other places in Ishta, and the distances They are everywhere
between them uncannily reflect those between the stars in both structures,
down to the inch. They used to be tombs, but five of the spread out amongst
nine eyes have already been plundered and the entrances dozens of sprawling
to two other structures, often referred to as Up Middle antechambers, ritual
and Center Middle, have not yet been found, despite the rooms, corridors,
best efforts of architects and adventurers alike. and alcoves. It is
easy to understand why these montages hold so much
The last two pyramids, simply called Up North and Down
significance to the Muwali, but to most, it is an utter
North by the Muwali, are carefully guarded by the tribe,
mystery why they are so fiercely protective of them, and
as their interior walls are of particular significance to them.
why 30 to 60 warriors from their tribe are stationed
Encrusted within the walls are thousands of glowing blue
here around the clock.

SECRETS & R UMORS


• Some believe that the symbols tattooed on the cheeks of the
Muwali are exact copies of some of the mosaics found in the Eyes of
Uru’Massari, which would mean that the pyramids are even more
important to the entire Muwali culture than most might think.

• The hidden entrances to Up Middle and Central Middle have long been
found, but the secrets stored within are so terrifying that the Muwali
leadership is keeping them from their own tribe members. Maybe the
undead mummies of two necromancer-kings are bound to these places,
or maybe they contain references to extradimensional entities that
would destroy the world if they were summoned.

• None of the pyramids have really been looted. In truth, they are
connected by hidden passages and dozens of Muwali are staying there,
studying the magic glyphs found there. Those who truly believe this
wildly outrageous rumor also think that the Muwali may be on the
brink of discovering an entirely new – but most probably baleful – way
of weaving magic.

87
NORTH POST Xerifas stationed are
The most northern and largest of all Xerifa outposts, stationed here only
North Post is of utmost importance to these lawmen after going through
as it is also the meeting point between the Xerifa from a long and arduous
Huexolta and their peers from Nakbu. Overseen by four training process which
Directors – two from each city-state – who are elected teaches them to hide
bi-yearly by veteran law enforcers, North Post also houses their emotions and
diplomats from both sides and serves as their main remain serene at all
communication channel. Since Nakbu is even further times. Showing any
away from North Post than Huexolta is, that city is signs of a rage or
often at a more disadvantageous position and its priest- willingness to commit
astronomers have been petitioning for a new location violent acts at all is
more to the west of the current one for years now, to reason for being kicked out of law enforcement entirely.
no avail.

S ECRETS & RUMORS


• Spirits worshipped by both sides are making sure no infighting erupts here. These
apparitions react swiftly to anger and other negative emotions, and will attack anyone
who isn’t able to remain calm relentlessly.

• Some of the diplomats here have formed a secret cabal that wants to overthrow the
governments of Huexolta and Nakbu. They may even be in league with one of the cults,
believing they can control its disciples.

88
Ishta

TALUAN CAVES once made its home


One of the most amazing sites in all of Torra Nyega is here, but nowhere in
without a doubt, the wonder of the Taluan Falls. Mere the multi-level cavern
miles from their spring, a section of the river above can any clue about
crashes downhill at a steep gradient and carries sediment their disappearance be
and small rocks with it. As the rapids gain more speed found.
and the stream flows from soft rock to hard rock, they Alas, the Taluan Caves
eventually form a breathtaking waterfall, featuring aren’t completely
a plunge of almost 3.000 feet. uninhabited. In its
Located deep within the Domes of Maradhar, only the damp, dark corners
Tauluk (the only tribe living in the mountain range) lurk monsters great
who know about the Taluan Caves have dared to climb and small. A group of
from ledge to ledge, and from rocky outcropping to Amalith is known to make its home here now, Birricadi
stone outgrowth to get behind the waterfalls and into swim though the cavern streams, and Strangle Lichen
the immense cave complex. There, once light repels seems to be everywhere. However, none of these dangers
the darkness, astonished adventurers will find an entire are as frightening as the rumored presence of its largest
city, seemingly entirely abandoned and built out of the inhabitant, the four-headed Hixadryl. The only known
naturally occurring grottoes that must have already been specimen of its kind, the 12 foot high Hixadryl usually
here thousands of years ago. Weathered instruments, stands on its four hindlegs and its lack of a skeleton allows
cooking utensils, crudely built rotting furniture and it to squeeze through the smallest of spaces. Worse, it has
decaying clothes refer to some kind of civilization that never developed an appetite for Amalith or fish, and its
solitude has driven it insane.

SECRETS & RUMORS


• There are many secret passages in the Taluan Caves and some lead to
treasure chambers still replete with riches from ages bygone, but these
valuables are guarded by supernatural sentinels with gems set in their
eyes that fracture the soul and bind it into their multicolored facets.

• The entire city is an extensive hallucination created by the Hixadryl,


which lures unsuspecting travelers to illusionary chambers larger than
a citadel, all of them filled with enough valuables to buy a kingdom.
Unfortunately, the treasure is only an image, but the monsters are not.

• This isn’t the home of any lost civilization, but a city of spirits. Here,
many of Ishta’s revered spirits reside or at least spend some leisure
time here, and everything found inside the cave complex is just
a reflection of their otherworldly dwellings, shown to mortals as things
they can relate to.

89
PEOPLES & CULTURE
THE MUWALI quickly dispatched of (or so it is said), but the entire
The Muwali are most commonly found in the north tribe was hauled to a different part of Torra Nyega
of Torra Nyega, just outside of the cities, and are the and left to its own devices. Astonishingly, the tribe
largest and most cultured of all the semi-nomadic grew to be dominant in Torra Nyega within a few
tribes inhabiting the region. These locals have generations, giving credence to the idea that it was
a unique tradition of tattooing their cheeks with supported by some kind of malevolent power, by
pious astrological symbols and cut their hair into short unknown technology, or by an entire species that
bowl cuts; fearsome looking on the men, made more could draw from an enormous body of knowledge.
attractive on the women with the addition of a sort of The current chieftain, Alina Mak, has reimagined
‘tail’ of hair between the scapulae. Like the other tribes, her tribe as guerilla freedom fighters. She knows
they don’t farm on any scale large enough to change her extended family is too few in number to make
their society, but unlike their peers, they do cultivate a direct difference, but she is hoping that her harsh
all kinds of fruits. precision strikes will give the current city rulership
The Muwali consider themselves to be closer to nature pause and reconsider the use of Xerifas outside of
than either the city dwellers or the other tribes, and the city walls. For now, she is mostly accomplishing
even their huts and tents are set up in layouts that exactly the opposite thing and it might not be long
resemble the constellations in the sky. A tribe of before Nakbu and Huexolta launch a full-fledged
stargazers and astrologers, this has made the Muwali counterstrike against her entire tribe.
aware that some of the stars in the sky are growing
dim, which has fed their superstition even more. As
a result, progress has been slow in recent times as the THE NAZAHUIL
tribe has been gripped with fear of the future. As of Although the Nazahuil don’t actively oppose the
late, the portents have turned grimmer and more city-states or their rulership, most city dwellers
foreboding, and some of the Muwali chieftains are are entirely disgusted by their way of life. The
beginning to consider human sacrifice in order to tribe members don’t so much worship the more
avert the coming doom. malevolent and darker spirits, but rather believe that
these dark beings must be constantly placated. Their
shamans are absolutely convinced that the only way
THE OBEGA to soothe the angry spirit gods is to provide them
One of the other two tribes in the north of Torra a near-constant supply of human meat, but they
Nyega is the Obega. This impetuous people values aren’t cannibalistic in the strict sense and so hunt the
freedom above all else and has long been maltreated other tribes and outsiders instead of sacrificing their
and scoffed at by other Ishtans, mainly because they own. They fully realize this has made them an enemy
are a fairly recent tribe and because their lineage of the Xerifa and will strike at these law-enforcers as
can be traced back to the marriage of their first soon as they lay eyes on them. What is difficult to
chieftain, Umla Mak, with a mysterious sage only understand to both the Xerifa and the other tribes is
known as Emlik Miihn, a name with a meaning which that the Nazahuil feel responsible for all other native
roughly translates as ‘Harbinger of Fate’. Even back Ishtans and act out of a (misguided?) attempt to save
then, no-one really knew where Emlik came from, their brethren.
and speculation ran wild. Some believed he was the Hunted by the Xerifa, the Nazahuil have retreated
last survivor of a species that had come from beyond into the darkest depths of the wilderness, but this
the stars, others thought him to be an ancient also made them more unpredictable, and their
necromancer, while some claimed he was a spirit blowpipes make them extremely lethal at range,
incarnate. as the Gombrilwood thorns they use for projectiles
Whatever the case, the union is said to have spawned drip of a naturally paralytic poison and, given the
bizarre demonic offspring amongst its many human- proper technique, penetrate easily into chainmail
looking children. The malevolent critters were and lesser armor. Ruled a deranged chieftain whose

90
Ishta

identity remains a carefully guarded secret, the they worship the river and water spirits almost
Nazahuil make frequent forays into the inhabited exclusively. This has made them the most capable
parts of Torra Nyega and all are trained to strike and boaters of the continent, but their attunement to
disappear in deadly lightning attacks that leave no the water has also caused quite a skill drain as more
room for mercy. and more youngsters are deciding to travel to the
coastal harbors to find a ship and sail the seas.
As the younger tribespeople are off discovering
THE TAULUK the world, the Imal Uhr population is aging and the
When travelers hear about a tribe living in the elderly are finding it harder to get taken care of.
Domes of Maradhar to the north of Akshan, most This has led many of them to forge an unholy union
automatically assume that they are a hardy folk with some of the more unsavory spirits in the region,
gifted with great endurance and the Tauluk go out allowing them to possess the venerable to sustain
of their way to cultivate this image by going bare- them and prolong their natural lives with at least
chested and wearing gaudy spirit amulets, each one a decade. However, this bizarre communion starts
representing a specific spirit worshipped in Ishta. to show after a while, with the older tribespeople
However, all this ostentatious imagery is only that: acting bizarrely aloof or uncaring, ignoring pain or
imagery. In truth, the Tauluk are a scarred tribe, even reacting to certain things with incongruous
driven to the Domes of Maradhar by the Nazahuil behavior that feels totally out of place.
centuries ago. Before they were able to rout,
a bitter curse was bestowed on them, sapping the
entire tribe of much of its physical strength and
endurance… but something must have happened in
THE A MILAK
Found mostly in the south-east of Torra Nyesa,
that mountain range.
the Amilak are a tribe that has achieved a close
Most probably, the Tauluk found the Taluan Caves connection to the indigenous wildlife of the jungle
before anyone alive had even heard of them and region. Their unique culture and traditions revolve
inside, they must have found something that led around their symbiotic relationship with these
them to connect to the spirits and commune with animals, which allows them to survive and thrive
them in a harmonious symbiosis unlike any seen within the dense foliage of the region. Their founder,
since. Whatever happened, they obviously didn’t Yacina Amilak, and her family, were lost in this region
choose to live inside of the caverns but instead made many centuries ago. Although they were starving,
their homes elsewhere in the Domes of Maradhar. they refused to eat any of the animals found here,
Without their spirit guides, the Tauluk would be at despite the abundance of wildlife. Ready to die for
the mercy of the other tribes, the Troglodytes, and their beliefs, they were visited by the spirit Enu Sutu,
the many deadly creatures that make the mountains who represents all wild animals, and offered to learn
their homes. This has made them particularly about edible plants, medicinal herbs, and drinkable
receptable to suggestions by the spirit gods – water in return for eternal worship.
so much so, in fact, that the Tauluk do not have The family endured, but in return for his help,
a chieftain anymore and rather rely on augury and Enu Sutu demanded a guarantee that none of its
mediumship. Luckily, because of the harsh region members would ever hurt or kill a living animal.
they live in, spirits like Huwsedo, the Wind Spirit, Grateful, Yacina offered her own body, and she has
Kta’Vaska, the Leaf Spirit, Uru’Massari, the Sky Spirit, been possessed ever since, kept alive by the spirit.
and Pakse-Muni, the Mountain Spirit are asked for Despite her longevity, old age has taken a toll, and
guidance more than all others, and none of those the centuries are showing in her cracked skin and
beings are mischievous, spiteful, or malicious. slow movements. Her tribe has prospered since her
possession, but her weakened state is emboldening
some more vicious members of this rather dogmatic
THE IMAL UHR group, and of late, voices are going up to adapt
The Imal Uhr are mostly found near Lake Kahija and it meat and fish into the Amilak diet. So far, they aren’t
should come as no surprise that most Monstruo hail being heard, and the tribe remains known for its
from this tribe. Although the Imal Uhr believe in all extremely aggressive stance towards humans who
spirits, just like most other Ishtan tribes and societies, do not maintain a vegetarian lifestyle.

91
TRAVEL ACTS
1. OBSTACLES
Dense Overgrowth
1
Up ahead, an overgrowth of bushes, branches, and above-the-ground roots bars easy travel.
Cutting through it will take some time, and may prove to be dangerous considering there are
several poisonous and thorned plants among the overgrowth.

Ravine
2
The ground drops into a steep ravine. If eyesight allows, a rope bridge can be seen miles
further down the canyon, but there is also a very narrow series of steps cut out of the rock
walls spiraling down to the bottom.

The Floor is Lava


3
An old molten magma river of 30 to 60 feet wide crisscrosses through the area here. The
solidified clinkers at the sides of its center layer jut out of the mass like threads, and can prove
unpredictably dangerous to step on, having not fully hardened.

Swamp Lake
4 The trail ends at a large swamp lake and snakes around it, but pockets of quagmire (sinking
mud) surround the body of water, making travel unpredictable and dangerous.

2. EVENTS
Tropical Thunderstorm
1
A lightning storm breaks loose, channeling forked arcs of electricity out of the cumulonimbus
clouds as loud claps of thunderous sounds assault the ears. The wind picks up as well and
animals may become afraid, possibly breaking loose and running away if not properly trained.

River Flood
2 A nearby rainstorm has caused a river to flood. The water soon expands to 5,000 to 30,000
square miles, washing away anything not tethered to the ground or attached to large objects.

Spirit Escape
3
The belongings of a clan that left behind their camp can be found up ahead. Amongst the pile
of mostly useless materials is a rumbling clay pot. It holds a malevolent, bound spirit who is
about to escape his prison.

Strangle Lichen
4 Strangle Lichen are hidden among the many other (less dangerous) plants growing in this area
and can mean death to those unable to spot them in time.

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Ishta

3. CONFLICTS
Obega Clanspeople
1
A group of Obega clanspeople burst through the shrubbery. They are convinced anyone
looking like city-folk are in league with the city-states. They have little patience with verbose
accounts and will attack if angered.

Mandalin Attack
2 A pack of Mandalin that have been hiding – most probably in a nearby basin or creek – jumps
out of the surroundings, ready to attack.

Amalith
3 Three Amalith are found near a small river, feeding off the spirit of an unconscious Shaman by
the name of Ora. She can still be saved if someone were to react fast enough.

Blowpipes of Death
4 Blow pipes are fired by hidden Nazahuil, intent on putting their targets into a paralyzed state
before dragging them back to their camp for ritual sacrifice.

4. INTERACTIONS
Xerifa Patrol
1
A group Xerifas are on a regular patrol, pretty far outside of their city-state. They are
perfectly happy enquiring about any dangers or obstacles someone may have encountered
before reporting back to their camp.

Exiled Monstruo
2
A group of young, former Monstruo students have made their home near a cliff, trying to
hidden from anyone who approaches. If befriended, they might share their story of how they
were exiled from Camp Ymal after they had entered the forbidden ziggurat.

The Victim
Sayra, a brazen adventurer from Evandyr is found hiding behind a fallen tree. She has a broken
3 leg, but the rest of her party is in worse shape, as their maimed corpses are scattered around
everywhere. According to her they were attacked by a pack of Cazrick. Is that really what
happened though? Perhaps Sayra isn’t telling the whole truth.

City Caravan
4
A caravan is encountered on one of the winding paths through the jungle. The travelers are
dressed in dark, tattered clothing and their faces are painted with intricate designs. They offer
to trade goods, but are suspiciously secretive about who they are.

93
5. FLORA & FAUNA
Waterfalls
1
A nearby creek drops into a series of waterfalls. The constant mist from the falling water
creates an environment rich with rare plants and herbs, making it a prime location for
alchemists seeking ingredients for potions and spells.

Animal Congregation
A bizarre sight catches the eye as a congregation of animals can be seen at a clearing. The
2 ocelots, lemurs, kinkajous and agouti that have assembled here are not behaving as expected.
Instead of hunting each other or going about their usual business, they all sit in a circle around
an eerie, abandoned stone altar.

Spirit Orchids
3
The Characters come across a patch of multi-colored orchids. The flowers almost seem to be
alive, swaying and dancing in the breeze. Anyone taking a closer look and observant enough
may notice each orchid has a unique face etched into its petals.

Glowing Moss
4
A domed entrance to a grotto can be spotted up ahead, carved from dark, rough-hewn stone
that seems to blend seamlessly with the jungle. The air inside is cool and the grotto’s walls are
slick with moisture. Strange glowing mosses cling to every surface.

6. LANDMARKS
Mysterious Ziggurat
1
A ziggurat stands tall along a path amidst an otherwise endless sea of green. Its black stone
walls seem to absorb all light around it. A stairway spirals upwards like a serpent coiled around
its prey. Each step is etched with unknown symbols.

Reed Boat Market


2
A reed boat market can be seen alongside a nearby river stream. The boats are made by local
artisans using traditional techniques. They are not only functional but also beautiful, with
intricate designs carved into the reeds and colorful fabrics used for sails.

Fortified Observatory
3
An observatory is found in the middle of the wilderness, overgrown and clearly abandoned
long ago. It’s constructed much like a wooden barbican, but a single large telescope juts out
from a slit in its domed top. It seems to be untouched by looters or animals.

Hypnotizing Crystals
4
The jungle in this area is thick and impenetrable, a place where light barely penetrates the
canopy above. Yet, at its center is a clearing that glows with otherworldly light. Its source is
a large crystal formation at the center, pulsing with hypnotic energy.

94
Ishta

HUEXOLTA
—THE MOUNTAIN GEM—

HUEXOLTA IS A MYSTERIOUS HALF-


SUBTERRANEAN CITY KNOWN FOR
MINING GEMS Even before the ground drops into the valley below, visitors
to Huexolta are greeted by the high-pitched screeches of
POPULATION 26,483 winged reptilian creatures, astonishingly flying above them
GOVERNMENT City-state ruled by in formations of three. Soon, they come across a valley
a 5-person committee backed by an cut out of the rocks below, its rear protected by the sheer
aristocracy and organized bureaucracy. granite mountains of the Dorganthur, with only a single,
DEFENSE 230 elite noble warriors with
heavily fortified mountain pass cutting through them,
ahtlatls and geradril wearing jazeraint barely visible from the southern vantage point.
armor, 187 elite noble warriors with
short bows and short swords wearing A large, well-kept dirt road gently leads down, where it
jazeraint armor, 129 elite noble warriors eventually changes into a rock-hewn gulch that leads right
with blowguns and spears, 713 commoner up to the impressive city of Huexolta, its lack of protective
fighters with maces and piecemeal armor walls allowing a direct look at its impressive blocks housing
or loincloths, 515 commoner fighters with multiple tiers of rectangular buildings erected around
hatchets and piecemeal armor or loincloth, plazas accessible through broad steps and stone suspension
498 commoner fighters with spears and
bridges.
piecemeal armor or loincloth, 43 Arak
Tiyiix (spirit-bound combat-sorcerers) with
various weapons and protective tattoos
On the right flank, a huge fortress designed to look like
a flat head leans against the rest of the city, but nothing
SERVICES Art, astrology, bank,
attracts the attention so much as the many high towers in
fortunetelling, gambling, guide, jeweler,
the settlement’s core, cyclopean structures that are one,
library, lodgings (guesthouses), meals,
two, or a swirl of colors separated by wide streets and open
mediumship, stonemason, temple,
translator, woodworker squares. Towering above all other buildings – even the ones
on higher platforms – their red, green, blue, grey, brown,
and black spires dominate Huexolta’s skyline even more
than its imposing ziggurats and many statues.

