Professional Documents
Culture Documents
CREDITS
Authors ENGLISH VERSION
Florian Don Schauen, Daniel Simon Richter
Additional material by Eevie Demirtel, Tobias Rafael Studio Director
Junge, Alex Spohr, and Jens Ullrich Timothy Brown
Editor Editing
Eevie Demirtel Kevin MacGregor, Trish DeFoggi
6 Preface
Chapter 1: The
Continent of Aventuria
“I am proud to have sailed with the daring captain Asleif
Foggwulf Phileasson during his legendary race against Beorn the
Blinder. Nothing less than the title of King of the Seas was at stake
back then. What wonders we witnessed, traveling the world at his
side! But I will not sing Phileasson’s saga this time, even though it
would be an honor. Today, I wish to tell you about what our eyes
were allowed to see as we went from one adventure to the next,
crossing blades with gruesome monsters and devious evildoers.
We soon came upon its capital city, Festum—an old and mighty
trading port on the Tobrien Sea—and continued south until
we reached magnificent Vallusa on the Misa River. We had
to crane our necks to appreciate the full skill of its architects,
whose buildings stretch into the sky like towers. From Vallusa
we traveled to the largest realm of men in Aventuria—the New
Realm or Middenrealm. Tobrien was the first province through
which we passed. It is an old and primitive land, bordered on
the east by the sea and on the west by the peaks of the Dragon
Stones and the Black Sickle. I can tell you that the Dragon Stones
are aptly named. No one would dare deny those mighty, winged
beings their dominion, which has endured for millennia. I now
know why we name our dragon ships after them. Nobody stands
in their way. Well, a sworn fellowship of dwarves might, but how
often do you see something like that at sea?
We set out to sea again from the Tobrien harbor town of Mendena.
It was bliss, let me tell you, for I had been stuck on dry land for
far too long.
7
The Sea of Pearls is always treacherous, but our island destination
lies to the east of the continent, so we dared it. The Maraskan
The World of Dere
jungles teem with numerous abominations that devour or sting
The continent of Aventuria, the primary setting for The
everything. Far stranger than the many and often poisonous
Dark Eye, lies on the world of Dere, which bears only a
creatures are the people who dwell there. They love their freedom
passing resemblance to our Earth. We are not concerned
more than anything, but they are not entirely right in the head:
with whether Dere is spherical, like Earth, but many of
They think the world is a perfect discus! We found what we were
its inhabitants believe the world is round. Some scholars
looking for on the island–a horror from ancient times–but I will
speculate that it may be a flat disc, a hemisphere, or even
tell of this another time. We soon left Maraskan and the other
a ring. People normally refer to Dere’s sun as Praios’ Disk
coastal islands behind. Remember my words: the Sea of Pearls
or the Eye of Praios. The moon is commonly called Mada’s
is treacherous. Beware of areas coated in dark-blue seaweed–
Sign. Dere is a fantastical world of divine intervention,
many ships never leave the Sargasso Sea! We sailed into the Gulf
wondrous magic, and dangerous monsters, and Aventuria
of Tuzak and traveled to the old city of Khunchom in the Lands
needs heroes to keep the world from sliding into darkness.
of the Tulamydes–what splendor we beheld! Pleasantly warm
throughout the year and with sweet fruit trees everywhere, the
city supports a vast population. The Shape of the World
Three other known landmasses exist on Dere. If you leave
Yet the interior of the continent is a vast, empty desert. Beyond Aventuria and travel west across the Sea of Seven Winds,
burning sand and scorching heat, the Khôm offers little. Still we you eventually reach the Gyldenland, which is called
wanted to travel there. But first we passed through Mhanadistan, Myranor by its inhabitants. If you travel straight across
where time-honored Fasar lies in the shadows of the mighty peaks the Southern Sea—a long and perilous journey—you reach
of the Wall of Rashtul. The oldest city of man in the world, Fasar’s giant Uthuria, also called the land of the 12,000 gods. In the
splendid palaces stand next to squat clay huts. Money rules east, beyond the Sea of Pearls, lies the Giant’s Shore, called
this city. The mighty enforce their influence with mercenaries Rakshazar by the Tulamydes. It borders Aventuria in the
and violence compels the poor in Fasar’s alleys. From there, we far north-east, but the two continents are separated by the
trekked through the searing desert and found traces of ancient mighty peaks of the Iron Edge, which rise more than 9,000
settlements along the way. feet into the sky.
How glad I was when we finally left that parched land! We Aventuria stretches approximately 2,000 Middenmiles
traveled through the Fairfield, where you find cities of splendor (which correspond to our kilometers) from west to east
in every direction. The inhabitants think highly of themselves and approximately 3,000 Middenmiles from north to south.
and even think their people were first settlers of Aventuria. Blind Compared to Earth, Aventuria is roughly the size of Europe
fools, I say! Everyone knows that our ancestors settled this land as measured from the North Cape of Norway to the Italian
much earlier, by Swafnir’s name! capital, Rome, and from the west coast of Ireland to the
city of Warsaw, Poland.
Our journey led us into the swamps over a rough road to Loch
Harodrôl and into the rainforests of the south. Dark-skinned The Far North
forest people and scaly lizardfolk who call themselves the Achaz The far north of the world shivers in the icy grasp of
live there. The Achaz claim they once ruled the world and, after eternal cold under the pale, flickering North Star, which
seeing their overgrown temple complexes, I begin to believe them. is also called Ifirn’s Light. The names of its regions, such
But not even the jungles and swamps of Meridiana could keep
us from our race; we had to return home to Thorwal ahead of
Beorn the Blinder! So we traveled to the west, into the Sea of
Seven Winds. As we sailed, we passed through the borders of the “There have been many debates on the
world and reached behind the Mists to see the ancient wonders of shape of the world. Some think that Dere
the high elves, whose traces we had discovered again and again is a disk, others that it is a sphere. The
across the world. Maraskani are certain that the world is a
discus, and I have even heard from scholars
Finally our journey ended there, where it had begun–in Thorwal. who are convinced that a mysterious hollow
You ask who won the race. Phileasson, of course! Who, you ask? world exists inside Dere.”
Well then, I guess I have to recount the entire saga, after all!” —Nacladora Berlînghan, Blessed One of Hesinde Draconite
—Ohm Follker, skald on the legendary expedition of Asleif
Foggwulf Phileasson, the Thorwaler captain of the Sea Eagle
Thorwaler bards keep old wisdom and stories alive in Probably nowhere else in Aventuria can one find more
their songs to strengthen and unify communities, while fairies than in the dense green of Farindel Forest, which
their runes weave mighty spells to command winds and takes its name from the greatest of the fairies, Farindel.
waves. Most Thorwaler settlements (especially coastal Another well-known figure is the Father of Tides, whom
communities or Ottajaskos) are independent and organized many see as the avatar of the Great River. His kingdom is
along lines of extended families or kinships. It surprises said to exist beneath its surface.
some to learn that Thorwalers elect their leaders, including
the highest-ranking Hetpeople. Between Albernia and the peaks of the Kosh Mountains
lies the Duchy of the Northmarches, home of infamous
The capital of Thorwal is praised for its cosmopolitan river pirates and secretive druid circles and well-known
attitude. Other important places are Prem (the source of for its powerful dukes and nobles devoted to Praios. The
Prem Fire, Aventuria’s most famous schnapps) and Olport, Northmarches hold much power in the Realm. The duchy
where the Hjaldings, the ancestors of the Thorwalers, is characterized by mountain ranges, hills, and dense
first set foot upon Aventuria after sailing from from the forests with many settlements. The administration of
legendary Gyldenland. the Middenrealm resides in the Northmarches’ capital
of Elenvina. A long-standing enmity exists between the
The land is rough and unspoiled from the chalk cliffs of steadfast and loyal people of the Northmarches and the
Olport to the windswept isles of the Olport Stones, the freedom-loving Albernians.
ragged fjords of the west coast, the high moors around
Waskir, the treacherous Hjaldor and Gray Mountains, and The high peaks of the Windhag Mountains and their forest-
the lowlands of the Borodin. The Gjalskland lends its name covered valleys shape the landscape of the Margravate of
to the Gjalsker Barbarians, a reclusive people who are as Windhag to the west, and it borders the Duchy of Grangor
rough as the land and who fear nothing but the sea. in the south. Few live here, and those who do settle in
11
fishing hamlets and pirate villages on the western cliffs nobility. Its mild climate supports grape cultivation and
of the mountains where they survive on fish and other the rearing of horses. Locals possess a certain joviality
seafood, the gifts of Efferd. Bands of bandits, wild kinships, but also a certain eagerness to quarrel. The capital, Punin,
and even orc tribes claim territory in its remote valleys. is the heart of the northern sect of the Church of Boron.
Cosmopolitan in flavor, the city attracts adventurers,
People who think of the Principality of Kosh generally cultural enthusiasts, and scholars alike.
picture dwarves and homesteading. Two important
mountain kingdoms of the dwarves are located in this To the northeast of the Kosh lies the Margravate of
region. The province contains large portions of the Kosh Griffonsford, which suffered much from the military
Mountains and the hilly lands to the east, which border the adventures of the orcs. Many orcs stayed on and now work
Great River. One fourth of its inhabitants are dwarves and in the fields or in the workshops and manufactories of the
therefore Kosh is rightly seen as the center of craftsmanship province capital, Griffonsford. Refugees from Tobrien,
in Aventuria. This is especially true in Angbar, the capital which was conquered by Borbaradian invaders, come here
of the province, which is also the center of the worship of to start a new life. Not all of them succeed.
Ingerimm.
To the east of the Kosh lies the Kingdom of Garetia, the
The southernmost province of the Middenrealm is the central province of the Middenrealm. Lush fields cover
Principality of Almada, on the river Yaquir. Since it borders this fertile land supports lush fields, and trade and
the Horasian Empire, it serves as a fortress against the craftsmanship flourish in a large number of small towns.
Novadi, the fierce warriors of the Khôm Desert who often Most of the land is dedicated to feeding the many hungry
ambush the infidels to the north of the Yaquir in the name mouths of the great metropolis of Gareth, which is the
of their god, Rastullah. As a border province, it suffers capital of Garetia and the Middenrealm and the largest
periodic flare-ups of the century-old rivalry between the city on the continent. All roads lead to Gareth, a city of
Old Realm, the New Realm, and the hot-blooded Almadan burghers and guilds, Blessed Ones and warriors, thieves
13
The Realm of the Horas inhabited by Novadi devoted to Rastullah, fairytale-like
The heart of the Horasian Empire lies in a region which Rashtul, and Khunchom, which is said to have been
is also called Fairfield or Old Realm. On its western coast, erected on the ruins of a lizardfolk city. On a high plateau
it spans from Grangor to Drôl and is separated from the on the border of Arania lies the Gorian Desert, and it is
Khôm Desert in the east by the Golden Cliffs and the said that strong winds can carry its red sand all the way to
High Eternals. Fertile fields and a mild climate guarantee Mherwed. Few survive an expedition to this hostile place.
the wealth of this region, whose ports are home to many Another area, inhabited primarily by Tulamydes, is the
renowned trading companies. As the most successful valleys of the rivers Thalusim and Ongalo, where the strict
traders in Aventuria, the merchants of the Horasian Empire manorial system sometimes fosters bands of thieves.
transport wares and passengers to the far corners of the
continent in their proud sailing vessels. Daring captains Arania, Land of the Matriarchs
and respected explorers set out for Uthuria or even distant Between Perricum and the Gorian Desert lies Arania. Its
Gyldenland, the legendary home of the first settlers. The cities include Baburin, the capital Zorgan, Elburum,
capital of the realm, Vinsalt, was erected on the ruins of and Anchopal, which is currently occupied. Arania has
the old Imperial capital, Bosparan, which was destroyed by been influenced by the cultures of the Middenrealm and
the people of Gareth. The city of Kuslik, still the only one the Tulamydes alike, and boasts industrious farmers,
in Aventuria with three mage academies, is the spiritual skillful merchants, and ingenious artisans. Women play
center of the Church of Hesinde. Long ago, the first people a considerably greater role in society than men, which
to set foot in Aventuria landed at Bethana, which is now is uncommon for Aventuria, which generally does not
the seat of the Church of Efferd support the idea of a superior gender.
Its long history made the Horasian Empire into a haven of The Khôm Desert and the Caliphate
traditions and a bastion of the belief in the Twelvegods. The Khôm Desert, the largest desert in Aventuria, is home to
Famous temples and holy places attract many pilgrims. the Novadi, proud equestrians and warriors. They worship
Many of the empire’s large cities compete with each one god, Rastullah, who appeared to them over 250 years
other—not just for political influence and volume of trade, ago in the Oasis of Keft. From his teachings they created
but also for glory and cultural splendor. Education and the 99 Holy Commandments, which govern everyday life
appreciation of the arts are required virtues for nobles and and interactions between the strictly patriarchal tribal
common folk alike. cultures. Caravans with precious goods travel throughout
their territory, braving the dangers of the Khôm between
Power struggles between old noble families take place stops at oases and caravanserais. The most important of
behind the scenes, and murderous conspiracies, sinister the desert fringe areas is the Shadif, which is famous for
secret societies, and strange cults blossom in the shadows its noble breed of horse that exhibits proverbial fire and
of palaces. The Cyclopes Islands in the Sea of Seven Winds grace.
also belong to the Horasian Empire. These islands are
home to the last remaining one-eyed giants, the legendary
masters of smithing for which the archipelago is named. The Lizard Swamps
The rotting swamps and impassable mangrove forests
south of the Khôm hold all sorts of poisonous animals
The Lands of the Tulamydes and gigantic reptiles. Its oppressive humidity makes life
The variety of bazaars in the Lands of the Tulamydes hard for travelers. A mighty kingdom of lizard people
remains legendary, the artistry of their magical dancers once controlled the southern half of the continent.
holds great fame, and their storytellers astound audiences Few humans live in these jungles, which are the natural
with tales of powerful djinn, cunning heroes, and habitat of the achaz, bipedal lizardfolk who live primarily
majestic sultans. On the shores of the Mhanadi River in pile dwellings. Very little is known about them other
and its tributaries (especially the Gadang) live a very than they worship old gods (the mighty H’Ranga) and
temperamental people who differ from the descendants subsist on hunting and fishing, and some of them know
of the Gyldenlandian settlers in their tanned complexion, crystallomancy, the ancient magic of gemstones.
dark hair, and exceptionally flowery language.
Despite the dangers and hardships, humans occasionally
The fertile Mhanadi valley yields rice and other grains. enter these swamps in search of spices, reptile skins, Tsa’s
Warm-weather fruit trees grow in abundance. The largest Spring of Eternal Youth, and treasure and artifacts from
city is Fasar, a brooding crucible of people and the oldest ancient achaz kings.
city of men in Aventuria, known not only for its legendarily
affluent masters but also for its sinister mage academy. On the northwestern border of the swamps lies the city
Other cities on the Mhanadi are Mherwed primarily of Selem, which is what remains of the old Tulamydian
15
snakes slither without a sound, crocodiles hide in shallow highlands, rugged mountain ranges, vibrant river valleys,
waters, poisonous vipers fill the undergrowth, and saber- dense forests, broiling deserts, and swamps that swim with
tooth tigers hunt on the area’s few paths. The best teachers ravenous mosquitoes.
are the native, copper-skinned Forest People, whom we
collectively call the Moha, after their largest tribe. These The weather in Aventuria reflects supernatural influences
small-but-agile folk do not often treat with outsiders and as often as natural ones. Lightning is attributed to the gods,
are usually hostile toward trespassers. especially the valiant goddess Rondra who is also known as
Lady of Storm and Lightning. Fog and clouds conceal many
Altoum and the Forest Islands things and thus are often associated with cunning Phex,
The defining feature of the Charybbean, as this part of the the god of secrecy. Seasonal and trade winds are named
sea is known, is pirates and freebooters. The Black Serpent, after the gods’ children and are supposed to obey Efferd,
a society of pirates with more than 100 members, maintains the Lord of Wind and Waves. In fact, nearly every weather
its headquarters in Charypso, on Altoum. But the colonial phenomenon is attributed to the work of an immortal or
fleets of Bornland, the Horasian Empire, and Al’Anfa also at least to the casting of powerful magic. Legend says that
cruise these waters, along with Thorwalian Ottas and ships the Khôm Desert was once a vibrant jungle until it was
of Kemi. Each has its own agenda. transformed into a hostile wasteland by powerful magic.
White, palm tree-covered beaches, isolated bays, and lush Three large climate zones dominate Aventuria. In the far
jungles dominate these islands. The remote Forest Islands, reaches of the north, eternal frost, pack ice, and biting
far from any civilization, make excellent hideouts for the winds render survival enormously challenging. Firun’s
pirates of the Southern Sea. Shady individuals sell so- Frost (below -14 degrees, F.) is so cold that skin freezes
called treasure maps in almost every port tavern from Riva to metal items. A body with poor protection against the
to Hôt-Alem. Some maps might even be real. cold loses so much warmth that death from freezing is
imminent. Outer Hellish cold (below -59 degrees, F.) freezes
Outposts of (Middenrealm) civilization exist only on Token, even the sea and sudden ice storms make it dangerous to
Sokkina, Iltoken, and Benbukkula due only to the presence travel. It is no wonder then that the Far North is seldom
of spices. The fleets of Al’Anfa, Festum, and the Horasian visited and remains largely unexplored.
Empire dominate the trade in precious goods. Various
tribes of Forest People live in the interior of many islands The largest portion of Aventuria (the area between the
alongside the dark-skinned Utulus, who came originally Weal Mountains and Rashtul’s Wall) possesses a temperate
from the southern continent of Uthuria. climate that enjoys four pronounced seasons. The summers
can be sunny, hot, and dry, and the winters biting cold and
Wind and Weather full of snow and ice, but extremes of temperature occur
rarely. The coasts of central Aventuria seem particularly
blessed by the gods. The harbor of Festum practically
“Central Aventuria’s climate is mild overall, but the winters do never freezes even though this Bornish port city lies far
bring some snow. Most humans live here, where their cultures
and sciences flourish. Truly, the Twelve love this land best, for it
is home to the Twelve’s most loyal worshipers.
Levels of Cold
Northern Aventuria, in contrast, lies firmly in Firun’s merciless
Level 1 Cold 50 to 33 degrees F
grip. It never warms in summer and the winter lasts for more
than half a year. Only the hardiest souls can live in these lands. Level 2 Freezing 32 to -13 degrees F
Level 3 Firun’s Frost —14 to -58 degrees F
Southern Aventuria simmers with heat. In this land of sand and
dense jungles, bands of bronze-skinned warriors hunt all manner Level 4 Outer Hellish below -59 degrees F
of dangerous beasts.”
—from the Introduction to Great Aventurian Atlas, printed Levels of Heat
in 885 FB
Level 1 Warm 51 to 95 degrees F
Despite its relatively small size (3,000 by 2,000 Level 2 Hot 96 to 113 degrees F
Middenmiles), Aventuria exhibits all possible climate Level 3 Scorch of Praios 114 to 131 degrees F
zones. While the far north lies covered in eternal ice,
tropical rainforests dominate in the south. Between these Level 4 Blaze of the Khôm above 132 degrees F
extremes are tundra and wide steppes, taiga and wooded
Windlore
Seafarers fear Beleman, Rondrikan, Nuianna, Horoban,
Harunka, Katla, and Caranthu—the winds that lend their
names to the Sea of Seven Winds. Of these, the best known
is Beleman, which carries warm winds across Aventuria
from the west coast to the east. The Rondrikan is a mighty
storm attributed to the anger-fueled work of the valiant
goddess Rondra, as it often brings thunder and lighting.
and moisture with them. In the south, the whirlwind
Winds influence the weather at sea as well. The Gebelaus named Kauca sometimes rages over the Sea of Pearls and
and Tobrien breezes blow from the north, bringing cold comes ashore, devastating entire villages.
17
Over Road and Bridge Despite these hardships, Aventurians know that true
heroes always travel onward, unafraid of any danger.
Every risk offers another chance to be immortalized in the
“It took us two entire weeks to walk to Ridgerock! The mistress
songs and tales of bards, and every road leads to the next
did not want to miss out on the famed sulfur springs. If she had
adventure.
only hired traveling adventurers, I might have been spared this
martyrdom. A good road led us as far as Abilacht, but I had large
blisters on my feet after only two days. The antler ointment I Journey on Land
bought did not help much. Luckily, a peddler felt pity for me and The quality of Aventuria’s roads and paths varies widely.
let me ride on his cart for a time. I could have ridden as far as This section presents different types of roads to give a
Honyngton, but my mistress decided to take a forest road toward sense of the difficulty of getting around. Road quality
the Kosh Mountains to gather more ingredients for her elixir. By strongly influences travel rate and can help create a rough
the gods, Father, I swear this was no road at all! We made our estimate of time, although the season and the terrain also
way through the densest thickets. So many burrs and crawling have an effect.
things found their way into my clothes that I could no longer
concentrate on my notes on belmart and leechfright, which grew
in abundance on both sides of the path. We had to sleep on the “Would the gods have granted us two feet if
ground with only tattered blankets for cover. More than one we were supposed to travel on horseback? I
summer downpour soaked us to the bone in the dark forest. When think not. So, don’t be hasty. Let your own
we reached the foothills of the Kosh, we turned north toward feet carry you and be on your way. This is
Ridgerock, from where I am now writing you this letter. I pray the only true way of traveling.”
that the mistress finds many things to do here in the city. I fear —Brother Hilbert, Blessed One of Peraine
the day of our departure, I truly fear it.”
—letter from Hilderic Hausner, a young apprentice, to his Animal Trails
father, summer 1038 FB These paths are often too narrow and winding to be of much
use to mounted travelers. Someone who is unused to life in
Aventurians do travel unless they need to—the exceptions, the wilderness often finds animal trails indistinguishable
of course, being merchants, coach drivers, messengers, from the surrounding area. No inns sit cozily nearby, and
pilgrims, traveling professionals, and traveling intervening bodies of water must be circumnavigated or
entertainers. Most Aventurians know about military crossed in a cumbersome, possibly dangerous, process.
expeditions and merchant caravans, but a common farmer
from the Middenrealm has never been more than half a In the mountains, forest, or jungle: Only locals or good
day’s travel from home. Some may visit the capital to see trackers can locate animal trails in difficult terrain. If one
the coronation of a new sovereign or pray in a famous leaves the path, one may wind up lost or having to force
temple, but such journeys are the stuff of stories told to one’s way or through more difficult terrain (such as scrub,
the grandchildren. steep slopes, or dense undergrowth).
19
When snow or ice is present on the road surface, proceed reinforced on slopes to prevent subsidence. It is still very
with extreme caution. This is especially true for vehicles. risky to use such roads during heavy snowfall due to
slippery conditions and the risk of avalanches.
In the forest or jungle: Realm Roads generally follow the
terrain, but engineers sometimes shorten the course or In the forest or jungle: These roads run in a straight line
make it more secure by building bridges or digging tunnels. whenever possible, and brush is usually cleared for more
As a precaution, crews clear the underbrush on both sides than a dozen yards on either side, to make bandits think
of the road to reduce the risk of ambush. twice about attacking travelers.
In the mountains: Realm Roads do not usually cross Thorwalian dragon ships are both famous and infamous,
mountain ranges. When they do, they take the lowest since the sighting of their sails often presages an attack on
passes and avoid steep inclines or meandering paths. a coastal village. Dragon ships are unique in that they can
Rock is cut away, if needed, to widen a passage. Pavement both sail the high seas and also reach inland locations by
is not usually required in the mountains, and roads are way of rivers.
21
Guild mages know of a very costly spell, Transversalis, Travel Speed and Strategic Movement
which can transport its subject many miles very quickly. As stated in the Core Rules, the distance travelers
Another spell supposedly opens the doors to Limbo, the can cover in one day depends on their mode of
Realm between the Spheres, making it possible to reach travel. The following Strategic Movement Table
any desired destination. However, Limbo is extremely replaces the one that appears on page 349 in the
dangerous and hostile, so any decision to travel there must Core Rules. Use the examples in this table when
be considered very carefully. As tempting as it may be, estimating travel times in your campaign. Note
such journeys in demon-infested areas remain one of the that these examples assume good roads, calm
most dangerous things travelers can attempt in Aventuria! waters, and no complications. Rough terrain and
raging seas reduce travel rates accordingly.
Witches rely on flying instruments such as brooms to reach
their destinations. In the Lands of the Tulamydes, one may Strategic Distance Covered Per Day
even travel on a legendary flying carpet supported by the Movement
magic of a djinni. Means of Travel 30 Middenmiles
It is known that elves can use magic to take the form of Foot March 40 Middenmiles
an animal, and some can fly as birds or swim as fish. Coach Ride 50 Middenmiles
Magical beings such as dragons and griffons can fly, and
Sea Voyage 100 Middenmiles
some occasionally agree to transport heroes across great
distances.
For example, on a well-maintained Realm Road,
a hero on foot might expect to cover up to 35
Stories say that in ancient times, the trolls discovered
Middenmiles per day. In the wilderness of the
magical paths between different locations and thus were
Lizard Swamps, however, that same hero might
able to cover great distances in the blink of an eye. Today
cover only 10 Middenmiles or even less during the
these secret routes are called troll paths, and their entrances
same period of time.
are guarded jealously. Some mage academies are said to
be connected by Dark Portals, secret pathways through
Limbo that follow magical ley lines of power. Some magical
portals lead to the fairy realms and other globules. Known since time in the fairy realms passes more quickly than it
as Fairy Gates, their use is especially tricky, and unwary does in Aventuria. Furthermore, legends tell of travelers
travelers can suddenly find themselves decades older, who entered the fairy realms and were never seen again…
23
Humans northwest of the continent, are of mixed Norbard/
Thorwaler ancestry. Some say that the people who live in
the Troll Peaks have the blood of Tulamydes and Trolls in
Humans, the most widespread race in Aventuria, have
their veins.
adapted to all kinds of environments, be it the brooding
sultriness of the south or the frosty cold of the north, and
The Middenrealmers are the largest group of humans.
they have settled in almost every corner of the continent.
Their ancestors arrived from Gyldenland and quickly
became the dominant group of humans in Aventuria. This
Mankind is divided in different peoples, each having their
ethnicity represents the majority of the population not
own mannerisms. The main difference appears to be that
just in the Middenrealm, but also the Horasian Empire, the
Middenrealmers and Thorwalers originally came from
Svellt Valley, Bornland, Nostria, Andergast, and beyond.
distant Myranor, the Forest Folk and Utulu arrived in
The complexion of Middenrealmers varies from light skin
Aventuria from Uthuria, and Tulamydes and Nivese appear
to dark. Brown and blond hair are most common, while a
to be native to Aventuria.
variety of eye colors exists.
Intermarriages and mass migrations have played a
Long before the arrival of Middenrealmers, the Tulamydes
large role over the centuries. The ancestors of the
established great realms, such as the Diamond Sultanate, in
well-traveled Norbards and the barbaric Ferkina were
Aventuria. They dwelt in the lands of the southeast, from
Tulamydes, similarly, the Fjarnings from the high north
the Khôm Desert and Balash to Arania, parts of Meridiana,
and the Thorwalers are descended from the Hjaldings
and the island of Maraskan, where they first mingled with
of Gyldenland. The Gjalsker people, who live in the far
24 Chapter 2: Races
the Middenrealmers. The barbarian Ferkina mountain and the typically copper-red hair, which they inherited
people, who occupy the mountain ranges between the from the Gyldenland settlers. Nivese can grow to be
Mhanadi highlands and Rashtul’s Wall, are relatives of the very old; there have been cases where people lived up to
Tulamydes. Their complexion and hair color are usually 120 years, a fact that gave rise to the saying “to reach a
darker than those of Middenrealmers, and blonde hair and Nivesian age.”
green eyes are rare. On average, Tulamydes live slightly
longer than Middenrealmers. The Norbards of the northern domains are best known
as traveling merchants. Their ancestors, the Alhani,
The northwest of the continent is inhabited by the ruled a large domain centuries ago but it was destroyed
Thorwalers, bold seafarers and daring explorers. They by Tulamydes and Middenrealmers, and the peoples of
also originate from the western continent of Myranor the Norbards were forced to scatter to the seven winds.
where their legendary ancestors, the Hjaldings, still dwell. Norbards are slightly smaller than Middenrealmers and
Thorwalers wear their often red-blond hair and beards have a darker complexion, and their typically black hair
very long, are exceptionally tall, and are known to be a stems from their Tulamydian heritage. It is customary for
very robust people. Norbard married men to shave their heads and for married
women to shave a wide part into their hair.
One of the oldest human races is the Nivese, a nomadic
people who roam the tundra, taiga, and steppes of northern Most scholars do not differentiate between the Forest
Aventuria and have always lived in clans. Although they People and the Utulu, and tend to refer to them collectively
tend to be more slender than Middenrealmers and slightly as Moha. The Forest People are smaller and more delicate
shorter, the main difference is their almond-shaped eyes than Middenrealmers, while Utulu, on the other hand, are
25
almost as tall as Thorwalers. The Forest People exhibit Wood elves, the most primal of elven peoples, disdain the
bronze complexions which nevertheless vary in degree, temptations of the high elven cities and still live within
while the Utulu have skin almost as dark as ebony. Utulu the protection of the forests of the Salamander Stones, the
often have frizzy hair, while that of the Forest People is ancestral home of all elven peoples.
often thin and straight. Both peoples originated on the
distant southern continent of Uthuria. Humans most often encounter glade elves, which live near
the rivers and lakes of northern Aventuria, especially in
Most Aventurian cultures practice gender equality, with proximity to the Salamander Stones, but also in Albernia,
both genders sharing everyday tasks. Many regions brag of Alamada, and the Horasian Empire. As the largest elven
valiant swordswomen, daring female pirates, and mighty population in Aventuria, they have the strongest influence
enchantresses. Similarly, men are known to lead lives as on the image most humans have of elves. Some glade elves
courtiers or stay home to watch children while the women have even given up the pastoral life and have settled in
go out adventuring. Exceptions exist, of course, depending human cities.
on region. For instance, strict patriarchy is the order of the
day in Andergast and parts of the Lands of the Tulamydes, As expected, half elves result from the union of elf and
while in Arania, women usually occupy important positions human. Contrary to common superstition, it does not
in politics, trade, and the military, and their men lead lives matter which parent is elven. Their slightly pointed ears
of leisure or devote themselves to the arts. clearly mark them as mixed race, and it is often their fate
to remain a stranger to both cultures and find entry and
Elves acceptance in neither.
In Aventuria, speculation abounds on the origin of elves. Even though elves resemble humans at first sight, striking
They claim that they dreamed themselves into existence, differences exist. Their ears are pointed near the top and
stepping out of the light into Creation in the forests of the distinctly longer than those of humans. The color of their
Salamander Stones. The collected tales of their history, eyes, which are slightly larger than those of humans, varies
known as the Faedhari, contain many legends related to this from sapphire blue to emerald green with flecks of silver
one subject. The elves are a magical people. Millennia ago or gold, and they sparkle like gemstones in sunlight. Elves
the high elves ruled over large parts of Aventuria but their tend to be taller and more slender than humans, and are
time has long since passed. Who knows what catastrophe known for their great agility and elegance, as well as their
befell them and led to the sundering of the elven people sensitive noses. Many humans consider elves the pinnacle
into the tribes we know today. Some suspect a connection of beauty, as their symmetrical features look more pleasant
to the pale-skinned, malignant night elves that live in the than is typically seen among humans. Their serenity and
Far North, away from the sun, and which call themselves almost ethereal otherworldliness combine in the human
shakagra ( page 243). psyche to produce the image of the classically beautiful elf.
They know no separation of work by gender, and only skill
Today, most elves choose to live secluded from the worldly and calling are what counts. It is said that they live and
affairs of the other races. They often reside in extended love more freely than any other peoples.
families in deep forests or lovely meadows, or on the
Eternal Ice or the wide steppes of the north, striving to Elves do not die of old age, rather only after they have
live in harmony with nature. One must travel far from any fulfilled their mission in life. Their lifespan may therefore
human settlements to find an exclusively elven settlement. extend for hundreds of years. Every elf seems to pursue
a different goal in life, one which only reveals itself over
The firnelves manage to survive in the icy north. The Grim the course of years. Once elves reach adulthood, they stop
Frost Waste is their chosen home, where they wage their aging outwardly, but when they fulfill their life’s goal, they
eternal battle against the hated night elf queen, Pardona, age and whither within a few short days. Elves fear little
and her servants. beyond what they refer to as badoc, a term that can be
translated roughly as “becoming too human.” Giving in to
Steppe elves make their homes on the Green Plain and badoc means taking a step further away from the light, of
are famed for their riding skills. The clans of Nivese who becoming less of an elf.
wander that region say the elves they meet are distrustful
of outsiders and seem engaged in a fierce, ongoing war
with the goblins.
26 Chapter 2: Races
Dwarves
“Sanyaza, fialgra!* Damned orcs. The only
Legends and myths say that Angrosh (known to humans things I would exchange with these wild
as Ingerimm) created the tribes of dwarves to guard the brutes are a couple of arrows. And by that,
treasures of the earth and to fight against the threat posed I mean my arrows in their hearts! Iama yara
by dragons. sla’dha!**”
—Layariel Treetopglint, elven wyldrunner
Dwarves generally live in subderanean cities they have
dug deep under the mountains. All dwarves once lived in Female dwarves are less numerous than male dwarves and
Xorlosh, their holiest city, in the northern part of the Iron are cherished by their tribes. Often female dwarves receive
Forest, which dwarves call the Ingra Knolls. Many large many marriage proposals following courtships that can
dwarven tribes developed from the eight founding families last for decades. Even though dwarves think that their
of the Angroshim and soon spread under most mountain females and especially their children need protection at all
ranges in Aventuria. The fierce forge dwarves live in the times, this does not mean that they are defenseless: some
aptly-named Forge Mountains as well as in the Thash. of the most feared dragon slayers of the past were actually
When humans think of dwarves, they tend to think of forge brave dwarven women.
dwarves.
The tradition-steeped ore dwarves still live in Xorlosh and Orcs and Goblins
preserve their cultural heritage with proverbial dwarven
tenacity. They dwell primarily in Ingra Knolls but also in Humans, elves, and dwarves all look upon the races of the orcs
the Kosh Mountains, the Iron and Phecano Forests, and and goblins with mistrust.
even Fasar.
Orcs, a nomadic race of merciless and brutal warriors,
The good-natured and fun-loving hill dwarves left their make their home in the barren steppes and hills of the
caves and mines long ago and now make their homes in Orcland. Time and again they have laid waste to the realms
the Hill Land Shire and the large cities of the Principality of men. They are about one head smaller than humans
of Kosh, alongside humans. but have a stronger build and their entire body is covered
with thick, dark fur. Their less-hairy faces seem rough and
The diamond dwarves lost their ancestral homes in the possess a broad, flat nose, a receding forehead, and deep-
Beilunk Mountains to the servants of Borbarad the Demon set eyes, and their ears are slightly pointed. The orcs’ teeth
Master ( page 248), but most have since found a new are especially remarkable in that the canines that protrude
home in Rashtul’s Wall. from their lower jaw would not look out of place on a
boar. Orcs have a life expectancy of around 40 years but
A number of smaller clans or tribes make their homes many die long before that in battle, a mainstay of orcish
in the Dark Ridge Mountains and places further north. culture. Female orcs sometimes live longer, but they play a
Dwarves and humans have lived together for generations subordinate role in orcish culture and are seldom regarded
in cities such as Angbar, Fasar, and Dwarrow. as better than slaves. In fact, they are not even granted
names of their own.
Dwarves seldom grow more than 5 and a half feet tall but
their defining features are their very compact builds and Orc tribes include the black-pelted Zholochai, the brown-
heavy bones, their extraordinary toughness, and their pelted Mokolash, and the white-pelted Shurachai, or
legendary endurance. Their eyes are well-adapted to life snow orcs, which live in the Far North. The union of orcs
under the earth and they can see well in almost complete and humans produces the coarse half orcs.
darkness. Beards are a thing of pride and joy to male
dwarves, and they are often skillfully braided and adorned The home of the goblins lies in the Sickle Mountains as well
with ornaments. as the plains of Bornland and the Far North. Since they are
very numerous and multiply quickly, goblin clans have
Dwarves count themselves among the longest-lived races even spread as far as the Horasian Empire. They are slightly
in Aventuria and often live as long as 400 years or even taller than dwarves and have strong, oversized arms. Their
longer. It is said that old Angroshim slowly turn into stone, slender bodies, which are covered in short, fuzzy, red fur,
returning to the element from which their god created are not as strong as those of orcs, and their faces seem to be
them. a mixture of orc and ape, with large canines, broad noses,
28 Chapter 2: Races
Chapter 3:
Land and People
“Aventuria, land of the twelve true gods and their children.
Land of noble men, fair elves, and skillful dwarves, but also of
bloodthirsty orcs, devious goblins, and vulgar trolls. Land of
contrasts, land of culture and wilderness, land of lovely meadows,
of towering mountain ranges and merciless deserts, of mystical
forests and treacherous bogs, of small settlements and large cities
overflowing with life. Bound by the four oceans, fanned by the
twelve winds, and guarded by the six Old Dragons.”
—from the Introduction to the new edition of the Great
Aventurian Atlas, Gareth, 1040 FB
29
Products such as the Aventurian Regional Guides explore Geography: The Middenrealm is so gigantic, that it
and illuminate individual regions in much greater detail. contains every landscape one might imagine in a temperate
We present the Aventuria Almanac as a useful summary and climate. The windswept coasts of the Windhag, the delta of
source of inspiration for your adventures. the Great River in Albernia with its bogs, the mountains
and valleys of the Kosh and the Northmarches, the fertile
The Middenrealm and Its Provinces acres of Garetia, the bountiful vineyards of Almada,
the croplands of the Rommilysian Marches, Warunk,
“The largest kingdom in Aventuria is the Middenrealm, also Raven, and the Sunmark around Beilunk, the wooded,
called the New Realm or Raul’s Realm. Its capital, Gareth, is the mountainous border regions of Griffonsford and Weiden
largest city on the continent and for many centuries now the in the north, and the wasteland of Tobrien, created in the
seat of the Emperor. Time and again these lands endured the Orc wars against the heirs of Borborad the Demon Master.
Storms and saw many fateful encounters, such as the First Demon Capital: Gareth (population: 172,000, including 1,000
Battle—a brutal struggle with unholy powers. The advance of the dwarves, 500 elves, and 200-300 goblins, grolms, and deep
forces of the Heptarch, Galotta, into the heart of the Realm left dwarves)
disorder and strife among the vassals of the Realm in its wake. Population: 2,000,000, including 40,000 dwarves, 4,500
Therefore, the young Empress Rohaja decided that she would elves, roughly 1,000 grolms, several thousand goblins, and
travel the Realm with her entire court, moving from palatinate a few thousand orcs, especially in the northern border
to palatinate, showing her presence in every corner of the Realm regions.
and bringing the blessings of the Empress unto all.”
—from the new edition of the Great Aventurian Atlas, 1040 FB Provinces of the Middenrealm
Albernia (Principality)
The Middenrealm is comprised of different regions Almada (Principality)
connected by their common history (and sometimes Garetia (Kingdom)
their strong antipathy for one another). The New Realm Griffonsford (Margravate)
sees itself as the free successor of the Empire of Bosparan Kosh (Principality)
and values its independence highly. Not all of its barons Northmarches (Duchy)
are wealthy, but they bow only to the sovereign of their Perricum (Margravate)
province and to their Empress, and no other—a fact of Ravenmarches (Margravate)
which they are very proud. Rommilysian Marches (Margravate)
Sunmark (Parrish)
Tobrien (Duchy)
“Raul’s Realm will not fall. We have faced all dangers, all
Warunk (Margravate)
perils, and even the jealousy of our own provincial lords.
Weiden (Duchy)
And what brave rulers we have had. Emperor Haal, who
Windhag (Margravate)
faced the orcs, his son Brin, the Protector of the Realm, who
fought valiantly against the invasion of the demonic hordes
of Borbarad, and now his daughter, Empress Rohaja, who Political Ties: Empire with 14 provinces of varying levels
has vanquished the last servant of the shadow from the of independence
realm.” Form of Government: Feudalism with a rigid class system.
—Rondrigan Paligan, Margravate of Perricum, Great The Empress rules with the help of powerful provincial
Privy Councillor of the Realm and husband of the lords.
Empress, 1040 FB Veneration of Gods: Twelvegods, with regional emphasis.
Gareth is the spiritual heartland of the Church of Praios,
“A large tract of land, yes. A realm that once had greatness, and the Empress’ family has spread the worship of Phex
yes. But today it is only the home of subservient lickspittles, far and wide. Nobles venerate the goddess Rondra, while
ruled by a girl who cannot assert herself against her own common folk pray to Travia and Peraine. The artisan guilds
nobles. I can’t decide whether I should laugh or cry.” and the dwarves favor Ingerimm, whose main temple sits
—Arngrimm of Ehrenstein, Duke of Transysilia, 1039 FB in Angbar. The main temples of Rondra, Travia, and Boron
are also located in cities of the Middenrealm (Perricum,
Rommilys, and Punin, respectively).
Borders: The Middenrealm is bounded by the Sea of Real-World Inspirations: Much of central Aventuria is
Seven Winds in the west, by the Tobrien Sea and the Gulf based on central Europe during the transition between the
of Perricum in the east, and by the Nine-Eye Lake and the Middle Ages and the Renaissance. Dense forests covered
mountain ranges of the Dark Ridge and the Red Sickle in the lands in these times and few would venture into their
the north. In the south, its borders are the Yaquir River depths without good reason. Such medieval primal forests
and the mighty Rashtul’s Wall. had little in common with modern day forests, which
31
Middle Ages and the Renaissance. They are the sovereign The Heart of the Realm in the Game: The Heart of the
lands of the Empress, from which she draws a majority of Realm is a largely cultivated area experiencing growing
her income. tension between the conservative nobility and the
emergent burghers of the larger cities. As is often the case,
Garetia seems to be the land most favored by good fortune. the peasant population sometimes gets caught in between.
Its fields yield a bounty of produce, the nobles have many At times, farmers and tradesmen need protection from the
diversions to pass the time, and even the farmers can relax despotism of their local lords, or else feuds between nobles
now and then. By tradition, the ruler of Garetia is the must be ended for the sake of all. Gareth, the largest city on
Emperor or Empress. The current ruler, Rohaja of Gareth, the continent, is a source of countless challenges. The outer
has been absent from the capital since the time of her quarters of the city are controlled for all practical purposes
coronation. She continues to tour all the provinces of the by gangs and mercenaries. Cultists from the Demon
realm in a campaign to display her royal grace to all her Fallows work in secret to obtain power, slowly spreading
subjects. This has left Garetia (the kingdom) without ruler, through the back alleys of this metropolis like a cancer. The
and her advisors and nobles plot and scheme to acquire seemingly tranquil Old Town district is beset by the drama
power and fill the void left by the Empress. of political struggles, and the majestic temples of the gods,
where visions and omens deliver portents both dire and
The battles of the recent past cost the nobility a fortune mysterious, can serve as inspiration for adventure.
but did enrich a number of merchants who capitalized on Negotiations between the powerful Noble Houses of
the conflict. Governance of the capital changed after the Bregelsaum and Ravenmouth in the Rommilysian Marches
Year of Fire. Where once the city was ruled by nobles, a have achieved a rather unsteady truce. Former warlords
Council of Heroes, which includes many burghers, now and their henchmen from the Wildermarches brew up
rules in its place, a visible example of the recent shift in trouble for peasants and nobles alike. Lords govern parts of
the balance of power in Garetia. Garetia, the Rommilysian Marches, and adjacent provinces
by the might of their sword arms. Law and order are yet to
The wounds of the Year of Fire still fester. The wreckage be restored in several areas.
of the Flying Fortress, now called the Shattered Mountain, A Hero from the Heart of the Realm: A hero from
remains, and none that enter the ruin return with their Garetia could be of any vocation; a shining knight, a battle-
sanity. The shadow of the Demon Fallows still looms over hardened mercenary, an exceptional smith, a fearless
the country, though it pales in the light of the gods. messenger, or a shady vagabond. An upstanding Blessed
One of Praios from Garetia can think of no higher calling
Warlords cling to power by might of arms alone in than to wander the lands teaching the word of the gods, the
the Rommilysian Marches, formerly known as the way of order, and loyalty to the Empire. Many knights and
Wildermarches. Margravine Swantje strives to restore law soldiers from the Rommilysian Marches look for coin now
and order to her province, but the warlords are strong, that the war has ended. Solitary witches and disillusioned
and parts of the province are remote—so much so that mages practice their art far from the nuisances of urban life,
primitive and savage practices are still very much alive. and the devout Blessed Ones of Travia bring comfort and
Swantje relies on the support of the Church of Travia and healing to refugees and the downtrodden.