95
OVERVIEW or craft come about, it will be impossible for another
Known throughout Ishta and beyond for its magical guild to get its own building there. This has kept the
and visual arts, as well as for the quality of its sage- number of lodges stable for longer than anyone can
sorcerers, Huexolta is a marvel of architecture remember, although some recent developments were
characterized by great pyramids and temples, statues integrated in the existing organizations. Guild members
that sometimes reach even higher than the ziggurats always wear a black-and-green ribbon around their
that they are erected next to, and magical lighting wastes, no matter the specific organization.
that lends it even more of a legendary status than it
would have without the integration of the arcane. In
the middle of the city stands a series of gargantuan SMARAGDINE COUNCIL
towers and smaller buildings, all made the distinctively After the royal sovereigns who used to rule over
colored granite found nearby. Each of these belongs Huexolta were violently ousted out of power more than
to no other structure is allowed to use the same type 800 years ago, a junta was installed and dubbed the
of stone. ‘Smaragdine Council’. The idea was to have a committee
The most iconic of all sights in Huexolta however is that truly represents the people’s best interests. To
undoubtedly that of its Kongamata (greatly feared accomplish this, one representative was chosen from
giant flying lizards which are indigenous to the Jungles each of five organizations that were believed to cover
of Mararoka to the south) patrolling the azure heavens most strata of society. Over the centuries, this has had
above the city. These sentries of the sky are controlled the effect of making these institutions more influential.
by the Arak Liman, sorcerers who dedicate their lives Although Huexolta’s society isn’t entirely hierarchal,
to protecting the city, each of them bonding with the committee members hold more power than
a single Kongamata after graduating and becoming anyone else and status is largely derived from being
able to see through the creature’s eyes and control a member of an organization that has a representative
their every move. in the Smaragdine Council. The 5 positions are chosen
every 2 years and each person can only be up for
Locals of Huexolta will politely greet travelers and election 5 consecutive times.
answer questions if talked to in a language they
understand, and many of them will gladly serve as The positions are:
guides or hosts should those visitors need assistance.
▪ 1 Sage-Sorcerer (Arak Madur)
Citizens are raised to help others, but this also includes
not lecturing them – which means they will be shown ▪ 1 Priest-Astronomer (Villak Umar)
where to get ingredients for home cooking, but no- ▪ 1 Xerifa Chief
one will actually cook for them (for example). For all its ▪ 1 Guild Representative
splendor, Huexolta does not have any restaurants, inns ▪ 1 Member of the Warrior Aristocracy
or taverns. Visitors are instead encouraged to sleep
inside of one of the many farms outside of the city SAGE-SORCERERS: The Arak Madur are an order
proper, but most locals are willing to accommodate of sage-sorcerers that focuses on ‘the attainment of
foreigners within their homes for a fee, effectively wisdom by doing good’. In many respects, this arcane
hosting guest houses that sometimes have up dozen organization combines the roles that engineers,
visitors staying there. architects, academics, scholars, and priests who worship
gods of knowledge usually hold in other societies. Arak
Social life is experienced on the plazas and around Madur swear fealty to the truth and are nominally
the maripol court, where people often gather to get forbidden to lie. Telling an untruth is enough reason
together, sharing food and drinks with anyone willing to undergo the Imorek Maduram, a painful ritual that
to partake. The taverns that do exist are called ‘tamipu’ strips someone trained in the magical arts of all ability
and are reserved for state personnel, including the to cast spells. Urak Madur are supposed to spend their
military, the Xerifa, and the organizations that also lives in servitude of the society’s needs and this includes
have representation in the Smaragdine Council. making sure the local population receives education,
The city also counts many guilds and each of them is overseeing city planning and construction works, and
housed in one of the center towers within the oldest keeping knowledge easily accessible to every citizen.
region of the city. This tradition has led to an unwanted PRIEST-ASTRONOMERS: The Villak Umar, by contrast,
side effect, since there is no place left to build anything are mediums between the spirit world and material
in the heart of Huexolta and, should an innovation, art, reality, astrologers, fortunetellers, oracles, and healers.

96
Ishta

While the priests of most other cultures focus far more HISTORY
on the relief of physical plain, as well as the treatment When the druidic orders that originally came to the
of wounds and illnesses, the Villak Umar believe that all Dorganthur Mountains discovered the area where
natural bodily discomfort originates in the spirit world Huexolta is now located, they immediately realized that
and spend a lot of time talking with their patients, it could make for an easily defendable seat for their
preferring a far more mentally-centered approach and first true city. While looking for possible resources, they
the intervention of spirits to help. stumbled upon one of the richest gem deposits in all
XERIFA: In Huexolta, the Xerifa (wandering law of Ishta. The decision to stay was an easy one, but the
enforcers of Torra Nyega) have more responsibilities territory wasn’t entirely able to sustain any long-term
than anywhere else. While they also keep the order human community yet. However, the ruling diviners
in faraway Nakbu and have almost complete judicial who visited these lands were amongst the best and
power outside of the city proper, the court judges there most intelligent amongst their kind, and were able to
are independent magistrates, whereas in Huexolta, all eloquently communicate their own ideas to the spirit
members of the court are elected from the ranks of the gods, who agreed to help them with their ambitious
Xerifa and the acting Constable Xerifa also has a seat architectural proposals.
on the Smaragdine Council. This had led many to fear Rather than being built up like most cities, Huexolta was
that Nakbu might gain implicit control over Huexolta, built down by literally carving away a mountain made
should nefarious elements in that city be able to bribe of igneous granite, then using the tailings to create the
or otherwise corrupt the local law enforcement. After Huexolta Valley.
all, the Xerifa of both factions often convene at mid-
During the decades of construction, the druids started to
way points to share information and there are plenty
differentiate and specialize, but modern scholars surmise
of opportunities to influence decision-making on the
that this cannot have been enough to evolve to the
other side.
system of royal rule and widely differing arcane covens
GUILD REPRESENTATIVE: The guild representative that was eventually adopted. Aside from their exposure
doesn’t need to hail from one of the major guilds, to the local spirits, something must have happened
although this helps getting enough votes from time to to introduce the magical arts to the druids. Within
time. More important is a question round in which the centuries, there were many magical orders active, all
potential new member is asked to present a project under the rule of a succession of princes and princesses.
for Huexolta, including ideas on how to improve the Regrettably, some of the darker disciplines were also
lives of its citizens, repair or expand its infrastructure, allowed to be practiced, and, soon, necromancers
and so on. and demonologists started to form the most powerful
WARRIOR ARISTOCRACY: Huexolta’s military is a mix faction in the city. Their malefic influence corrupted
of elite warriors who live and sleep inside of the head- the royal houses and the malevolent spirits who guided
shaped citadel flanking the city proper and a militia them began calling for ever more blood sacrifices.
of able adult citizens who receive their training at the After generations of twisted politics, and with the
same citadel, but aren’t expected to go to war unless undead skulking through every street, the great hero
drafted. The professional soldiers, however, are all of Ilgamash and his courtesan wife, Kalindra, were able
noble blood, aristocratic descendants from the original to establish a coalition of sorcerers and warriors. The
rulers of the city. resulting revolution led to bitter civil war, but Ilgamash
Instead of the obvious danger this could pose, keeping managed to turn the tide by convincing the military
noble-blooded sons and daughters as the nation’s first commanders – all of them royalty – to abandon their
and foremost military arm has served the city well, as perverted family in return for a guaranteed position
the occupation comes with a lot of status and respect. as the new leaders of a new royal army, but ruled by
Added to the mix is a complement of Arak Tiyiix, elite a committee of appointed officials instead of a single,
combat sorcerers who completely tattoo themselves easily corruptible prince. This junta soon became known
or their fellow warriors. Once their entire body is as the Smaragdine Council, reflecting its exceptional
covered, spirits are summoned and bound to the status in Torra Nyega. The coup succeeded and Huexolta
tattoos, providing these feared fighters with enhanced was reformed into the thriving city it is today.
strength and endurance, as well as arcane protection
and a range of powers.

97
LAYOUT ECONOMY
Huexolta is a city half buried into a mountain on The space beneath Huexolta is honeycombed with a vast
the southern end of the Dorganthurs. Situated in network of mines which stretches out beneath it like
a high valley, it is naturally protected by unclimbable an enormous spider’s web. And this is no coincidence.
mountains at its back on three sides behind it, accessible The city was deliberately carved out of the rock above
only through a well-guarded and heavily fortified one of the richest known find of gems in Athyr, veins
mountain pass. In order to make the drop from the of diamond being the most common. Emeralds, rubies,
higher southern ground to the valley, which is also and other minerals have been located there as well, all
known somewhat confusingly as Huexolta, but referred dug from the veins of the earth, cut into small highly
to by most as ‘Huexolta Valley’, one must traverse the portable gems, and used as a currency in interactions
broad narrow road across open terrain down, and any with the outside world.
caravan or large body of troops remains exposed for The entire economy of Huexolta is based on gems, both
almost a full day before being able to reach the shallow internally where less valuable uncut stones are used as
ground where the dirt road turns into a gorge that currency, and externally where the finely cut ones are
leads straight to the Torra Nyegan polis. exchanged for hard-to-produce goods, small, easily
The granite found in the Dorganthurs comes in carried luxury items, drugs, and other, more commercial
a variety of colors, including gray, black, brown, red, transactions. Although there are no markets outside of
green, and a shade of blue-gray, making painting the the Green-Brown Silo of Agricultural Exchange and
walls unnecessary. Architectural geniuses as well as almost all trade is carried out through local shops within
masters in city planning, the druid-turned-sorcerer- the city or political trade channels beyond its confines,
engineer creators of the city carved the governmental these riches have allowed its citizens to enjoy their
buildings into veins of different colors to produce high standard of living, advanced culture, and more
cyclopean structures that are one, two, or a swirl of decadent pursuits.
colors, then subsequently named the building using
that color scheme. Thus, the Red Citadel, the Black
Obelisk, the Green Tower, and other edifices are all CUSTOMS
erected in differently-hued granite. All of these towers All are raised in common to believe in promoting the
are separated by wide streets suitable for marching health of the state, and the necessity of maintaining its
small armies of soldiers in between them for defense or power structure for the common good. Every child in
repression of civil unrest. Huexolta is told about its dark history from an early
As the city expanded, entire blocks of stone were age on and warned about the dangers of the dark arts.
raised, and dozens of massive pyramids and rectangular They also all learn to make a hand gesture with the two
structures were built on top of them several centuries outside fingers pointing up that is meant to avert the
later, resulting in large platforms with broad streets evil eye and invite fortune to the well-meaning.
and extensive plazas connected by broad stairs and People dress in a sort of toga or wrap, typically worn
bridges. The windows of all official buildings, including over one or both of the shoulders with the arms bear.
its temples and towers, are lit by arcane lights, as are Making paints out of the natural resources here is
its streets, making sure Huexolta never plunges into relatively easy, and garments come in a variety of bright
darkness, a statement made by the new regime after colors, much to the enjoyment of native citizens and
rejecting the perpetual darkness the city had fallen prey visiting foreigners alike.
to. Drinkable water colored by the crystal deposits in the
mountain above flows down and through an ingenious
irrigation system, creating ponds, artificial canals, small
lakes, and wells.

98
Ishta

R ELIGION GOINGS-ON
Although almost all known spirits are worshipped in 1. A Kongamata glides over the Characters, then
Torra Nyega, a few of them are outlawed and even picks up speed and flies up to Green Tower of
uttering their names is cause for excommunication.
Heavenly Astronomy, where it disappears through
Actually praying to them is worse, and Xerifa
will summarily execute anyone they see or hear one of the upper slits designed to accommodate
worshipping the dark spirit gods, such as Munajé, The these winged lizards.
Death Spirit or Lapayetta, The Demon Spirit. Despite 2. A group of children is sitting on the steps of
this harsh punishment, there are sects that convene at a nearby ziggurat, listening to a young Arak
night, calling on these very same spirits and appeasing Madur telling them a folkloric precautionary tale
them with human blood, and their numbers seem to
about the dark spirits.
be increasing too fast to seem plausible. Quite possibly,
the cults of the Heralds of Doom have succeeded in 3. Four Arak Tiyiix are training on one of the
infesting Huexolta and bolstering the dark spirit splinter courtyards. Their tattoos seem to be gliding and
religions to accomplish their own wicked goals. flowing over their bodies as they’re interspersing
Many of the spirits have dedicated temples in Huexolta, their weapon drills with amazing acrobatic feats
including the Green-Blue Temple of Kajemba, The like backflips and somersaults.
Day Spirit, whose presence is called upon even by the 4. A squadron of noble warriors is marching towards
sorcerers while they are infusing their windows with the citadels in perfect order, disciplined and
magical light, Xalhuota, the River Spirit, who helps to
focused on their destination.
purify the mountain water, and Bao-Ar, the Mountain
Spirit, who has promised to protect Huexolta from all 5. Several commoners are cleaning the walls of
outside danger. The most prominently worshipped a pyramid, using water and soap to make sure
entity, however, is Pakse-Mni, the Binding Spirit, and everything is pristine again.
nowhere else is the fine line between priests, shamans, 6. People are all running or walking to another
and sorcerers so thin as in Huexolta, where both spirits location in the city, excited. They are attending
and magic are fully ingrained in daily life.
the upcoming game at the Blue-Red-Green-
Black Malepol Court and some of Huexolta’s

LOCAL SPECIALTIES champions are playing this afternoon.


‘Black Eggs’ are chicken eggs that have been picked 7. A few barbarian foreigners are aimlessly walking
for months in brine using salt, ash, and lime. They taste around, confused about the lack of inns and
better than they smell or look. taverns in the city. They are mostly ignored by
‘Tchaka’ is a hearty stew made with dried corn, red the locals.
beans, squash, and smoked pork. 8. A family is skinning a jungle lizard outside their
‘Zamzaganu’ is a sort of meat porridge made with the house. Next to them is a pot with hot stones in it
flesh of an enormous jungle lizard, but this time boiled to cook the meat in.
with leeks, garlic, turnips, and dates. 9. A man is being dragged away by three Xerifa,
‘Joumou’, is a savory stew made from squash flavored accused (and thus also convicted) of worshipping
with thyme, parsley, and chill peppers. Lapayetta. The man is screaming out his
innocence and calling out to Lapayetta for in-
between, making it rather hard to believe him.
10. On one of the squares, a few youngsters are
talking to the spirits around them. The spirits are
answering, as a gust of wind ending in a small,
unharmful tornado in the middle of the group
are demonstrating.

99
K EY LOCATIONS spirit-talkers, no matter their kind. Uniquely, there
CUAXYLTY’S GUESTHOUSE: Although Huexolta are many rooms where they can be trained in the
doesn’t have any inns or taverns that cater to foreigners, mystical arts, or where they can practice their craft
visitors are often pointed to Cuaxylty’s house, where without being disturbed, and all are warded by spirits
the old former Arak Liman will gladly play host to up to prevent collateral damage or interference by evil
to 12 guests at the time. Patrons are treated to local spirits. Sorcerers are taught by others in their order,
specialties and drinks, and for an extra fee can also but those who are sensitive to spirits or to the arcane
enjoy the excellent services of someone who knows can also go here and petition for an instructor. Most
the entire layout of not just the city, but its environs such questions are met with a positive response within
by heart, having seen them through the eyes of her weeks or months. There are rumors that some of
bonded flying lizard back when it was still alive. the chambers have been sealed because too many
malicious entities were summoned there, while less
MALEPOL COURT: The most colorful square in all of
common hearsay claims there is a hidden underground
Huexolta (and one of the few multi-colored structures
level where necromancy is still practiced.
outside of the towers), the city’s malepol court is a 60
feet-deep basin accessed by long flights of stairs inside BLACK-RED KANCHOW (GAMBLING HOUSE):
one of the building blocks. Surrounding the upper Huexolta’s largest kanchow is a three-story rectangular
stairs are small buildings where food, drinks, and toys building made of some of the most difficult to find
are sold, and the entire place gets crowded during red granite with elegant swirls of black granite in it.
game time. With games on every 3 days, much of the Registration is required to enter to avoid – or, at the
city’s cultural life revolves around this court and other, very least, punish – theft and the casino is guarded
smaller ones like it. Malepol is played with four teams by hirelings who all also serve time in the militia at
competing at the same time and trying to get a single all times. All kinds of gambling games can be found
leather ball inside of a goal hoop using any body part here, and tough, multi-round huitillica tournaments
available. Special games feature Arak Tiyiix and draw are organized every month.
even more spectators. BLUE SPIRE OF PRECIOUS STONES: This slim but
THE FORBIDDEN ZIGGURAT: The only ziggurat elegant structure is the home of the city’s jewelers, and
made of basalt, not granite, the Forbidden Ziggarat is thus exceedingly well-guarded and designed with
stands alone on its own platform. Astonishingly, it security and defense in mind. Gems are brought here
isn’t patrolled by elite warriors, but by a revolving and cut, then sold directly to local traders and shops.
threesome of one Arrak Madur, one Villak Umar, and Foreigners are forbidden to enter, although some
one Xerifa. Huexolta’s ruling body maintains that it is notable exceptions have been made throughout the
being kept there as a monument and as a reminder last few years, the most significant of which is a supposed
of darker times, when some of the pyramids were visit by Emperor Zhang of Roshan. Unfortunately, the
appropriated and corrupted by evil spirits during the enigmatic ruler was never actually seen by anyone and
civil war. thus it remains unknown what he looks like.
TUHELTA’S GEM EXCHANGE: Even though the front GREEN-BLUE TEMPLE OF KAJEMBA: An imposing
of Tuhelta’s Gem Exchange is a small, immaculate adobe, structure comprised of a vaulted roof supported
a fortified door with a unique locking mechanism in by pillars that rise more than 120 feet into the sky,
the back provides access to a far larger silo where gem Kajemba is only worshipped during daytime. There are
currency and exclusive jewels are kept. Inside of the several intricately decorated daises underneath the
customer area, gems are glued to the many shelves, roof but no walls, and each platform is dedicated to
serving more as examples than as products that can worship on a different time of day. Each period also
be bought, but Tuhelta is an extremely proficient represents a different aspect of day, such as food and
appraiser and will even graciously offer clients to check drink, crops and harvest, light and illumination, birth
the balances he uses before (or after) he weighs the and education, hope and opportunity, and healing.
coins or gems that are to be exchanged. GREEN TOWER OF HEAVENLY ASTRONOMY: The
BLACK OBELISK OF THE ARCANE ARTS: This tallest structure in the city features reclined walls and
thin black sliver of rock is home to all sorcerers and numerous large vertical rectangular openings in its

100
Ishta

surface to allow its visitors to peer at the sky. It is upkept the White Smaragdine Palace is where the Huexolta’s
by the Villak Umar, many of whom also live here, and Smaragdine Council convenes on a weekly basis. It is
its upper levels are only accessible to them. It is said accessible to the public, but heavily guarded by a full
that the world’s largest telescopes and astrolabes are complement of elite warriors during those days that
found in its observatory and the sorcerer-astronomers the committee convenes.
aren’t doing anything to prove that rumor false.
HUEXOLTA VALLEY: The location of the Twelve Villages,
GREEN-BROWN SILO OF AGRICULTURAL EXCHANGE: the Huexolta Valley is the home to thousands of living
The lower ground levels of this squat structure are open residents, with roughly 500 dwelling in each village.
on one side, creating a sort of giant tent in which an These villagers labor in the surrounding fields, providing
enormous farmer’s market conducts its business daily. the entire community with all of its food needs.
It is the only market of its kind to speak of, which also
serves to delineate the importance of grains. The upper
levels are reached by ladders and wenches, which can be K EY NPC S
hauled up if there is a siege, while the lower catacombs PRINCE AMAR LEEKAN: Prince Amar Leekan is the
can be sealed off from below. last remaining member of the royal bloodline that
RED-BROWN TOWER OF ARAK LIMAN: A stout, was removed from power more than 8 centuries ago.
imposing building, the Red-Brown Tower of Arak Liman Physically enormous in literally every direction, the
features a single ground floor and a winding staircase current Prince has never been seen walking on his own
going up 90 feet to get to the first of its five floors. but is always transported through the efforts of servants
There, dozens of servants work round the clock to wash using conveyances of various sorts. A member of the Arak
and feed the entranced Arak Liman, using hot water Madur and master of the arts of the priest-astronomer
tubs and intricate hand techniques to manipulate their as well as an adept politician, much of Prince Amar’s
jaws and throats. The city’s complement of Kongamata time is spent lobbying for the various guilds.
is kept on the two highest levels and attended to by CUAXYLTY METICLA: Cuaxylty is a kindly old woman
highly-specialized animal handlers who work closely who used to be an Arak Liman for 22 years. After losing
together with the servants below. her Kongamata to a band of marauding Troglodytes
RED CITADEL OF MARTIAL INVULNERABILITY: This 11 months ago, she decided to return to her family’s
is the home of the Huexolta military. It is the widest of house, which she found empty. She refurbished and
the Huexolta towers, with its bizarrely smooth exterior now wants to dedicate her life helping foreigners who
featuring a human face and spartan quarters that visit by offering her services as a host and guide.
only take up a small portion of its upper level inside. ALYA JALMEZ: One of the servants working in the
Its exceedingly thick walls, murder holes, arrow slits, Red-Brown Tower of Arak Liman, Alya is kind, good-
and other fortifications make it the most defensible natured, and always willing to crack a joke. She loves
location in the city and it is riddled with twelve-foot- the Arak Liman she takes care of and often also goes
long tubes that can be extended outwards through to visit their Kongamata, treating them almost as her
wall slots. The tubes can fire pointed projectiles that own pets. This has made some of her colleagues think
are projected by minor wind spirits and that can reach she might be a little jealous and even overly protective
any point inside or just outside of the city. of the animals, and they may be right.
RED-GREEN PILLAR OF SAGACITY: This cylindrical UMALA HILKAMESH: A jeweler by trade, Umala is also
structure is basically an enormous, carefully guarded absolutely obsessed by gems. She is an expert appraisal
library with its living quarters and laboratories situated and knows absolutely everything there is to know
entirely beneath, save for the top levels in which both about jewels – not just the ones commonly found in the
the rarest manuscripts reside together with a small Dorganthurs and in Huexolta, but found anywhere. As
army of librarian-servants overseen by Arak Madur. a shopkeeper, she has become used to hide her greed,
WHITE SMARAGDINE PALACE: Made from white but she isn’t above to hire thieves or even assassins to
granite but encrusted with hundreds of emerald recuperate some of her most priced goods.
mosaics depicting rulers from the past eight centuries,

101
SMARAGDINE COUNCIL occasions. This has led the other committee members
M EMBERS to become annoyed at times, as they feel that some
Xerifa should be punished for certain transgressions that
RAZGUL MANAR: The current Arak Madur committee
the Constable is willing to turn a blind eye to.
member, Razgul Manar, has ruled capably ever since he
was chosen to succeed his much-loved but debilitated GUILD MASTER QUAMIL: Guild Master Quamil is
predecessor Yamla Mao, but his taciturn demeanor a master of secrets, a shrewd negotiator, and a feared
and ghostly face have led many citizens to speculate opponent in the game of politics that is played out
that he is a necromancer – a reviled occupation that among the various guilds.He is a tall, imposing figure,
was banned back when the junta first took over. Razgul clad in the intricate and ornate robes of the ruling
hasn’t reacted to this rumors yet, but the city certainly elite. His face is hidden behind a mask of gold and jade,
has seen an increase in incidents with the undead since adorned with strange and exotic symbols that hint
he joined the Smaragdine Council. at the depths of his knowledge and power. His voice
is low and commanding, and his every gesture is filled
GRAND ORACLE NEPHITIY: The ruling Villak Umar,
with a sense of purpose and authority. Despite of his
Grand Oracle Nephitiy was elected amongst the city’s
impressive appearance, some say that he is a puppet
priesthoods for her great accuracy in fortunetelling,
of the guilds, a figurehead who is manipulated by the
but of late, she has begun refusing to even look at the
true powers behind the scenes. Others believe that
stars. In an unprecedented move, Nephitity has literally
he is the ultimate power in Huexolta, the one who
spiked her chin to hang a weight on the protrusion,
truly controls the Smaragdine Council and its various
making raising her head difficult and fairly painful. In
interests. He is known to have a vast network of spies
public, she has been claiming that she has done so
and informants, who keep him apprised of all the latest
because the spirits have directed her to remain humble
developments in the world of guild politics. He is also
in her function, but to close confidantes, she has
a master of diplomacy, able to negotiate complex deals
admitted that she had been seeing ominous portents
and alliances that benefit all the guilds under his sway.
in the sky and she doesn’t dare to gaze at the celestial
constellations anymore for fear of going insane. GENERAL OMECIHUATL: The master of the Red Citadel
of Martial Invulnerability is a towering, intimidating
CONSTABLE AZEL OATILES: One of the members of the
man who oversees the defenses and internal security
Smaragdine Council, Constable Azel Oatiles is shrewd,
of Huexolta with ruthless determination. Little is known
quick on his feet, and physically fit. Always entirely
of his personal life; though he clashes often with Lady
clean shaven, he always moves with undeniable flair and
Xochitl of the Blue-Red-Green Spire of Precious Stones
elegance, but often feigns ignorance to make people
during meetings. As one of the sitting members of the
feel more comfortable and to get suspects to reveal the
Smaragdine Council, General Omecihuatl is known to
truth about their actions. Oatiles leads his Xerifa with
take his duties seriously, although he is also purported
a firm hand but has defended their actions to the other
to be slightly paranoid at times.
members of the Smaragdine Council on numerous

THREATS & DOOM: R ISE OF THE UNDEAD


The Forbidden Ziggurat has nothing to do with the civil war of 800 years ago. In fact, it has only been
sealed for the last 12 years and is being used by a sect of necromancers that holds its sacrifices there. The
death mages have secretly been raising undead inside and are building an army of Zombies, Mummies,
and worse to take over the city and turn it into a necropolis under their command. Council member Razgul
Manar knows about this movement and has been trying to stop it, but is afraid to act as much of his own
power derives from the same source. If the cult succeeds, the entire city state will be run over by the living
dead within months, turning the subregion into a cesspool of plague and pestilence.