33
A Hero from the Coast of Winds: Heroes from the
western Middenrealm are very proud of their heritage
and are particularly freedom-loving. This could be
a proud noblewoman from an old fairy castle, an
otherworldly Blessed One of Efferd with a deep-seated
hatred for all tentacled beings (demons), or a watchful
peasant soldier who fights against the oppression of the
people of the Northmarches. Another option is a witch
who rides through the air on an oar, an intrepid clan
warrior from the Windhag Mountains, a bold explorer,
or a daring river pirate.
35
that power is met with anger and swift reprisal, and the In contrast, humans and dwarves have been living together
dukes and barons of this land are angry that they cannot in peaceful harmony in Kosh for the last two millennia.
rid themselves of the river pirates and other menaces. Kosh Though the tradition-bound ore dwarves accuse their
and its jovial Hill Dwarves, near Angbar, borrow elements of cousins of abandoning their customs to adapt to human
the Shire from The Lord of the Rings. The dwarven mountain ways, the human Koshans seem extraordinarily dwarvish
kingdoms of the regions also borrow from Tolkien’s novels. in their manners. It is common for men and women to
appear a little round in the belly, enjoy smoking a pipe, and
hold regular village feasts that run with food and foaming
A Hero from the Great River: A hero from Kosh beer. Here a noble may be seen performing chores that
is typically more pragmatic than one from another outsiders would consider demeaning, such as tending to
part of the Middenrealm. People from Kosh are very fields or cattle. For a long time, the Koshian nobility was
reliable; they do not make promises they cannot keep very loyal to the Realm, but the long and grueling wars in
and are always true to their word. They do anything the east have left many scars. Some feel that people should
in their power to help a friend—no matter the cost. stand up for Rondra and Praios, especially in difficult times,
Artisans from the towns of Kosh are renowned for their while others, exhausted and jaded, do not wish to hear any
craft skills and their goods are prized in the whole of more of the suffering in distant lands.
Aventuria. Adventurers from this region may include a
hill dwarf who wants to discover the world or a forge The Shield Lands
dwarf warrior who seeks to join a dragon hunt. Heroes
from the Northmarches are often straightforward
Let the orcs come. We will drive them back over the
and law-abiding types. Typical characters from the
Rathil and hunt them down along the Dark Ridge. As
Northmarches include a knight from the County of
Rondra commands, we stand watch. We are the shield
Ridgerock, a mage from the mage’s academy of Elenvina,
of the Realm!”
a traveling Blessed One of Praios, a sly river pirate, and
—a baron from Weiden, 1038 FB
a secretive druid.
“This backwards lot always behaves crudely. Their steel-
The Land on the Great River in the Game: The
clad knights never fail to utter “By Rondra’s honor!”
Northmarches, traditional feud with rebellious Albernia
when they speak. They are obsessed with orcs. Other
has created tangible friction at the border. Traveling
matters are also worthy of consideration… many other
heroes often must act as liaisons between the nobles to
matters.”
prevent internal conflicts. The infamous pirates of the
—a Horasian signora, on a visit to Trallop, 1035 FB
Great River sometimes abduct and ransom travelers.
If a ransom is not forthcoming, the hostage suffers a
cruel fate. Kosh is a relaxed, stable province in which
little changes. Still, the people sometimes join to defend Borders: The shadowy peaks of the Dark Ridge, the
themselves from all enemies and they are allied with treacherous Fog Moors, the eerie Nine-Eye Lake, and the
the dwarves in the fight against dragons and other peaks of the Rathil, the Red Sickle, and the Dragon Stones.
threats that seek to shake the order of the world. Griffonsford is bordered by the rivers Ange, Wide, and
Dergel, and the Realmwood from Weiden all along the
Menzheim meadow. Tobrien is bordered by Tobimora,
The Northmarches have very different facets. While the Radrom, and Misa.
towns on the Realm’s Road and the Great River grew Geography: nearly impassable mountain ranges with many
wealthy through trade, the remote settlements in the hostile inhabitants, such as orcs in the Dark Ridge, goblins
hinterlands often suffer from dire poverty. The people in the Sickle Mountains, and dragons in the Dragon Stones;
from the Northmarches live by a very down-to-earth sparsely populated, forested plains with many brooks
philosophy, but they do not talk much, are rather taciturn, and rivers such as the Wide meadow and the Menzheim
and know how to hide their enthusiasm. meadow, mysterious lakes such as Lake Lamprey or Lake
Ysli and dangerous bogs characterize the Shield Lands.
“Be happy if they aren’t complaining,” is the best way to Important Cities: Griffonsford (5,000), Eslamsgrub
think of citizens of the Northmarches. The war against (1,500), Trallop (6,000), Baliho (3,500), Perainefords (4,400),
Albernia brought the nobility of the Northmarches Mendena (6,000), Ilsur (1,200), Eslamsbridge (3,500)
together for a while, but once the peace treaty was signed Population: Griffonsford: 50,000 humans, several hundred
(“We were robbed of our victory!”), they went back to orcs; Weiden: 135,000 humans, 1,000 elves, 500 dwarves,
quarreling among themselves, cooperating again only several thousand goblins and orcs; Tobrien: 45,000
when threatened by foreigners. humans, 500 dwarves, several hundred goblins and orcs,
37
tell and a fallen friend or relative to weep for. But the Political Ties: Provinces of the Middenrealm, Principality
hard times brought together those who would never have of Almada (the aged and weakening Prince Gwain of
talked to each other before the war. Those who survived Harmamund)
the living nightmares together have learned to cherish Form of Government: Feudalism with strong nobility,
each another. wealthy burghers in the cities
Veneration of Gods: Around 85% of the population
Weidenans are thought to dwell on the past and they even worship the Twelvegods, especially Rahja and Boron (the
cultivate the dialect spoken by their ancestors. Sometimes main temple of the Punin Rite is located in the city of
derided for being bawdy, they are nevertheless appreciated Punin), while 10%-15% worship Rastullah. The rest belong
for their hospitality as well as their hard working and to some local (and usually secret) bull and dragon cults.
straightforward character. Visitors are often surprised by Trade Goods: Crops (wheat and millet), wine, horses
their mistrust of eves, as they worship Pandlaril, the fairy (Yaquir Valley and Elenvinan Thoroughbreds), dried fruit,
that protects their land. tobacco, olive oil, cloth (cotton, linen, velvet, lace, tulle),
paper, wood, alum, iron, ironwork, stone for construction
Griffonsforders have grown resilient, and very pious, (limestone, marble)
through the constant threat of orcs, which regularly issue Real-World Inspirations: Almada is based on Late
from the forests of the Dark Ridge. Their honesty, which is Medieval Spain. The war between the Almadans and the
pleasing unto Priaos, is admired far and wide. These tough Novadi is modeled after the Reconquista or examples from
people face constant peril with bravery and determination. Granada. Historical Andalusia is another inspiration, both
in terms of landscape and inhabitants, including their fiery
Almada and Yaquir Fault temperament, their style of dress, and their enjoyment of
dance, horseback riding, and bullfighting. It is a region for
a character like Zorro, who wages a lonely battle for justice.
“Fiery-eyed beauties, men and women alike, full of elegance,
full of passion—whether they dance, work in the fields, duel,
or race their fiery steeds. Indeed, the month of Rahja is truly
A Hero from Almada: The Almadans are hot-blooded,
the best time to visit these lands.”
proud, and quick to take up sabre or rapier when their
—from Nimia Faireyes’ travel journal, 4th of Rahja,
honor is at stake. A battle-hungry journeyman of the
1036 FB
sword, an overly intellectual mage from the Academy
of High Magic at Punin, a nimble thief from the alleys
“I can’t bear it! I should have paid attention to the old saying,
of Punin, an aesthetic magnate who is engrossed with
‘Talk only about the weather in Almada.’ But no, I had to
wine and horses, a deeply devout Blessed One of Boron,
go and say something about his horse. O gods, why did I
a proud Novadi who struggles to lift up his people, a
do that? We dueled, of course, and while I quickly defeated
rich merchant, or a desirable Blessed One of Rahja are
that hot-headed firebrand, I now must deal with his entire
good choices for this region.
family, which feels that their honor has been impugned. I
am afraid it’s going to be a long day tomorrow…”
Almada in the Game: Almada is a rich land with a
—Ishannah al’Kira, Elburan Swordmistress
beautiful climate. Its nobles, called magnates, are
powerful and willful, and its Blessed Ones are consumed
Borders: The mountain ranges of Phecano Forest, the with a sense of duty. This often leads to religious
Ironforest, the Anvil, the highlands of Caldia, and Rashtul’s disputes with the Novadi, who worship Rastullah and
Wall, as well as the reaches of Yaquir, Bisquir, and Gugella; rule on the other side of the Yaquir, and a conflict is
the heavily traveled Ironroad runs from Punin to the brewing within the country. Even the smallest insult in
neighbouring Northmarches. the street may result in a duel, and a feud between two
Geography: the lovely Yaquir Valley; the heathland of hotheaded magnates may put an entire innocent village
Caldaia; the densely forested slopes of the Forge Mountains at risk. Strange bull cults and the veneration of dragons
and Iron Forest; the wild and hot Bosquiria and the even has grown from a mere nuisance to a serious threat as
more distant Transbosquiria; the Thangolsforest; the Plain people are kidnapped off the streets for bizarre rituals
of 1,000 Horses; the Mada Heights and even human sacrifice. A metropolis like Punin is
Important Cities: Punin (27,500 humans, including 2,500 a world unto itself with a profound lust for life. This
Tulamydes and Novadi, approximately 200 elves, and an ancient city has a proud tradition of education and
equal number of dwarves), Ragath (3,500), Taladur (3,000) scholarly endeavors, yet the strangest things happen in
Population: 320,000 humans, including approximately its alleys…
32,000 Zahori, Ferkina, and Novadi, 2,500 dwarves, 1,000
elves, 1,000 goblins, and a few orcs and ogres
39
with mysterious ruins, lie off the southwest coast. the larger cities most resembles the handiwork of a Borgia
Important Cities: Vinsalt (60,000), Kuslik (40,000), or a cardinal Richelieu. Additionally, there is a hint of the
Belhanka (15,000), Grangor (15,000), ruins of Arivor (once swashbuckler trope even though firearms have not been
12,000, today approximately 500) ( page 249), Neetha invented. The Cyclopes Islands, home to many fabulous
(9,000), Methumis (7,000), Silas (6,000), Bethana (5,000), creatures from ancient mythology, resemble classical
Drôl (6,000); Rethis (on Hylailos, 3,000), Teremon (on Greek Antiquity.
Pailos, 2,000)
Population: Horasian Empire: 920,000 humans, 3,000 Due to its mild climate and fertile fields, the Horasian
dwarves, 7,000 Achaz, and approximately 100 elves; Empire, also called the Fairfield, was for a long time the point
Cyclopes Islands: 35,000 humans plus an unknown number of departure for the colonization of Aventuria by settlers
of cyclopes, minotaurs, and fairies from the distant Gyldenland. They founded the legendary
Political Ties: Sovereign Empire comprised of about 30 city of Bosparan of the Hundred Towers, and many smaller
provinces and free cities. The emperor, Khadan-Horas, settlements, farms, and vast fields quickly grew up around
reigns from the Cyclopes Islands and rules over the Sea it. Today, most of its land has been cultivated by humans,
King (Palamydas Thaliyin, a vassal of Khadan) and sparse wilderness remains. The lifeblood of the land
Form of Government: Feudalism, but with an emperor; is the Yaquir River, which wins its way slowly between
powerful regional lords; numerous titular aristocracy and the hills. The glorious days of the Bosparanian Empire are
very influential bourgeoisie long past, but the Horasians still place strong emphasis on
Veneration of the Gods: Spiritual heartland of the belief in their culture, which they view as far superior to others.
the Twelvegods, especially Hesinde (whose main temple is Sciences, arts, and technological advancement are more
situated in Kuslik), Efferd (main temple in Bethana), Rahja developed in the Horasian Empire than anywhere else in
(main temple in Belhanka) and Ronda; in the countryside, Aventura. They distain murky castles and dark places and
Tsa and Peraine, and many demigods besides. Noted prefer bright palaces with lush parklands for walking and
regionally for veneration of the demigod Horas. recreation. Horasian artisans have developed technical
Trade Goods: Horasian Empire: merchants and wonders that are supported by dwarven master mechanics.
manufactories are held in high regard, and trade is These advancements elicit amazement even in the most
conducted with nearly every culture for almost every good worldly and skeptical of travelers. Sightseers come from
imaginable; Cyclopes Islands: fish, olives, wine, wool, gold, far and wide to view wonders such as the pumpworks of
silver, iron, lead, mercury, Cyclops-made weapons (rare) Vinsalt or the mechanical clockworks in various towers.
Real-World Inspirations: The Horasian Empire is the most
advanced region in Aventuria. Parts of it are comparable Khadan-Horas, son of the highest Blessed One of Hesinde,
to the Italian Renaissance, while others resemble France Aldare Firdayon, and the Emperor Dragon Shafir the
during the era of the Roi Soleil. Political intrigue within Magnificent, is an unknown quantity. The young emperor
41
“We have endured the ice and the Ice Witch, and we
have overthrown my damned sister. Now we will try to Population: Far North: very sparsely populated, primarily
heal the land and defeat the Black Ice.” by snow goblins, ice elves, Fjarnings, Shurachai orcs, yetis,
—Duke Dermot the Younger of Paavi, 1038 FB night elves, wild dwarves, ape men, and sometimes also
grolms
“You call this a Duchy? A lousy harbor locked in a Population: Duchy of Paavi: 15,000 (of which 25% is Nivese,
chokehold of eternal frost?” 15% Norbards, and 5% elves)
—a Bornish Bronnjar, 1039 FB Political Ties: The majority of the north belongs to the
Eternal Ice, but Paavi is an independent Duchy which
models itself after the Middenrealm.
Borders: The Far North, sometimes also called the High
Form of Government: Feudalism among the
North, stretches from the ice fields of the Hoarfrost Waste,
Middenrealmers, clan structure among most other peoples
the Grimmfrost Waste, Ice Break Bay, and Amber Bay to
Veneration of Gods: Twelvegods, especially Firun and
the Iron Edge and the Steppes of the Nivese.
Ifirn among the Middenrealmers; Hesinde and Mokosha
Geography: Ice, snow, wind, and unbearable cold marked
among the Norbards; pantheon of the Sky Wolves among
by endless months of darkness. There are few landmarks,
the Nivese; Devotees of the Ice Witch Glorana still exist and
save for the ice-clad Frozen Peaks, Mist Peaks, and Ice
worship the archdemon Nagrach; white-furred Shurachai
Peaks that rise from a flat, white plain. The Bear Islands are
orcs pray to the traditional orc gods; the night elves,
said to be cursed and scholars believe Yeti-Land is home to
who call themselves shakagra, pray both to their creator
ice bugbears.
Pardona and to the Nameless God.
Important Cities: Paavi (4,000, of which 1,000 are Nivese
Trade Goods: Very few lands trade with the Far North.
and Norbards), Eestiva (1,000, including 250 Nivese
Notable goods include products from fishing, whaling,
and Norbards; twice as many inhabitants in winter),
and fur-trapping, as well as amber, iron, and rare healing
Glyndhaven (550, of which one quarter are Norbards, and
herbs. Rumor says that magical metals and Theriak (a
several dozen snow goblins), Frisov (250, of which one
manifestation of pure life energy) can be found here.
third are Nivese and Norbards)
The Primotolith—the First Dark Eye of Fate is not possible. Indeed, is it said that the Primoptolith
“How the Dark Eyes first came about is a mystery. We know can see into all worlds, Spheres, and globules at any point
they were magical orbs of about 2 yards in diameter. It is said in time, whether past or present. We assume that even the
that the first of its kind, known as the Primotolith in scholarly Immortals fear this all-seeing artifact, for it can reveal things
circles, consisted of pure, magical Endurium and fit easily which lie beyond all imagination.
in a dragon’s paw. Oral tradition and the few transcribed
documents known to exist say that the ancient god dragon The Old Dragon Fuldigor, who lives in the Iron Edge, tells
Pyrdacor possessed it for a time. We do not know, though, this tale: More than four millennia ago, the trolls stole the
whether he created it from the magical metal himself or Primoptolith from the hoard of the Golden Dragon in his
obtained it from another entity. palace in Zze Tha. They did not want to keep it because
they feared the ire of the god dragon, so they gave it to their
Legend provides a clue. The dragon Vitrador presumably cousins, the snowbugbears, which we call yetis, and asked
revealed to an alchemist that Pyrdacor tore the All-Seeing- them to hide the artifact in the eternal ice. Pyrdacor had no
Eye from the skull of the Old Dragon Nosulgor, his brother, power over the ice even then.
because the Eye would allow Pyrdacor to see into the depths
of all Spheres and times. If this is true, Nosulgor would have If this tale is true, then I am certain that Pyrdacor created
been doomed to fly blinded through the eons, which would the frostwyrms and sent them to retrieve the first Dark Eye.
explain why there are no further accounts of him appearing They still search fruitlessly for the accursed object, the gods
in Aventuria. be praised!”
It would also explain why the walls of Time and Space did —excerpt from the book Astral Secrets, collected by the
not impede the first Dark Eyes but granted only the briefest mage and astronomer Niobara of Anchopal, around
glimpse into the future, for viewing the yet unwritten pages 526 FB ( page 238)
43
Gulf of Riva and the Lands of the Nivese few thousand glade and wood elves, a few hundred steppe
elves and goblins
Political Ties: None (Riva used to belong to the Svellt
“Riva is the safe harbor for every expedition to the north. League of Towns)
You can ask anyone. And let’s be honest, more people have Form of Government: Patriciate in most human cities;
been arriving since treasure was discovered in the Reedy elven settlements do not follow any hierarchical order;
Marshes. Good thing, I say!” clan and kinship structures among the Nivese
—Jarwen Seehof, proprietor of the Rastburger Veneration of the Gods: Twelvegods among the
Trading House, Riva, 1034 FB Middenrealmers; Sky Wolves among the Nivese
“Mosquito infested swamps or mosquito infested Trade Goods: Leather wares, pelts, nacre, salt, salted fish,
steppes—your choice. Plus, besides Riva, there are no fish oil, whalebone, ambergris, seal skins, wool, elvish and
other cities in the entire region. What in Phex’s name Nivese wares
ever possessed me to come to this place?” Real-World Inspirations: Northern regions such as
—Carolan Calavanti, Vinsaltan Vagabond, 1033 FB the area around the Baltic, the steppes of Siberia, and
Scandinavia
Borders: Ifirn’s Ocean; the mountain ranges of Firun’s Themes include the colonization of land, exploration, the
Wall, Rorwhed, Salamander Stones, Yellow Sickle, and search for resources, and survival in a hostile environment.
Northweal Downs; the streams of Frisund and Letta The culture of the Sami people, mixed with stories of wolf
Geography: The Gulf of Riva is a tranquil bay, while the people, can serve as inspiration for the way of life of the
Brinsasker Marshes is a treacherous bog land. The Blue Nivese.
Lake, the second-largest inland sea on the continent, is
covered with ice throughout the year, while only Alavi Lake The region is dominated by countless lakes and ponds
to the south is ice-free during the summer. The region’s nestled between scattered birch and fir trees. The lower
taiga, thick with pines, spruces, and larches, stretches to lengths of the Kvill are shallow but usually calm, and barges
the tundra and its wide steppes of Jonsu and Brydia, and and flat bottom boats traverse it easily. The Brinasker
the grassland of the Green Plains. Unicrns are said to be Marshes are a labyrinth of lakes, brooks, and watercourses
native to the luch fields of the Unicorn Grass. intersected by large areas of reeds and forests filled with
Important Cities: Riva (4,000), Kvirasim (750, including 6’ Kaauvil grass. Every year, after the floods of autumn,
approximately 500 wood elves, and some glade and half the landscape changes as the rivers take up new routes.
elves), Gerasim (380 humans, 430 wood elves, 140 half The plains of the Nivese are flatlands in which one finds
elves), Oblarasim (340 humans, 160 glade elves), Farlorn few trees and other sparse features. The Nivese travel
(130, mainly Nivese and about 10% Norbards) in tribal communities alongside their karan herds over
Population: approximately 20,000 Middenrealmers and the Green Plains, which they call the Karan Grass, and
Thorwalers, 55,000 Nivese, a few thousand Norbards, a the sunlit woods near the tundra. At night a piping wind
Borders: Swafnir’s Rest in Ifirn’s Ocean; the mountain The Gjalskland with its barbarians, however, is more
ranges of Great Olochtai; the Stone Oak Forest; the Ingval reminiscent of the Scottish Highlands mixed with Celtic
Stream and the Gulf of Riva influences. In that manner the Highland Games can be used
Geography: Steep coasts with many fjords along the as a model for Palenkel, the Gjalskland test of strength.
Gray and Hjaldor Mountains, which sometimes rise over
300 feet above sea level. The small islands of the Olport The land of the Thorwalers is harsh, with steep coasts,
Stones and the meager land on the Gulf of Prem, site of the deep fjords, and dense, inland forests. Its inhabitants
main settlement of the Thorwalers. The peninsula of the are tall and very robust, and decorate their bodies with
Gjalskland, remote and barren, is bordered by Swafnir’s colorful tattoos. Hospitality, honor, loyalty, and bravery
Rest and the Gulf of Riva. are the foundations of their behavior and the superstitious
45
northmen and women are proud of their freedom. Their
A Hero from Thorwal: The valiant warrior, the tranquil society is shaped by ship communities (Ottajaskos)
wind mage from the Runajasko in Olport, the daring and unless they live farther inland, they are usually at
Hetwoman of a sworn Ottajasko, a wandering skald sea during summer, often on sea raids. They prize the
searching for material for a new saga, a mystical witch most skilled as leaders so they elect their Hetpeople and
from the Olport Stones, a shipwright skilled with runes, shipmasters—a concept that the rest of Aventuria, which is
a calm Shark Dragoon, or a Swafnir’s Child looking for a strongly shaped by monarchy, finds absurd. Their history
cure for whale rage (bloodlust) all make fine heroes from is preserved by the skalds, who immortalize heroes and
Thorwal. A wise shaman seeking to contact the spirits or their deeds in sagas.
a powerful animal warrior seeking a worthy opponent are
promising heroes from Gjalskland. The Gjalsklanders look similar to Thorwalers due to their
mixed Hjalding and Norbard heritage, but their complexion
Thorwal in the Game: The wild and harsh region of is darker and they are said to be extraordinarily strong and
Thorwal is home to a very independent people. Community determined. These kilt- and fur-clad barbarians live in the
is highly prized and steadfastly defended, be it against a forests, plains, and mountains of the craggy Gjalskland. In
wild orc tribe or a punitive expedition of the Horasians. contrast to their Thorwaler neighbors, Gjalsklanders shun
Even so, the culture requires constant mediation between the sea.