102
Ishta

QUEST HOOKS
i ii landslide is supposed to be is necessary. Through it,
ROYAL COUP they intend to call upon the local spirits for guidance.
Characters brave enough to help will have to face the
Since his royal line was stripped of power 8 centuries ago,
local Troglodyte tribes and natural dangers to find
Prince Amar Leekan has grown up in a family that has
the necessary raw materials. Should someone return
always accepted the Smaragdine Council’s rule as a given.
with the rock, the spirits will only want to talk to one
The Prince has never shown any intention of changing
person: Grand Oracle Nephitiy. For the fortunetelling
that, but most committee members have come to realize
to succeed with the help of the spirits, the Grand
that he may wield more power and influence than any
Oracle will need to be persuaded to look at the stars
of them are openly willing to admit, and his requests
one more time, almost certainly losing her mind in
have been denied more often over the latest few months
doing so.
than at any time before. Unfortunately, the committee’s
misgivings are now risking to become somewhat of self- Reward: The diviners and the Council will prefer
fulfilling prophecy, as for the first time, Prince Leekan keeping the possibility of a landslide a secret to their
is wondering whether he should look into disbanding people for fear of panic erupting, but if the Characters
the Smaragdine Council and re-establishing royal rule are successful, they will be rewarded with a different
over Huexolta. However, he has been asking too many gem and a free divining or medium session each.
questions, and Constable Azel Oatiles is looking to enlist
the help of some discrete investigators or adventurers
who are willing to delve into the matter. i ii
THE ILLNESS
Reward: If the Characters find proof of Prince Leekan’s
plans and present it to the Council, they will be Of late, several Kongamata have fallen victim to
handsomely rewarded with their pick of jewels. If they a mysterious disease. More are sick and the Arak Liman
leave any room for the prince to deny the accusations, are extremely concerned. The Characters are hired
they may risk imprisonment or worse. If they choose to to discover what is going on, as their numbers are
side with the royal, they’ll be given a position of power dwindling fast. Behind it all is a rogue band of Obega.
within his court as well as a chest full of treasure. Their chief, a powerful shaman known only as Elc, has
been sending disease spirits to the Red-Brown Tower
of Arak Liman to finish off the winged reptiles. He is
i ii planning to target the Xerifa next to break the control
THE PORTENT
Huexolta has over its surrounding reason, but has no
A group of fortunetellers have all seen a landslide interest in invading the city or killing off its population.
that will cover the entire city in the near future, but Reward: If successful, the Characters will be granted
they can’t pinpoint what its exact origin or path will their own – unbound – flying lizard. It won’t be bound
be without having some material from the mountains to the Characters, but it will be able to understand
to attune to. They believe that a piece of rock taken simple commands and accept the PCs as its new
from the general location of where the source of the masters.

THREATS & DOOM: A RCANE EXPLOSION


The arcane lighting of the city is drawing a lot of magic from Athyr, but isn’t inherently dangerous.
However, the Guild of Engineers has just put in a proposal to add more magical elements to the buildings.
Their plans are wild and include self-sealing doors, magical traps, spirit theaters and arenas with windows
into the spirit world. If their proposals are accepted, the works will spill arcane energy into the city,
destroying it, or unleash an untold number of spirits into the world – both benevolent and malevolent –
which will result in an all-out war fought partially in the material world and partially in the ethereal one.
Either way, no-one wins.

103
NAKBU
—CITY OF CARAVANS—

THE PRIMARY LOCATION FOR


CARAVANS COMING OVER THE
IRON PEAKS OF DORGANTHUR TO
Upon approaching the white city of Nakbu, it is hard not
EITHER ARRIVE IN OR DEPART FROM
TORRA NYEGA
to notice the many footprints and traces – both old and
more recent – in the dirt road leading up to it. Surrounded
by a semi-circle of rectangular fortresses and barracks, the
POPULATION 7,589 full-time; roughly
city proper is built in a circle as well: multiple platforms
1,800 more visiting at any given time.
with rectangular buildings surrounding eight monumental
GOVERNMENT Junta board of Jimya towers and an imposing central citadel. The sky seems
(priest-astronomers) under direction of
clearer here than anywhere else, as if one had just entered
Jimya-Lao Xiantrix.
a different time of day or even an entirely other reality,
DEFENSE 184 warriors with geradril and the air somehow smells clearer and more flowery, as if
wearing jazeraint armor, 118 warriors with the spirits worshipped inside of the city are greeting their
athlathls and shields wearing jazeraint visitors.
armor, 142 warriors with spears and shields
wearing hide armor, 92 warriors with
Mere miles beyond Nakbu, the Iron Peaks of Dorganthur
blowguns and maces wearing hide armor,
46 cavalry with javelins and maces, 54 stand, but here, the mountains are further apart than up
warrior spirits led by 12 Jimya west or east, allowing for easy access, both by land and
river. Guard outposts are dotted next to these passes,
SERVICES Adventuring supplies, armorer/
smaller than one would expect, and sporting the same
blacksmith, companionship, curio, general
supplies, guide, healing, housing, jeweler,
white walls found in the city proper, only slightly tainted by
lodgings, meals, mounts, stonemason, dust and dirt.
storage, taxis, tailor, tapestries, temple,
translator, woodworker

104
Ishta

OVERVIEW incomplete. Because of this, they don’t realize that


Nakbu is a medium-sized walled city situated in a cool many of the stars have disappeared since the coming
semi-alpine valley near the headwaters of the Orn of the Heralds and anyone claiming so would have
and at the foot of the well-marked trail which leads a hard time making them accept that fact.
northward to the most frequented pass through the As much as Nakbu is known for its merchants, its Xerifa
Iron Peaks of Dorganthur. Despite Nakbu being much (wandering lawmen/judges), and its priest-astronomers,
smaller than Huexolta, its junta of priest-astronomers nothing horrifies their would-be adversaries so much
called Jimya lays claim to almost all of the Torra Nyegan as their warrior spirits, fearsome spirits led by the
territory that isn’t covered by Huexolta, making it only Jimya who worship Zebado, the War Spirit. This
a city state in name, if not in reality. regiment of destructive ethereal beings is capable of
Nakbu is a pleasant if somewhat disreputable place, and completely obliterating far larger cadres while the
one of the few communities in Ishta which contains complement of 12 specialized priests that leads them
a comparatively large population of non-Ishtans, all stays in the background, directing their fury towards
of whom are busily engaged in the import of foreign any enemies in their way. Their overpowering presence
goods and the export of Ishtan ones via caravans over is another reason why Nakbu’s city-state assertions are
the nearby pass from Ethennia; mostly from Tamon only truly challenged consistently by the Obega.
and Samorra, but others come through Oman as
well. Nakbu also attracts the odd professional traveler
(typically adventurers, sages, architects, and herbalists) LAYOUT
heading south into Ishta. Most simply visit for a brief Unusually for an Ishtan settlement, Nakbu was
period of time and the majority of its inhabitants are deliberately constructed as a circle with its population
still Ishtan, but with a noteworthy ethnic and social contained entirely within its outskirts, save for
variety of people. a modest docking facility for the barges which carry
Although the original settlers of Nakbu were druids, its trade up and down the Orunuro River and an outer
their advantageous position of the city soon started to circle of military barracks and small fortresses that
change society and was ruled by merchant princes for serve to protect the city from unwanted incursions,
centuries. However, these trade moguls proved harsh as Nakbu does not have a wall. Most of the army and
and demanding on the local populace and when their the Xerifa have headquarters, training grounds, and
priest-astronomer counselors grew tired of seeing their living quarters here, although an entire regiment stays
warnings being disregarded, they staged a successful in the center citadel at all times and the dozen Jimya
coup and installed a junta. Unlike the junta of Huexolta, who direct spirit forces hold a separate section in the
which has representation from different careers, the periphery, just in case the spirits manage to break loose
junta of Nakbu is ruled by priest-astronomers – called and try to cause mayhem.
‘Jimya’ in Nakbu – only and the number of members The Jimya-Lao’s residence is located in the center of
varies as all are elected until unable to serve, while town, with the remainder divided into four sections: the
members join their ranks automatically after serving 21 Gem Quarter, Celestial District, the Grand Marketplace,
years as priest-astronomers. and the Stablery. None of these are strictly professional
Decision are made by majority vote, but with the districts, as they all contain a mixture of residences and
acting Jimya-Lao (or ‘Chief Priest-Astronomer’) having businesses, but the focus is evident.
tie-breaking rights. To the chagrin of many, the
current Junta is deeply divided about issues ranging
from civilian autonomy to Xerifa patrol hours, and ECONOMY
Jimya-Lao Xiantrix has been ruling in favor of the more Trade is the primary purpose of the City of Caravans.
progressive elements within her council consistently. Besides the trade coming over the mountain pass,
If she keeps up this pattern, she might be confronted small, finely cut gems come upriver from Huexolta,
with an uprising by the tougher priest-astronomers at which also supplies a steady stream of medicinal herbs
her side. and unique carvings. Finely made weaponry from
Ethennia is also imported through Nakbu, while other,
The priest-necromancers of Nakbu only use recent
stranger objects are brought all the way upriver via
charts and although they are supported with Ayaari
Kintaba. Often, these products are of unknown origin
artifacts, they don’t believe in referencing older
and the Kintaban traders aren’t telling, but many
documents, believing the knowledge back then is

105
Nakbuti believe that they mostly hail from Taliath ORGANIZATIONS
and even Keldor – two secluded regions that remain There are many merchant organizations publicly
a mystery to most of the world. Of course, most trade active in Nakbu; and presumably other, less-reputable
products are by necessity small items, with gems, ones are secretly present as well. In the past, these
jewelry, precious metal ingots, and medicines heading trader groups were in charge of the city, but now, they
north into Ethennia, and scrimshaw carvings, herbs, have to answer to the Jimya. This actually has worked
books coming in. out very well for them, as the astrological insights of
the priest-astronomers are shared diligently bwith
the merchants, who have profited tremendously from
CUSTOMS their fortunetelling, warnings, and suggestions. This is
While exotic by Ishtan standards, the culture of a deliberate decision, and the ruling body knows full
Nakbu is typical of that of the inhabitants of Torra well that this policy helps prevent resentment and
Nyega. Locals are welcoming to strangers, generous, discontent.
and outgoing compared to the decadent inhalants of The Jimya themselves wear the same woven or knitted
Ishtan metropolises like Qualat or Huexolta. Like other textiles with colorful embroidery as the rest of the
Ishtans outside of Huexolta, the inhabitants of Nakbu citizens from Nakbu, but add cloth chaplets with
tend to identify themselves by profession; for example, golden rims to that to be easily identifiable. They are
Shimsusa the Courtesan, Urbarra the Guard, and Zimah more revered than any other occupation and also
the Jeweler. Last names are virtually unknown, although maintain their own – much feared – army regiment.
some families have adopted one, apparently mainly to
appeal to foreigners. The Xerifa are clothed much the same as their
colleagues from Huexolta, but generally carry maces
Of particular note is the custom of ‘maloa-mina’, which and blowguns. Although they patrol both the city and
basically means one should never – ever – respond its environs, there aren’t enough of them to maintain
a question with only a short ‘no’ or ‘yes’. Nuances the same level of vigilance all over the city-state and
are not preferred, but required, and most answers most of them are posted inside of Nakbu or within its
will be lengthy and will often include a reference to valley. While the Xerifa from Huexolta have a presence
the celestial alignments or the spirit gods. Again, it is in its Smaragdine Council, all law enforcement from
understood that foreigners aren’t accustomed to this Nakbu answers straight to the junta and thus holds less
and locals will try to be patient as long as possible power, especially as far as policy is concerned.
before losing their poise and disengaging from the
conversation.
LOCAL SPECIALTIES
R ELIGION
‘Sambaza’, deep fried crispy fresh water fish served on
tiny wooden skewers with citrus, small bowels of a tart
Like most of Torra Nyega, the Ishtan population of and spicy sauce.
Nakbu worships the land’s spirits. In spite – or maybe
because of – the people ruling Nakbu, most methods ‘Kappa’, a dish of boiled tapiocas cooked in a ground
of divination are looked down upon, as astrology is paste of coconut and spices.
considered to be a superior method of divination, and ‘Pashrutum’, a broth of chicken accented by leek,
all temples here cater either to Dalnorra, the Night coriander, and onion flavors.
Spirit, Uru’Massari, the Sky Spirit, or Urunura, the
‘Nibilu’, the mild and dry shredded flesh of a type of
Divination Spirit. Although there are many minor spirits
giant lizard. This dish is served with a variety of spicy
representing specific stars and constellations, they are
condiments and has a sweet, earthy aroma.
honored, but not actively worshipped.
‘Chaiza’, (the only alcoholic beverage made in the
Services include copious consumption of chaiza, but
region, is a fermented corn drink that plays an integral
rarely stick to scripts and are ad-libbed, although
part in all celebrations. During rituals, it is drunk by the
certain principles are always followed and the spirit
priest-astronomers in gem-encrusted gold cups and
god being worshipped is mentioned profusely. They
offered to the spirit gods.
are a source of celebration, but chanting and making
music just isn’t something most people of Nakbu are
interested in or used to, and thus isn’t used.

106
Ishta

GOINGS-ON KEY LOCATIONS


1. A new caravan has just arrived from over the THE GEM QUARTER: Although Nakbu’s gems used to
be cut quite poorly, it has seen a revival after attracting
mountains, including a complement of Ka’heen
some of the best jewel cutters of Huexolta in exchange
who are clearly looking for something. for superior living quarters and lower taxes. This
2. A big fight breaks out in the Cua-xualtu between move was the last one promoted by the right-wing
locals and a renowned adventuring party after section of the junta and it has served to heighten the
the former group heckled the troupe’s two rivalry between the city and Torra Nyega’s one other
minstrels during a particular badly-received major city, which is one of the reasons why Xiantrix is
reluctant to allow more passive-aggressive ideas bear
uncalled far performance.
fruit. Whatever the case, senior gem cutters willing to
3. Imlak Uhr river pirates have been spotted reach new apprentices have been given larger, more
a dozen leagues downriver from Nakbu. They comfortable shops, with their own living quarters
have a bound spirit moving the boat faster than located on top of them, which has created an entire
is normally possible and seem intent on reaching neighborhood of fairly similar white buildings.
the city proper. THE CELESTIAL DISTRICT: This is where Nakbu’s only
4. Somebody thought it was funny to stable their towers are located: eight large structures centered
Dinosaur mount alongside the horses. It wasn’t. around a monumental citadel where the junta holds
court and where all of its members except for the
5. A discontent rogue priest-astronomer has
Jimya-Lao come to live with their families once they
heretical things to say about the spirit gods
are promoted to its board. The star charts, astrological
after several of his prophecies have proven to be texts, and telescopes found here rival any of those
widely inaccurate. The Xerifa are searching for encountered in Ethennia, but it is rumored that much
him. of their efficiency is due to several mythical artifacts
6. There’s been a break-in at the Five Banners kept in secret chambers only accessible to the Jimya-
Lao and her most trusted colleagues. This is true, and
warehouse, and the city guard are looking for
were the cults to discover how many powerful Ayaari
suspicious outlanders to blame.
divination and recording devices are kept within the
7. An adventurer from Evandyr is seen arguing with citadel, Nakbu would be in grave peril indeed.
some of the locals after asking whether it would
THE MARKETPLACE: The market is where the
be wise to stay here for a full week. Following settlement’s public commerce takes place, as opposed
local custom, the citizens refused to give him to the private merchant-to-merchant transactions of
a straight answer, which has apparently riled him the Gem Quarter. Farmers bringing in fresh food from
up quite a bit. Torra Nyega’s villages, fishermen bringing in the day’s
catch, down-and-out sage-sorcerers sell protection
8. A group of Obega guerillas is being escorted to
from curses, tailors and cobblers all hawk their wares.
one of the garrison buildings in the periphery of
The Grand Marketplace isn’t an actual plaza, but rather
the city after being caught trying to set fire to a labyrinth of small, winding roads and dozens of stone
a Xerifa patrol headquarters. shops, each of them offering wares like pottery, tapestry,
9. Three Xerifa come up to the Characters and and more. Contrary to Huexolta, many of the goods
start chit-chatting. They appear friendly, but are here are geared towards visitors and adventurers and
include dry rations, sambaza and other local specialties,
simply checking if the PCs are keeping enough of
chaiza, and all kinds of adventuring supplies, although
a low profile.
iron weapons and sophisticated armor won’t be found
10. A jeweler from Huexolta who has been working here and animals are forbidden to enter this quarter.
in Nakbu for over a year now is being insulted by
THE STABLERY: The Stablery is where livestock can
a group of young kids because of his accent. be purchased, as well as riding steeds. There are no
blacksmiths, however, and saddles or reins aren’t
used and considered to be an affront to the animal
spirits. Luckily, this aversion doesn’t extend beyond
the Nakbu culture and natives regard foreigners as

107
ignorant, not necessarily as enemies. This is also where TEAHMA THE TAMIPUWA: Teahma is a Tamipuwa
the only tamipu are found, but while these inns only – a tamipu owner – from Ova Dyr. As a young girl,
cater to state personnel in Huexolta, they host mainly she often joined her parents – diplomats working for
outside visitors in Nakbu, and most residents will point the royal family of Tamon – on business trips to Ishta
foreigners to these establishments instead of charging and after their death she decided to stick around and
a fee to let someone stay within their own homes. found the Cua-xualta. She tells everyone this is because
Tamipu even feature hay mattresses, whereas locals she loves living in Nakbu, but secretly, she is fascinated
simply sleep on the floor. by spirits and she’s been dabbling on summoning them
from out of the cellar. Things are bound to go very
YOALTA’S ENTERTAINMENT CORNER: Connected
wrong very soon.
to the Grand Marketplace by a single alley, this sleazy
small subdistrict houses the small city’s entertainments, ROMLIN THE XERIFA: One of the best investigators
including brothels, gambling dens, taverns, restaurants, in all of Torra Nyega, slim Romlin has become famous
and herbalists of a less-than-reputable sort. By law throughout not just the city-state of Nakbu, but
Nakbu’s sex workers and its financial services are also Huexolta as well. He has a supernatural smell instilled in
restricted to this district. It is run by a single person, him by a spirit who wanted to thank him for releasing
crime boss Yoalta, but she is allowed to do pretty it from a Keldorian lantern box, keen human insight,
much as she pleases as the Xerifa prefer having and an excellent understanding of how things work in
one dependable person to deal with than having the world. Romlin doesn’t like to be bound to anything
to investigate and question all sorts of criminals if or anywhere for a long stretch of time and has refused
something goes wrong in this part of town. any position of power offered to him, preferring to be
‘just a xerifa’ who is allowed to handle things pretty
THE JIMYA-LAO’S RESIDENCE: Standing next to
much as he wants to, as his superiors believe that will
the center citadel and connecting to it through an
yield the best results.
enclosed corridor more than 20 feet in width is the
palatial structure where the Jimya-Lao lives. It sports SIMUSH THE TRANSPORTER: An extravagant fellow
eight domes around a larger ninth one, reflecting the who specializes in transporting those learned men
layout of the district, and each of them has its own fleeing the Rhogoon and fickle fortunes which can
telescope. The central dome has an immense lens be found in Ethennia to the city of Huexolta. Simush
sticking out of it, always pointed to the sky. considers himself to be a lettered man, able to judge
the value of educated Ethennians and to get them
THE CUA-XUALTA: Although there are almost no inns
over the Iron Peaks of Dorganthur without them being
in Torra-Nyega, the Cua-xualta, located in the Stablery
eaten by monsters. He knows how to get things and
district, is a fully-equipped tamipu with three floors,
people into – or out of – Nakbu without the authorities
drinking and eating facilities, and four large rooms,
noticing.
each suitable for up to 8 travelers. Guests are still
expected to make their own food, but can use all of AGATA ASUKA: A former coquette from Roshan,
the utensils available downstairs and chaiza is available who retired from her previous career to become
at all times. an appraiser and trader in opals far to the south of
her native land where none know of her previous
profession. Agata has built up a respectable business
K EY NPC S in the Gem Quarter of Nakbu and is renowned for her
elegance and beauty even as she slips into middle age.
JIMYA-LAO XIANTRIX: Wise beyond her years,
Xiantrix has been trying to keep the peace between URBARRA THE GUARD: A big man with big appetites,
both factions within her own council for years now. Urbarra doesn’t make nearly enough working as
She is acutely aware of the dangers should her more a caravan guard. Skilled both with his spear and with
conservative colleagues win, but also realizes that a bow, he is willing to hire out to anyone traveling
she needs to give them a win soon and is discretely the length of the Orunuro from Nakbu to Kintaba;
lobbying friendly Jimya to add subjects on the agenda assuming they can pay well, of course. He’s a veteran
that will appease the more vehement opposition if she and can appraise his employers of the many perils
casts the tiebreaking vote. If the progressives in her which lay in wait along and between its shores.
faction get wind of this, the government is almost sure
to explode.

108
Ishta

QUEST HOOKS
i ii water cage full of these froglike creatures is attached to
THE HEIST OF MARUM AMLAK the bottom of the boat and they are intent on climbing
out at night to scout Nakbu for their tribe and bring
Consternation at the Grand Marketplace! Someone
back some tasty food (i.e., human flesh) as well.
has succeeded in robbing Agata Asuka’s shop of all
gemstones at bright daylight! Even Romlin the Xerifa is Reward: If the Characters manage to stop the
flabbergasted, and help is needed to find out what has Mandalin before they succeed in capturing some
happened. The robbery was orchestrated by master succulent young humans or in drawing up a map of
thief and spirit-talker Marum Amlak, who had Agata the city, the board will reward them with an honorary
possessed by one spirit while having air spirits lift the loot title and a small building capable of housing one family.
up through the roof. If Marum is caught, he has more
spirits at his disposition and will not go down easily.
i ii
Reward: Agata will offer the Characters five bright IMAO THE FORTUNETELLER
opals if they succeed and will also help them to guide
through Nakbu during her downtime. Imao the Fortuneteller has gone missing. One of the
few diviners who use scrying through reflective water
surfaces and mirrors, Imao warned almost all of his
i ii clients that he would soon be captured and taken away
FUNERAL BOAT
by unknown bandits. This has a lot of people spooked,
A single funeral boat has come drifting into Nakbu. It is but if the Characters help, they may discover that Imao
carrying ornamental offerings and personal belongings staged his own death to demand ransom form the
of someone who might be a shaman, but there is no junta board as well as solidify his reputation of being
corpse or any indication of an exact identity on board. a dependable fortuneteller despite not depending
The locals don’t want to touch the thing and will ask on astrology.
the Characters to investigate. In truth, the funeral boat Reward: Mostly thanks and a meal at the citadel. Maybe
is a diversion sent by a group of Mandalin. An entire a gemstone, depending on how the Characters act.

THREATS & DOOM: THE DOOMSDAY DEVICE


One of the devices in the Celestial District is the Clock of Doom, an enchanted Ayaari device used by that
alien race to count down to the destruction of their world. It was first set soon after the Heralds of Doom
appeared and was found many millennia later near Nakbu. Jimya-Lao Xiantrix tried resetting it several
times, but each time it jumps to 3 years before 0. This has Xiantrix spooked, but, worse, several of the
Jimya have gossiped about its existence, which is attracting some of the cults, all of which are ready to do
anything to get the device into their hands.

THREATS & DOOM: THE GEM OF A MLEESH


Forgotten on a dusty shelf in one of the shops in the Gem Quarter is the Gem of Amleesh, a jewel used
by a conclave of sorcerers to bind Amleesh, an ancient necromancer-king from Huexolta in it. The jewel
was passed down for more than 750 years and after a few generations, its true purpose was forgotten. If
it is taken from the shelf, Amleesh’ presence will awaken and enchant the holder with one command: find
a way to shatter to the jewel and set the spirit of Amleesh free. Powerful and merciless, the necromancer-
king will rain terror upon Nakbu until no living soul is left standing.

109
JUNGLES OF
M AR AROKA

HISTORY And then Munajé came.


The benevolent spirits hadn’t struck a deal with the
In every sense of the word, the Jungles of Mararoka
settlers yet and the colonists’ numbers were dwindling
were the last frontier for the original settlers of
fast, mostly due to the hostile environment and
Ishta. Coming in from the west and north-west, the
ravenous beasts that were able to best even the most
first colonist groups spread across the land and most
powerful of natural animals. A plan of action was
of them found fertile places to hunt, forage, or live
needed and Munajé offered one. The spirit would
in long before reaching the eastern coast countless
teach the clans the dark magic needed to survive.
ages ago. But even so, some of the most adventurous,
But there was more, as the Death Spirit offered an
courageous, and foolhardy peoples fought and cut
even more permanent solution: put the many dead
their way through until they finally reached jungles so
to use. They would rise as defenders of the clans, and
dense that it was impossible to simply find open places
the existence of these undead guardians would make
and build there. Because of the limited space, they had
further bloodshed amongst the living almost entirely
to spread out. Tribes split into clans, many of them
unnecessary.
evolving along different paths.
The debate amongst the clans took weeks, but after
Between the thick foliage, something stirred. As the clan
some of the larger clans that refused to ratify an
shamans began communing with the spirits, dark entities
agreement with Munajé withdrew, a decision was
took notice as well. Lapayetta was the first to make itself
made: Munajé would be allowed to aid the settlers in
known, but the Demon Spirit overestimated his own
return for service and the occasional human sacrifice.
charisma, and the shamans rejected its proposals to
Pyramids were erected, soaked in sweat and blood,
summon otherworldly beings into the world, realizing
testaments to both the mundane and the otherworldly
they were too alien and destructive to trust. Next came
power that had been granted to the Mararokans.
Waniga, and some spirit-talkers agreed to listen to its
offers, as the Monster Spirit promised them scores of During the next centuries, the clans prospered. The
monsters to defend their peoples’ efforts at fending animated dead went to battle for them, leaving
off the near-constant animal attacks. After intense the living free to build and create. Those who were
deliberation, they sent it back to the ethereal realm closest to the Death Spirit benefited even more than
as well, unwilling to trade one threat with another – others and all over the Jungles of Mararoka, dozens
potentially even greater – danger. of necromancer-kings came into power, indebted to

110
Ishta

111
each other through their allegiance to Munjaé if not by Obscured during all those years by Howeme, the
blood. Their ambitions were clear: to build a common Shadow Spirit, the Jaida had struck a deal of their own
great empire of death and entropy worshippers that even before leaving their villages and cities. On the
could one day stretch far beyond the borders of Ishta. outskirts of the Jungles of Mararoka, they had formed
their own society, one that communed not just with
Alas, during the next centuries, the Mararokans’
Howeme, but also with Ikomeno, the Beast Spirit,
enemies – beasts, monsters, cultists, and foreign
Pakse-Muni, the Binding Spirit, and Zebado, the War
invaders alike – also become more plentiful and
Spirit. Enraged at Munajé, Ikomeno and Pakse-Muni
knowledgeable. In the rest of Ishta and in Ethennia,
had approached the clan women themselves and
the tribes were still too disorganized or isolationist
had taught them how to tame the apex Dinosaurs,
to intervene in Ishtan politics, but across the seas, the
while Zebado had shown himself willing to establish
concerns of the Evandyrian kings and Thalian pirate
a regimen of grueling but effective combat training
lords were growing. Time seemed limited and many of
that would establish the Jaida as unequalled mounted
the clans turned against each other even while their
warriors.
perverted kings were trying to build an empire that
they envisaged to one day reach beyond the borders Within mere months, the Jaida’s victory was complete as
of Ishta. the last of their former sinister rulers had been mauled
to death between the grisly teeth of the legendary
With the necromancer-kings facing so many dangers
Tyrannosaurus Rex known as Umala and the undead
and calling on the Death Spirit ever more frequently,
had been destroyed or sealed within the ziggurats
Munajé was getting more difficult to placate.
where they had first risen. The lady champions were
More human offers were needed, more elaborate
welcomed as liberators and their male breeders as their
mummification was necessary, and more services were
necessary support, and the Death God was rejected
required. With these requirements came widespread
and, ultimately, disavowed.
discontent as mothers and fathers were increasingly
left without children and children were left without Most of the pyramids were either left to crumble,
parents. dismantled, or destroyed. The Ishtans who were still
standing were given the opportunity to diversify and
In the end, Munajé and his necromancer puppets
prosper, although monsters and all kinds of beasts
overreached themselves. Their rule had been absolute
often caused their populations to dwindle before
for centuries, but their subjects were slowly starting
picking up again. During this period, the harbor town
to understand that there were benevolent spirits to
of Kintaba was founded on the southern coast and the
call on as well, and that maybe it was not entirely
resulting trade brought more abundance, although it
unavoidable to keep seeing the faces of loved ones,
also started to attract more pirates from Taliath.
now decomposed and shambling, devoid of the souls
and the most of the memories they had while still alive. After three centuries of relative calmness, the various
tribes, now also organized into smaller clans, started
Then, about 9 centuries ago from current times, the
to incur losses along the Mararoka border with
women of Clan Queliny disappeared together with
the Badawo Wilds. A new enemy had found its way
their daughters and youngest children, leaving the
across: the Beastmen, fierce, animalistic creatures that
men and their already-corrupted male scions behind
were used to fighting Dinosaurs and other fearsome
in the dark of night, never to be seen again. Within 40
monsters. Their presence has been a threat to the
years, Clan Queliny stopped existing, and the mystery
peoples of the Jungles of Mararoka ever since, and
to the sudden exodus endured until a hundred and
a strategy to protect the clans from their incursions
one years had passed.
and raids has not yet been found, as the many family
After more than a century, the women of Clan Queliny units living in the subregion haven’t been able to
returned, hungering for revenge and riding the great organize well or completely enough to counterattack
Dinosaurs known as Tyrannosaurus Rex, ready to strike effectively and their mistrust of strangers is keeping
the death blow to the warring clans. Clan members no them from forging alliances with the outside world.
more, these women warriors were the Jaida and their
wrath was terrifying.

112
Ishta

OVERVIEW looking canoes carved from the trunks of trees are


employed, typically rowed by a team of two, with either
The Jungles of Mararoka are a vast region of a single passenger or bundle of cargo between them.
southeastern Ishta that stretch from the seas in the
Travel overland is by exclusively human ‘caravans’ with
east and south to the Orunuro River to the west, and
porters being guided by specialized captains known
to the southern tip of the Iron Peaks of Dorganthur
as Kiongozi. These travel down nearly invisible paths;
to the north. It is almost entirely without cities, but
though these are not really ‘paths’ as those from other
permanently settled villages are plentiful in the jungle.
parts of Athyr would think of them. Rather, the trails
Living successfully in the Jungles of Mararoka of the Kiongozi are systems of metal spikes of some
requires a person to be extremely attuned to their length driven into trees – one at every league or
surroundings, both to prevent them from becoming so – that may be found by guides skilled enough to
prey to the many fearsome creatures which dwell pick them out safely among seemingly identical trees,
within it, as well to be open to the many opportunities nestled among identical bushes.
for food and medical supplies which it contains. Thus,
The Jungles of Mararoka are fertile breeding and
its inhabitants are extremely alert to both danger and
hunting grounds for giant insects and enormous
opportunity, making them superior trackers, guides,
identical poisonous snakes; all of which are doing
and hunters within their own familiar land. Generations
their best to avoid giant identical predatory beasts.
of strife have made them wary of outsiders, and they
These include (though are not limited to) leopards
prefer not to interact with foreigners if at all possible.
and panthers of various sorts (including gigantic),
Almost all live in small clans and the difficult terrain
aggressive, viciously fanged Dinosaurs of many
stops them from interacting extensively with the
varieties, foul tempered and giant territorial sloths
other clans of their tribe, and even more with those of
known as Mapinguari, and similarly a sort of monster
other tribes. This had led to a smattering of languages
armadillo which is, yet again, foul-tempered and
being spoken throughout the subregion, and Baadi,
prone to chase explorers up trees, then trample their
Nuwemi, Oeresa, Panto, and Suhemi all have dozens
carriage and porters into the mud below.
of dialects, making understanding the natives here
even more difficult if they haven’t picked up a more As bad as these animals and beasts are, Mararoka’s
universal language like Ishtan. true monsters are even more horrid. The feared Jungle
Arachnids are spiders as big as an adult human that can
While there are currently no inhabited city states in
scale any surface on the millions of setules that make
the vast tangle of rain forests, thorny thickets, saltwater
up their tight tufts of hairs while still being able to use
swamps, freshwater marshes, and scrub woodlands that
their furry hooked tentacles to great and devastating
make up the region, in previous centuries there most
effect, breaking open their prey’s skull to suck in the
certainly were, and their majestic but foreboding ruins
brain fluid they feed on.
remain, monuments to darker times now overgrown
with vines and trees of every description. The most From across the borders with the Badawo Wilds,
noteworthy of these is Ushurra, a portion of which is Beastmen invade the jungles with ever-increasing
still used as a sort of ceremonial ‘capital’ and meeting numbers. Their raids have become more brazen of
place for the jungle’s many tribes. But there are dozens late, as if driven by some kind of unnatural force or
of others, most of which are considered to be haunted, new, charismatic leader. These foul creatures are
and these are avoided by the local people. Thus, they intelligent and able to wield weapons with monstrous
may contain vast treasures for any bold adventurer to strength, making them exceedingly effective warriors.
discover, or hold the promise of death for the foolhardy. Worse, they know this kind of terrain well and can
take advantage of it. This has made them the bane of
the Jaida, who have been taking heavily losses despite
being able to hold their ground most of the time.
Recently, however, some of the Beastmen raiders have

EXPLORATION been showing up with what must be mythical weapons,


and it seems like the tide may soon turn in their favor.
Most of the commerce, exploration, and travel that Unfortunately, living creatures are nowhere near the
takes place in the Jungles of Mararoka is conducted in only threat to the Jungles of Mararoka. Huge, colorful
one of two ways: by waterway or on trails. To make the flowers known as Mind Blooms project their pollen
best use of its many small rivers, various sorts of sturdy-

113
through the areas where they stand, infecting anyone swallowing a man whole, and a form of giant (though
who breathes them. Victims start to have random quite edible) catfish, also large enough to gulp down
thoughts and act upon them until the seeds take hold an adult human in a single sip. Birricadi swim through
deep enough and they are consumed with the single- the waters as well, and Rimalin Leeches aren’t big at
minded desire to walk up to the host Mind Blooms, all, but rather so small that they are almost invisible
where they are then enveloped and consumed. The until they attach themselves to a living being, after
much smaller Barbed Weed activates when walked which they grow bloated within half a minute ready to
upon, cutting through even plate armor to feed on devour their prey.
bleeding feet and legs. More dangerous fauna and flora All of these dangers great and small do not deter the
remains to be uncovered, waiting for unsuspecting most determined of adventurers, as the abandoned
travelers to feed on. pyramids left here are either virtually untouched or
Given all of the perils overland, river travel is generally have been plundered, and the gigantic varieties of
preferable... despite the presence of crocodiles of regular animals tend to fetch high prices on markets
both the standard and gigantic sort, fearsome and all over Athyr as well as in the trading shops of the
incredibly dangerous reptiles which lurk in the mire, Evandyrian and Ethennian gladiatorial arenas.
a variety of poisonous giant frog or toad capable of

POINTS OF INTEREST

SECRETS & RUMORS


• The clans living in the general vicinity of The
Pyramid of Numan Khamon claim to have been
hearing wailing and shrieking inside of the edifice
for decades now. They avoid the place for obvious
reasons, and some even claim the sounds are
those of a multitude of ravenous undead. Has
some kind of necromancer been able to get in,
THE P YRAMID discover some forbidden knowledge and raise
OF NUMAN K HAMON more undead? Or does the spirit of the long-dead
In the middle of the Jungles of Mararoka stands Numan Khamon himself haunt the place? If true
a ziggurat, overgrown with dark vines that bleed and the necromancer-king is allowed to regain
blood and gnarled trees that desperately try to pry his former strength, no living being will be able
themselves loose from the building’s unrelenting
to stop him from enacting revenge that has been
cold grip. Neither tomb nor living quarters, the
centuries in the making.
Pyramid of Numan Khamon was once exclusively
used by the necromancer-king as a throne on top • Sometimes, the winds around the ziggurat
of an enclosed ritual room where the disobedient seem to be whispering, clearly an invitation to
would be tortured by scores of undead. The throne come in. The voice is thought by most to be the
is still there on top of the ziggurat’s highest step,
malevolent spirit god Munajé, but others are
built out of the same piece of stone and jutting out
convinced that it actually belongs to Huwsedo.
of the canopy just enough to look over the jungle.
Bound by spirits and magic sigils, the entrance seems
The Wind Spirit once helped the people of Ishta
shut forever, depriving adventurers of the tomes of and maybe it has its reasons to ask them to take
dark knowledge as well as the treasure inside. up the challenge and enter somehow?

114
Ishta

THE SHORES OF SOLITUDE


On the eastern tip of Ishta lie the Shores of Solitude,
a small patch of land where no sound penetrates. Neither someone takes the
the animals scurrying over the beach nor people trying time to observe
to speak to one another are heard, and those who try these wooden rods,
to talk only find empty air coming out of their mouths. it will soon become
Standing in the middle of the Shores of Solitude are apparent that their
twenty poles where former necromancer-kings and slave shadows are leaning
masters were left to die, as even with their tongues they into each other, as if
would have been unable to cast their reviled incantations. they are ever growing
No-one really knows what causes the sound to disappear closer, no matter
within a radius of at least 300 feet of the poles, which where Aureya and
seem to be placed at the epicenter of the bubble. If Issira are in the sky.

SECRETS & RUMORS


• The dome of silence was created by clan sorcerers with the specific purpose
of punishing their evil subjugators. It remains there because fortunetellers
foresaw a new wave of dark magic-users, and the shadows cast by the poles
are counting down to that moment. When they finally merge into each other,
a new era will break, possibly heralding the end of mankind in Ishta.

• The absence of sound is only an illusion. Rather, the sounds are carried away
by Huwsedo the wind god, who eats them to create the storms and tempests
of the world.

• The entire area is not on Athyr at all, but rather a pocket dimension that
accesses a reality without sound. If one is to find the right way to enter
further, one would step outside of Athyr entirely and into another world –
maybe the spirit realm, maybe a wholly different one.

115
TOMALEK PEAK
On the last peak of the eastern Dorganthurs, a ledge leads agrees that there
to a single cavern that would be wholly uninteresting if must be something
not for a 6-foot shaft leading down into the darkness. No deep down – living
light can illuminate this vertical tunnel and no rope seems or otherwise,
long enough to be safely lowered down with any degree worth a fortune or
of certainty. Many have speculated what secrets the revealing secrets of
mountain, called Mount Tomalek, holds, but everyone ancient times.

SECRETS & R UMORS


• The shaft leads down to the magical roots of Mount Tomalek. These supernatural tendrils
are infused with the arcane essence of Athyr and any spellcaster who is able to travel deep
enough can draw on their immense power, effectively becoming a conduit for the crackling
mystical energy found here.

• Below is the home of a spirit god, most probably Bao-Ar, the Mountain Spirit, Balkepi, the Fire
Spirit, or Jamasepta, the Earth Spirit. None of these spirits is evil, but it is unknown whether
visiting them would be considered an intrusion or a welcome diversion. If the latter, chances
are that the spirit residing here would want to play a game or at least have an interesting
conversation, and that anyone who is able to entertain them would be handsomely rewarded
with some kind of supernatural gift.

• The drop may lead to an ancient Ayaari artifact buried here – probably by the alien race itself,
or by spellcasters who caused so much collateral damage while trying to use it that they
decided to bury the device before it could be misused again.

THE GROVE OF AQUILAS


Deep within the tangled Jungles of Mararoka lies a place reflect Aureya and
both enchanting and perilous. The glade is surrounded Issira’s multicolored
by a curtain of mist, a swirling miasma that obscures the light filtering through
view of any who would try to peer within. Those who the canopy above.
dare to pass through the veil find themselves in a place To enter this grove
of wonder and terror, where the laws of physics seem is to enter a world
to bend and warp at every turn. The air hums with the of enchantment and
arcane energy of ancient enchantments, and the very peril, a world where
earth seems to pulse with a life all its own, as if it had the very fabric of
a heartbeat. reality seems to
The grove is guarded by towering trees, their gnarled shift and bend. For
trunks stretching skyward like the fingers of some ancient, those with the courage and the cunning to navigate its
eldritch giant. Their leaves rustle with a whispered dangers, the grove offers a wealth of adventure, wonder,
melody, as if they are alive with the secrets of the and magic. But for the unwary, it is a place of certain
universe. In the center lies a series of bubbling pools, doom, where even the most powerful of adventurers
each one shimmering and sparkling with a different hue, may find themselves lost forever in the twisting,
ranging from deep purple to iridescent as the waters otherworldly realm.