Hetpeople and Jarls, the elected representatives of the
people who seek more power. There is nothing which these brave men and women fear
more than the sea, which, according to their belief, is the
The northerners fear only the mist, which not only realm of the god of death, Zwanfir.
confuses seafarers, but hides terrors of the sea in its
midsts and breeds a monster that has no name, for none Nostria and Andergast
have returned to tell of it. Wandering threats include
the Peaceless, men and women who have been banished “If we could only leave the roots of our hatred behind, we would
from their community and who have nothing left to lose. be destined for greatness. But these wretched Andergastans,
Intrigue is unwelcome in Thorwal and the Gjalskland. with their ideas of male superiority, will never listen to me.”
At the forefront are physical challenges such as brawls, —a Nostrian bombast, 1037 FB
drinking contests, and tests of axe-throwing skill.
Furthermore, in the Gjalskland one finds the Palenkel, “Warring Kingdoms or not, the Stone Oak Forest is the only
traditional tests of strength that are similar to events held place you can find the perfect material for a mage’s staff.
in Scottish Highland Games. The constant struggle against Just pay the provincial nobles in gold and they’ll leave you in
harsh and hostile Nature shapes the day-to-day life of the peace.”
Gjalskans, who of late have been suffering more attacks —Mirhiban al’Orhima, Tulamydian fire mage
from the dead and things known as corpse devourers.
47
druids. Nostrians may not be much more enlightened, but (7,500 orcs, plus a few hundred slaves, namely, 100 humans,
at least they accept the council of women. Witches are 200 goblins, and some dwarves and ogres)
not uncommon on the coast, and though they wield less Population: 38,000 humans, 100,000 orcs, and a few
influence than the Andergastan druids, they are consulted hundred dwarves, achaz, elves, goblins, grolms, ogres, and
if problems should arise. apemen
Political Ties: None; formerly Svellt League of Towns
Orclands and Svellt Valley Form of Government: The rule of might; chieftains and
Borders: The Orclands, bordered by the mountain ranges shamans among the orcs; in human settlements, patricians
of Great Olochtai, the Stone Oak Forest, Firun’s Wall, the Veneration of Gods: Orc gods, Twelvegods (especially
Ogre Teeth, the Blood Barrier, and the Thash Mountains, Phex); Lowangen Dualism, characterized by chastity and
consist of wide, barren steppes. The region of the former abstinence, is also very common. In this religion, Praios is
Svellt League of Towns reaches from the Thash and Dark worshipped as the source of salvation, Boron is feared, and
Ridge mountain ranges to the Brinasker Marshes, but the other ten gods play only minor roles.
primarily runs along the shores of the mighty Svellt River. Trade goods: Iron, silver, pelts, cattle, horses (Lowangen
Geography: Large Wastes, Rorwhed Mountains, Svellt Coldbloods); towns of the former League of Towns also
Swamps, Valley of Fallen Stars; the Orclands is a high, trade in handicrafts, while trade houses import foreign
barren plateau with few trees. goods
Important Cities: Lowangen (11,500 humans, 500 dwarves, Real-World Inspirations: Svellt Valley is based on the
500 elves), Deepenborg (destroyed in 1039 FB; until then, it American Wild West. It is a place of endless vistas and
had a population of around 100 holdouts), Tjolmar (1,500), booming economies, where shifty characters get involved
Phexcaer (1,500), Gashok (660), Yrramis (750); Khezzara in hopeless situations and play out tales of the Old West.
“Few towns remain since the orcs invaded. Lowangen pays The humans of the Svellt have grown disillusioned since
tribute to these vermin, and now even Deepenborg has fallen. the orcs occupied their territory and forced many of their
It cannot go on like this! Hear me! Let us lay seige to Khezzara, booming trade towns into bondage. The orcs’ destruction
the city of the Aikar! Let us crush the hated orcs and drive them of the Royal City of Deepenborg was a heavy blow, and all
back to the steppes from which they crawled!” hope for a peaceful coexistence is almost gone. Lowangen,
—Brin of Rhodenstein, Blessed One of Rondra and Abbot- the largest city in the region, must see to its own defense.
Marshal of the Order of Safeguard, 1039 FB The Aikar Brazoragh, the chosen of the orc gods, holds court
49
Political Ties: Free cities, often with small territories in Lord of the Rings, even though the elves of Aventuria are
the surrounding area; the elves usually exclude themselves very different from those created by Tolkien.
from any sort of affiliation
Form of Government: Theocracy in the Dominion of The North is characterized by large forests such as the
Donnerbach (shaped by Rondra and Prince Arch-Blessed Salamander Stones, which borders the rivers Kvill,
One Aldare VIII Thunderhall of Donnerbach); feudal rule in Oblomon, and Nornja. Such forests are either soggy
Bjaldorn (ruled by Baron Fjadir of Bjaldorn); plutocracy in meadows with widely-spaced deciduous trees, patches
Uhdenmount (ruled by the Miner’s Lodge, an association of of thick underbrush, or shadowy and nearly impassable
the wealthiest mine owners in the city); when needed, the coniferous forests. The climate is almost humid, as fog
elves select speakers occurs often and disperses rarely. During late summer and
Veneration of the Gods: Twelvegods (Rondra, Firun, and autumn (the so-called elven summer), the forest leaves
Ifirn, especially); as always, the elves reject the worship of turn yellow and red, painting the whole forest with the
gods and retain their own unique form of nature worship colors of fire. Winters are cold, snowfall totals often reach
Trade Goods: wood, pelts, ore, and schnapps; Elvish 6’ or more, and the snow persists for a long time. The
products include furs, leather wares, cotton, bows, and people who live here are proud, very protective of their
musical instruments freedom, and well able to defend themselves.
Real-World Inspirations: The Free Cities of the North
share elements with the colonization of Canada during The Salamander Stones are certainly one of the most
the 18th century, and exemplify the freedom and spirit of mysterious areas in Aventuria. Wood elves claim the
exploration and frontier life entire area and refuse humans entry into their territory,
since many deem contact with humans harmful. The wood
elves believe that contact with the outside world invokes
A Hero from the Free Cities: A Blessed One of Rondra badoc, the loss of what it means to be an elf. Glade elves are
that can survive in the wilds, a bright mage from the generally more open to contact with humans and often live
Committee of Elven Communication and Natural in pile villages on rivers or lakes. They frequently trade
Healing of Donnerbach, a cranky merchant with an with humans and help them in times of need.
ox-drawn cart, an idealistic Blessed One of Ifirn from
Bjaldorn, a reclusive hunter or a knight who adheres
to the old tradition, a worldly mercenary of the The Bornland
Uhdenmount Legion, a clever alchemist, and any glade,
steppe, or wood elf characters, including the peculiar “We conquered this land by Rondra’s will, we rule it by Praios’
wood elf preservers. will, and no one will stop us. No shifty goblin, no wandering
Norbard, and certainly not the Duke of Tobrien!”
The Free Cities in the Game: The basic themes are the —Duchess Marja of Cherrydell, 1038 FB
struggle against nature and the preservation of hard-
won freedom against all odds. Other themes include the “They treat their people like possessions to be used up and
pursuit of land and resources that must be defended thrown away. It is unbelievable—and the only thing that stops
from all kinds of enemies, encounters between elves a Bronnjar is a good sword arm. That is truly no way to live.”
and humans (these frequent meetings in the forests —a Blessed One of Rahja from Belhanka, 1036 FB
and meadows of the north play an important role in
the relationships of the peoples of the region). Humans
find it extremely difficult to decipher the mysteries of
Borders: The Misa, Born, and Wealbeck rivers; the
the Salamander Stones, which makes passage through
mountain ranges of Dragon Stones, Red Sickle, Northweal
the forest almost impossible. So many magical beings
Heights, Weal Mountains, and Iron Edge; the Green Plains;
such as unicorns live here that this region is said to
the Tobrien Sea; the sinister Bornwood
have a connection to the World of Light, from which the
Geography: Heavy woods, treacherous swamps, and
first elves stepped into Being. Mages believe that the
precious little cultivated land near larger villages. The
legendary Dark Well, an inexhaustible source of arcane
Marches in the southwest are comparatively fertile;
energy, can be found here somewhere.
Festenland is the most populated; Seweria is the heartland
of the Bronnjars.
Important Cities: Festum (33,000 including 3,000
The Witcher series of novels by Andrzej Sapkowski can Maraskani exiles, plus 3,000 goblins), Vallusa (4,000),
serve as inspiration for adventures in this region. The Neersand (2,100), Norbury (3,000), Needmark (1,600)
Salamander Stones are modeled after Lothlórien from The Population: 150,000 humans, including 22,000 Norbards
and 7,000 Nivese, plus several thousand goblins
51
The Dead Man’s Moor overran the slowest of the survivors, and trolls and orcs pursued
“According to legend, the Dead Man’s Moor is one of the four those that could run to the last man.
Swamps of Death, which were created when the drool of the
Many-Bodied-Beast, the Omegatherion, streamed across the Even when the elves were victorious, those who had fallen soon
earth during the war with the Nameless One. The three other rose again as undead and fought on. Thus perished the army of
Swamps of Death are the Fog Moor in Weiden, the Mysob the elves, slain nearly to the last warrior. The few who survived
Swamps, and the Lizard Swamps. did not truly escape, for they were pulled into sinister Spheres
shortly afterward and disappeared forever. To this day it is said
Old songs of the elves say that the Dead Man’s Moor was the that the Dead Man’s Moor still guards the treasures and weapons
site of one of the cruelest battles in history. Here, a gigantic of the warriors who died in its waters. Countless tales of horror
army of elves and Nivese faced the dark hordes of the Nameless speak of the moor’s treacherous will o’ wisps, spectral grave
God. Giants, ogres, trolls, night elves, and humans crossed the mists, and gruesome bog bodies that lay in wait for the unwary.
Iron Edge at the Nameless One’s bidding to destroy everything The heart of the swamps is called Tiakoal’s Slough and few who
in their path. At their head marched the shakagra Feyangola dare to explore this cursed place ever return. Those who manage
Grimgaze astride the feared demon steed Ghon’chmur, who to escape the swamps come close to madness and whisper of
returned to take his revenge on the elves. The forces of Anvarion nefarious blood rituals and unholy human sacrifices.”
Who-Walked-into-the-Shadows valiantly stood their ground
until they were slain by the giants Cloudhead, Thunderarm, and —Jaminka of Brandthusen, witch, 1035 FB
Tugrabab who weilded gigantic tree trunks. The ogres hungrily
Mountain Kingdoms:
Bornlanders mainly descend from the Bosparanian settlers The Dwarves of Aventuria
and Rondranian Theater Knights who long ago conquered
and settled this land. The Norbards, who lived here “These halls were built to protect us. No dragon has ever
long before they arrived, originated in the Lands of the pierced our Watch, nor will one ever be able. Just look at these
Tulamydes as refugees fleeing from from the south. If one finely chiseled ornaments… and look, this chimney. Just wait
were to describe the mentality of the Bornlanders in a few until we get deeper and the ornaments are set with jewels.”
words, one might think of their hospitality, stubbornness, —Arbosh son of Angrax, forge dwarf mastersmith
and alcohol-tempered melancholy. Bornish merchants are
known for their shrewd business acumen, especially in “Alright, alright, fine. I have seen it all. Can I get back to the
Festum. daylight now, please?
—Layariel Treetopglint, elven wyldrunner
The Montain Kingdoms in the Game: The Mountain “Why do you humans have to name everything
Kingdoms are the heartlands of the dwarven tribes. in the fashion of your langauges, eh? What
Every individual dwarven tribe has its ancestral you call Phecano Forest is Angoramtosh
homeland: the forge dwarves in the Mountain Kingdom in our language, Rogolan. We call the
of Forest Watch in the Forge Mountains, the ore dwarves Mountain Kingdom of Iron Forest Isnatosh,
in Xorlosh in the Ingra Peaks, the hill dwarves in the and Forest Watch is Tosh Mur. I’m surprised
Hill Lands at Lake Angbar, the diamond dwarves in the that Okrâgosh has found its way into your
young Mountain Kingdom of Angralosh in Rashtul’s language. It means Black Dragon Watch, in case anyone
Wall. Each hall has its own secrets, mighty weapons, is interested.”
and immense wealth. —Arbosh son of Angrax, forge dwarf mastersmith, modern
53
Some Mountain Kingdoms lie beyond the heartlands of
the dwarves. Examples include the Mountain Kingdom of A Hero from the Shadowlands: Heroes from the
Dark Ridge as well as the fortress of Okdrâgosh in the Shadowlands must decide whether they fought against
Troll Peaks, the seat of the High King of all dwarves and the threat of the Heirs of Borbarad from the beginning,
therefore the most famous. and determine if they can distance themselves from their
demonic, otherworldly homeland. A disillusioned Blessed
Warunkia and The Shadowlands One of Kor, a battle-hardened mercenary, a half elven
scout, a travelling Blessed One of Praios and all kinds
of fighter professions and mages could originate in the
“O glorious Yol-Ghurmak! Finally I can pursue my experiments
Shadowlands. With GM permission, it is possible to play
without restriction. This city is the perfect place, for it is in
a morally questionable character or anti-hero such as
constant flux itself. I don’t believe for a second that the stone
a gout-ridden necromancer from Warunkia, a dark and
will reject the sacrificial blood. Father of Flames, I thank thee!”
cruel amazon from Lion Stone, a blood-thirsty werewolf
—an alchemist of the Heptagon Academy, 1040 FB
knight, or a sly, traveling priestess of Borbarad.
“The land is almost as badly damaged as the souls of its
The Shadowlands in the Game: To this day the former
people, who had to suffer under Borborad’s evil servants. For
Shadowlands are characterized by subtle horror, as no
this reason we have come to Ilsur. From here we can carry
traveler knows what lurks over the next hill or behind
Peraine’s blessings into the Shadowlands and begin the
the next bush. Also, conflicts of conscience often come
process of healing.”
into play here. Who would blame the common folk for
—Leatmon Phraisop the Younger, Servant of Life,
their beliefs or for the arrangements they’ve made
Highest Blessed One of Peraine in Aventuria, 1038 FB
with their new lords? Why should a blood sacrifice for
Agrimoth be less appropriate than the Blessings of
Peraine? Missing persons must often be rescued from the
Borders: The reaches of Tobimora as well as the ragged grasp of evil mages or demon worshipers, and sometimes
ridges of the Black Sickle and Troll Peaks, the fuming an overzealous Blessed One must be stopped from
chimneys of the Demon Forges of Yol-Ghurmak burning an otherworldy-seeming child on a pyre “just to
Landscape: Huge expanses of the former Shadowlands be safe.” Transysilia is characterized by the fact that many
have been demonically tainted. Ghosts and undead arise of its rulers, who are werewolves, like to go on the hunt.
from fields of bones, Armored, tentacled horrors rise from The free city of Yol-Ghurmak is the site of all manner
sulpherous swamps and river courses, and the forests of unscrupulous experiments that attempt to anchor
are inhabited by black trees that seize intruders to drink demonic powers in the world, a trait that attracts many
their blood. The Duchy of Transysilia is mountainous free thinkers to this ever-changing city of the dark arts.
and covered by forests. The city of Yol-Ghurmak is a
living, demonically-warped sore on the world, and the
55
The jungles are sweltering, and thunderstorms invariably A Hero from Maraskan: A witch of the Avengers
develop by early evening. The Maraskani primeval forest is Lycosas with her giant tarantula familiar, an
full of strange, poisonous animals and viewed as the most eloquent wandering priest of Rur and Gror, a
exotic of all jungles on Aventuria. The unbelievable variety façade runner with a deadly discus, whose parkour-
of insects, spiders, and plants leads many people to believe like skills lend the appearance of living free of the
that this land formed while the goddess Tsa wandered in constraints of gravity, an eccentric mage from the
an amazingly creative dream. School of Fourfold Transformation in Sinoda, or a
passionate freedom fighter from the Shîkanyad.
57
Borders: The Lands of the Tulamydes lie south of the
A Hero from Arania and Perricum: A wealthy merchant Barun-Ulah and west of Rashtul’s Wall, and from the
from Baburin, a battle-hardened knight from the Darpat Khoram and Unau mountain ranges down to the Chaneb.
River, a wild barbarian from the Troll Peaks, a graceful The southern city-states of Chorhop and Mengbilla sit on
saber dancer, an intrepid sailor of the Imperial Fleet, the western coast of Aventuria, on the Askanian Sea.
an Aranian Blessed One of Peraine, a Middenrealmish Landscape: Fertile plains, such as the Balash, through
Blessed One of Rondra, a swift journeyman of the sword which the mighty Gadang and Mhanadi rivers flow; the
from Elburum, a dark-eyed cat witch from the Yalaiad, a lakes and brooks of the hill lands of Mhanadistan, which
dazzling illusionist from the School of Existing Pretense support large cattle herds; the dry steppes of Goria and
in Zorgan. Even though Perricum is strongly influenced the hostile plateau of the Gorian Desert border the ragged
by the Middenrealm, and Arania by Tulamyde cultures, and remote mountains of the Ongalo highland; the windy
the proximity of both regions leads to amalgamations. valleys and high, forested plateaus of Thalusia.
“We are not simply the land of 999 fairytales. We are also the land
of true history. The oldest known city of men is found in the Lands
of the Tulamydes, effendi, as is magnificent Khunchom, the City
that Never Sleeps.”
—a proud local, 1039 FB
“The can use flattery and flowery language to claim a rusty nail
is a relic from the time of the ancient lizardfolk, and you’ll buy it
from them right there on the spot. Trust me. I’ve bought a dozen
nails so far…”
—a mage from the Academy of High Magic in Punin, 1038 FB
Swampy mangrove forests grow on the east coast and The Lands of the Tulamydes in the Game: The
the delta of the Mhanadi. Slave plantations suround the land is old and diverse and supports equally
coastal cities of Mengbilla and Chorhop, which are in diverse adventures. Explore old lizard ruins near
turn surrounded by dry steppeland, wet swampland, and, Khunchom, protect a trading caravan, battle
further out, steaming jungles an unbound djinni threatening the area around
Important Cities: Fasar (40,000, including 32,000 Rashdul, search for missing people who taken by
Tulamydes and Novadi, plus 6,500 Middenrealmers, 500 slavers or thrown into the dungeons of Thalusa,
Forest Folk, and 1,200 dwarves), Khunchom (20,000, or acquire fame in the arenas of Fasar. The land
including 5,500 Middenrealmers, 900 Maraskani, and a few is imbued with magic and the Tulamydes use it
dozen dwarves), Rashdul (8,500, including 6,000 Tulamydes, matter of factly, just like they take the fairytales of
2,500 Novadi, and a few Middenrealmers and dwarves), their Haimamudin (storytellers) at face value.
Anchopal (2,500), Thalusa (6,000); Mengbilla (5,500 in the
city itself, plus 6,000 freedmen and 15,000 slaves in the
59
Magical aspects are ubiquitous, whether in the form of The Caliphate and the Khôm Desert
flying carpets, magical artifacts, djinn, or powerful mages.
The Lands of the Tulamydes are the cradle of humanity in “The true god Rastullah could only appear to the proud
Aventuria, as the proud inhabitants of this region know sons of the desert. We are of pure heart and we shun no
all too well. According to legend, a mage named Rashtul challenge. Look around you, child of ignorance. Do you
al’Sheik defeated the lizard men who lived in these think a tribe that lives in the desert would not be willing to
lands before men arrived. The Tulamydes retained their go to extreme measures?”
passion, pride, and spirit of independence, even during —sultan of the Beni Novad, 1029 FB
long occupations by both the Bosparan Empire and the
Middenrealm. Today the Lands of the Tulamydes reflect a “Sand, sand, nothing but sand. It is no wonder the Novadi
mix of millennia-old culture and knowledge and the secrets are so eager to invade the fertile lands beyond Amhallassih
of the lizard men. The fertile land yields a plentiful harvest and the Golden Cliffs. But this has been their error—we shall
twice a year. For ages there has not been one ruler over drive these idol worshippers back to the desert every time!”
this land. Instead, power is shared by potentates, many of —an Almadan magnate, 1039 FB
whom are mighty mages or have such at their side, and
there is seldom peace between them. Borders: the scorching Khôm Desert (the Heart of the
Caliphate) to the Yaquir River in the north, across the
The free cities of the south are proud of their status, and Khoram Mountains, to the banks of the Mhanadi River, and
flourishing trade allows them to hold their own against south to Loch Harodrôl and the northern Lizard Swamps.
stronger powers. Their declarations of loyalty are only Landscape: The contested Amhallassih Knolls with its
empty promises. Mengbilla, where anarchy clashes with fertile valleys on the Yaquir; the hostile and sunburnt
harsh legislation, is known proverbially for its chaotic sand of the Khôm with its few oases, the most famous
conditions. In Chorhop, a city known for its gambling dens, being Keft, where Rastullah appeared to the faithful); the
the fortune of one means the suffering of another. mystical mountains of the Wal-el-Khômchra in the center
61
A Hero from the Lizard Swamps: A crazed scholar Real-World Inspirations: The Lizard Swamps are similar to
searching for ancient secrets, a fearless hunter who the mangrove forests in Cambodia and the Everglades in Florida
ventures out into the swamps to kill lizards, a treasure
hunter or mage who seeks artifacts from the old Great In Selem, one finds elements of the dark tales of H.P. Lovecraft
Sultanate of Elem, an agile warrior who hopes to enlist and also of New Orleans during the Colonial Era.
in the Guard of the King of Kings (troops known as the
Faceless because they hide their faces behind a mask Selem is all that remains of a once magnificent city, destroyed
of scales). long ago when a star fell out of the skies and ended the reign
of the Great Sultanate of Elem. Today the city is viewed as a
The Lizard Swamps in the Game: Ancient secrets and
old lizard ruins wait to be rediscovered in the swamps
or even in the lost city of Elem, which was destroyed “The Starfall is clearly not the first time
during the Dark Ages. Many of these dangerous secrets meteorites have struck the world. The Star of
can induce madness, and only heroes seek them out. Elem plunged into Selem Sound around 100
Some tomes exist only in the slowly decaying Silem- years before the Fall of Bosparan, and the
Horas Library, and finding them can be an adventure resulting tidal wave destroyed that mighty
in its own right. Old families of the city weave city in the blink of an eye. Today, decay and
intrigues… What are they hiding? What mystery lies madness walk the streets between derelict buildings,
behind the strange half-human, half-achaz hybrids and the human and lizard inhabitants of the city struggle
that walk the city’s streets? The swamps are a source consdtantly to hold off the encroaching swamp. Stories like that
of bouty as well, as evidenced by the common presence scare me… because who’s to say that something like that could
of hunters, herb gatherers, and lizard scholars, most of not happen again?”
whom need the protection of battle-hardened warriors —Mirhiban al’Orhima, Tulamydian fire mage
and the experience of experts skilled in survival. And
rumors of attacks by Krakons and Zilits from the
depths of the sea might hold more substance than one degenerate and decaying hive of creeping madness, in which
first assumes… lizards and humans somehow live side by side. Little remains
of the city’s former glory and the secrets of its magically gifted
inhabitants that the muddy waters have not reclaimed, but
still, adventurers and people with a thirst for knowledge still
Trade Goods: Rice, spices, herbs, tea, and products of lizard dare to venture into the ruins in the vain hope of making a
make, such as tortoise shell or fire-proof Iryan leather great discovery one day.