116
Ishta

SECRETS & R UMORS


• The reality-warping effect of the Grove of Aquilas is caused by an alien artifact that lies hidden
deep underneath the foliage, encapsulated in barren, twisted ground that is contorted like the
muscles of a beast: the still-active part of an Ayaari terraforming engine. The techno-magic
battery will keep powering this machine for another millennium at least. If unearthed, the
machine is a wonder to behold, a labyrinthine network of glowing wires and circuits, a fusion of
arcane magic and advanced technology that defies comprehension.

• Although the exact origin of its name is shrouded in mystery, some local clan members who know
about the grove say it was named after a warlock who has been claiming the glade as her own
for decades now. She is said to be stuck in the reality-bending field of energy that permeates the
place and has gone quite insane. Her prolonged exposure has made her actions seem erratic and
almost random, but it has also forged a symbiosis between her and the grove, and Aquilas can
command almost any aspect of it for a moment before it changes into something else again.

• The different colors of the waters are thought by many to mean something. Maybe they each
produce some kind of specific effect when drunk, or maybe they allow someone to peer into the
future if used correctly.

TEMPLE OF ZEBADO be able to touch her


in unarmed or armed
One of the few ziggurats that were erected after the
combat, without
Jaida uprisings, both the outside and the inside walls of the
drawing blood.
Temple of Zebado are engraved with hundreds of images
showing one-on-one fights, small skirmishes, and all-out Xiuma still holds
war scenes, as well as warriors standing in triumphant a weekly service to
poses, weapons (some of which aren’t common or even Zebado, the War
used anymore), and armor. Inside, the temple’s inner shrine Spirit, here. Alas,
is connected to dozens of armories, enclosed training since the temple
rooms with wool dummies, living quarters, and more. It is stands in the middle
tended to by Xiuma the Warrior-Priest, but no-one else of nowhere, she
lives or teaches here, as Xiuma is fiercely protective of often goes about the
the temple and is only willing to teach 6 individuals every ceremony alone, but she will welcome anyone who is
year. In order to study under her tutelage, one must first serious about paying tribute to the spirit god.

SECRETS & RUMORS


• Xiuma has taken a vow with Zebado not to teach anyone who is unworthy, but she hasn’t found
a single apprentice for 6 years now and her last one became the clan leader of his own tribe.

• Xiuma is far older than she looks. For 309 years now, she has been tending to the temple,
waiting for Zebado to finally release her from her servitude so she can die of old age. She knows
the War Spirit is looking for some champion of sorts, but doesn’t know why, although she
suspects it has something to do with the celestial realignment that is due in 3 years from now.

• Xiuma isn’t human at all, but rather an incarnation of Zebado himself. The spirit god is being
courted by spirits from all sides, but hasn’t decided on who he should pledge allegiance to yet.
He will regard the morality of anyone who bests him in combat as indicative of the path he
should follow – dark, neutral, or light.

117
PEOPLES & CULTURE
The people of Mararoka are nominally organized in CLAN BITIKU
tribes, but the clans within each such group have so Clan Bitiku is a small extended family whose members
much autonomy that they sometimes seem to belong live close to the Temple of Zebado and visit its priestess,
to different societies altogether. All clans do feel an Xiuma, at least once a month. They have been trying
unwavering allegiance towards their mother tribe and to defeat her for years now, but none have succeeded.
still get together during eclipses to celebrate the spirits This has not earned the priestess their rivalry or
and share stories. Clans are difficult to keep track of as disdain, but rather their respect, although the clan’s
they are always named after their current elder, who two youngest ‘adult’ members – fourteen-year old
stays in charge until death or until unfit to serve as Faydal and his sixteen-year old sister Kaestria – have
a leader anymore. At that time, the entire name of been found arguing about how to tackle the priestess
the clan changes to the name of the new person in and seem covetous not just of the lessons she has been
charge. The only exception is formed by the Jaida, the holding back, but also of the connection she clearly has
powerful and skilled Dinosaur riders whose ancestors to the War Spirit and of the treasure they believe she
helped overthrow the Jungle of Mararoka’s despotic might be hiding.
former rulers.
All Bitiku clan members are quite ferocious if provoked
All clansmen have a few things in common as well. (and in recent years they certainly have been!) and
They are distinct in appearance from the cosmopolitan skilled with many weapons, including poisoned blow
inhabitants of Ishta’s city states. In their environment darts, bows, spears, clubs, bolos, knives, and a peculiar
the traditional toga isn’t practical, and they disdain sort of sword (if one wishes to call it that) made from
it in favor of simple but distinctive embroidered loin a flat elongated pierce of wood with viciously sharp
cloths (the only item of clothing they really need) or teeth taken from giant, carnivorous lizards embedded
long strips of cloth wrapped around their waists and along its edge. Clan Bitiku does not have many allies
held there by two sashes. but also lacks sworn enemies, as dark fates typically
Hair styles and jewelry vary wildly from tribe to tribe befall those who intrude with malice upon the territory
and even from clan to clan, with body piercings being of the clan if they are captured.
extremely common. Many Mararoka warriors favor
using the fangs of conquered predatory reptiles for
this purpose, while others utilize ‘plugs’ made from CLAN A MILA
gold, silver, and jade or materials such as shells, wood, Led by the elder shaman Amila, this clan believes that
bone, copper, and even stone. This is in partly because all great spirits should be worshipped – not just one or
the average Ishtan, whether nobleman, villager, or even a selection of spirits. They are convinced that not
tribesman, wears their day-to-day wealth and status on paying service to the darker spirits only serves to anger
their body. This may include rings worn on the fingers or them and are firmly intent on finding a balance in
toes, earrings, ear clasps, bracelets, necklaces, torques, their ceremonies. This had led other clans of the same
clasps, and a bizarre native form of belt comprised of tribe to look at Clan Amila with mixed distrust, disdain,
removable links of different sorts of precious materials. and curiosity, as they prefer to keep their distance
All of these decorative adornments are designed to be while trying to gauge whether this unconventional
removed at will and used as currency. approach can be successful. For now, Clan Amila has
been prospering, and the bizarrely coincidental good
These fearsome jungle-dwelling people are semi-
luck its members have been having seems to be almost
nomadic, sometimes practicing a limited form of
preternatural in nature. The clearings they pick to raise
agriculture, sometimes hunting, often fishing, often
their tents in are never hit by rain even when a storm
restlessly moving within large territories recognized by
rages mere feet away; the fish they catch are always
other tribes in custom and tradition. However, this is
big and edible; and if they bow down to pluck a plant,
where most of the similarities end, as their customs
one can safely bet that it will not only be nutritious,
vary widely. Here are a few of the best-known clans.
but also delicious.

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Ishta

Some of the shamans outside of the clan have been be easily found or attacked, and all know the trails
warning that Clan Amila’s string of incredibly good through the wilderness just as well as any Kiongozi.
fortune is only a ruse by the dark spirits to draw them While Kiongozi are members of their individual clans
in and lead them further down a path that can only and stay within their family units when not acting
lead to bad things, but the clan members certainly as guides, the Mercenaria live, sleep, eat, and drink
aren’t listening and have no intention to stop or even together, and dissention is punished with immediate
slow down their dangerous religion experiment. banishment… after getting stripped down of all
belongings. Camaraderie is encouraged and promoted
through occasional feasts, sports competitions, and
CLAN QUACALA boardgame tournaments. Their slogan, ‘All Stay
Clan Quacala is one of the most open-minded family Together’, reflects their no-one-is-left-behind policy
units in Mararoka. Its members don’t only welcome and has greatly aided in attracting fresh members.
strangers, but gladly invite them to their village. This Although the Mercenaria mostly consist of Ishtans,
is a direct consequence of its clan elder, Quacala, who many of their current leaders and instructors are
has instructed everyone to be friendly and offer visitors foreigners, mostly from Evandyr. Most of them were
succulent dishes and the best chaiza available. She is hired directly by Yowelta, who found them in Ishta’s
acutely aware that foreigners are the best way to learn harbors while looking for the most able and willing
about what is going on in the outside world, about commanders. The Mercenaria are now spearheaded by
new ideas and technology, and about looming dangers the Thalian Sir Barabos Manos, a veteran captain who
and the movements of other peoples or monsters. used to command his own fleet. He left after losing
Under their genius chieftain, this clan has become one an argument with his supervising board and suffering
of the most innovative, successful clans to roam the a devastating defeat because he was obligated to
Jungles of Marraroka. Quacalo has travelled extensively follow their proposed strategy, and he feels he
and has brought many ideas and products from other has something to prove. Manos is already looking
nations to her clan, including Roshani scale armor, into expanding his mercenary army to the seas and
Vahlian swords, Ethennian spices, and more. It is even acquiring war galleys, but for now he is content staying
whispered that Quacalo holds a mythical artifact, but in the jungles and building up a legendary reputation
no-one knows exactly what. The rumors are true, as she with his Mercenaria.
has acquired an Ayaari disintegrator several years ago.

THE JAIDA
THE M ERCENARIA The literal meaning of Jaida is ‘She Who Rides The
Not a clan but rather a powerful organization, the Giant Lizard’. These woman warriors hold a high
Mercenaria are an army of mercenaries that was status amongst the people of Mararoka, who have not
formed a mere 9 years ago by Yowelta the Huntress, forgotten that they were liberated by them more than
a Clan Quacala champion who broke with her family 800 years ago.
after disagreeing about the morals and edicts imposed The Jaida are a matriarchal clan, and all women are
by Quacala herself. Despite their differences, she taught from the age of 13 how to control and ride
was given a large recompense for past services and Tyrannosaurus Rex. Even though the spirits allow them
founded the Mercenaria out of her own pockets. The to forge the bond necessary to do so, this remains
organization has grown exponentially since then and a backbreaking and burdensome process, but failure
is recognized throughout Ishta as one of the most is not an option, and the children are taught never to
fearless military forces in the entire realm. Yowelta has give up. Most continue to try until they either succeed
yielded control since, preferring to stay in the shadows or die. They are also taught the art of warfare from
and advise. Some believe she has incurred too many this age on, including not just martial skill itself, but
grave injuries over the years and is now unfit for active war philosophy, strategy, and tactics. At age 16, they
duty, although she remains sharp as ever. are sent out on an initiation rite that culminates with
The Mercenaria maintain several easily defendable going into a part of the jungle where wild Dinosaurs
camps in the Jungles of Mararoka, where they can’t are known to thrive. There, they must find and bond
with their own Tyrannosaurus Rex.

119
Jaida who undergo the rite are encouraged to help its teeth as sharp as knives. Together they are an
each other but are often forced to find a balance unstoppable force, charging through the jungle with
between team effort and individual needs, as the the power and grace of a thunderstorm.
bond a Jaida has with her Tyrannosaurus Rex is highly Her village is the node of a larger network of camps, all
personal and spiritual, and that Dinosaur will never connected through trails that are only identifiable by
again let anyone else command it – not even another, the Tyrannosaurus Rex steeds, who are trained to use
more experienced Jaida. Only one in three initiates their exceptionally keen sense of smell to follow the
survives the ordeal, and those who do are required routes from one camp to another.
to bring back the bodies of their fallen sisters to be
honored and blessed by the spirit gods before burial. A The camp itself is a marvel of engineering. It is
bond between a Jaida and her Tyrannosaurus is for life composed of a series of large huts, built from – and
and when one dies, the other usually goes on a lone upwards against – the trunks of massive trees, woven
suicide mission, raking in as many trophies before with vines and thatch to create a sturdy, yet flexible
ending it with laying down their life. Both of their structure. The huts are arranged in a circle, with
names are added to their camp’s totems, there to be a central clearing that serves both as a training ground
remembered by their sisters until there is no-one left and a gathering place. The structures seem to be one
to do so. with nature, with vines and flowers wrapped around
their supports, and hanging gourds filled with water.
The biggest Jaida settlement of Mararoka is known as They are connected by a network of rope ladders,
Jaimala, led by the mighty Tharaqui Thunderstorm. She bridges and vines that seem to defy the laws of physics,
stands tall and proud, her lithe form draped in armor snaking through the air with a grace and fluidity that is
of gleaming gold and dark green, adorned with the both awe-inspiring and terrifying.
bones and teeth of the mighty beasts she has hunted
and slain. Her long, black hair cascades down her back In the center of the village stands a massive totem,
in wild waves, framing a face that is fiercely determined. carved with images representing Howeme, Ikomeno,
Her eyes are a piercing green, sharp as the talons of Pakse-Muni, and Zebado, and topped by a large
a raptor, and they gleam with a fierce intelligence Tyrannosaurus abstraction, an unmistakable symbol of
and unyielding will. Her mount is a towering, veteran the Jaida’s bond with the great beasts and their place
Tyrannosaurus Rex, its scales as black as obsidian and as rulers of the jungle.

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Ishta

TRAVEL ACTS
1. OBSTACLES
Forest Fire
1
Animals run past in a hurry as if distraught by something. Before long, dark smoke comes
dwindling down the jungle. The heat, combined with a rare drop in humidity, has caused some
of the jungle to catch fire.

Barricidi Rapid
A rapid that can’t be found on any map runs through the area as far as the eye can see. The
2 stream is full of Birricadi and there is no rope bridge to be seen. If these Monsters aren’t
enough of a problem, the water and the jagged-rock waterfall it leads to could easily drag
away anyone trying to swim across.

Sliding Slope
3
The land, mostly flat until now, suddenly slopes upwards. It’s not too far a journey to get on
top, but the many loose leaves and other sediment make it difficult to get to higher ground
without causing the debris to slide down.

Infected Swamp
4
A large stretch of land turns into a vast swamp up ahead. There are a decent number of
hammocks sticking out of the water, but it will be tough getting from one protrusion to the
other. What lurks in the mud and foul water of this swamp is another matter entirely…

2. EVENTS
Tropical Cyclone
1
A tropical cyclone sets in and the travelers are caught right in the middle of it. It is warm with
clear skies, but all around this patch of jungle a destructive eyewall has formed, with strong
winds and heavy rainfall. The cyclone moves west and this area won’t be safe for much longer.

Volcano Eruption
2
The ground starts to tremble, and then an ear-deafening explosion is heard. A nearby volcano
has erupted, sending projectiles of hot stone and balls of fire to come crashing down in
a 10-mile radius around the angered mountain.

Dinosaur Stampede
3 A herd of Brachiosaurus is running away from some unseen predator. They are absolutely massive
in size and anyone caught in their path risks getting crushed into the ground by the stampede.

Landslide
A few drops of rain come falling down, but before a minute has passed the rain becomes
4
a torrential force, clouds darken, and thunder can be heard. Solid ground turns to pools of mud,
and within a few minutes the ground starts to shift and move, large chunks of ground come
sliding down from uphill areas, and trees and chunks of rock crashing down, causing a deadly
situation.

121
3. CONFLICTS
Beastmen Camp
A group of Beastmen has set up a well-guarded camp against a rock formation in the near
1 distance. It looks recently built. The side of the camp facing away from the cliff is protected
by wooden palisades and two watchtowers. Multiple bands of Beastmen patrol the area
surrounding the camp, driven by some purpose that is yet unclear.

Arachnid Feast
2
A pack of Jungle Arachnids is encountered feasting on the brains of an entire local clan. One
of the clan members is still alive and could be saved, but the mostly-satiated Jungle Arachnids
will likely attack anyone who tried to intervene.

Trickster Spirit
A trickster spirit manifests as a beast. It will talk to anyone willing to listen in one of many
3 Isthan tongues and proposes to play a game. If all three of its riddles can be solved it will grant
a wish that pertains to the many secrets of the jungle. It will, however, interpret any wish
made quite literally or try to find gaps in the grammar used to twist and pervert the wish.

Anaconda Attack
4
A Giant Anaconda attacks! It will appear out of nowhere and hasn’t had a meal in over
a week. It will be a fight to the death, no matter what is attempted to calm or scare away
the creature.

4. INTERACTIONS
Jaida Encounter
A group of fierce Jaida are on patrol in the region, seemingly distressed. The dino riders will
1
threaten anyone they encounter but won’t immediately kill. They have been suffering losses
from Beastmen attacks and are trying to find out what caused the sudden influx and whether
the Beastman have any plans to venture deeper into the Jungles of Mararoka to pillage and
enslave local tribes.

Elladon the Innocent


A sailor from Orthoss by the name of Elladon is hiding in a nearby grove. A band of Mercenaria
2 in the area is looking for the wanted criminal, who has fled Kintaba after allegedly having
murdered someone. Elladon is innocent, as he will gladly tell anyone who seems interested, but
at the same time the Mercenaria offer a sizable reward for any information on his whereabouts.

Clan Quacala
3
Several Quacala members are encountered, who insist whomever they meet will join them for
a meal and stocking up on provisions in their nearby village. Always interested in the stories of
outsiders, the Quacala mean no harm, and their intent is god-willed.

Lost Pirates
4
Half a crew of pirates is trying to cut its way through the jungle. They’re lost and trying to get
to Kintaba to join their captain and fellow mates. They have no interest in robbing or killing
anyone here and would rather get some help in returning to their ship.

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Ishta

5. FLORA & FAUNA


Glowing Moss
1
A strange, red moss is found clinging to some of the trees. It glows faintly in the suns’ light but
brighter when it is dark. When cut, it keeps glowing for another 6 to 9 hours before getting
too dim to be of any use.

Triceratops Eating
A pair of Triceratops is found eating from low-hanging branches. If anyone makes too much
2 noise, the dinos will stop feeding and look around. If the sound is too loud or threatening,
they will run away, but won’t attack. Anyone with the right skills to do so could attempt to
befriend the creatures, who are kindhearted in nature.

Red Ant Infestation


Hundreds of thousands of red ants are working around their nest. It is an exceptionally large
3 colony, and the ants could become extremely dangerous if provoked. They seem to have
stumbled upon a deposit of some sweet-tasting, purple liquid. It definitely isn’t honey and its
origin is somewhat of a mystery.

Monkey Mischief
A group of small monkeys attempts to steal rations and provisions from travelers who aren’t
4 native to the region and who they know are an easy target. They will attempt it brashly at
first, and whether successful or not, they will follow the travelers around and try again and
again whenever they leave their belongings unattended.

6. LANDMARKS
Hot Spring
Steam rises from a pool of crystal-clear water inside a small rock formation. Despite its
1 foreboding appearance, this hot spring offers a haven of warmth and comfort. The water is
surrounded by moss-covered rocks and exotic plants that thrive in the humid environment,
creating an otherworldly atmosphere that seems almost surreal.

Stone Faces
Between the tropical shrubbery, a group of 34 stone faces stands on a reclining slope. They
2 are tall and imposing, their expressions – different for each face – are frozen in time. Hidden
paths lead deeper into the jungle or stumble upon small clearings where strange rituals were
once performed.

Rubber Tree Grove


A rubber tree grove is found deep within the jungle. It serves as a minor trade hub for
3 merchants, who come from far and wide. The area is guarded by either Mercenaria or local
clan members and anyone trying to enter the area is denied entrance. The grove has been the
target for many raids of late and many guards have been seriously injured or even killed.

Ziggurat Shrine
4
A small, abandoned ziggurat is found, largely overgrown. It now hosts a colony of unnaturally
giant insects, who have mutated and grown in size due to some magical energy still
emanating from within.

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K INTABA
—FORTRESS ISLAND—

A FORTRESS HARBOR CITY AND


TRADING POST LOCATED JUST
UPRIVER FROM WHERE THE
ORUNURO MEETS TO SEA OF BLOOD As the Sea of Blood flows around the Kintaba Island, the first
thing any navigator seas is a black war galleon bearing both
POPULATION 4,856 full-time; roughly a Thalian and an Kintaban flag. Ballistae and bolt throwers
2,309 more visiting at any given time. line its skull-encrusted hulls as the attentive crew keeps
GOVERNMENT A semi-military dictatorship its eyes fixed on incoming ships, obviously disciplined and
with a fortress lord at its head. focused on the job. Within minutes, a smaller and highly
DEFENSE 210 archers with geradril and
maneuverable two-masted schooner bearing the Isthan and
short bows wearing gambeson armor Kintaban flags appears from behind the impressive vessel, its
and leather helmets, 230 archers with crew waving at the newcomers before the ship sails around
longbows a wearing gambeson armor and the galleon to guide their guests through the treacherous
leather helmets, 198 warriors with spears strait without incurring hull damage.
and shields wearing wearing chainmail and
helmets, 165 warriors with blowguns and The sight is identical whether the west or east strait is
maces wearing chainmail and helmets, 124 chosen, but only the eastern channel is deep and broad
cavalry with javelins and maces wearing enough to allow larger vessels in.
chainmail and helmets, 32 spirit-talkers,
16 two-masted schooners with a full
Kintaba is built on Kintaba Island, nicknamed Harbor Island
complement of crew, 2 hired war galleons
with Evandyrian mercenaries, 36 canoes
since the port was founded, a while after the Jaida Dino
and reed boats with enough crew to man Riders managed to overthrow the despotic regime in the
24 of them at a time Jungles of Mararoka. It stands apart from mainland and
the only way to cross over is a narrow land connection of
SERVICES Adventuring supplies, armorer/
only 60 feet wide or passage by reed boat, canoe, or raft.
blacksmith, art, black market, boat fares,
companionship, curio, bank, dancers, Giant herbivorous amphibious lizards called Yoatls are
fletcher/bowyer, general supplies, guide, seen swimming through the water, towing these boats
healing, hirelings, housing, jeweler, or – sometimes – getting towed by them.
leatherworker, lodgings, meals, mounts,
music, repairs, shipbuilding, ships, storage, Constructed out of towering logs stuck into the earth on
taxis, tailor, tapestries, temple, translator, the only lower piece of land before the island rises, its
woodworker wooden architecture is far more eclectic than anything
found on Ishta, as are the banners, flags, and sign posts
that are visible upon approach. Veteran travelers will
recognize writing in not just the Ishtan languages, but in
tongues from all over Athyr, and symbols belonging to all
kinds of different cultures. Of particular note are the many
native tribal and clan emblems, crests, or placards, making
the port feel even more diverse, if not beautiful.