63
Political Ties: Empire of Al’Anfa (ruler: Patriarch Amir upper classes and wealthy families are reminiscent of the
Honak and Procurator Oderin du Metuant, plus the Council golden age of the Roman Empire, as do its large gladiatorial
of Twelve, which consists of Grandes and Blessed Ones of spectacles. Al’Anfan galley fleets with their chained rowing
Boron) slaves, which never existed as an institution in real life,
Form of Government: Theocracy (Al’Anfan Church of come from films such as Ben Hur.
Boron) and plutocracy
Veneration of Gods: Twelvegods, veneration of Boron The mix of Tulamydian and Bosparanian culture resembles
as king of the gods (seat of the Al’Anfan Rite); Kamaluq Medieval Spain during and after the Moorish occupation,
the Jaguar God among the Forest Folk; shamanism and including its naval power and its ruthless treatment of
secretive, animistic spirit cults colonies. The Al’Anfan form of a State Church, plus its
Trade Goods: Gemstones, precious woods, spices, glass, mysticism and decadence, are reminiscent of the Byzantian
opals, narcotics, silk, slaves, sugar cane, tobacco, tea, Empire shortly before the Ottoman conquest.
colonial wares (coffee, peanuts, precious metals, lumber),
exotic creatures and slaves from Uthuria The Al’Anfan Empire is a colorful mix of different cultures.
Real-World Inspirations: Pre-Civil War southern Middenrealmers, Tulamydes, Forest Folk, and even
American states and the the time of the Spanish colonies Thorwalers mix freely in the streets and even the upper
in Central and South America inspired the Empire’s classes. This equality goes both ways, however, and it
plantations, upon which slaves toil under the vigilant eyes is not only Forest Folk tribes from the surrounding area
of merciless overseers. Its intrigue- and fashion-obsessed that are enslaved. Whole ship crews can suddenly find
themselves being traded on the slave market. Al’Anfan
wealth stems from its extensive plantations, its numerous
A Hero from Al’Anfa: Al’Anfa is the classic setting gemstone mines on the slopes of the Rain Mountains, and
for all southern Aventurians, be it merciless slave its slave trade, although the coveted Al’Anfan silk is the
hunters, rich plantation owners, gladiators beloved unrivalled leader in the markets of the Black Pearl (as the
by the audience, Blessed Ones of Boron lost in city of Al’Anfa is known in the South). Al’anfa’s military
reverie, or battle-hardened mercenaries from the power stems primarily from the Black Armada, a fleet of
Ducat Guard, and scholars of all kinds, including over 120 black-varnished galley ships that is rightly feared
black mages from the Hall of Illumination. Others throughout the Southern Seas.
include runaway slaves desperate for a new life,
daring explorers who do not even fear the passage
to Uthuria, brave foreign legionnaires and warriors The Forests and Islands of the Far South
from Orders such as the Basalt Fist or the Raven
Guard. With determination, money, and ruthlessness, “The Tayas, the stories told by Forest Folk, say that Kamaluq
there are almost no limits to what one can achieve in the jaguar-god created the forest. This explains why it is
Al’Anfa. so dangerous! And because spirits permeate everything,
Kamaluq gave each of us a Tapam, a personal guardian
Al’Anfa in the Game: Intrigues between the spirit.”
leadership of the Churches and the rich Grandes of —a shaman of the Mohaha, 1025 FB
the city are daily occurrences. Powerful citizens,
Blessed Ones of Boron, and influential army leaders “No, I have never heard of that place. I only know of Altaïa
must always be on the lookout for assassination around these parts, and only because a teary-eyed Blessed
attempts. Recently the Fana, the free citizens of the One told me that the Borboradians destroyed the city’s
Empire, have started demanding their share of power oracle. But don‘t ask me which god it belonged to. I can’t
and wealth. Slavery is ubiquitous in this region, and remember.”
slaves who seek to escape are often recaptured. —a soldier of the Lion’s Guard, Middenrealm, 1038 FB
Oderin’s military campaigns require a steady influx
of new recruits, not just to face enemies in battle but
also to protect trade caravans, rebuild villages, and Borders: The region stretches from the Rain Mountains to
bring unruly colonies to their knees. The metropolis Cape Brabak and Alemite Bay, to the jade island of Altoum
of Al’Anfa is a world unto itself where intrigue, luck, and the Pirate Islands, the Spice Islands in Kaucatan, and
and daring are emphasized. One can quickly rise the Charybbean
through the ranks and become a merchant prince Landscape: Primeval jungles with numerous brooks
or Grande, or fall from the heights just as quickly, and lakes; the jagged, snow-covered ridges of the Rain
possibly ending up in the sand of the arena. Mountains; the rain forest highlands, steaming swamps
of Mysobia, the sandy beaches on the Alemite peninsula,
the Spider Mountains of the Syllan peninsula (which are
65
Caribbean.” Note that cannons and barrels of explosive The Southern Sea
black powder do not exist in Aventuria… at least not yet.
“Here you can be anything you really want to be, but
The south of Aventuria is populated mainly on the
only if you are able to take what you need.”
coast, as the tall peaks of the interior of the continent
—pirate captain Vanja Nadaljeff, 1039 FB
are covered by steaming jungle and reach up to the sky.
Forest Folk tribes, who usually live and work in small tribal
“Every other island hides either a den of pirates or
communites, dominate the Rain Mountains and adjacent
creatures that I’ve never seen before. And then there
regions. But the normally peaceful Forest Folk are not the
are the crews of all those Al’Anfan galleys, who think
greatest threat, for lizard men and many poisonous snakes
that everything here belongs to them. But then I think
and other creatures live in this region.
of all the Uthurian riches you promised us… Don’t mind
me. Let’s set sail!”
But the temptation of finding precious metals and valuable
—a Bornish captain, 1039 FB
gemstones on the slopes of the mountains is too alluring,
and daring people are not deterred by the hissing, roaring,
ever-growing vastness of the trackless jungle. Even in their Borders: The South Sea stretches from Cape Brabak to
raw form, the countless valuable resources of the region, the islands of the Charybbean and the northern coast of
such as spices, precious woods, rare remedies and poisons, Uthura. Beyond the Archipelago of Risso the South Sea is
and exotic animals can be exchanged for hard cash in the known as the Sea of Fire.
hearthlands of Aventuria. Landscape: The eerie Sargasso Sea (a nearly-impassable
field of seaweed); the island group of Efferd’s Tears;
the rocky but jungle-covered Archipelago of Risso; the
expansive, jungle-covered northern coast of Uthuria
Important Cities: Ghurenia (2,000); Porto Korisande
(350); on the northern coast of Uthuria, Porto Velvenya
(1,000 including 200 locals outside of the city) and Nova
Methumisa (400)
Population: Unknown
Political Ties: Various power groups (including Al’Anfa,
Brabak, the Horasian Empire, the Bornland, and the
Middenrealm) fight for influence, but so far none has
achieved the upper hand
Form of Government: Depending on affiliation, feudalism,
theocracy, plutocracy, the law of the strongest; colonial
rulers change frequently
67
Cities of Aventuria period of feuding and maneuvering for power. He shares his
rulership with the Patriarch of the Church of Boron, Amir
Honak, who manages spiritual affairs. Through loyalty and
Al’Anfa, the Black Pearl of the South achievement, a member of the Fanas can rise to offices and
“Al’Anfa is like a lover—beautiful, grandeur, a tradition which the old, established families
passionate, intoxicating—but of the Grandes are trying to change. And even though the
her lips conceal scorn and Procurator’s Black Guards maintain the peace, various
venom. One kiss can cost you struggles for power can quickly turn deadly.
your life, but you cannot escape
her embrace.” Andergast, Capital of Woodcutters
—an Al’Anfan Grandessa, “We are the bulwark against the
1039 FB orcs and the wretched Nostrians.
Abiding and unbreakable, like
“Wretched slave owners! Assassins stone oaks!”
lurk on every street corner. Every —an Andergastan knight,
citizen, whether rich or poor, free or not, 1039 FB
lies to your face and tries to mix drugs or poison
into your food. What kind of city is this?” “Unkempt, very backwards, and
—a Thorwalian traveler, 1040 FB hostile towards women. I don’t like
it here.”
Region: Capital of the Empire of Al’Anfa —a Horasian scholar, 1040 FB
Population: 105,000 (including approximately 25,000 slaves)
Governance: Procurator Oderin du Metuant, plus Patriarch Region: Capital of the kingdom of
Amir Honak Andergast
Temples: All Twelvegods (main temple of the Al’Anfan Population: 6,500
branch of the Church of Boron); Kor; Marbo; Rur and Gror; Governance: King Wendelmir VI Zornbold, who is advised by
secret temple of Levthan the City Council of Guilds
Trade and Industry: Gemstones, opals, narcotics, silk, slaves, Temples: Hesinde, Ingerimm, Peraine, Praios, Rondra, Travia,
tobacco, big game, beasts bound for combat in the arena. Tsa; also, multiple shrines
Characteristic Features: Colossus of Al’Anfa, Bal-Honak Arena, Trade and Industry: trading center for wood (especially stone
Silvermount (domicile of the Grandes), the University, Hall oak) and wood products, products from pig farming, coal,
of Illumination (mage academy, black, clairvoyance, ship horses (Teshkalians), gateway for trade with Thorwal,
mages), Raven’s Rock, City of Silence (site holy to Boron) Nostria, and the interior of Aventuria
Atmosphere in the City: Busy and business-minded; scheming; Characteristic Features: Proud royal castle, Combat College of
ruthless; arrogant and merciless ruling class who base their Andergast (mage academy; gray; produces classic combat
rule on slavery; lower class fighting for its survival mages), branch of the order of the alchemists of the Red
Salamander Society
The Pearl of the Southern Seas is built at the foot of Visra, Atmosphere in the City: Insistence upon old traditions,
a black volcano on the estuary of the crocodile-filled Hanfla distrustful of anything new, submissive to authority
River. It rises on multiple layers up the steep, dark-colored
bedrock that overlooks the Golden Bay. Below, humble Andergast lies within expansive forests on the estuary of
citizens (Fanas) struggle for their survival alongside the Andra on the Invgal River. Its walls are dark, and the temper
efforts of thousands of slaves, all toiling to increase the of its people is patriotic and traditional. The city’s alleys are
wealth of the families of the Grandes who live in luxury in usually dark due to the tall, peaked roofs, and so many pigs
their villas on the Silvermount. On an outcropping of black wallow in the omnipresent mud on the streets that many
rock in the shape of a raven lies the City of Silence, the inhabitants leave their houses only while wearing special
spiritual center of the Al’Anfan sect of the Church of Boron. wooden shoes (the so-called pattens).
Its members worship Boron as the greatest of the gods.
Reminders of death can bee seen everywhere in the city, Older houses are primarily constructed with sturdy wood,
which might be why the people who throng the staircases such as stone oak. Since a disastrous fire in the smithy
of the city’s alleys live life so intensely. The Black General quarter, homes are now made from stone. King Wendelmir
and current Procurator, Oderin du Metuant, recently VI, a knight from the Zornbold family, rules his subjects
established himself as the ruler of Al’Anfa after a lengthy from his defiant fortress within the city walls. The city
bursts at its seams in the month of Rondra, the time of the
69
Beilunk, the Gleaming Belhanka, the Serenissima
“Only the will of Praios saved us. “You should henceforth absolutely
And the light of the king of gods forgo using the title of Comto, I
still shines everywhere in the implore you. If they catch you,
city.” you will be banished from the
—Praiosmin Brandner, female city for 12 years.”
market vendor from Beilunk, —a Belhankan council
1039 FB member to a noble from a
long-established family,
“It is called Arcanum Interdictum, 1033 FB
the prohibition of magic. Magic does not
function in such places. Let’s hope these “Colorful and magnificent. The
brave people know to defend themselves. My scent of rose oil filling the entire city.
arcane powers are useless there, but luckily, I still No pack of nobles telling you what to do. Heavy coin pouches and
have my brilliant mind.” heavy bodices… I applaud that!”
—Mirhiban al’Orhima, Tulamydian fire mage —a vagabond from Havena, 1038 FB
The people of Bjaldorn endured much during the war, and Charypso, City of the Black Serpent
they still seem distrustful of strangers, but a steady trickle “Miserable hellhole, certainly! But
of pilgrims is slowly changing their opinion. you can find anything your heart
desires here, yar-har-har. T’is
Brabak, City of Freethinkers nothing you can’t buy nor sell here,
“People pour into the city from all if you catch my drift, yar-har-har.”
directions, so I can rightly claim —a freebooter sailing with the
that we are the navel of the Black Serpent, 1036 FB
world.”
—a Brabakan merchant, “Miserable nest of pirates!”
1036 FB —a Tulamydian freebooter, 1038 FB
71
and smuggled was originally gained via piracy. The city is The popular opinion is that Phex himself secretly govern
one of the main trading centers for loot and even slaves, the city. Nowhere else can one find as many gambling dens
usually unfortunate seafarers who could not command as in Chorhop, where visitors can make a fortune or lose
ransoms after their ships were boarded and captured. everything in a heartbeat. The House of Games is always
Characteristic Features: Sanctuary and home port of the Black packed, and many bets are placed on the results of gladiator
Serpent, an infamous league of pirates or animal fights in the arena. The most important offices of
Atmosphere in the City: Cruel and profoundly rotten the city, with their attendant privileges, are doled out once
a year in the Great Lottery. All who can afford a ticket may
The city that gives the Charybbean its name is a hive of enter—the price is just 1,000 ducats, or one’s own freedom.
scum and villainy like no other—full of pirates, harlots, and
the shadiest traders. Tavern keepers, artisans, and (slave) Elenvina, the Ducal City
traders comprise the workforce of the pirate city, which is “Here beats the heart of the
mainly populated by sailors on shore leave. Furthermore, Northmarches—loyal and powerful,
rumors in Charybbean harbor towns speak of a very just like us.”
influential Blessed One of Efferd who lives here on donations —a river guard from the
from god-fearing pirates and who does not care much Northmarches, 1036 FB
about the moral values of the Twelvegods. A tall wooden
construction known only as the Plank rises above the harbor. “Everything, and I do mean
Prisoners who do not yield enough ransom money or fetch everything, is regulated here.
enough profit on the slave market find themselves carried Sometimes they even ramble on
to the top and pushed off into the harbor, which is kept full about iron law. I have no idea what
of sharks, thanks to the spread of chum. This beloved event they are talking about.”
is cheered by the crowds that gather for the spectacle. —an alchemist from Khunchom,
1038 FB
Chorhop, City of Chance
“Phex is with us.” Region: Middenrealm, Duchy of Northmarches
—a city councilor of Chorhop, Population: 12,000 humans, 200 dwarves
1036 FB Governance: A steward who rules in the name of Duke
Hagrobald of the Great River
“Phex has left me.” Temples: Efferd, Hesinde, Phex, Praios, Travia
—a Drôlian adventurer, 1038 FB Trade and Industry: Important transfer point for wares from
(nearly) all destinations, horses (Elenviner Thoroughbreds),
Region: Free city, allied with wool products, dwarven weaponry
Al’Anfa (signatory of the Black Characteristic Features: Ducal residence Eilenwïd-above-
Alliance) the-Waters, Fortified Hall of Praios, Academy of Command
Population: 1,500, including 300 (mage academy, white, influence), the Trade Hall
Novadi; outside of the cit,y 800 free (with its impressive dome), horse breeding (Elenviner
men and 500 field slaves Thoroughbreds). Outside of the mage academy a strict
Governance: Nominally a city council, but in truth, the head prohibition against magic is enforced.
of the Temple of Phex Atmosphere in the City: Liberal-minded but steeped in
Temples: Boron (Al’Anfan rite), Phex, Rastullah; shrine of tradition; strong middle class; bureaucratic; hostile to magic
Efferd
Trade and Industry: Rose wood, sugar cane, slaves, Chorhopian This trading city and its impressive harbor on the Great River
ink, ships, herbs and wood from the jungle, dice enjoy the protection of the mighty ducal castle. Numerous
Characteristic Features: The nine highest public offices in magnificent buildings shape the cityscape. The large Trade
the city are assigned yearly via raffle. House of Games, Hall, with its impressive dome, and the inspiring Fortified
Tulamydian bath-house, the arena, the statue of Phex Hall of Praios, second in its glory only to the Sun Temple
throwing dice in Gareth, are just two examples. The local administration
Atmosphere in the City: Stark contrast between rich and poor; buildings of the Middenrealm lie just outside of the city, so
hedonism; corruption Elenvina plays an important role in Imperial politics.
73
academy), chapterhouse of the Hesindian Draconites, main most expensive hotel in Aventuria, noted for its excellent
workshop of the alchemists of the Red Salamander Society, cuisine)
hospital of the Therbûnites (a healing order of Peraine), Atmosphere in the City: Industrious; full of pride; bustling;
Noble Marshal’s School for Officers and Warriors, Admiral loud and optimistic, despite the recent devastation (but this
Seweritz Naval Academy, main office of the Northland Bank, varies strongly by district; the misery of residents of the
the Maraskani Quarter (New Jergan), the goblin ghetto outlying districts is proverbial).
Atmosphere in the City: cosmopolitan; full of pride for the city
and its freedoms Gareth is capital city of the Middenrealm and by far the
largest city in Aventuria. In fact, according to the edict of
Festum is the capital of Bornland. Scholars, Bronnjars, and the Herald of Light, Gareth is the center of the world. The
destitute bridge barons coexist in this trade city located on presence of so many imperial palaces and institutions
the estuary of the Born River. The small quarters of the city proves that fact, as do the posh neighborhoods of affluent
each have their own charm, be it the Old City’s half-timbered burghers and nobles and the city’s many towering temples,
houses embellished with figurines of saints, the Tanner’s which give Gareth the name of City of One Hundred Towers.
Quarter dwellings of the goblins, Hesinde Village where However, this much light creates an equally large shadow,
institutions of culture, art, and sciences have gathered over and many Garethans from the districts outside the city walls
the years, or the newly adopted home of the Maraskani in endure severe poverty. Gangs of criminals struggle there for
exile, the loud and lively district of New Jergan. power, earning their daily bread mainly by racketeering,
robbery, smuggling, theft, and fencing stolen goods. The
Gareth, the Metropolis fear of crime, famine, plagues, and uprisings are just part
“If you haven’t seen Gareth, of life in this huge metropolis where gargoyles are said
you haven’t seen anything.” to lead a mysterious life of their own and the inhabitants
—an aged Garethan citizen, take particularly strong pride in their city. Empress Rohaja
1038 FB resides in Gareth when she is not traveling through the
provinces with her Imperial court.
“O merciful gods! It will take
me weeks to see everything.” Many refugees found long-sought shelter in Gareth during
—a young noble from the Borbaradian Invasion and the last Orc Storm, much to
Albernia, 1037 FB their joy. Many adventurers from all over the world come
to the Imperial city, and many adventures have started in
Region: Middenrealm, Kingdom a tavern called the Sword and Armor, a legendary heroes’
of Garetia gathering place known as much for its patrons as for those
Population: 170,000, plus 1,000 seeking to employ them!
dwarves, 500 elves, and some goblins,
grolms, and deep dwarves Griffonsford, the Steadfast
Governance: Council of Heroes, consisting of burghers, “We have been blessed by
priests, and nobility Praios and Peraine, and
Temples: All Twelvegods (including the City of Light, site of we willingly defend these
the main Temple of Praios); Aves, Haal, Simiar, Ucuri blessings against the orcs,
Trade and Industry: Numerous merchants and artisans of time and time again.”
nearly every kind; one can find everything in Gareth, if one —officer of the Griffonsford
is willing to pay its price. rural police, 1037 FB
Characteristic Features: Enormous number of temples and
shrines, many chapterhouses (Noionites, Draconites), “It is good to see that at least
headquarters of the Stoerrebrandt Trading House, City a few servants of Praios are not
of Light with the Sun Palace (main Temple of Praios), blinkered and narrow-minded.
important Temples of Phex (protector of the city) and of Our Count should retain one of these
Ingerimm (patron of the guilds), catacombs of the Hesinde individuals as an advisor!”
temple, other subderanean tunnels, Academy of Magical —a knight from the Northmarches,
Armor (mage academy, white, bodyguard and anti-magic 1037 FB
mages), Academy of Sword and Staff (mage acdemy, white,
combat mages), Institute of the High School of Cavalry Region: Middenrealm, Margravate of Griffonsford
(warrior school), Imperial Cavalry School (cadet’s school), Population: About 5,000
Old Residence, ruins of the New Residence, Guarding Griffin Governance: Margravine Irmenella of Wertlingen
(a monument pleasing unto Praios), Demon Fallows with Temples: Peraine, Praios, Rondra, Travia; shrine of Tsa
remains of the Flying Fortress, Hotel Sea Eagle (probably the Trade and Industry: Griffonsford loden (high quality wool
According to legend, the griffon named Scraan showed the Havena, the capital of Albernia, lies in the boggy delta of
humans where they should build the city of Griffonsford (it the Great River and has often suffered from ill strokes of
was called Saljeth at the time). Even though it is unclear how fate. An event known as the Great Flood destroyed entire
much of this legend is true and how much has been added, districts of the city 350 years ago and the ruins of old Havena
one cannot deny the fact that the king of gods, Praios, and remain flooded to this day. Some blame the catastrophe on
his emissaries, the griffons, always had a particular interest the city’s veneration of Efferd above the king of the gods,
in this place. Life in the city is strongly shaped by the fight Praios. However, the Havenans still would rather pray to
against the orcs, and Griffonsforders remain particular Efferd to protect them from further such disasters, and
vigilant. The holy sanctum of Tairach that used to stand their fear of the god of death, Boron, is greater than that
on this site is thought to be the reason for the constant orc
of other Aventurians. Magic has been illegal within city
attacks (and would explain why the orcs laid siege to the
limits ever since the Mage Wars, when several tyrannical
city for an entire year during the Third Orc Storm).
mages temporarily usurped power in the city. These laws
have only recently been relaxed to permit magic used for
Havena, Harbor City with Rich Tradition healing. Today Havena is one of the largest trading ports on
“We have been in the trading the west coast. The spirit is enterprising and there is great
business for decades, and piety toward Efferd. Stern guards and agile pickpockets
I must say that the young wander the busy streets of the city, merchants hastily go
prince is a breath of fresh about their business, and it is said that many ancient evils
air, like I haven’t seen in a still lurk in the flooded ruins of the Undercity. The young
long time.” prince rarely spends time in his capital, which is perhaps
—a merchant from Havena, why he is known as Finnian the Seafarer.