Unusually, a wooden wall trails the outskirts of the harbor


to ditto rectangular fortress towers, all lined across the
entire perimeter of the land and looming over the unscalable
white cliffs that drop down into the lukewarm Sea of Blood,
earning the harbor the moniker ‘Fortress Island’.

124
Ishta

OVERVIEW Fortress Lord Mashda has shown himself to be a firm


The fortress city of Kintaba is one of the only two but just ruler and even though he does not surround
harbors in Ishta, and by far the most eclectic. It himself with advisors or even a board or council, there
was founded after the Jaida managed to topple the have been no signs of a brewing insurrection of any
cruel regime of necromancer-kings and evil spirit kind, mostly because of his demonstrated forward-
worshippers that had enslaved most of the population thinking and his willingness to let the people under
about 8 centuries ago, but its growth has been his dominion make their own decisions. Mashda does
exponential. The regime installed by the newly-formed have great plans, however, and wants to expand
military on the southern coast has always accepted all Kintaba over the entire island, effectively making it
folks from all walks of life as equals, and the resulting into a fortified island-state under his control. To this
trade brought more abundance. Even though it also end, he has invited farmers from all over to hold
started to attract more pirates from Taliath, but never land and grow crops outside of the city proper, and
in numbers that have threatened the existence of the bring their own seeds, plants, or even animals if they
local Ishtans, no matter how tumultuous and chaotic choose to do so, all in return for lower taxes. So far,
life gets here sometimes. this is working out extraordinarily well, and dozens of
hamlets are cropping up in all directions. The head
Kintaba is a military outpost and, unusually for Ishta,
crew manning the two war galleons from Taliath have
maintains its own small fleet of sixteen seaworthy
all been promised land as well, and this is keeping
two-masted schooners. These boats are fast, easy to
the mercenaries even more loyal than the sizable fee
maneuver, and enjoy a large capacity for ballistae
they’re already getting.
and catapults. Their narrow hulls and shallow drafts
mean they can easily hide in estuaries and surprise
their enemies, typically while working in tandem with
the Evandyrian mercenaries hired by Fortress Lord LAYOUT
Mashda or pirate allies handling scouting duties for Kintaba is a large walled stockage built out of towering,
him. When signaled that their prey is nearby, they sail treated logs driven into the earth. Within, however,
out quickly to shower them with stones and bolts, then is a vibrant and fascinating complex of warehouses
grapple to board and fight it out hand-to-hand. As and market stalls in which countless transactions take
Kintaba Wardens seldom loose this sort of fight, and place between Taliath merchants (In the moment; in
Kintaba’s easily defendable position makes unwanted another, they are pirates!) and Ishtan bargemasters
incursions outrageously difficult, pirates mostly avoid as goods are transferred up or out of the Orunuro.
the southeastern coast of Ishta. This bartering and exchange of currency has naturally
caused a second, ‘outer’ Kintaba to come into
The city has a small complement of warriors simply existence beyond its walls filled with restaurants, tea
referred to as ‘spirit-talkers’ who do not serve an official houses, taverns, brothels, and all the other various sorts
function per se, but who function as militia when the of semi-reputable establishments which cater to sailors
city faces a supernatural threat or when it seems like and merchants. These stretch down to the fortress’s
it would be wise to involve the spirits in a particular extensive dock system that is filled with barges and
confrontation. These shamanic fighters do not use ships off all sizes.
spirits to complement their own physical prowess,
preferring to send them in at a distance so they can Just as important as the layout of the city itself is its
take advantage of the spirits’ unique ethereal abilities. defensive position, as the lands surrounding Kintaba
slope upwards fast. There are no beaches outside of
Kintaba also maintains a Yoatl farm where these the port and the island instead drops down almost
giant amphibious animals are bred and raised to use 500 feet, making it almost impossible to enter through
as towing beasts for the small Kintaban boats. These anywhere but the straits leading up to the harbor.
reptilians sense sandbanks and other things that might Impressively, a wooden wall is built along the island’s
obstruct easy passage and guide the rafts and canoes entire perimeter, and wooden watch towers line the
through the island straits with ease and agility. Since full circumference.
the highlands of the island often block the wind, their
assistance means that many of the smaller vessels travel
a lot faster than one would expect them to.

125
THE PEOPLE OF K INTABA A hilarious tradition that was born in the taverns
If asked, most Ishtans would say there is no such thing as of the harbor is ‘facesmudging’, which is when the
a ‘Kintaba people’, as the entire harbor is populated by patrons of the place write all kinds of funny and/or
folk from all over Athyr, and while not entirely wrong, disparaging remarks on the cheeks of guests who pass
they would not be completely right either. Despite the out after drinking too much ghostbroth, usually with
mix of clans and tribes with many other ethnicities, chalk or cold coal. Some facesmudge artisans who
there is such a thing as a prevalent sentiment and have specialized in writing intelligible short poems and
a standard way of going about things, beginning with painting beautiful small illustrations on the inebriated
the observation that Kintaba is never quiet, not even clientele.
deep in the night. People who are easily irritated have
either learn how to become more accommodating,
leave the city cursing, or are ostracized by their more R ELIGION & CULTS
tolerant neighbors and acquaintances. This has helped The Wardens of Kintaba aren’t known for being
make Kintaba a fun place for more outgoing people, particularly religious in the traditional Ishtan sense,
but individuals and groups who like their mannerisms but they are fairly superstitious and all wear layered
refined, their dinners quiet, and their conversations necklaces with pendants that each represent a different
sophisticated often end up hating the place altogether. benevolent spirit. In the city proper, there are shrines
Culture clashes do occur, but unlike the rest of Ishta, to many of the spirits as well as a non-denominational
minstrels, bards, and stage actors have an audience temple where foreigners who worship other gods or
here, and are fairly well represented. Here, no square pantheons are allowed to pray and – if their religion
can be crossed without some kind of song, poem, or requires them to do so – sacrifice material goods. There
play resounding from out of one of the taverns or inns is even a small chamber reserved for animal offerings,
– the only such establishments found in the Jungles of although live offerings are strictly forbidden.
Mararoka. Naturally, Huwsedo, the Wind Spirit and Xalhuota, the
River Spirit are venerated more than any of their ilk,
but interestingly, there are large shrines dedicated to
TRADE Odo Oya, the Rain Spirit, and Cuatalemo, the Thunder
Anything and everything which travels in or out of the Spirit as well, indicating an implicit preoccupation
Orunuro River first passes through Kitaba, where the with possible storms and other weather phenomena
Wardens inspect and charge a modest tariff on goods. that may impede travel on the waters. Enu Sutu the
There is also a lively public market within its walls Song Spirit does not have a shrine, but rather an entire
in which anything from exotic pets to finely crafted amphitheater dedicated to him, and when minstrels
rapiers can be purchased or traded for. Additionally, or other artists have shown that they draw in crowds
significant commercial transfers take place on the too large for the taverns or inns, Mashda often invites
docks, where cargo from incoming seaworthy ships them to play there and pays them himself, without
is transferred to river-going barges poled or towed charging an entrance fee.
upriver by lizards-of-burden, and vice versa.

ORGANIZATIONS
CUSTOMS The Fortress Lord doesn’t tolerate a lot of rival
Because of the plethora of languages spoken in organizations within his small territory, where the
Kintaba, residents who were born here – or who have Wardens’ rule is complete (if somewhat relaxed).
been staying in the harbor for a long time – are prone The Taliath corsairs have their own organizations, of
to use far more gestures and hand signs than Ishtans course, ranging from individual ship hierarchy to loose
from elsewhere in the region. This sometimes seems alliances of captains in support of a supposed ‘prince’,
exaggerated and overly melodramatic to people who but no-one in Kintaba actually knows how their society
aren’t from here, but the custom soon starts to make is really structured and different crews tend to share
sense, as certain body language is fairly universal to widely different accounts on the matter.
fellow citizens and this greatly aids communication Guilds in Kintaba do not exist and giving names to
when both the person who is trying to say something groups of people is even actively avoided (even the
and their listener speak different tongues. Wardens are named such only because the locals

126
Ishta

found it easier to have an actual way to refer to going to play. Some of the Ishtans passing by roll
them), although craftsmen and artisans alike regularly their eyes or look at each other, smirking.
organize in small groups that resemble collectives 5. A local trader is loudly promoting her wares,
instead of highly-organized unions, and all are required
amulets to most of the good spirit gods.
to keep their own profits. Instead of regular taxes,
the Fortress Lord imposes a tax that is determined She is a little too tenacious about it, though,
through a checklist that includes not only the size of and doesn’t seem very eager to take ‘no’ for
the property, the location of the shop and the type of an answer.
service being offered, but also the size of the sign and 6. In front of a local tavern, an entire Ishtan clan
– especially – the amount of Warden protection being wearing similar feathered helmets and loincloths
asked for. The Fortress Lord is known to discuss and
is seen waiting to be allowed in. The place is
sign all agreements himself and has always been very
understanding and willing to discuss issues, which has already packed and there are 23 of them, so it
earned the dictator a tremendous amount of respect may be a while.
amongst the traders and merchants of his city. 7. A fruit trader rolls up his cart, packed with
chayote, up to the Characters, asking them
whether they would like a bite (if they do taste,
LOCAL SPECIALTIES they’ll also have to pay for the entire fruit).
‘Etouffee’ is a dish of shellfish, simmered in a light fatty
8. A squire is removing some of the plate armor
sauce served over rice.
of his lord-knight, who is sweating profusely in
The ‘chayote’ fruit is cooked and served like summer
the heat.
squash; it is generally lightly cooked to retain the
crispy consistency. 9. An Ethennian noble is seen arguing with an
innkeeper. He is looking for a ‘bathing inn’, but
‘Snapper Soup’, made from the snapping turtle. It is
there are none in the entire subregion and the
a heavy, brown broth similar in appearance to a thick
beef gravy. prospect of simply having to use a wooden tub
isn’t particularly to his liking.
‘Ghost Broth’ is a velvety drink made out of wide variety
of grains with a high alcohol percentage that is known 10. A couple of children are climbing the walls of
to never cause a hangover… although people who get their parents’ house in order to get a good look
drunk on it tend to pass out for a while. at the ships coming in.

GOINGS-ON K EY LOCATIONS
1. A drunken pirate from Taliath stumbles out of FORTRESS LORD’S OFFICES: This complex of heavily
a nearby tavern, his face full with funny one-liners constructed two-story wooden buildings serve as both
and phrases like ‘Kick me, I’m drunk!’, written the residence and administrative headquarters for
in chalk. Fortress Lord Mashda, and can be used as a fallback
position (or ‘keep’) should the town’s walls be breached.
2. A Warden detachment strolls down the street,
looking through the window of each tavern and THE DOCKS: This bustling series of long wooden piers
allow both river-going barges and sea-going ships to
restaurant it passes quite ostentatiously before
dock and load, unload, or exchange goods. There is
resuming its patrol.
a separate section for vessels whose captains or masters
3. The Fortress Lord himself walks past. Most people would like to tie up for a while for shore leave. The
don’t even seem to notice until some step aside wardens’ three vessels are also docked in this area.
to let him through. Mashda has no guards with PUBLIC MARKET: The famously colorful and lively
him whatsoever and takes the time to talk to market area of Kintaba is a great place for Ishtans
some of the locals. to purchase exotic foreign goods, while exotic
4. A troupe of Ethennian bards are arguing at the foreigners purchase Ishtan goods. It is also an excellent
corner of a tavern about the songs they are place for (more sober) ship’s captains to conduct
economic transactions.

127
THE AMPHITHEATER: Like many other places in of entirely Ishtan subordinates. Mashda, however, also
Kintaba, the great marble amphitheater has no specific keeps a dark secret, as he is indebted to a bookie after
name attached to it, but it is one of the favorite he spent too much money at a gambling house in
places of any Kintaban to find some entertainment. Huexolta, and he is planning on adding the number of
Only the best musicians and artisans are allowed to windows to his tax checklist.
perform on the semi-circular stage. A technological
CAPTAIN SAYIDA: Enormous and imposing even
marvel, the stage can be raised or even dropped up
by Taliath standards, the mercenary captain of the
to 10 feet into the ground with a pulley mechanism,
Galleon Massari (one of the two warships patrolling the
and its straight half has a screen that functions as an
island’s straits) is a voluptuous rampart of bejeweled
easily-changeable backdrop.
dreadlocks, silk, and weapons. Boisterous and well-liked
THE FIVE-PRONGED TEMPLE: Not really a temple as it in Kintaba, her carousing is the stuff of legend, as is her
is usually thought of, the Five-Pronged Temple actually prowess in battle.
consists of five large white shrines centered around
NUMUSHDA: Always found in the Five-Pronged
a stone plaza. One shrine is dedicated to Huwsedo,
Temple, Numushda spends most of her time praying
another to Xalhuota, a third to Odo Oya, and a fourth
to Oseme. She seems extremely pious, but many locals
to Cuatalemo. Surprisingly, the fifth shrine is devoted
know that this place of worship also functions as some
to Oseme, the Breath Spirit, who is worshipped there
kind of a private office, as Numushda will arrange
as a conciliatory, unifying spirit who celebrates all living
companionship and even joint lodging with one of her
beings that breath and the power of passionate love.
workers if paid the right amount of money:
TAVERN UMILA: Simply named after its famous owner,
KHATYR: Khatyr is one of the most efficient Yoatl drivers
Tavern Umila features the most complete assorted in Kintaba. Young, handsome, and suave, his steering is
drinks from all over Athyr as well as memorabilia taken unparalleled and he is known to make his boat make
from Umila’s many adventures. In the center is a huge maneuvers no-one else is able to accomplish. Khatyr is
orb more then 6 feet in diameter of the blackest glass also quite the swashbuckling hero and is always looking
imaginable, but not even Umila knows what it is exactly, for adventuring opportunities. However, he is quite
as she pried it from the dying claws of a Dragon after it reckless and although he isn’t arrogant, his fearlessness
killed most of her friends. could soon devolve into recklessness, endangering
THE SPIRIT AND THE GOD: An inn that boasts literally the very people he is supposed to transport from one
hundreds of signs outside, all naming different gods in location to another.
the writing of the cultures where they are worshipped
JAYMAR, PRINCE OF AMLESH, SCOURGE OF THE
as well as featuring slogans like ‘Your God Says: Come
OCCULT: The innkeeper of The Spirit and the God is
In!’ and ‘No Pantheon Excluded!’ Inside, the place is just
actually the prince of a small Ethennian city that was
as chaotic and crowded, as the Ethennian innkeeper
once infested by a cult. A caring and responsible ruler,
Jamayr has no less than twenty-four different kinds
Jaymar left his palace in the hands of the rest of the
of Ghost Broth on tap, and has been known to quip
royal court and followed the cult to Ishta, where he
that the ‘spirits are in his spirit’. No-one ever laughs
managed to completely decimate its chapter. While
with the pun, but Jamayr keeps thinking it is pretty
staying there, he took a liking to the region and his
funny nonetheless.
new anonymity, and finally ended up opening his own
inn and becoming an innkeeper… one with a sizable
amount of wealth and a keen awareness of dark and
K EY NPC S shady dealings, who is willing to take down any evil cult
FORTRESS LORD MASHDA: Aside from being the he comes across.
city’s dictator, Mashda is one of the best warriors in
GERALDINE OF OSKOLIM: The conductress of bard
the region and maybe in all Athyr, and has once been
troupe ‘Songs from Beyond’, Geraldine is a pretty good
seen defeating an entire score of raiders from Taliath
singer, but an even better storyteller. She loves writing
before needing to sit down and rest. This dark, friendly
the lyrics to the original songs her troupe plays, but,
man is actually a former Taliath corsair prince who
unbeknownst to anyone, she has ulterior motives, as
replaced the previous fortress lord (his former lover
the dark god she and her band of minstrels worship is
and friend) when he was killed in battle stopping an
allowing her to hide subliminal messages in their music,
upriver raid. He is a diligent and serious man who also
all meant to slowly corrupt their listeners and destroy
loves jokes and entertrainment, respected by his staff
their sense of morality.

128
Ishta

QUEST HOOKS
i ii Reward: If the PCs manage to successfully scout the
THE RAID UPRIVER region and solve the problem, Mashda will ask them
to play a game of cards with him. If they win, they can
Once again, the small Taliath raider Sir Lamaras
claim one of his most prized possessions as their own. If
d’Harangue has slipped past ‘the Stump,’ heading upriver
they lose, he will simply pay them in coin.
under cover the of night to capture some cargo barges
or attack villages. Captain Sayida is going in pursuit along
with one of the fortresses’ ships to stop them. i ii
Reward: If the Characters help the captain in his THE DARK BOOKIE
pursuit, he will offer them a paid position in his The bookie Fortress Lord Mashda owes money to is
personal retinue. If they pass, he will promise a future a cult leader who used magic to misdirect the dictator.
favor to each of them, to be called in at a time of His ultimate aim is to start an entire chapter of the
their own choosing. cult on the island and use it as a base of operations.
Numushda, who has been supplying the Fortress Lord
i ii with some much-needed diversions, has found out
OUT TO SEA about his gambling debts, but knows that confronting
him will be met with denial, and is looking into hiring
The military commanders overseeing the watchtowers
someone to look into the matter, as she feels something
have informed the Fortress Lord that a group of pirates
is terribly wrong.
has set up an outpost at the mouth of a deep inlet
(almost a river) off the coast to the northeast. Most Reward: If the Characters succeed, Numushda will
likely they are attempting to create a permanent base offer any kind of information they may need for free,
with which to raid the coastline as far north as the or provide the PCs with any service she can arrange for
Dorganthur Mountains. Unless they are quickly crushed them. If they approach Fortress Lord Mashda tactfully,
and stopped, of course. Unfortunately, there are no spies he will offer them coin in order to keep quiet and
available as Mashda has deployed all of them on some a boat to sail away on, but he will be too afraid that
secret mission and he is now looking to hire a group of they would tell anyone about what happened to have
intrepid adventurers to look into the issue. them stay in Kintaba.

THREATS & DOOM: THE MOTHER


Unbeknownst to anyone, the elder Yoatl used in Kintaba all have the same mother… and these reptiles
can grow to sizes far bigger than is thought. Standing 30 feet tall and with a head-to-tail length of no less
than 310 feet, the great Yoatl Mother has recently become aware of what her children and their offspring
are used for, as one of the dark spirits has told her about this travesty. She is underway to the island, but
needs to stop for weeks at a time to gorge herself on huge sea animals. When she finally arrives, she will
not hesitate to kill every single human on Fortress Island, Ishtan or not, and none of the watchtowers will
be able to withstand her onslaught.

THREATS & DOOM: THE WAVE OF JAMARAKH-A LUHN


Underneath the island, a great water spirit called Jamarakh-Aluhn is brooding. He isn’t worshipped by
anyone in Ishta and has grown jealous of both Huwsedo and Xalhuota. Wild as a whirlpool, he has no idea
of how to communicate with humans and if his frustration continues to fester; he will end up creating
a crushing wave that will smash over the entire island, destroying everything from the harbor to the
mountains in the north-east.

129
GLOSSARY: ISHTA
Ethereal beings that feed on A sturdy axe capable of slicing
spirits but that are tethered to through wood if swung hard
GERADRIL
AMALITH the riverbanks, which they can enough, made from the antlers of
only leave for short periods at the Geradron.
a time.
A large six-legged herbivore with
A tribe whose members have razor-sharp antlers, the Geradron
GERADRON
AMILAK achieved a symbiotic relationship makes for great prey, while its
with animals. antlers are used to make geradril.
Sorcerers from Huexolta who In the absence of taverns and
dedicate their lives to protecting inns, the citizens of Huexolta
the city, each of them bonding often invite visitors into their own
ARAK LIMAN GUESTHOUSE
with a single Kongamata, homes, making for guesthouses
experiencing its surroundings that can sometimes cater up to 12
through its own senses. people at a time.
An arcane association of sage- The Imal Uhr are mostly found
sorcerers from Huexolta that near Lake Kahija. Its members
focuses on ‘the attainment worship the river and water
IMAL UHR
ARAK MADUR of wisdom by doing good’. spirits almost exclusively. Also the
Part engineer, part architect, clan that delivers the Monstruo
academic, scholar, and priest. who help navigate Lake Kahija.
They are forbidden to lie.
The dino riders of Mararoka,
Elite Huexoltan combat a matriarchal group whose
sorcerers who completely tattoo female warriors each bond
ARAK TIYIIX JAIDA
themselves, binding spirits to with a Tyrannosaurus Rex. They
their tattoos once fully covered. are hailed as freedom fighters
across Ishta.
Horned, piranha-like fish that can
BIRRICADI gnaw their way through an inch The priest-astronomers of
of flesh within seconds. Nakbu, who also deliver the
JIMYA
representatives who preside its
A ferocious clan living in the
BITTIKU ruling junta
Jungles of Mararoka.
Giant flying lizards indigenous to
Slimy grub that eats out KONGAMATA
BURROWER
the Jungles of Mararoka.
entire organs by digging itself
MAGGOTS underneath the skin and entering A vile froglike species that
the blood vessels. worships only a perverted
MANDALIN version of the demon spirit
Big, catlike beings, expert
god Lapayetta, recast in their
climbers with muscular hind legs
CAZRICK own image.
that allow them to jump from
tree to tree.

130
Ishta

A custom in Nakbu that decrees STRANGLE Suffocating plants found near


MALOA-MINA no-one should ever respond with LICHEN bodies of water in Torra Nyega.
only a simple ‘yes’ or ‘no’.
State personnel taverns
A popular team sport and ball in Huexolta that cater to
game that draws large crowds in TAMIPU organizations that also
MARIPOL
Huexolta and cause for the city’s have representation in the
main social gatherings. Smaragdine Council.

Imal Uhr tribe members who A tribe whose members go bare-


function as guides on Lake Kahija. chested and wear gaudy spirit
MONSTRUO
Their drum playing keeps the TAULUK amulets, each one representing
Xioqwetla at bay. a specific spirit worshipped
in Ishta.
A superstitious tribe of stargazers
and astrologers that considers Foul humanoids found in the
MUWALI TROGLODYTE
itself closer to nature than any mountains of Ishta.
other.
Huexoltan mediums between
A tribe of fanatical maneaters the spirit world and material
NAZAHUIL whose culture revolves entirely reality, the Villak Umar are
around death and bones. VILLAK UMAR astrologers, fortunetellers,
oracles, and healers. They also
A tribe found in the north
have a representative in the
OBEGA of Torra Nyega whose value
Smaragdine Council.
freedom above all else.
Giant amphibious animals that
Expert climbers who have
are bred and raised to use as
OSADOR developed their own harnesses, YOATL
towing beasts for the small
native to Akshan.
Kintaban boats.
An open-minded clan from the WARDEN Kintaban peacekeepers.
QUACALA Jungles of Mararoka that is very
welcoming to strangers. Judge-lawmen of Huexolta and
XERIFA Nakbu who wander the land in
A term sometimes used to
groups of three.
distinguish the major spirits who
SPIRIT GODS
are worshipped as gods in Ishta Gigantic monsters that dwell
from minor ones. in the transparent depths of
XIOQWETLA
the Kahija, only deterred by
Kintaban warriors who use
Monstruo drumming.
SPIRIT-TALKERS spirits to complement their own
physical prowess. A Mararokan clan that
believes all great spirits should
ZAMILA
be worshipped – even the
darkest ones.

131
CHAPTER 3:
ISLANDS
OF ROSHAN

THE R EGION barely worth a mention on any map. This has made
estimating the true number of inhabitants here nigh to
The Islands Of Roshan are an archipelago separated from impossible even to their rulers, with informed guesses
the mainland of Athyr by the always crystal-blue but ranging from 2 to 3 million, while Roshan’s number of
sometimes tempestuous Sea Of Jewels. A meritocracy supernatural creatures per capita is higher than any
with little respect for the old and the decrepit, most other known place on Athyr, putting it into the hundreds
of the realm is ruled by the mysterious emperor of thousands, a large chunk of which is concentrated in
Zheng, whose dynasty has held an iron grip over the the east.
Islands since time immemorial. It is comprised of eight
large main islands, though their supreme ruler resides
on his own, centrally-located island-city, Kyoso, an
architectural marvel built on cliffs too high for anything ABOUT THE
but flying creatures and the island’s imposing 300 feet-
wide pulley elevator platforms to reach. ISLANDS OF
Other than the southern trinity of islands Omara, Sionto
and Arosha, the empire also holds sway over the frigid ROSHAN
northern islands of Eshiri, Riukala, and Oneshi. Eastern Perhaps more than any other region in the world, the
Iokara and Unigo are of little importance to the monotheistic Islands of Roshan are steeped in tradition
emperor, as they count too few settlements and too and nowhere have beliefs and ideologies evolved so little
many monsters to risk spreading the family’s imperial over het last few millennia than here. This may be partly
forces too thin, but most of the people living on the because the empire is heavily populated by monsters
400 inhabited smaller isles (out of a total of about both majestic and frightening, which has been the case
2,000) do pledge allegiance to Zheng and follow his since anyone can remember. Where in other regions, the
dynasty’s tenets. The islands range from land masses tens creatures of myth and legend have disappeared, none
of millions of hectares in size to tiny, frozen sandbars of the great beings talked about in Roshani myth and

132
Islands of Roshan

legend seem to have gone extinct. If written about in There are a great many fabled places to be found in
poems or covered in musical compositions 10.000 years Emperor Zhang’s realm. Most of these don’t need to
ago, they are still bathing in the clouds above, swimming be uncovered or even pinpointed on a map, as their
in the oceans, and roaming the lands, visible to all who existence is somewhat well-known. No-one would ever
point their heads in the right direction. Much of this can question that the Temple of Yaorak – a blasphemous
probably be attributed to the relatively forgiving Roshani wizard who led a sect that worshipped the Ancient Gods
attitude towards nonhumans. before the organization was cleansed by the dynasty –
is haunted by the spirits of the malevolent heretics, but
On the islands, only monsters that have been shown to
most Roshani would never dare to tread inside. Many
threaten or attack fellow citizens, their livestock, or their
people know the Tomb of Emperor Xiao-Hin is guarded
resources are actively hunted, whereas others are left
by golems that still channel the long-dead ruler’s energies
alone. This policy is called the Ildum-Li, which roughly
from beyond the grave, but also that anyone who enters
translates as ‘Quarter Given’ in Eroshan or ‘Bowing the
will be afflicted with the same curse that killed him. And
Knee’ in Eshi. This mindset is even adopted in regions
there is no doubt that the Celestial Cave of Giya-Lin can
that don’t adhere to imperial law, which includes Iokara,
be accessed through the everlasting Amiyi clouds above
Unigo, and some of the smallest islands on the continent.
Roshan, but only spellcasters or people on flying steeds
With their myths so intact and their factual history so can reach the cave to ask for the oracle’s advice.
murky, much of Rohsani storytelling is based on epic
All magical places of significance are guarded by the
adaptations of past accomplishments and heroic deeds,
imperial army and only dynastic visitors are allowed in,
spiced-up folklore, and verbose myths, some of which
should they be strong, bold, or stupid enough to wish
cover multiple volumes of threehundred pages or
so, but a few famed places have remained undiscovered
more. Nowhere else can so many supposedly magical
so long that even Roshani discount their existence. If the
ceremonial garbage, sophisticated ornaments, and
underwater mirror palace of the aquatic emperor Nih-
emblematic weapons or armor be found. In Roshan,
Oaix is real, it remains hidden under millions of cubic
arcane flourish is nothing to hide or lock away, but rather
feet of crushing fluid. If there really is a shrine where
something to wear, flounder, or use.

133
the canonical Hair of Jigao is kept safe, it is undoubtedly Evidently, the existence of this island and its private
guarded by the One True God’s celestial servants. And if it nature also contributes heavily to the peoples’
is true that the human-hating Kylin retain a kingdom that willingness to accept an emperor who is never seen
stretches out from the subterranean grottos underneath and only heard of. It also serves to heighten the almost
Eshiri to domed underwater settlements just off the mystical sense of mystery and awe that surrounds
Riukalan coast, no-one is ready for the clear danger this Zheng and, by extension, the other, more visible and
devilish and lithe scaled species poses. present members of his dynasty.
Despite being an island chain, Roshan’s borders are well-
guarded. The various ports have strict rules and guidelines
for those who visit, usually for the purpose of trade or
seeking treasure, but many an Ethennian or Evandyrian
can be found especially on the Trinity Islands. Whatever THE EIGHT
M AIN ISLANDS
the future may hold, Roshan’s ideology has been firmly
rooted in its monotheistic religion and belief in the One
True God, who is worshipped in the three Aspects that
together comprise a Holy Trinity representing every
sentient living being: Jigao (The Body), Gaoya (The
Mind), and Aoji (The Soul). Even priests are dedicated to
THE TRINITY ISLANDS
With their proximity and easy access to the empire’s
a specific Aspect of the Trinity, and it is rumored that
seat in Kyoso, it should come at no surprise that the
Gaoya clergy has mental powers that are very different
presence of the dynasy and the church of the One
than magic encountered anywhere else.
True God are felt more strongly in Omara, Sionto, and
Every priesthood strives for self-improvement with Arosha than anywhere else except of course for Kyoso
a focus on their chosen Aspect, and, uniquely, libraries itself. Proud warlords who received their medals and
are operated by all three ecclesiastic branches working armor embellishments straight from their dynastic
together, each running a separate, clearly-delineated rulers patrol the lands and their highly-disciploned
section of these athenea. This has led to exceptionally troops deliver swift and summary justice whenever
well-organized and referenced centers of learning and needed. The multi-leveled temples of the One True are
book collections, where knowledge is strikingly accessible higher here than on the other islands, often allowing
and easy to find, if present. Needless to say, the Islands each of the three three different orders to occupy
of Roshan are often frequented by academics and their own floors, with the priests of Jigao taking in the
adventurers from across the ocean who are seeking more lower levels, their peers of Gaoya above them, and the
information on a wide range of subjects, and nowhere Aoji clerics taking in the upper floors.
on Athyr can more concentrated expertise be found on
Of all islands, Omara caters to the most Roshani visitors
subjects like legends, myths, folklore, monsters, anatomy,
from other islands, as the Tinal-him, an extensive
and human behavior, although almost all athenea are
cemetery on the southern tip of the land where the
sorely lacking books on history and geography.
greatest heroes of Roshan are buried, has been the
prime destination for a great many pilgrims, many
of whom claim to be descendents of these warriors,
minstrels, seers, and mages of old, and it is widely

KYOSO believed that anyone who dies here cannot have their
souls taken by the Munagi.
Stretched out over an entire island, the capital of Kyoso Omara has no real harbor, and its locals maintain
is Emperor Zheng’s private home. It holds his royal hundreds of small docks. As easy as it is to anchor
army and fleet, his servants, his hunting grounds, his a small boat here, it is impossible for larger ships to get
palaces, and those family members who aren’t residing close to the island and even simply passing through the
in their own stately mansions on the other islands. The strait between Omara and Sionto would be a grueling
city-island is thought to be impenetrable, which in challenge to even the best of captains. Without a port
no small part is due to the many watch keeps dotted to speak of, Basari is its most important city. Nicknamed
around the smaller islands, the protective embrace of ‘Rickety Town’, it is a wooden stronghold that seems
the bigger Roshani masses of land, and the enormous far weaker than it really is. Centuries ago, the local
wall that constitutes the entire island’s perimeter. thugs struck a deal with the dynasty to build a fiercely

134
Islands of Roshan

loyal militia in return for exclusive gambling rights, and E SHIRI AND R IUKALA
that arrangement is unchanged. Every single corner of As one travels up north, the temperature progressively
Basari is guarded by fearless expert warriors, combat drops, the gastronomy changes to an even more fish-
mages, and other eclectically-armored Roshani, and based cuisine, and people start to wear thicker clothing
the city is bursting with bookies, all kinds of gambling and become more taciturn. Correspondingly, the type
houses, fighting rings, and animal races (the most of monsters that inhabit the lands differs significantly
famous of which feature Monsters from all over Athyr). as well, with fur-covered beasts and thick-skinned,
This is also where Roshan’s most extensive penitentiary, muscular sea creatures being far more common in and
The Wooden Fortress, can be found, and it serves as around these lands.
a perfect example of prison design.
Of particular note are the Yon-la. These white-furred,
Sionto has two rival harbor cities: Soyama and Orenaga. ape-like creatures have been mistaken for albino
The former’s claim to fame is it easy access to Ethennia Beastmen by foreigners and were hunted by glory-
(despite the often-rough waters of the Sea of Jewels), seeking Slayers for years until the dynasty issued
while the latter’s location is far less easily accessible a decree to protect them. Since then, there numbers
to pirate raiders and marauders, making it a far safer have exploded and no-one really knows why, as they
city and more popular with the local populace. So far, can only bear children once every three years and never
the rivalry has always remained playful, and all kinds have more than two babies at a time. This is extremely
of competitions are regularly organized between the suspect, but the dynasty seems reluctant to start an
two ports. Resentment is growing somewhat, though, investigation. Moreover, the ban has attracted some
as The Seven Waves, an annual frigate race, has now of the most vicious, unscrupulous bands of monster
been won by Orenaga seven times in a row and some hunters anywhere on Athyr, and these bandits have
Roshani are suspecting foul play by the local dynasty chased the rare Quanar – a semi-intelligent feathered
representatives. scavenger species – to the brink of extinction. This is
In Arosha, the Jingling-lan, the ‘River That Cuts’, very disquieting, as certain folktales posit the Quanar
seems to spring out of nowhere before flowing into as the offspring of the great Xuocual Malan, giant
the central water basin simply known as the Kiryn- predatory birds of legend that are supposed to be
Tan (‘Fragmented Heart’) before literally dividing the able to speak. Although no-one has actually seen one
island in distinct segments. No natural source has ever of these legendary beings, both islands might be in
been found, and it simply seems to begin in the Border trouble if the ancient tales are true.
Mountains before crashing down into the lake. Many
of the canonical tales state that these waterways are
the persisting tears of the great Indral, the last know IOKARA AND UNIGO
representative of an ancient race of gigantic fur- As the most eastern and distant islands of Roshan, both
covered creatures that towered over the Islands long Iokara and Unigo have little contact with the dynasty.
before Arosha assumed its current form. Indral is said The people here are often referred to as Roshani-mak
to have grown up with Rylik-Ying, the very first Roshani (‘Fake People from Roshan’) by other Roshani, who
emperor, and to have cried himself to death after the feel their hunter-gatherer lifestyle is barbaric and
man died of old age while cradled in Rylik-Ying’s hands. outdated. The real reason for not moving towards
More ominous versions of the tale claim that the agriculture is twofold: the harsh territory and freezing
venerable ruler was crushed to death by the creature, temperatures in Iokara don’t lend themselves well to
while the most fantastical account speculates that agriculture outside of its southern tip, and there are
Indral and his gargantuan companion were the same. way too many monsters to make big settlements on
Unigo viable. One might be tempted to think that
The Aroshan rivers are broad and easily navigable
walled cities would make for better protection, but
by even mid-sized ships, making central Naen a very
one would be wrong, as many of the creatures here
popular and easily defendable harbor. It is known
have an innate arcane ability to fly or even shimmer
for its floating market, fishers, skilled navigators, and
out of existence in one spot and reappear in the next.
expert divers, and a prime destination for captains and
This has the people of Unigo constantly on the move,
naval commanders who seek to recruit new crew.
looking for temporary shelter on an almost daily basis.

135
Although nomadic by necessity, the Iokara natives and across the sea, although some claim to have seen Yua-
Unigo residents have vastly different customs, even up lyiun dive underneath the surface of the sea, where
to the point that certain gestures common on one island they stay for hours before resurfacing, and think
can mean exactly the opposite thing on the other. In the Dragons might have some kind of underwater
the past, this has led to bitter skirmishes between both habitats there.
peoples, but over the last decades, they have been Oneshi has an interesting history as it was granted to
collaborating a lot more, finding common ground in the guilds by Emperor Umlin-Ha 431 years ago with the
the contempt other Roshani often have for them. specific purpose to come up with new innovations and
new ideas. A conqueror at heart, perhaps Umlin-Ha
wanted to create an advantage he could use against
ONESHI territories he wished to invade, but he soon died in
Also called ‘Dragon Skull Island’, Oneshi is, indeed, mysterious circumstances and his throne was succeeded
somewhat shaped like the skull of a particular type by his benevolent wife, Yili-Quin, who decided to use
of Dragon that is bizarrely common on this island. the guilds’ inventions and recommendations to steer
Luckily, these ‘Yua-lyiun’ are hugely territorial and the empire in a different direction. The guilds stayed
don’t venture out of their mountain lairs very often, on Oneshi, attracted more apprentices, and grew
preferring to hunt for whales and other large fish their families, expanding into what might be the most
that are mainly found off the northern coast of the diverse and interesting villages in all of Athyr. As one
island. These winged mastodonts remain one of the could suspect, each village is known for its specialty,
most enigmatic of monsters in Roshan, as they seem to and some of the guilds have become very specialized,
migrate to the north when it gets warmer, as if they with the Guild of Firemakers and the Guild of Arcane
prefer colder temperatures to hotter ones. This had Translations as the of the most notorious ones.
led many to speculate that there must be more land

THE ONE TRUE LANGUAGE


GOD OF ROSHAN OVERVIEW
All three aspects of the One True God, which will be
covered in more detail for the complete release of the MOSTLY
Guide to Athyr: LANGUAGE SPOKEN IN
Jigao: Body Eroshan Omara, Sionto, Arosha
Gaoya: Mind
Eshi Eshiri, Ryukala, Oneshi
Aoji: Soul

Aroshi Unigo, Iokara

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Sundered Wastes

CHAPTER 4:
SUNDERED
WASTES

THE R EGION crevices, great precipices and deep ravines, delineated


by rocky coasts with no beaches and mountain ranges
The Sundered Wastes mark the border between east rivaled only by the cordillera found in mysterious
and west, and stretch all the way from the pirate-ridden Keldor, with the Vale of Lost Souls as its only significant
Moon Skull Bay in the south to the Sea Of Jewels and forested area.
the cold, jagged peaks of Kheldor in the north. Once
Throughout this desolate territory, magic still runs
a region of fertile ground, mighty rivers, and flora as
free and wild, unchecked by anyone except for the
diverse as anything ever seen on Athyr, this is the cradle
Red Wizards in the north – the only ones who seem to
of humanity. Mankind first sprang here and prospered in
understand its true nature. More chaotic than anywhere
the magic-rich fields of green.
else, the primal forces that rage across the Sundered
The ancient Eldra Gavan mastered the arcane essence Wastes have changed the lands in ways unimaginable by
of the world, learning fast because of the great ley line most. In large parts of the Sundered Wastes, gravitational
that ran from what are now the Black Sands to the anomalies, toxic clouds that abrade the already-
damned landscape of Malak’Dor. Sadly, the very same rough surface of the lands, and lifeforms that retain
power leakage that infused this people with sorcerous resemblance with neither the animals nor the monsters
capabilities also caused the Balram Mador – the ‘Great in other parts of the world seem to be more common
Sundering’ – more than 30.000 years ago, long before than anything that adheres to the traditional laws of
the coming of the Heralds of Doom and even the Battle physics. Still, it is exactly this prevalence of otherworldly
of the Gods. phenomena that attracts so many adventurers to this
Why the arcane energies of Athyr suddenly erupted region, as nowhere else have so many once-mundane
outwards is not known, but most academics surmise items been endowed by pure puissance. Maybe more
that nearly 70.000 years of tapping into them finally importantly, the Sundered Wastes remain the only place
caused the magic to escape in an explosion that left where the remnants of the Eldra Gavan can be found,
the Sundered Wastes as they are now: a mostly-barren as their wall carvings and mystical sigils have endured,
landscape with little vegetation, marked by cracks and there for the most daring and knowledgeable to find.

137
Sundered Wastes

ABOUT THE SUNDERED WASTES


Although their proximity to the Beshaar Desert and the overpopulation and the inevitable, deadly depletion
Plains of Nihar Din might leave some who only know the of limited resources which would flow from it, the
Sundered Wastes from looking at Athyr’s world map Scavengers have evolved various social mores that keep
thinking that this region is an extension of the eastern their numbers limited in rare times of plenty, and almost
deserts and steppes, anyone who has thread unto these all participate in monthly gladiatorial battles that are
lands for but a few seconds knows better. Contrary to designed to pitch the more martial improvements made
Ethennia, only some stretches of the Wastes are covered by the Red Wizards against each other to test them
by sand. Most of the territory is rocky and there are huge before trying to use them in even deadlier situations.
height differences, making the entire territory the least Although it is not known which gods are worshipped by
level of any on Athyr. In fact, almost all of the Sundered the Red Wizards, they at least seem to pay lip service to the
Wastes’ deep crevasses and chasms used to be seas or same pantheon followed by the Kayachi. Unsurprisingly,
lakes, and their bottoms are replete with fossils and other the nomads do not have ceremonies or set rites as almost
residue of long-dead sea critters and plants. Something all other religions do, but rather simply believe in their
still stirs there, as mysterious as it was when it was still eight gods and curse their names instead of pleading
hidden underneath the water, and travelers who were them to intervene. It is believed that divine beings are
forced to travel through these treacherous basins often narcistic megalomaniacs, wily tricksters, lustful hedonists,
disappear, as if something predatory picked them off in and gluttonous alcoholics with a sense of humor who
a matter of minutes, maybe even seconds, before they love it when humans don’t pretend to love or even like
were able to sound an alarm or alert their allies. In fact, them just to get what they want from them, and respect
1847 years ago, the entire army of the legendary Ishtan a more irreverent attitude a lot more (the Kayachi may
necromancer-king Imila Rah disappeared here while not be completely wrong in their assumptions.
trying to scale the fissures of The Black Sands, and its
regiments are rumored to still dwell here, undead legions Kayachi swear against Orthar, The Blood God, when
who might endanger the entire region if they weren’t they are hurt, but also if they didn’t manage to injured
confined by the steep cliffs and unscalable bluffs that someone else badly enough. They rail against Rhak, The
keep them entrapped forever. Crafter, when a device doesn’t work or when someone
doesn’t like their attempt at creating a beautiful piece of
Aside from the coastal towns of Nhakai and Asreja, the art (Kayachi art tends to be almost comically crude and
central city of Faru Sadin, and the sorcerer stronghold of shockingly erotic). They spit out the name of Kamano,
Quan, there are no human settlements bigger than tent The Beast King, when one of their animals doesn’t listen,
camps in the Sundered Wastes, and there are not enough when a pet is in pain, or when attacked by a beast. They
interconnected centers of civilization to have kingdoms curse the name of Diredja, The Lustful, when an attempt
arise. As a result, no-one really rules the Sundered Wastes, at seduction fails, but also while making love. They grin at
and only the Kayachi – nomadic tribes known to outsiders the thought Silnami, The Judgemental, blaming him for
as ‘the Scavengers’ – have managed to survive here. In their misfortune and getting involved in fluke accidents,
no small part, this is thanks to their trade with the Red believing that he is punishing them for past transgressions.
Wizards, who provide them access to agonizing arcane They scream at Wazini, The Trickster, after discovering
surgery, grifting metal enhancements onto their scarred they were lied to or paid too much for something, but
bodies that are thought to be prototypes of the more also when one of their own attempts at misdirection fails.
advanced but gruesome-looking implants the sorcerous They blame Arakrex, The Great Scorcher, for weaving
order from Quan is known for. the magic that contributed in causing the Balram Mador
Once enhanced, most Kayachi get addicted to their and for any act of magical aggression against them. And
body modifications, which gives them even less reason they are angry at Milandre, The Amalgamated, when
to settle in any one area. Instead, they hunt and gather, one of their body grafts causes them to become ill or
roaming from one place to another, seeking shelter from when a body modification fails.
the ever-changing, treacherous landscape, and looking Whether it be the inhuman beings that have mastered
for old Eldra Gavan or even Ayaari artifacts to exchange the peculiarities of the Sundered Wastes’ geography, the
with the Red Wizards. Meanwhile, they survive mostly sudden tearing of the earth, the months-long darkening
on darkroot and Hiriku meat when above ground, and of the sky, pellets of stone raining down on unsuspecting
tubers, rats, and eyeless cave crabs when staying on the travelers, or streams of toxic air, all bring death and
bottom of the Wastes’ chinks and apertures. To avoid suffering to those who aren’t quick to adapt. Regardless

139
of the exanimated hordes that roam the lowest grounds a painstaking process that involves successfully
and the random bolts of arcane force that suddenly completing a thaumaturgic process and distilling
spring into existence at the most unlikely of places, a number of enchanted brews. In fact, the way of
adventurers are still drawn to the Sundered Wastes, and life here is so different from the nomadic existence
the best of them don’t just return home to have songs of most Kayachi that most tribes do not refer to the
written about them, but to become kings and queens. citizens of Faru Sadin as such, but rather as ‘Sadinians’.
Although the Guild of Alchemists in no way possesses the
arcane knowledge wielded by the Red Wizards, its designs
wouldn’t work without the prevalence of raw magic in

SUBREGIONS the region. Of late, the institution has been busy trying
to reverse engineer the Red Wizards’ body modifications.