1039 FB
75
Governance: A self-proclaimed king from the Charazzar of the Maraskani kings; 218-yard tunnel connecting the
Dynasty harbor with the city; numerous suspension bridges over
Temples: Chr’Ssir’Srr, Hesinde, H’Szint, Kha, Tsa/Zsahh; the river Hira
plus many places of worship in the swamps Atmosphere in the City: gratitude that business is booming;
Trade and Industry: Many exotic herbs and plants from the misery, aggression, and resignation after long years of
jungle, Iryan leather, gray H’Rabaal pearls occupation
Characteristic Features: Countless ruins and remains of an
ancient lizardman culture; former holy city of the lizardfolk Jergan, which lies at the heart of the territory of the Dark
with many temples, now overgrown by the jungle; shells of Hordes, groans under the tyrannical rule of Admiral-
giant turtles serve as dwellings for some; the ruling family Commander Sarastro Dorstein and Commander Iradon
increasingly shows lizardfolk characteristics with each Kolenfeld, the two heirs of the notorious traitor, Prince-
passing generation. Commander Helme Haffax. The terraced city lies in a
Atmosphere in the City: Eccentric and unapproachable; narrow valley, and the harbor connects to the city only by
strained relations between humans and achaz a long tunnel. Many houses were built as towers, which are
often interconnected via bridges, because land was (and
H’Rabaal is bordered on one side by thick rainforest and remains) scarce within the city walls. The Red Legion and
on the other by a bog that contains the remains of ancient the Karmoth Guard form the backbone of the occupying
buildings erected by the hands of the lizardfolk. The forces, but the city is most strongly influenced by the
Tulamydes conquered this ancient city more than 1,800 Blood Templars, a former Order of the Church of Rondra
years ago but lost it afterwards. The Charazzar dynasty that now worships demons. No other city is characterized
ruled over this region for centuries, and the head of the by so many uprisings against foreign domination, and
family still calls himself king even though the Kingdom nowhere else on the island are revolts routinely put down
of Brabak annexed the city some time ago. Human and in such a bloody fashion.
lizardfolk customs have fused to the point that the
Twelvegods are hardly recognizable in the residents’ Khunchom, the Never Sleeping
current form of worship. Only the occasional big game “The Pearl on the Mhanadi is
hunter or rugged scholar searching for traces of the the true empress of the Lands
lizardfolk strays into this place. of the Tulamydes, sayid. One
who has been enthralled by
Jergan, the Occupied her scent, seduced by her
“Hush! If one of the Velvet spiciness, and mesmerized
Gauntlets hears you say that, by her glamour is forever
you will have more than the addicted to her and will always
armored fist of a Karmoth desire her presence.”
Guard to worry about.” —a beauty from the Palace of
—a Jergan fisherman, Sensual Delights, to a visitor,
1040 FB 1027 FB
“Life seems almost normal, aside “Even in the middle of the night this city
from the occasional brutality of offers what I desire. I am impressed.”
the Karmoth Guards, but that’s not —a Horasian comto, 1030 FB
unusual with occupying forces. The
point is that I hardly see any signs of Region: Tulamydian city-states, Grand Duchy of Khunchom
demon worshipers anymore.” Population: 20,000 humans, including 5,500 Middenrealmers
—an informer to the Great Privy Councilor and 900 Maraskani, plus several dozen dwarves
of the Realm, 1040 FB Governance: Grand Duke (currently Selo Kulibin)
Temples: Twelvegods (except Firun); Rastullah; Rur and
Region: Maraskan, Dark Hordes Gror; shrines of Aves, Swafnir, and Nandus; main temple
Population: 10,000 of Kor
Governance: A Commander of the Dark Hordes Trade and Industry: Important river and sea harbor with
Temples: Belhalhar, Belkelel, Borbarad; shrine to long-distance trade in all directions; spices (Khunchom
Charyptoroth pepper); tea; Khunchom steel and weapons; artifacts;
Trade and Industry: Precious woods, exotic animals, herbs, alchemicae; important transfer point for wares from
tea, spices Maraskan; many trading houses built their headquarters
Characteristic Features: Oldest Maraskani city; Lily Throne here, to support the flow of goods from far and wide.
77
Kvirasim, Tolerant Elven City Region: Svellt Valley
“Come on, we can talk about it.” Population: 11,500 humans, 500 dwarves, 500 elves
—a glade elf from Kvirasim to an Governance: Free city-state governed by a City Master and a
exhausted hero, 1035 FB Council of Magisters, tribute payments made to the orcs of
the Aikar Brazoragh twice a year
“I have never seen such Temples: All Twelvegods (only a shrine to Rondra)
harmony. And I hope I will Trade and Industry: Iron, silver, pelts, livestock, horses
never will again.” (Svellt Valley Heavy Horses), many workshops, several
—a Koshan mercenary, trading houses
1035 FB Characteristic Features: Academy of Shaping (mage academy,
gray, transformation mages); Hall of Might (mage academy,
Region: Elven Lands black, influence mages); castle of the gray mages of the
Population: 750, including Ordo Defensores Lecturia (or ODL), a.k.a. the Order of Gray
approximately 500 wood elves, Staves; significant number of horse breeding stables (Svellt
some glade and half elves, and a few Valley Heavy Horses)
humans Atmosphere in the City: Steadfast and stubborn; worldly;
Governance: None, problems are discussed and solved by constantly looking for allies against the orcs; clearly
the community as a whole saddened by the destruction of Deepenborg
Temples: Peraine
Trade and Industry: Elven wares of all kinds, especially Lowangen views itself as an outpost of civilization in the
cotton, leather goods, and carvings; rarely, weapons such stricken Svellt Valley. They adhere to the customs of the
as elven bows Middenrealm even though they are very proud of their
Characteristic Features: The city consists almost entirely hard-won freedom. This heavily fortified city, which stands
of wood elven tree dwellings, plus a few pile dwellings of on a defensible island in the Svellt River, successfully
the glade elves and a log cabin that houses the Temple of weathered a years-long siege and always prevailed against
Peraine the depredations the orcs. However, Lowangen has
Atmosphere in the City: Characterized by serenity, tolerance, been forced to pay tributes to the orcs for almost thirty
and peaceful co-habitation; the community banishes years. Some burghers view this as the lesser of two evils,
troublemakers compared to orc rule over humans. Trade flourishes thanks
to the city’s ideal location and today it is one of the most
Kvirasim is a remarkable place. A large part of the important centers of commerce in the north. The city’s
settlement consists of tree houses and pile dwellings that residents were deeply shocked by the orcs’ destruction
are almost unrecognizable as such by the average traveler. of Deepenborg in 1039 FB, and while many burghers feel
The city’s few human residents have adapted to the secure behind their formidable city walls, others believe
lifestyle of the elves. Peaceful and harmonic co-habitation that the doom of the city is nigh.
characterizes life in this city. In no other place can one
experience such close contact with the elves, trade with
them, and purchase unique elven crafts (everything from
Mendena, the Maltreated
“We cannot keep up, but
flutes to elven bows).
I promise this at least:
by year’s end, the largest
Lowangen, Free Trading City blights will have been
“Everything would be easier razed to the ground.”
if not for the orcs. We —the fortress steward of
would still be the head of Mendena, 1040 FB
the Svellt League of Towns
and our coin purses would “I hardly recognize the city. If
practically fill themselves.” the good gods are willing, may
—a Lowangan merchant, much of what I have seen here
1036 FB quickly disappear again.”
—an old Tobriennen knight,
“Remarkable that they held out 1040 FB
so long. They are quite smart, this
town of shopkeepers. May the gods let Region: Middenrealm, Duchy of Tobrien
them continue to buy off the orcs and Population: 6,000
save them from the fate of Deepenborg!” Governance: A fortress steward, appointed by the
—a Griffonsford courier, 1040 FB Tobriennen duke, who oversees the reconstruction of
the city
79
Neetha, the “White Watch against the Unbelievers,” is a the risk of fire. One of Norbury’s most unique features is its
harbor and trading city at the mouth of the Chabab River. numerous gongs, spread all over the city, which attendants
Residents view the city and its countless white marble ring periodically throughout the day and during special
buildings as a bright cultural jewel in the otherwise events.
uncivilized south of the Horasian Empire. They venerate
the Rondranian saint Thalionmel for her lion-like defense Nostria, Capital of Fishermen
of the city against the Novadi hordes that invaded from “Our queen will restore us to our
the Khôm Desert more than 400 years ago. A thermal bath pride of old. Long live Nostria!”
in the Thalionmel Ford became an important pilgrimage —a Nostrian grand burgher,
destination when some children recovered the saint’s 1039 FB
sword from its waters. Despite this strong association with
Rondra, Neetha exhibits a colorful blending of cultures and “Behind the public splendor lies
an air of Phexian salesmanship. a deep-rooted insecurity and
brewing schism. The nobility is
Norbury, City of Gongs estranged, the queen hesitant,
“Yes, there are advantages to and the customs are downright
letting traders run the town, archaic.”
but let’s be honest. When —a Horasian scholar, 1039 FB
the goblins come knocking
at your door, you’ll wish the Region: Kingdom of Nostria
Count and his knights were Population: 6,000
still here.” Governance: Queen Yolande II of Nostria, represented by a
—a Bronnjar from Norbury, steward
1039 FB Temples: Boron, Efferd, Peraine, Rahja, Rondra, Travia, Tsa;
numerous shrines, including a large shrine to Rondra in
“If it weren’t for all those the royal castle
merchants from the north, especially Trade and Industry: Minor but growing sea trade; fishing
the Norbards, who regularly stop here, (especially of flounder-like Saltarels); boat building;
this city would never see me again.” numerous workshops; daily market in Freedom Square
—a carriage driver for the Kolenbrander Characteristic Features: Stone of Nostria in Freedom Square,
Trading House, 1037 FB spacious royal castle with bewildering architecture; the
Academy of Light and Darkness (just outside of the city;
Region: Bornland mage, academy, white, object); street after street of
Population: 3,000, including approximately 100 Norbards abandoned houses and dilapidated mansions that once
and Nivese (entire tribes camp here in winter) housed wealthy burghers.
Governance: Burgomistress Atmosphere in the City: Conservative and backwards;
Temples: Hesinde, Ifirn, Praios, Rondra, Peraine patriotic; newly hopeful after a long period of grim
Trade and Industry: Honey, horses (Norbury Giants), pelts, decline; optimism as many things are repaired or restored
long-distance trade with north Aventuria to working order.
Characteristic Features: Hall of Life (mage academy, white,
healing mages); Statue of Rondra; breeding of Norbury Nostria sits at the confluence of the Tommel River and the
Giants (heavy horses); chapterhouse of the Marbides; Sea of Seven Winds. At first glance, it may look proud and
winter campsite for Nivesean karan herders and several affluent, but its gloriously decorated facades hide a city
Norbard tribes; different gongs sound throughout the day in decline. The city’s harbor, once an important transfer
Atmosphere in the City: Bustling, trade-related optimism; point for many kinds of wares, is rapidly silting up and the
locals have mixed feelings about all the strangers who pass warehouses now often stand empty.
through the city
The city is still recovering from a terrible plague, the Blue
Life in secluded Norbury is typically rather dull. However, Wheeze, which killed a quarter of the population in the year
this trade center is important to the Bornland region of 1027 FB and wiped out entire families. The disease’s effects
Seweria and serves as a counterbalance to Festum. Norbury can still be felt, but ever since the young and inexperienced
has experienced a significant upturn since overland trade mage Yolande ascended to the throne, Nostrians have gone
picked up. The city is one of the oldest original Norbardean about their daily work with enthusiasm. The aristocracy,
settlements, but few of the original buildings have stood who proudly refer to themselves as Bombasts, try to outdo
the test of time. Most of the town’s houses and palisades each other in terms of pomp and showiness at court, and
are made of wood, and the region’s lengthy dry spells raise they regard even slow progress with suspicion.
Region: Thorwal This capital of the small Duchy in the Far North was long
Population: 2,700, including approximately 1,100 people of mixed held by the servants of the Ice Witch Glorana and ruled by
Nivesean and Norbardean ancestry, plus about 50 firnelves the cruel despot Geldana, the disloyal sister of the duke.
Governance: Hetman and the Folkhjalding (council of free After her defeat, her disciples fled the city and peace
men and women) returned. From the mighty ducal castle of Dermot the
Temples: Swafnir, Ifirn/Firun, Efferd, Travia Younger, a serious man, rules over a. The city supports
Trade and Industry: Dog breeding (Black Olporter); chalk; itself primarily from whaling, and its harbor turns blood
mead; weapons; snow badger breeding red when workers dismember the huge animals in Flense
Characteristic Features: Whale-shaped Temple of Swafnir Square. The harbor freezes over during the winter, at
with a long history; Eternal Ice Crystal in the Temple of which time people can only reach the city by land, but
Ifirn; skald school in the Hall of Winds; Runajasko (mage such a trip is very arduous at this time of year. Now and
academy, no guild, ship and rune mages); Efferd’s Pillar then some daring people set out from Paavi in search of
(the dangerous harbor entrance) the treasures of the north.
Atmosphere in the City: Hospitable; rough; emphasis on
traditional Thorwalian values Perricum, City of Rondra
“They hurt us, yes, but we
The Hjaldings, ancestors of modern Thorwalers, first set will make sure this can
foot on Aventuria at the point where the Nader meets the never happen again. In
Sea of Seven Winds. Their stories say that the god-whale Rondra’s name!”
Swafnir led them safely over the ocean. Only experienced —an Ardarite from
seafarers reach the harbor of Olport undamaged, for Perricum, 1040 FB
without the help of a knowledgeable guide, the steep
cliffs and hidden reefs of the harbor entrance are nearly “Truly, the Church of Rondra
impassable. Many alleys of the city are reinforced with should reveal the splendor of
boardwalks, as the meltwater turns the ground into deep the Lion’s Castle to the outside
mud in spring. Olporters take great pride in the Runajasko, world.”
an academy that studies ancient Thorwalian rune magic —a Blessed One of Praios from
and teaches elementalism in concert with firnelf mages. Griffonsford, 1036 FB
81
Characteristic Features: Lion’s Castle (Seat of the Sword of Aventuria; cult of the Golden God; gangs rule everyday life
Swords, the head of the Church of Rondra); Long Walls of Atmosphere in the City: Bustling, loud, and optimistic despite
Perricum (city walls); Saint Leomar Temple (main temple of the devastation wrought by the orcs
the Church of Rondra); School of Exorcism (mage academy,
white, anti-magic mages); home base of the Sea of Pearls According to legend, a giant named Orc-eater helped
fleet; Fleet Academy for Sea Warfare and Discovery; order defend the city against the orc onslaught in 1029 FB,
branches of the Orders of Draconites, Noionites, Ardarites, which caused much death and destruction. Since then,
and Gray Staves (sealed); ruins of the old Nebachot strongmen and corrupt officials have ruled the city, and
Atmosphere in the City: Confident harbor city; pride of gangs control the various aspects of city management.
tradition; long-time bastion against the Shadowlands and Travelers must often pay a “walking fee” to one or more of
the Blood Sea the many gangs to pass freely in the city. Even so, Phexcaer
is a point of departure for expeditions to the north, and
This harbor city on the Sea of Pearls, formerly called many adventurers set out from this city of Phex in search
Nebachot, is a storied place. Here the Nebachotes, an of the legendary Orc Hoard, the myth-enshrouded treasure
offshoot of the Tulamydes, long prevailed against the chamber of the fox god.
Bosparan Empire until the legendary hero Leomar
destroyed the walls of the city with the Holy Trumpets of Port Stoerrebrandt, the Colonial City
Rondra. The city is still characterized by its deep devotion “Many explorers sail in this
to the goddess, while the Nebachotian tribal warriors of region, but we were here first,
the region remain loyal to her godly son, Kor. and we are the most successful!
We Stoerrebrandts are like
Perricum is the site of the main Church of Rondra and that, after all.”
also the home of the eastern fleet of the Middenrealm. —a spice merchant from
It served as the base of operations in the war against the Port Stoerrebrandt, 1038 FB
Shadowlands until Prince-Commander Helme Haffax
attacked the city in 1040 FB. Perricum was liberated from “Efferd, I thank you for the Sea
the grip of the Heptarch only after many bloody campaigns, Wolves, who saved me from the
and the people, whose sense of community has suffered pirate scum so I could steer my
deep wounds, still labor to rebuild their city. With the battered ship to safe waters.”
Heptarchs’ defeated, Perricum has become an important —a captain from Hôt-Alem, 1038 FB
port of call for the Middenrealm, but the influx of so many
different peoples from around the realm increasingly leads Region: Islands of the Far South
to friction in the streets and alleyways. Population: 1,000
Governance: A governor administrates the city for the
Phexcaer, City of Thieves Stoerrebrandt Trading House.
“If you pay me, I will protect you.” Temples: Efferd, Rondra, Travia; shrine to Phex; shrine to
—a gang member from Swafnir
Phexcaer, 1039 FB Trade and Industry: Colonial wares (especially spices and
dyes)
“It’s not worth the trouble. What Characteristic Features: Monumental port facilities; the
is there for me to steal here?” smell of spice everywhere; garrison of the Sea Wolves
—a Garethian thief, 1039 FB (Festum’s pirate hunters)
Atmosphere in the City: Industrious, gods-fearing, and
Region: Free human city in the prudent; nostalgia for the northern regions (their ancestral
Orclands home), but pride in everything they have achieved
Population: 1,500
Governance: Magistrate elected by the Port Stoerrebrandt, located on a spice island called Iltoken,
gang leaders is one of the oldest colonial cities in the Southern Sea
Temples: Peraine, Phex; shrine to Ifirn; and the only safe harbor in the Forest Islands. Its berths
temple of the Golden One welcome any ship, save for pirate vessels of the Black
Trade and Industry: Pelts; wares from Thorwal (uncommon); Serpent. The Bornlandish Stoerrebrandt Trading House
exotic goods that adventurers bring to the city owns the island and the city, which is a transfer point for
Characteristic Features: The largest temple of Phex in spices and dyes being shipped to all parts of Aventuria.
83
Rethis, the Radiant Riva, Trading Harbor of the North
“There is room here for everyone. “Times change, it’s that simple.
Anyone who wants honest work But this doesn’t mean that
can find it. No one goes hungry! things usually get worse. Phex
What are your skills? Oh, um, be praised, our coffers always
you probably came here to buy fill up.”
something, didn’t you?” —a merchant prince from
—an alchemist from Rethis, Riva, 1039 FB
1039 FB
“Finally, a city in the north that
“A fresh breeze from the sea, the deserves its nickname.”
smell of pines and cedars, and the —a traveler from Havena, 1038 FB
mouthwatering aroma from dozens of
restaurants… This is a good place to live!” Region: Free city of the north
—a traveling Blessed One of Hesinde from Population: 4,000
Kuslik, 1039 FB Governance: Free city, governed by a city
council
Region: Horasian Empire, Sea Kingdom Cyclopes Islands Temples: Efferd, Firun, Phex, Travia, Tsa
Population: 3,000 Trade and Industry: Leather wares; pelts; nacre (mother-
Governance: Three Ephores (court magistrates) of the Sea of-pearl); salt; salt fish; wool; elven and Nivesean wares;
King, Palamydas Thaliyin whaling-related smuggling
Temples: Efferd, Praios, Tsa, shrine to Peraine, shrine to Characteristic Features: Stoerrebrandt College (mage academy,
Thimorn of Rethis (Ingerimm holy architect) gray, clairvoyance; also produces mage bodyguards); many
Trade and Industry: Sea trade; ship construction; olives; fuel merchant houses and trade offices; encampment of the
oil; ores such as vermilion, lead, iron, and silver; purple Thorfinn Ottajasko before the gates of the city; Nivesean
dye; earthenware containers; wool weaving; production sanctum of Nivilaukaju in close proximity to the city; reed
of Hylailan Fire (weapon similar to Greek Fire) and other bog south of Riva
alchemicae Atmosphere in the City: Friction between natives and
Characteristic Features: Colossus of Rethis (bronze lighthouse the intrusive prospectors who flocked to the city after
in the shape of a cyclops); palace of the sea king A’Laÿis adventurers discovered treasure in the wetlands
Hiphon; wharf of the sea king; Mother Rondra (warrior
academy); famous alchemists’ workshops; stone tablets of Riva, located on the gulf of the same name, is surrounded by
Tykates (preserved legends); prison fortress Merymakon mighty walls and protected by a proud castle that watches
Atmosphere in the City: Joy that trade is flourishing; relief at over both harbor and city. It is a bastion of civilization in the
having escaped the worst of the Succession War wilderness. Due to the many changes in the north, this once-
quiet trading city has transformed. Many routes on the sea
The whitewashed, red-tiled houses stand out on the hills are now closed, but new land and river routes have newly
and the sea glitters brightly in the sun as one sails past the opened. Whaling is illegal thanks to Thorwalian influence,
Colossus of Rethis into the most important harbor in the but smugglers still secretly trade in whalebone, meat, and
Cyclopes Sea. Many ships berth at the city to rest during oil. The arrival of so many treasure hunters shifted power
the lengthy voyage along the Horasian coast. Reasonable into the hands of wealthy merchants and speculators, but the
trade tariffs and port fees have brought the city of the local burghers have not abandoned their fight to maintain
sea king moderate wealth, but business is booming and order in the city. Riva remains the most important port in
there is always work to do in the shops and wharves. Many the north and the best place to equip oneself when setting
buildings date back to the days of Bosparan, and Rethis is out for the Far North or even when seeking to unearth
a popular leisure destination, especially for Horasians, due treasures from the great reed bogs to the south.
to its many culinary delights and its rich history.
Rommilys, the Faithful
“Our homes have survived once
again. I implore you—honor the
goddess of the hearth fire and
the benevolent Travia will always
protect you.”
—a Blessed One of Travia from
Rommilys, 1040 FB
85
mast! I don’t care if these Aldec bugs are named after one of the Temples: Swafnir, Efferd, Ingerimm, Phex, Peraine, Travia, Tsa
Priest Emperors! We cannot afford to meet them again!” Trade and Industry: Central trading hub for the Aventurian
—a ship captain from Zorgan, 1037 FB north; exports include amber, silver and bronze
ornaments, pitch, tar, waterproof leather ropes, sea tiger
Region: Maraskan, Shîkanyad ivory, soapstone, wool cloth, pelts, and fish
Population: 10,500 Characteristic Features: School of Clairvoyance (mage
Governance: A Haran academy, gray, clairvoyance mages); Map Library (largest
Temples: Rur and Gror; shrines to Boron (Al’Anfan rite) and collection of accurate coastal maps in Aventuria); Orc’s
Phex village; Ugdalfskronir (warrior academy) in the old fortress
Trade and Industry: Pearls; alabaster; tobacco; plants and of the same name; bi-annual Highest Hjalding (meeting of
rare herbs of the jungle Jarls and Hetpeople); spirited Hesinden disputes in the
Characteristic Features: Seat of the Alabaster Council; School mage academy
of Fourfold Transformation (mage academy, gray, anti- Atmosphere in the City: In the summer, direct and cordial, in
magic and transformation); Abudijian Theater; Alabaster the winter, polite, even though the city is quite crowded
Residence of the Haran
Atmosphere in the City: Pride on becoming the capital of Free Thorwal is the largest Thorwaler settlement and also
Maraskan; sadness for having lost the simplicity of small- the seat of the Highest Hetwoman. The city consists of
town life three parts, each different in character: the cliff with the
Hall of the Hetpeople and the Map Library; the City of
Sinoda was a sleepy fishing village before the Borbaradians Strangers, where foreigners live in their half-timbered and
occupied Maraskan. Only Sinoda remained free, so it stone houses; and the East City, which consists mostly of
became the de facto capital of the Shîkanyad and the seat traditional longhouses with artfully carved beams.
of the Alabaster Council. These days, dozens of relatively
new, redbrick towers stand next to old, white washed The city brims with the hustle and bustle of life in summer.
houses within the spacious city walls, and the place Ships from different regions constantly load and unload,
has long since lost its idyllic charm. The Kladj district is and it seems like there is no end to the work and the profit.
strongly flavored by political debates. Daring mortals often Many crews winter here, and the skalds sing sagas of great
set out from here to hunt horrors in the jungle or combat heroes at the hearth fires of the Ottajaskos.
the servants of Dark Maraskan.
Trallop, the Watchful
Thorwal, City of the Hjaldings “We are the heart and mind of
“This has been the starting point for the Duchy!”
many great expeditions and also —a Knight of the Bear
the legendary sailing races (ducal guard), 1038 FB
between Asleif Phileasson
and Beorn the Blinder. “Pardon me? Did you say there
Only we Thorwalers could are no inns here? Is this some
do something like this— kind of joke?”
and we have more deeds —an Albernian knight,
yet to accomplish!” 1033 FB
—a member of the
Windbinder Ottajasko, Region: Middenrealm, Duchy
1036 FB Weiden
Population: 6,000
“It feels like a real city. I could get used to this place. The only Governance: A master of the city (representative of Duchess
thing that reminds you of Thorwal is all those longhouses on the Walpurga of Lionhead, who resides in Bear Castle), as well
east side. Interesting, but I’ll take a modern house, thank you.” as the Seal Council of Guilds and Trade Associations
—a sailor from Harben, 1037 FB Temples: Boron, Firun, Peraine, Phex, Praios, Travia, Rahja,
Rondra
Region: Thorwal Trade and Industry: Different workshops, especially
Population: 12,500 (considerably more in winter), 100 orcs, leatherworkers, smiths, and rope makers; horse breeding
50 goblins (especially Tralloper Giants, which originated here);
Governance: Folk Council and Council of Captains together Kolenbrander Merchant and Carriage House
with the Hetman of the Bodir and the Highest Hetwoman Characteristic Features: Three mighty castles: Bear Castle
(currently Jurga Trondesdottir) (the ducal seat), Old Fortress (old castle of the count), and
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is itself ringed by the huts of farmers, the poor, and the Vinsalt, City of a Hundred Towers
numerous tents of wandering tribes. Unau’s homes and “Maybe I shouldn’t say this
fields get their water via subterranean canals connected aloud, but Vinsalt is the new
to fresh springs in the mountains. They support the palace Bosparan—even if the Horas
gardens of the affluent while the poor often struggle with now resides in the Sangreal
rationing (water from the nearby Cichanebi Salt Lake is not in Horasia.”
potable). —a Vinsaltan burgher,
1038 FB
Vallusa, the Fiery City on the Sea
“As long as trade is flourishing we “Blasé splendor, games of
can afford our independence.” intrigue for power… All of this
—a member of the Council of strongly reminds me of Bosparan.
Merchants, 1038 FB And that city is fallen, if I am not
mistaken…”
“A harbor I have navigated —a Garethan burgher, 1038 FB
many times. The light of the
Firetower always calms my Region: Horasian Empire, Yaquiria
nerves after facing the dangers Population: 60,000, plus several hundred dwarves and elves
of the Blood Sea.” Governance: A prince who rules with (and sometimes
—a merchant ship captain from against) the patricians
Perricum, 1038 FB Temples: All Twelvegods (two each for Phex and Travia);
main temple of Nandus; temples and shrines to various
Region: Free city between Bornland and demigods
Middenrealm Trade and Industry: Many different products of trade, craft,
Population: 4,000 and manufacturing; many banking houses; services for the
Governance: Council of Merchants (a 24-member committee) administration of the Horasian Empire
Temples: Efferd, Ingerimm, Peraine, Rahja, Travia; shrines Characteristic Features: Seat of the Crown’s Convent and
to Praios and Rondra Imperial Administration; cultural center for opera and
Trade and Industry: Porcelain with Vallusean violet; artist’s clock-making; Firdayon Palace; ruins of old Bosparan;
smithy; precision machinery; important mid-point for Nasuleum (the city’s first splendid tomb, which lent
trade between Bornland and the Middenrealm its name to all that followed); pumping station for the
Characteristic Features: The Great Wall (protects the island city water supply; monasteries of the Knights of the
city from storm tides); March Bridge (connection to Holy Blood, the Order of the Eagle, and the Order of the
the Bornland); Tobrien Bridge (connection to Tobrien); Pentagram; Anatomical Institute (mage academy, white,
the Firetower (tallest building in Vallusa and temple to healing mages); Academy of the Arts of Warfare and Living
Ingerimm); castle of the Ordo Defensores Lecturia (ODL), (warrior school); Horasian Imperial Cadet Academy; School
the gray magic order of Gray Staves; fortress of the of the High Art of Dancing; Circle of Stone and Iron (school
Rondranian Order of the Ardarites, located south of the for engineering and architecture), Academia Horasiana
city (university); Cosmological College (astronomy, philosophy
Atmosphere in the City: Optimistic, proud, and boastful of and mathematics); Law Seminary (law school)
their independence, but fearful of Ingerimm Atmosphere in the City: Educated; proud; mindful of history
and the achievements of Vinsaltan culture; Vinsalt is
The free city Vallusa was for many years a point of the capital of the Horasian Empire, but it is also secretly
contention between the Middenrealm and Bornland, due regarded as the capital of organized crime.
to its location on the border, on an island in the estuary
of the Misa. A large wall, erected by dwarven architects, Vinsalt is at the same time one of the youngest and oldest
protects the city from floods and storms blowing in from cities. It was founded about 500 years ago on the ruins of
the Tobrien Sea. Access to the city is via one of two large time-honored Bosparan, an ancient metropolis. The city
bridges. Since land is at a premium inside the walls, many has still not reached the dimensions of the old capital, but
houses have multiple floors, and some as many as six. it is the largest and probably the most important city in the
The city’s tallest building, the Firetower of the Temple of Horasian Empire. The cityscape is shaped by the display of
Ingerimm, became integrated with the city walls over the wealth and progress; this includes the water towers in the
years. Many people of Vallusa believe that Ingerimm will North City (which supply many houses with running water),
lift his protection from the city if anyone builds higher the famous tower clock (a masterwork of engineering), and
than the Firetower. On that day, it is said, Efferd will the facades of the many theaters and temples. The demigod
reclaim the island with typhoon force.
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Yol-Ghurmak, the Demon Forges of invokers. Many inhabitants are sure that the city will
“Everything is in flux in our kill them sooner or later. Many give in, accepting their
glorious capital, but do not be grim fate, and hope that they might be spared due to their
afraid. The Fiery Father will fervent prayers to the Archdemons…or they flee into
grant you the patience to get madness.
through it. And afterwards
we will be better and Zorgan, the Moonsilver City
stronger than ever before!” “It is a fact that Zorgan is the
—a priestess of the Fiery Rose of Arania. Lovely, but also
Father, 1039 FB valiant when it needs to be.”
—a Zorgan kadi, 1039 FB
“Streets of horror swallow entire
houses, and demons prowl the alleys “I can’t shake the feeling that
in broad daylight! This monstrosity something festers underneath
must be swept off the face of Dere!” the surface, and I will find out
—a Blessed One of Ingerimm from what it is.”
Uhdenmount, 1039 FB —a writer for the Aventurian
Herald, 1037 FB
Region: Shadowlands
Population: 12,000 living residents plus an unknown number Region: Mhaharanyat Arania
of demons Population: 20,000
Governance: A citizen-clerical guild council Governance: Seat of the Ruling Couple (Mhaharani Eleonora
Temples: Amazeroth, Agrimoth, Blakharaz, Tasfarelel, Shahi and Arkos Shah)
shrines to all archdemons; Borbarad; emphasis of worship Temples: Temple of all Twelvegods
on the Otherworldly Family (the archdemons Agrimoth, Trade and Industry: Mainly wheat and fruit, but nearly
Thargunitoth, Blakharaz, and Charyptoroth) anything can be purchased in Zorgan.
Trade and Industry: Smithy and noble artisan products Characteristic Features: School of the Existing Pretense
(weapons, armor, mechanical equipment); crystal mining; (mage academy, gray, illusion mages); Moodsilver
Yol-Ghurmakan lace; beer and schnapps brewing; black Palace (magnificent main office of the Mada Basari, a
corn (wheat); fishing; mushroom farming Phexian merchant order); Mirror Palace (residence of
Characteristic Features: Agrimothaeum (temple of the Fiery the Mhaharani); writer’s school; Typographical Institute
Father); Heptagon Academy (mage academy, no guild, (dedicated to the art of books); rose garden; Krak al’Shah
invokers and artifact mages); Demon Forges; the Black (the royal citadel)
Palace; incomprehensible architecture; large numbers of Atmosphere in the City: Cosmopolitan trading city; looks
demons; the city is in a constant state of change at night, proudly to a bright future while denying its dark and
houses shift location and streets change their course. sordid past
Atmosphere in the City: Those that dwell here fear few things,
if they fear anything at all. Zorgan is the capital of Arania and residence of the
Mhaharani and her husband. The heart of business in the
Ysilia, the old city on Lake Ysli, was completely destroyed city is the bazaar quarter, Sulaminiah, with all its exotic
during the assault of Borbarad’s armies. Demons architects smells and tastes and its love for the Tulamydian gods
built a new city on its ruins. The structures were bizarre Rahja and Phex. Life pulses like a heartbeat here. When
and otherworldly, shapes that only demons and their gods one merchant meets another, they celebrate and haggle
could appreciate. A gaping maw known as the Crater of with passion. Artisans work away in the quiet quarters
Crystals now marks the center of Yol-Ghurmak, where of Schamiran and Kenragrid in the shadow of the palace
the former ruler, the Demon Emperor Galotta, turned the quarter, to which only the upper class has full access.
city center into his Flying Fortress and used it to devastate Zorrigan, the old town, is now a place where thieves and
Gareth. The sky above the city is eternally gray thanks to beggars roam free and where illicit deals occur among
the many smokestacks of the Demon Forges, and sunlight abandoned and decaying buildings. The dark past of the
never reaches the ground. Braziers and demonic ember depraved demon realm, Oron, has been swept away by the
pillars create a flickering, unnatural light in the city. Many hospitality and lust for life of the Zorgans. Nevertheless,
streets and houses are empty, demons are a part of every- rumors hint that disciples of the archdemoness Belkelel
day life, and not all of these fiends are under the control remain hidden in the city to this day.
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why the gods raised the mighty mountain range of the Iron “According to the Faedhari, it was the high elves that stopped
Edge from the earth. The mountains keep the inhabitants the Hordes of the Nameless One from the Giant’s Shore. This tome
of the Giant’s Shore at bay, be they black giants, savage also mentions dust creatures, sword wizards, and black trees, but
human tribes, or flesh-eating horses. The Giant’s Shore is one should not believe everything reported in a magical history
also sometimes referred to as the Land of Darkness. book, especially one that does not mention dates. The sources
from the Diamond Sultanate of the Tulamydes are far more
“Mist, nothing but mist. This blasted inlet is so large that we fruitful, though sparse. We believe that there was trade between
haven’t seen anything but rock and fog. We would land if not the Giant’s Shore and our lands, as evidenced by Yal-Kharibet, a
for the endless howling. I am going to finish mapping this place city in Rakshazastan named after Sultan Karibet. Unfortunately,
quickly, even if the results are sloppy. I can see a steely gate in there were at least two sultans with that name…”
the rock, if I am not mistaken, but we must turn back or we shall —excerpt from a lecture in history at the University of
not see Bornland again. The cliffs straight ahead glimmer sickly Methumis, 1037 FB
yellow in the dusk and it smells of sulphur—the work of demons!
Gods be done with this cursed place!”
—handwritten remark on a map of the Misty Meadows in
the Giant’s Shore, undated
93
Languages and Dialects Language Specialization Garethi
Alberned: Albernia, Garethi with loan words from
“Bha’salasandralya*. You have already cast the taubra**?” Thorwalian and Isdira
“In Satuaria’s name, what are you talking about, elf?” Andergastish/Nostrianish: Andergast and Nostria, simple
—dialogue between a glade elf and a witch, as overheard by but archaic Garethi with influences from Alaani and Orcish
a squire, 1029 FB
Aretya: Arania, mix of Garethi and Tulamidya
95
The language of goblins, Goblinese, is unlike any other Customary Forms of Greeting
Aventurian language. Goblins love to incorporate foreign Garethi: Greetings!
words (with necessary adjustments in pronunciation, of Tulamidya: Ahlan!
course) into their own language. Thorwalian: Hej!
Nujuka: Paika!
Other Aventurian races, such as grolms, giants, cyclopes, Alaani: Bin’urdam!
mares, yetis, ogres, Zilites, Risso, and water nymphs, also Isdira: among elves: Sanyasala!
have their own languages. Aventurian scholars cannot to humans: Sanya bha!
decipher, or sometimes are not even aware of, many of Rogolan: Garoshem!
these languages and thus can neither group them into Orcish: Ke khur!
families nor understand their corresponding scripts. Even Goblinese: Bluug lak vaas!
stranger languages exist as well. Dragonnic projects words
and pictures directly into the mind of the ‘listener,’ and
outsiders cannot learn the incredibly fast language of A large number of idioms and proverbs find use well beyond
kobolds without the aid of magic. their cultures of origin. Such expressions are usually very
colorful and, in the lands of the Twelvegods, often refer to
Secret Languages and Scripts the gods or their churches. A number of expressions are
Many less well-known languages and scripts exist in quite common in Aventuria and, when used in-game, help
Aventuria, such as the secret script Nanduria used by bring the setting of Aventuria to life. This section presents
scholars, or the magical Zhayad which is regarded as examples from many different regions.
the language of demons. Zhayad uses several hundred
phonetic syllables and indicators, which are aligned into Most Aventurians use the names of the gods for
ligatures and symbols. greetings, to say thanks, or even just to emphasize a
statement. Examples include “Praios forbid!”, “Phex be
Thieves and merchants communicate nonverbally using a praised!”, “Greetings of Travia!”, and “Rondra’s thunder!”
form of sign language called Atak, and the Secret Signs of Aventurians have many general sayings, too, such as “The
Vulpinian allow shady characters to leave messages for one good gods forbid it!”, “In the name of all the Twelve!”, and
another on house corners, tavern doors, and fence posts. “May the Alveranians protect us.” A common form of an
oath is: “In the name of the High Dragons of Alveran!” And
Vulpinian (or Foxish), named after the secretive fox one should be wary when voicing a very sinister fear, for
god Phex, allows users to appear to engage in a trivial “Speak of the Nameless One and he shall appear!”
discussion while expressing their true meaning only to
other initiates. Fan language, which allows users to send “To hear the wings of Golgari” is a euphemism for dying, as
simple messages via subtle movements of a personal fan, is the raven of death carries the fallen to the Halls of Boron
common in the salons and theaters of the Horasian Empire. across the Sea of Oblivion. Golgari’s brother, Bishdariel,
is the bringer of dreams, and therefore “dreaming under
Idioms and Superstitions the wings of Bishdariel” means one has enjoyed a restful
sleep full of dreams. Satinav is associated with the passage
of Time, and something that “defies the horns of Satinav”
Idioms and Expressions is so enduring that it never shows signs of wear and tear.
“They are as dumb as Selemite sour bread!” “To reach a Nivesean age” has a similar meaning, as Nivese
—a lecturer at the university of Al’Anfa on graduates of the often live to a great age.
university of Methumis, 1039 FB
Someone who “fights like a dragon” is a dangerous
opponent, to whom one should show great respect. To
defend oneself “with axe and sword” has its roots in
ancient times, as the original settlers had to fight off all
kinds of dangers. In Weiden, people use a similar saying:
“An axe in the house replaces a scholar.”
97
insults are either very blatant or very subtle, and always different situation. If the cat goes overboard or dies, then
very colorful. the ship is most certainly doomed. An elf or half elf onboard
a ship is a sure sign of ill luck. On the other hand, one
Novadi add colorful descriptions to the name of their almost never sees a dwarf onboard a ship, as dwarves fear
god Rastullah: “By Rastullah’s mighty beard,” and so on. the water (it can extinguish their life flame). According to
The orthodox excuse themselves for (real or imagined) many Angroshim, one should drink water in moderation. It
violations of the 99 Laws with the oft-heard “I pray for is far safer to enjoy brewed or distilled beverages.
forgiveness!”
Many superstitious customs relate to armed combat, too. If
Among the Dwarves one kills an opponent in a duel without knowing his name,
Dwarves mention Angrosh’s name, or objects attributed his ghost will surely haunt the victor. Weapons break if one
to him, in sayings such as “By Angrosh’s hammer!”, “By does not oil them on a daily basis. No one fights at the side
Angrosh’s beard!”, and “By the anvil of the forefather!” of someone who has broken three blades, out of fear that
Their hatred for dragons has entered into their language this person has been cursed. Furthermore, people might
in a noticeable manner, and dwarves like to curse magical come to regard such individuals as dishonorable.
things that they suspect of being dragon’s work. This is also
the origin of the exclamation, “Flames!” “He is a clanless A superstitious custom called numerology, which links
fellow!” is probably the worst curse a dwarf can utter, as certain numbers with the gods and their work, is especially
family means everything to dwarves. common among the Tulamydes and the dwarves. People
all across Aventuria believe that the number 13 is unlucky,
Aventurian Superstitions and it is usually associated with the Nameless One and all
Not all supernatural phenomena are apparent at first his evil deeds in the world. In this regard the Novadi are
glance in Aventuria. Some find it strange that people in the exception, for they view 13 as a lucky number and 12
a world so strongly shaped by wizardry and the work of as bad luck.
gods also possess a great deal of superstition. The kind of
superstition is influenced by region of birth, especially Middenrealmers view the numbers 3, 7, and 12 as lucky
rural areas, where strange beliefs and customs persist to numbers (worshippers of Phex include the number 9
this day. as well). Many cultures regard the numbers 6 and 12 as
perfect. The Tulamydes consider the number 5 magical, the
The real-world saying that there is a kernel of truth in number 6 elemental, the number 7 demonic, the number 9
every superstition holds especially true in Aventuria, even holy, and the number 12 as the number of power. Finally,
though the facts might not always be apparent at first the number 2 and its multiples hold great importance in
glance. We give some examples below and recommend this the dualistic worldview of the Maraskani, who see it as the
section especially for players who are looking for further paragon of perfection and a highly powerful number that
variations on Negative Trait (Superstition). contains both good and bad luck within itself.
Conversion
Arania Year of Independence 995 FB
Nostria and Andergast Year of Independence 854 b.FB
Regions that worship the Twelvegods divide their year
into 12 months, each of which is named after one of the
Twelvegods. The standard year starts in summer on the
first day of the month of the king of gods, Praios.
usually prefer that these remain intact in the sanctum of Months
the god (but note that some temples sell relic talismans,
Aventuria Real-World Equivalent
either directly or on a table in front of the temple, to keep
their offering bowls full. Praios July
Rondra August
Other talismans take the form of body decoration such as
Efferd September
Thorwalian tattoos or Luloas, lines with ritual meaning
that are drawn on the skin of the Forest Folk to protect Travia October
against the Evil Eye and other malevolent magic. Boron November
Hesinde December
Calendars, Reckonings, Firun January
and Holidays Tsa February
Phex March
“After Reto, after Haal, after Bardo and Cella, after Perval…
How in Hesinde’s name am I supposed to know what year they Peraine April
mean? Can’t these Middenrealmers reckon events according to Ingerimm May
Horas’ Appearance, as is right and proper? That would at least be
Rahja June
consistent. I’m sorry, did you just say ‘after the Fall of Bosparan?’
I’ve never heard that term before in my life!” Aventurian months are often called moons, after the
—a chronicler at the court of the Horas Emperor, 1038 FB changing moon phases, or are referred to by a god’s name.