THE BLACK SANDS M ALAK’DOR


Unsettling and ominous, The Black Sands are exactly
that: an entire subregion covered in sands of various Ancient Athyrian for ‘The Scaled Lands’, Malak’Dor is not
dark shades. From ebony to onyx and charcoal: literally a misnomer, as its surface is broken up in large flakes,
the entire territory is black, from the licorice-colored laminas, plates, and other incrustation of all shapes and
mountain peaks to the extremely unnerving vantablack forms. Not nearly as dark as The Black Sands but still
surfaces of its biggest ravines. Sovereigns from all over mostly grey and black, Malak’Dor is home to several
the world send artisans and dyers here to bring back large carnivorous species that hide underneath its many
pigments to use in their most expensive tints, but most layers, however thin, and prey on each other as well as
do not have the stomach to continue onwards for on almost any living being of flesh and bone. Carapaced
more than a few miles, as the absence of color makes borrowers, teethed arthropods, and acid-spewing
even simple movements far more difficult. Here, the monsters thinner than sheets of paper slither through
very shadows seem to move, arcane shades of ages the cracks of these fields, and their presence would be
bygone that want nothing more than suck every speck enough to give any adventurer pause were it not for the
of chromaticity out of their living hosts. existence of Golmorhan – flaked creatures with fronts
that hover above the surface while their tail ends trail
through the upper layers of Malak’Dor, leaving easy to

FARU SADIN follow grooves in the surface peel. The Golmorhan can
be tamed and ridden up to the southern ends of the
Sandwiched between The Black Sands and Malak’Dor, in
Northern Wastes and the north ends of Faru Sadin, and
an area that has no name other than the Sundered Wastes,
provide transport to the area just outside of Quan far
Faru Sadin is the only bastion of civilization outside of the
faster than cutting through the more tranquil western
cities and towns along the region borders. Despite being
flank or the mountain passes to the eastern side.
inhabited by humans, Faru Sadin is almost as alien as the
uninhabited parts of the Sundered Wastes. It stretches
higher than any other known center on Athyr, and
although it only covers a relatively small surface area, life THE NORTHERN WASTES
here is distributed amongst many different levels, each of The Northern Wastes border Keldor, the Sea of Jewels,
them connected through wires and elevators, cables and and Beshaar, and harbor the largest concentration
ropes, ladders and stairs, bizarrely-curved walkways and of Kayachi anywhere in the Sundered Wastes. This is,
two kinds of thoroughly alien-looking flying steeds: the of course, due to the presence of the Red Wizards,
Ymryll, winged lizards the size of horses that instinctually who hold unchallenged sovereignty over the great
only fly up until they break the clouds, and that are bred city of Quan. As one draws nearer to Quan, it is hard
on the floor level to bring their riders to higher ground; not to notice that modified Kayachi are becoming
and the Daremdar, similarly-sized gliders with three more plentiful, and most of the nomads living close
heads stacked on top of each other that are bred on the to the center are both heavily mutilated and strongly
higher levels to bring their passengers to lower grounds. enhanced, with gas masks that are stitched to their
faces to protect them from the toxic clouds in the area,
The Kayachi of Faru Sadin are not ruled by a single skin that has been replaced with protective leather or
sovereign or royal family, but rather by the Guild of metal plates, and eyes that have been removed in favor
Alchemists, whose members are elected through of internal goggles that allow for better-than-human

140
Sundered Wastes

vision being some of the most common adjustments. impassable node of the Alakh Mountains. However,
However, none of these even hold a candle to the far- the ridges to the west and to the east of the Southern
reaching ‘mecharcan’ adjustments the Red Wizards Wastes also hold more remnants of the Eldra Gavan than
have implemented on their own, and their entire any other place in the subregion, and there are many
city is a nightmarish amalgam of metal contraptions wall carvings, glyphs, crude drawings, and old utensils to
and symbiotic lifeforms that cater to their sorcerous be found in its caverns and natural tunnels.
masters’ every whim.
Despite their disquieting appearance and surroundings,
the Red Wizards are very welcoming to strangers and the VALE OF LOST SOULS
city holds a disproportionate amount of inns and taverns The only large wooded area in the entire Sundered
for a place that is difficult to access except for the forked Wastes, the Vale of Lost Souls would probably make
rivers running from the north of Beshaar to the mountains for a good site to build a harbor at, if not for it being
east of the city, but those are nowhere near bi enough enclosed by a huge, oval-shaped mountain range and
for anything larger than medium-sized one-masters to its inhabitants: a mischievous species of sadistic Faerie
sail on. Despite of their agreeableness, the Red Wizards creatures. These small, pointed-ear humanoids seem to
are rumored to secretly pry their visitors for information be the only beings still capable of naturally harnessing
about Ayaari or Eldra Gavan technology, and Quan is said the magic energies flowing throughout the Sundered
to rest on an arcane nexus point that may either erupt at Wastes, but they wield their power in the most
any time, or host demonic beings that the sorcerers have abhorrent, twisted way. Prone to creative but viciously
made a deal with in order to power their own artifacts destructive behavior, these xenophobic forest dwellers
and extend their influence. have ruthlessly killed off the entire animal populace of
the Vale, and anyone who enters here will be taken
aback by the total absence of bird or mammal noises.
THE SOUTHERN WASTES The Valists, as they are nicknamed by the Kayachi, are
completely preoccupied with being the sole caretakers
The least inhospitable of all subregions, the Southern
and rulers of the forest, but are nevertheless challenged
Wastes are of strategic importance due to the region’s
by their feared enemies: the lost souls of thousands of
only two true ports: Nhakai and Asreja. Despite both
Eldra Gavan who died here, and whose essences remain
being essential for travel, these harbor cities are difficult
linked to the forest, the only fertile ground of significant
to reach, as they top large cliffs and bringing in ships
size left in the Sundered Wastes. Unfortunately to the
safely to the docks below is an arduous affair best left
Valists, many adventurers invade the premises, drawn
to experienced and skilled sailors. Once inland, travelers
by the presence of enox, a rare and priceless rock that
soon face more difficulties, as supernatural phenomena
grows underneath the trees of the Vale and fetches
become more prevalent near The Black Sands and as
extremely high prices at markets all over Athyr.
the river that runs from Asreja ends in a particularly

CURSED GODS OF LANGUAGE


THE SUNDERED OVERVIEW
WASTES LANGUAGE
MOSTLY
SPOKEN IN
Instead of worshipping their gods, people from the
Sundered Wastes mostly just curse at their gods when Across most of the Sundered
things go wrong or when some calamity befalls them. Kayachi
Wastes
Orthar: The Blood God Silnami: The Judgemental Malak Dorr and Northern
Athraki
Rhak: The Gluttonous Wazini: The Trickster Wastes mostly

Kamano: The Beast King Arakrex: The Great


Scorcher
Diredja: The Lustful
Milandre: The Depraved

141
CHAPTER 5:
EVANDYR

THE R EGION may not actively work against the people it caters to,
like it does in regions like Ethennia or the Sundered
Evandyr is the westernmost known continent of Athyr. Wastes, but where it hides monsters like the fabled
It’s a place of widely different environmental conditions Hydra, where corrupt rulers, scurrilous religious sects,
and terrain, with a frozen north, hot arid south, dark and opprobrious cults operate both in the open and
forests, vast mountain ranges, and a surprisingly large out of obscure shelters, and where conspiracies are
amount of fertile land perfect for settlement. This forged that will potentially change the face of not just
ideal land is, however, unevenly distributed due to an Evandyr, but the entirety of Athyr forever.
abundance of microclimates created by a combination
of huge mountain ranges with numerous bays,
peninsulas, and rivers.
Most probably, it is precisely because of these geographic ABOUT EVANDYR
and agricultural factors that Evandyr has never really Nowhere else in the world are the lands so fertile and
stood united except when threatened by outside abundant, nowhere else is the local produce so varied
kingdoms from across the seas. Instead, its six distinct and are trade guilds so powerful and active… and
kingdoms, Solnos, Oskolim, Lhandor, Vahlia, Korchova, nowhere else are neighboring countries so distrustful
and Orthoss have been at odds with each other for and – sometimes – even covetous of each other. Ruled
more generations than anyone cares to remember. by rivalling kings and queens who don’t hesitate to
Dotted with citadels and castles, border keeps and arrange marriages purely to enforce blood bonds and
island fortresses, Evandyr is a land of countless hamlets, strengthen allegiances, Evandyr is rife with political
almost as many villages, civilized towns, and palatial infighting and infested with spy networks, backstabbing,
cities. However, it is also a land with much untamed deception and underhanded dealings.
hinterlands, damp dungeons, and haunted ruins where As different as the kingdoms of Evandyr are from each
the ethereal specters of rulers past lament their own other, all of them adhere to a fairly strict feudal system
avariciousness and impatience. A land where nature with lieges and lords, knights and squires, priests and

142
Evandyr

143
clerics, monks and nuns, and numerous vassals forced Except for Solnos, there aren’t many public libraries
to pay ever-increasing taxes, often to fund their in Evandyr and much of its population is illiterate, but
sovereign’s intelligence apparatus and arsenal. Still, many people of learning keep private book collections
open warfare is rarer than one would expect, mostly and some even open their homes to their fellow
because each kingdom’s aristocracy has too many citizens or interested travelers. However, deception
common enemies to risk weakening the bordering and covertness provide fertile ground for clandestine
forces so much that they won’t be able to come to experiments and research into the darkest of arcane
their aid should an emergency arise. arts. If expressed per capita, there is no place on Athyr
where the high availability of dark tomes and forbidden
With so much power concentrated in its cities and their
lore has prompted so many pernicious sorcerers from
surroundings, most rulers do not have the resources to
summoning baleful demons and vengeful ghosts, all in
keep their hinterlands safe and free of monsters, rovers,
a bid to further their own influence.
and marauders. A lot of Evandyr is pure wilderness and
many freebooters, brigands, and raiders set up camp For all its conservatism, Evandyr’s established religion,
here. Most of these bandit bands have more reason to the Sareclum, often seems to be the one thing that
fear the many indigenous monsters and otherworldly binds its inhabitants together. Its dioceses often overlap
creatures that skulk through the dark forests than two or three kingdoms and all religious orders –
they would knights or soldiers. The most dangerous priests, nuns, monks, and beguines – are well-educated
of them, such as Llewella’s Company, have succeeded and fluent in Old Evandyrian. All believe in the same
in striking a deal with these malevolent beings, and pantheon, but most temples and chapels are dedicated
their existence poses a serious threat to Evandyr’s to a single deity. Unsurprisingly, the god one chooses
sovereigns, who are often forced to hire adventurers to follow tends to predict a lot about that person’s
and mercenaries from outside of the continent to deal character and disposition, although most Evandyrians
with their problems. tend to be pragmatic and go to whatever temple they
think will cater to their needs best, sometimes even
In those places where the rule of law holds sway
attending several services a week, all of them dedicated
in Evandyr, it is invariably oppressive, and used to
to different supreme beings. Although worshipping
reinforce a millennium old social structure in which
Bhalion, the Prince of Darkness, and his father, Ekashi,
the commoners are bound to the land they live on
The Hateful, is forbidden, both play a significant part in
and are rarely allowed the right to leave it without
the pantheon’s lore.
permission. Meanwhile, the aristocracy constantly
compete with one another on behalf of titled nobles, The other dark gods, Melorra (Queen of Chaos), Yadira
who use commoners like strategic pieces in a board (The Deceitful), and Shaeida (Harbringer of Death), and
game. Thus peasants, gentry, aristocracy, and nobility Jergal (The Envious) have all retained their temples and
all quietly despise one another, and have done so for followings, mostly because their priests believe that
over a thousand years. they represent less enviable character traits that can
become more dangerous if denied, and thus should
The authority of any potentate in these regions is
be focused through rituals that are supposed to be
mostly hypothetical, though the princes of Orthoss
cathartic. Still, their flocks often serve as nests for
and Vahlia do at least patrol the roads and pathways of
the greedy, the lustful, and the covetous, and well-
their respective realms. In many places, travel between
intentioned adventurers often find themselves dealing
communities is extremely dangerous, and except
with them and their less conscientious clerics.
for the Orthosi, most people in Evandyr live under
the shadow of fear, for the roads that run through Worse still are the cults. Almost all maintain a presence
the uninhabitable wild places in-between pockets of on Evandyr, and although access to original knowledge
civilization and dangerous woods are stalked by entire on their Heralds of Doom is limited, their members
legions of undead, horribly mutated humanoids, and remain the most imminent threat to both the continent
rabid preternatural wolves, while the existence of free and the world.
cities in the south is the only reason why, at least up Understandably, adventurers willing to take up the
until now, the Evandyrians have been able to keep the task of taming Evandyr’s wilderness areas, stand up
pirates of Taliath in check.

144
Evandyr

against the malevolent creatures that too often LHANDOR


plague its forests, and take up arms against the cults Situated to the west of Evandyr’s military giant Vahlia,
are extremely welcome and venerated everywhere the Lhandorian queen Yvrette recently managed to
in Evandyr, with Slayers being particularly revered. In secure her country’s safety by having her youngest
fact, the fastest route to success and renown on this daughter, princes Imerelda, betrothed to the Keldorian
continent has never been ascendency to any throne, prince Maskarev. This has made the nobles bolder than
but rather martial prowess and strategical insight – ever before, encouraging them to raise taxes along the
so much so that the paths walked by these monster- toll rivers running from the great Central Lake to Solnos.
killing daredevils have become true careers supported
Lhandorians are also widely known throughout Athyr
by entire colleges, great guilds, and affluent royals.
for being extremely superstitious – mostly about curses,
bad luck, and portents of doom. Commoners of any
station spend their days festooned with a wide variety
of charms, totems, phylactery, and amulets. Rooms are

K INGDOMS constantly smudged with herbs, complicated warding


gestures are enacted, and mirrors of any kind tend to
get treated with extreme suspicion. This is encouraged
Evandyr is made up of six kingdoms, each with their
by the fact that Lhandor also has the largest share of
own unique culture, traditions, and landscapes.
bona fide fortunetellers, seers, and diviners anywhere
in Evandyr, and many a hero has come here first to

K ARCHOVA learn about their fate before mastering the courage to


live up to their potential.
Karchovans are best known for their great galleons and
caravels. King Zabian holds more western isles than any
other Evandyrian sovereign, and his family has created
a seemingly impenetrable defensive belt out of both
ORTHOSS
Far more carefree than other Evandyrians, Orthosi have
archipelagos, littering them with ship wharfs, military
spawned some of the best minstrels, travelling bardic
barracks, watchtowers, and fortresses. Unfortunately,
troupes, and swashbuckling heroes on Athyr. Already
Korchova’s small elite military, the Kozoch, counts too
well-protected from their more serious and taciturn
large a share of demonologist sorcerers, and its naval
northern neighbors from Karchova and Vahlia by the
commander, Iwaan Baylev, may hold too much power
huge Gerneyan Mountain Range, the Orthosi royal
for the Korchovan royals to rest easy.
houses managed to secure an enduring alliance with
Despite the rumors surrounding the Kozoch, many the semi-feral humanoids known as Berendir centuries
adventurers are drawn to Karchova’s capital city of ago, and ever since, this fierce mountain species has
Madena – the only harbor capital in all of Evandyr – and succeeded in discouraging any army from trying to pass
for one particular reason: its Seafarer’s Guild is the only through the mountains or enter Orthoss by crossing the
one in the world that actively caters to adventurers western bay delineating its border with Karchova.
and not to fishermen or other people who ply less
An agreement with some of the most powerful Thalian
dangerous trades. Here, hirelings, mercenaries, and
pirate lords to offer their crews safe haven in freetowns
would-be heroes are not only trained in navigation,
scattered along the coast, all in return for their
geography, and sailing, but also in ship-to-ship combat,
protection should it ever become imperative has done
monster baiting, and other skills that do not have
the rest. This has also led to Orthoss becoming one
peaceful intentions. Run by none other than Supreme
of the only places to confer with Thalian buccaneers
Commander Boras Mendrov, its members stand as
and privateers, find out about what is going on in the
some of the most versatile and capable seafaring
sailable regions of The Abyss, and stay up to date with
adventurers Athyr has ever known.
news out of Moon Skull Bay. In fact, many a pirate has
started selling information in Orthosi inns and taverns,
so much so that it has become a business more lucrative
than actual raids or smuggle runs to many.

145
OSKOLIM VAHLIA
A highly advanced fishing culture, Oskolim do not only There is no doubt that Vahlia has the largest surface of
excel as trawlers, clam diggers, and lobster trappers, fertile mass of land in all of Evandyr, and access to so
but also as rugged mariners who are said to be many resources has turned the kingdom into a huge
capable of surviving freezing temperatures even when trading powerhouse that is only kept from becoming
submerged for protracted periods of time. Confronted the most authoritative nation in Evandyr by its borders
with icebergs and entire floating islands of ice, Oskolim with the other kingdoms and by the lack of easy sea
have cemented an already-legendary reputation access because of the Gerneyan Mountain Range and
for themselves by building the only icebreaker ships the Berendir who make their home there. If not for the
anywhere on Athyr – juggernaut boats that double as manmade passage through the two mountain passes
capable, if slightly difficult to maneuver, warships. leading to the Sabretooth Bay east of Tarvos and to
the north of Mooncrest Valley, Vahlia would not be
Often at odds with Solnos over the mineral-rich
able to capitalize on its trade capabilities as well as it
northern Isles of Urbolg, Oskolim has nonetheless
has done over the last centuries.
retained control over the ice-covered peninsula,
despite the incessant (and obviously state-sponsored) This – amongst other, more typical reasons – has led
guerilla naval raids of which the Solni royals officially Vahlians to keep sponsoring the largest, best-armed
deny all involvement, and even the sporadic incursions military in the known world, and it’s only the mutually
by Lhandorian raiders have done nothing to change assured destruction of drawing the renowned First
the status quo. King’s Regiment away from Sabretooth Bay should
passage to the Middle Sea be cut off that has kept the
entire continent from becoming unstable, undoubtedly
SOLNOS plunging it into incessant warfare.
Well-known for its availability of higher education and Needless to say, Vahlia also has some of the world’s best
the grand universities that mark the land more than military schools and the weapon training to be had
its palaces and temples. Adroit diplomats, charismatic here is unparalleled. Adventurers who are educated in
negotiators, and soft-spoken rulers, the princes and the art of war and combat skills so typical of the Vahlian
princesses of Solnos are all just as versed in espionage army usually hold an edge over fighters who have been
and double-dealings. Friendly at most times, but taught cruder and less effective martial techniques.
ruthless if necessary, Solni have astounded the rest of
Evandyr by striking the most incredible land ownership
deal in recent history, signing an agreement with
Lhandor not to contest rulership over the western
island of Domaia by turning it into a massive resort
open to the peoples from all six kingdoms, as long as
the required amount of gold is paid.
Still, Solnos is also marked by its illustrious past, when
ancient bloodlines waged a grisly war with the rest of
the continent, and the land to the south-west remains
largely barren except for the half-buried remains of
soldiers long dead and war machines the likes of which
have not seen since. There may be more treasure to
be found there than anywhere else on Evandyr, which
is why so many adventuring troupes – often in search
for the same mythical item or priced relic – clash here.

146
Evandyr

GODS OF LANGUAGE
EVANDYR OVERVIEW
An overview of the Evandyrian Pantheon, which you
will be able to read more about in the final release of MOSTLY
this book: LANGUAGE SPOKEN IN
Vanorra: The Fortubo: The Dreamer Vahlian Vahlia
Earthmother
Lirr: The Illuminating
Melorra: The Queen of Lhandorian Lhandor
Bhalion: The Prince of
Chaos Darkness
Karchovan Karchova
Anagdir: The Courageous
Jergal: The Envious
Felnor: The Bringer Orthosi Orthoss
Torin: The Valorous
Of Justice
Nerys: The Angel of
Erathis: The Osho Oskolim
Beauty
Knowledgeable
Ekashi: The Hateful Solno Solnos
Acanthe: The Bestower
of Power Morgalf: The Inventor

Shaeida: The Harbinger Dherone: The Patron of


of Death Peace

Parsemos: The Voice of Xinteus: The Watcher in


Reason the Sky

Yadira: The Deceitful Ephalos: The Protector

Gorshag: The Lord of Geshta: The Forsaken


War

147

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