One moon encompasses 30 days. One week, which is also
Different forms of chronology coexist (more or less) in called a Day’s Run or a Praios’ Run, is seven days long. The
Aventuria, and differ from race to race, realm to realm, days of the week have standard names in the calendar
and region to region. Even the length of a year can vary. of the Twelvegods,
Some peoples base their calendar on the moon, others on yet there exist some
the sun. All cultures measure days and nights, even when Products for The Dark Eye differences, depending
they are hard to differentiate, such as in the Far North or generally use the notation on the region.
deep underground in the delvings of the dwarves. after the Fall of Bosparan Aventurians usually
or FB for clarity. To make refer to the days of
The Calendar of the Twelvegods conversions between the week as Windday,
In every region that recognizes the Twelvegods, one reckonings easier, all Earthday, Marketday,
year consists of 365 days and begins in summer on the 1st Aventurian reckonings Praiosday, Rohalsday,
Praios. However, annual reckonings differ in many realms. possess a year 0. Fireday, and Waterday
The most common of these reckons time after “the Fall of (corresponding to
This section introduces our Sunday, Monday,
Bosparan” (FB), and is measured from the year 0 FB (the
only the most commonly and so on). Days are
fateful year in which the Garethians destroyed the old city
employed system of divided into two cycles
and empire of Bosparan). Events that occurred before the
reckoning. We discuss other of 12 hours. Each day
Fall of Bosparan (b.FB) are reckoned in a similar manner.
reckonings in greater detail starts with the first, or
Conversions in their relevant regional Praios, hour (midnight
sourcebooks. to 1:00 a.m.) and
Middenrealm 0 Haal 993 FB proceeds through the
Horasian Empire Horas’ Appearance 1491 b.FB
Al’Anfa Golgari’s Appearance 686 FB
99
hours of the gods’ circle as seen in the constellations in the names for the months (Midsunmoon, Cornmoon,
night sky. This progression of hours repeats, starting with Heimamoon, Battlemoon, Stormmoon, Frostmoon,
the second Praios Hour (noon to 1 p.m.), and runs from Grimmfrostmoon, Goimoon, Friskenmoon, Eggmoon,
afternoon to evening. Faramoon, Vinmoon) and the days of the week. The
Thorwalers refer to the Nameless Days as Hranngars’
Time of Day Days, named after the eternal enemy of their whale
god Swafnir.
Aventuria Real-World Equivalent
Maraskani count from the year in which Rur sent
Praios 12:00 - 01:00 am the world discus on its journey, an event known as
Rondra 01:00 - 02:00 the Flight of the World Discus. According to their
calculations, this occurred in 3822 b.FB.
Efferd 02:00 - 03:00
The chronology of the Novadi starts on the 23rd of
Travia 03:00 - 04:00 Boron, 760 FB, the anniversary of the day their god
Boron 04:00 - 05:00 Rastullah appeared before them in the Oasis of Keft.
They divide the year into 40 weeks called god names,
Hesinde 05:00 - 06:00
each consisting of nine days. The remaining five days
Firun 06:00 - 07:00 of the year are holy holidays called Rastullahellah,
Tsa 07:00 - 08:00 which follow every eighth god name. Interestingly the
Phex 08:00 - 09:00 Novadi reckon time with nights, not days, and divide
their week into nine nights, each with its own name.
Peraine 09:00 - 10:00 Norbards use a different calendar system, as well,
Ingerimm 10:00 - 11:00 but whether they divide their years based on the
Rahja 11:00 - 11:59 am transition from light to darkness or according to the
needs of their karan herds is not entirely clear. The
Norbards calculate time according to moon months
Praios 12:00 - 1:00 pm of 28 days each. One complete cycle of their calendar,
Rondra 1:00 - 2:00 called an Uh’Jun, encompasses 100 moon months. This
Efferd 2:00 - 3:00 corresponds to nearly eight years in the reckonings of
other human cultures.
Travia 3:00 - 4:00
Boron 4:00 - 5:00 Nonhuman Systems of Reckoning
Hesinde 5:00 - 6:00 Neither elves nor dwarves use a continuous chronology;
Firun 6:00 - 7:00 instead they reckon by the major events that have
determined the fates of races and peoples. The dwarves
Tsa 7:00 - 8:00 call their months Summermoon, Ardormoon, Rainmoon,
Phex 8:00 - 9:00 Winemoon, Mistmoon, Darkmoon, Frostmoon, Rebirth,
Peraine 9:00 - 10:00 Marketmoon, Sowingmoon, Firemoon, and Bridemoon.
They, too, have Nameless Days, which they refer to as the
Ingerimm 10:00 - 11:00
Dragon Days.
Rahja 11:00 -11:59 pm
Scholars doubt whether the elves of Aventuria even have a
The last five days of the year are particularly sinister
system of reckoning.
and Aventurians associate them with the Nameless One,
the arch nemesis of the gods. They call this period the
The reckoning of lizards is highly complicated and scholars
Nameless Days. During these five days, no stars are visible
have failed to unravel the puzzle of the dates found on
on the meridian, and most people believe the might of the
lizard inscriptions. It is known that their week consists of
Nameless God is greatest during this time. Initiates and
5 days, and their month has 33 days. The lizards aggregate
novices, especially, have many unholy, demonic labels for
these into segments of 553 months (50 years). Ten segments
these days. Many cultures face the Nameless Days with
are called an Ehhn (500 years), and 33 Ehhn correspond to a
great fear as supernatural and unholy phenomena become
Tsiina (16,500 years). The rest is a mystery.
more common during this time.
The orcs measure time with the recurring cycle of lunar
Other Human Systems of Reckoning eclipses, and their shamans use measures of Great Years,
Thorwalers count their years from the date of which consist of 240 moon months (of 28 days each), as the
Jurga’s Landing (1626 b.FB). They also use different basis for their reckoning.
101
remake creation ( page 236). All other living beings are between godly creation and demonic chaos. Even though
said to have arisen from the tears of Los. Plants, however, these are different myths, scholars believe they largely
formed out of the body of the ancient titan Sumu, while agree on three aspects:
her dying womb birthed the titans. Immortals created the world
The world is subject to change because mortals and
The Nivese have a different tale concerning the origin immortals fight for influence in the world
of creation. According to them, the mythical Heavenly The most important aspect is that immortals can only
Couple gave birth to the first human and the first wolf and intervene indirectly in the world through the use of
blessed them with descendants. These lived together in miracles, and it is the work of their believers that must
harmony, until Mada, one of the sons of men, killed the affect the fate of the world
cubs of the Heavenly She-Wolf, Liska. Liska laid her cubs Despite all their might, gods and immortals must submit
into a bowl, which became Mada’s Mark in the heavens. to the iron Law of the World as devised by Kha, to prevent
Liska then returned with her pack of Heavenly Sky Wolves the world from falling into chaos. She laid down this Law,
to devastate creation. The Nivese believe Mada’s sacrilege called the Mystery of Kha, In the Heart of the World. None
and the ire of the Sky Wolves formed the world. can violate this Law, neither the immortals nor Kha herself.
Kha determined the structure of the world, the natural
The Maraskani believe that the world is a discus created by laws, and the order of the Spheres. She appointed a mortal
the god Rur as a perfect present for his brother-sister Gror. named Satinav to serve as the Guardian of Time, after he
Rur threw the discus towards Gror and so the world discus committed many crimes against Time. As punishment she
flies through the Ethrajin, the home of demons and the bound him to the Ship of Time, where he languishes with
Brotherless (the Maraskani term for the Nameless One). his daughters Ymra (past) and Fata (future), punishing every
sin against the ordered course of creation without mercy.
Nearly all creation myths describe an interplay between
two primordial forces at the beginning of time, and the Even though Kha was worshiped as a goddess by the
world sprang from their interactions, whether harmonious first lizard people, the mythos of the Twelvegods does
or adversarial. Many see this confrontation as a battle not consider her an immortal in her own right. Instead,
103
For Aventuria, and perhaps even for the entire world, of a Heroic Age, not the least of which being the Starfall
a Turning of Ages ( page 235) is a time of upheaval, ( page 232) that has enthralled almost every Aventurian
danger, and uncertainty. Scholars believe that the battle with its nightly changes. Talk of the Heroic Age flows from
between Good and Evil, between Creation and Chaos, scholarly circles and quite a few adventurers now see
reaches its high point during this period, decisively themselves as destined for greater things.
influencing the fate of the world. Actions taken during the
Karmakortheon ste the stage for the world in the coming
Age, including which races (and which gods) will dominate. “1,000 years before the Fall of Bosparan, Geron
the One-Handed fought with the heavenly
According to Hesindian interpretation, the 11th Age was blade Sevenstroke against a great number of
dominated by elves and dwarves, the so-called old or long- beasts. Shortly after the Fall of Bosparan, a
lived races. Scholars predict that the 12th Age will be an band of nobles founded Rondra’s loyal Order
Age of humans. However, there are many rivals among the of Theatre Knights. Only a short time ago, the
short-lived races, rivals such as goblins or the resurgent Desecrator of Spheres, Borbarad, met his doom,
orcs, either of which is quite happy to stifle all hope of and the heirs of the Demon Crown were crushed – if
human dominance in the coming Age ( page 236). this isn’t a Heroic Age, my friends, I’ll eat my own beard!”
—Arbosh son of Angra, forge dwarf mastersmith
“O good and wise gods, the fairy tales which the The Starry Sky
Haimamudin tell in the bazaars have a grain “I can hardly believe what I have witnessed in the last few weeks.
of truth at their heart after all! These lizard If I hadn’t seen it with my own eyes, I would definitely not believe
glyphs prove that the Scaled Beings founded a it. Stars disappear from the heavens while others change their
city upon the ruins of which the unparalleled position upon the firmament. The Starfall is no illusion. It is really
realm of Khunchom now stands today. Could it happening, right now!
be true that lizards once ruled this world?”
—Mirhiban al’Orhima, Tulamydian fire mage The constellations of the Circle of Twelve are not behaving as
predicted by the astronomical tablets of the highly esteemed
Niobara of Anchopal. I checked it four times and even consulted
A Time for Heroes two different versions of the Alamgest Folio (Bosparanian and
The current Turning of Ages coincides with a Heroic Age Tulamydian). At first I noticed a star which I had never seen
( page 235), another system that seems to repeat in before, gray-black and wandering about the sky. Then, as my eye
cycles. The dwarves speak of these Heroic Ages, as do the searched for reassurance in the zigzag of the Serpent, I noticed
songs of the elves and the old records of humans. About that the stars seemed to be moving. At first the Serpent appeared
every 1,000 years or so, a time dawns in which heroes can to stretch and then to writhe. Then the familiar constellation
accomplish great deeds. Many signs point to the advent changed into something new, an ouroboros, a serpent that bites
105
After these come the Circle of Twelve, 12 constellations the fifteen stars of the red and violet Mare, the sign of
consisting of more than a hundred stars in total, each of Rahja, make it the largest constellation in the sky.
which corresponds to the work of a god. Many of these
stars carry the names of famous Alveranians such as Not counted among the Circle of Twelve but inseparably
Schelachar (the Griffon), Bishdariel linked to it is the unholy Nameless Gap of Stars between
the Mare and Griffon, the void that accompanies the
(the Raven), or Gorfang (the Polar Bear), and each Nameless Days between the years. The Gap of Stars is
possesses a mythological connection to its corresponding believed to be the breach that the Nameless God hewed
god. The constellations of the Circle of Twelve slowly move into the Wall of Stars, and within which the Nameless one
through the firmament and the constellation of one deity himself now lies chained in darkness.
stands ascendent during every moon. The arrangement
of months, in the faith of the Twelvegods, is therefore The stars of the Retinue of the Twelve, which shine far
directly related to the star-studded sky. less bright than those of the Twelvegods, are nonetheless
considered part of the Circle of Twelve. They move
The bright, amber-colored constellation of the Griffon, synchronously in the background of the Circle of Twelve,
which ushers in the new year when it is at its highest where some mistakenly attribute them to the Circle or
point, is dedicated to the sun god Praios. The steely, jewel- simply miss them all together.
studded Sword is holy to Rondra. Frighteningly, the star
that represented the tip of the Sword disappeared during The eight wandering stars are especially bright celestial
the Starfall. Known as the Sar Stone (its name was derived bodies that seem to choose their own paths in the firmament.
from the language of the lizards—sar is the Rssahh word They are particularly interesting to astronomers, and most
for soul), its disappearance is seen as a dire omen. Efferd’s bear the names of important demigods. Outside of realms
constellation, the Dolphin, shines greenish-blue. The that worship the Twelvegods, they are known by a great
Goose, which belongs to Travia, is easy to find and shines many different names.
with tones of orange and blue. The Raven, which represents
Boron, the god of death, glows a sinister red and shines Horas, the brightest wandering star, shines pure white and
very faintly. The Serpent, the symbol of Hesinde, has is the symbol of contentment and harmony. Ucuri shines
undergone a great change since the Starfall began. Once with a white and gold light; rulers and champions invoke
it had a distinctive zigzag form, but now the stars, which it as a protective sign. Simia shimmers reddish white and
twinkle in the colors of the elements, have rearranged symbolizes restoration and beginnings. Kor, regarded as a
themselves into a circle. The Polar Bear, symbol of Firun, symbol of conflict and aggression, shines deep red. Nandus
gleams bluish-white and dominates the merciless winter. is milky blue and associated with wisdom, prudence, and
Tsa’s constellation, the Lizard, sparkles with all the colors knowledge, but it is also often interpreted as a warning.
of the rainbow and contains the second-brightest star in Aves, which shines faintly of all colors, is the symbol of
the Aventuria sky (the elves named it Sajalana, which is carefree freedom because it completes its often-winding
Isdira for The Companion Home). The turquoise Fox, the path across heaven’s tent faster than the other wandering
symbol of cunning Phex, is surprisingly easy to find. The stars. Marbo, which glimmers in pale white, is regarded
warm green-golden constellation of the Stork heralds the as a symbol of death, decay, and endings, but also of
beginning of spring and is holy to Peraine. The Hammer perfection, Levthan, which shines in faint hues of green
and Anvil of Ingerimm shimmers with red light. Finally, and is particularly visible during the equinoxes, seems
to be surrounded by a ring, which astronomers call
Levshije. Astronomers attribute it with excessiveness,
abandon, and wild revolt, as well as failure and the doom
of business ventures.
107
The tributes to their lord are usually so great that they
have almost nothing left for themselves. If they are serfs,
they have almost no choice in matters of their lives. Their
lord decides, for example, what they can grow on their
fields. If they wish to marry, their liege lord must approve
the wedding. In addition, serfs must perform corvée services,
labors for which they receive no pay and which can include
additional work in the fields or even personal services. Free
people, however, can leave the land whenever they wish.
In some regions, bondsmen (meaning serfs, not slaves)
can theoretically purchase their freedom, but since their
The Feudal System income is so low, this rarely happens. Some bondsmen
In many realms of Aventuria, there is a longstanding flee their lands and try to find work in the cities. If they
custom where rulers give parts of their lands to followers succeed, they can become freemen after a year and a day.
as a reward for loyalty. Initially, ruled granted this right It goes without saying that feudal lords try everything in
for a lifetime. The entrusted land, called a fiefdom, is seen their power to catch these fugitives and return them to
as a sort of loan where the vassal becomes the ruler of the their land.
entrusted land. Feudal lords hold their vassals accountable,
as do their superior sovereigns, be they counts, dukes, Town Rights and Burghers
or empresses. Vassals can tax the rural population, from A new power base—that of the burghers—has emerged
which they support themselves, and pass and enforce laws. within Aventuria’s feudal system within the last few
In return, vassals swear loyalty and fealty to their feudal centuries. Through successful trade, many large cities
lords, as well as to the protection of their own vassals and began to generate greater wealth than that of the nobility.
subjects. In times of war, vassals stand with their feudal They used this wealth to purchase a sort of independence,
lords, supporting them in battles and mustering soldiers, which initially included market rights (that is, the right to
but they must continue to see to the protection of their hold their own markets). Since then, many of these places
rural populations. received city rights as well (they may build a wall around
the city, cultivate the surrounding land, collect taxes, pass
In exchange for the taxes they collect, vassals protect laws, organize a city guard, and hold courts of law). The
their subjects from enemies. In the feudal system, direct city, as a collective, became entitled to the same rights as
descendants inherit sovereignty. This is especially true for a feudal lord. However, the authority which granted the
the aristocracy. city these rights still holds them accountable, and the city
must still support them in battle. When this happened,
Usually a feudal system consists of multiple levels, as the nobility lost control of many of the large cities. Often
many vassals divide the lands entrusted to them into this was due to destitute nobles willingly granting these
smaller fiefdoms managed by their followers. At the top privileges to wealthy burghers in exchange for financing
of the feudal pyramid is the regent of the corresponding their extravagant lifestyles.
realm, usually a king or an emperor. Dukes, princes, and
margraves are provincial rulers, lords who claim an entire Now burgomasters rule from city halls, commanding the
region as their own. Below them (or at the same level as city and its surrounding area. This independence is not
them) are counts. Then comes barons and members of the uniform across all cities. How many privileges a city gains,
lesser nobility, such as squires, nobles, and knights. and how much influence the feudal lord retains, varies from
city to city. In places where the nobility is still powerful,
The illustrious titles of the nobility vary from realm to cities are governed by stewards appointed by the nobility.
realm. In Arania, the baronesses are called beyrouni, and Independent cities often have a magistrate or city council
the Tulamydes are ruled by an emir instead of a count. For comprised of, for example, representatives from guilds,
more examples, see the upcoming regional source books. influential families, and important temples. Sometimes
councils include representatives of mage academies. The
The ways in which the common folk relate to their chairperson of a council is called master of the town,
corresponding rulers also vary greatly from region to burgomaster, or master of the council. Chairpersons are
region. There is a distinction between free and non-free responsible for enforcing the resolutions of the council. In
subjects. Non-free subjects are not allowed to leave the addition, they guard the sigil of the city and the key to the
land of their lord without permission, as they are tied to city, which can open or lock the city gates.
the earth, to the piece of land they work for their master.
109
Secular Forms of Address
Rank Form of Address
Emperor/Empress Imperial Majesty Key Etiquette requires one to
Member of the Imperial Highness Gray Nobility bend one’s knee when the
Imperial Family Blue Lesser Nobility Emperor enters the room.
Without color No Noble rank
King/Queen Royal Majesty
Mountain King (Dwarves) Venerable Father
Forms of Address for Clergy
Duke/Duchess Majesty
Rank Form of Address
Prince/Princess Serene Highness
Matriarch/Patriarch Your Dignity
Margrave/Margravess Illustrious
of a Church
Children of a duke Princely Majesty
Metropolite of a Church Eminencez
Children of a prince Princely Serene Highness
Archpraetor (High Excellence
Count/Countess Excellency Provost of a Temple)
Children of a count Highborn Provost of an Order Excellence
Baron/Baroness Highborn Arch Blessed One Magnificence
Children of a baron Highborn Blessed One Your Grace
(Baronet/Baroness)
Acolyte/Lay Preacher Your Honor
Noble-born Honor
Address among Blessed Ones Brother/Sister
Squire/Signore Honor
(Familiar) Addressing Believers Son/Daughter
Children of a Lesser Young Lord/Young Lady
Noble
Etiquette requires one
Knight High Lady/High Lord Children of Margravates to bend one’s knee when
Doctor (also Learned Sir/Lady are addressed according to a matriarch or patriarch
Dottore/Dottora) their hereditary title. enters the room, and also
Imperial Officers Excellence to kiss their sigil ring or
their hand.
Master of a Master
CraftHandwerks
111
Military Units
The smallest unit contains 50 fighters and has many
different names. The infantry refers to this unit as a
banner, the cavalry a squadron, and the sappers call it a
company. A banner is usually subdivided into platoons,
or sometimes batches, of 10 fighters. Among the cavalry
this is usually called a lance. Magical or Blessed One special
units, referred to as a hand or a star, usually contain only
5 personnel.
Infantry
Aventurian armies mostly consist of light infantry: lightly
10 banners (or squadrons) of 500 fighters form a regiment,
armed fighters with one-handed weapons such as axes,
the most common unit on Aventurian battlefields.
sabers, or swords; often with a shield. They bear the brunt
Legions, which consist of 5,000 fighters divided among 10
of battle, as they usually fight in the front ranks and incur
regiments, form up only during times of war. The famous
heavy losses.
Bosparan legions of the past conquered a large part of
the known world. They had a nominal strength of 5,400
The heavy infantry train with different tactics and
soldiers, though this was rarely achieved.
formations, and only deliver their full potential when
fighting as a unit. These heavily armored soldiers wear Size Unit Composition
cuirasses or full suits of armor. They usually wield long
polearms (such as halberds and long pikes), two-handed 5 Hand/Star Specialists
swords, warhammers, or battle-axes, plus a short backup 10 Platoon/Batch Infantry
weapon. 10 Lance Cavalry
50 Banner Infantry, five batches
Lightly equipped archers carry, depending on the region,
either a bow, a crossbow, or a balestra. Even though the 50 Squadron Cavalry, five lances
Church of Rondra regards archers as less honorable 50 Company Bombards or sappers, five batches
because they do not fight their enemies hand-to-hand, in
500 Regiment 10 banners, squadrons,
recent years archer units have proven essential to winning
or companies
battles.
5,000 Legion 10 regiments; only common during
Many units not involved in the main battle act as large-scale military campaigns
supporting troops, but are considered to be part of the Within fleets a squadron of about 12 ships is the usual unit.
infantry. Sappers destroy enemy defensive positions or Only the large naval powers, such as Al’Anfa, the Horasian
build their own entrenchments. They also carry heavy Empire, and the merchant fleet of Bornland, use squadrons.
equipment such as siege towers or battering rams with The two fleets of the Middenrealm, thinned out by wars
them. Bombards move mighty siege weapons such as or falling into disrepair, have too few seaworthy vessels to
catapults or artillery onto the field of battle. form such units. Smaller realms lack the necessary number
of ships for such an endeavor. Thorwalers rarely set sail in
Cavalry naval units for sea raids these days, to the great relief of
The light cavalry is lightly armored, usually with a cuirass, coastal dwellers.
therefore the riders are often also called cuirassiers. The
light cavalry fight with lances, sabers, or maces and often
carry shields. These daredevils often win the greatest glory
Military Ranks
The command structure is very similar among the various
in battle.
Aventurian armies, even if various regions use different
names for the ranks. The Middenrealm refers to common
The heavy cavalry, also called chargers, battle riders, or
soldiers as privates. It places corporals in command of a
dragoons, descend from the classical knights. They usually
hand or a siege engine, and sergeants in charge of a lance.
wear full suits of armor and carry long war-lances, sabers,
A platoon or batch is commanded by a sergeant. Many
swords, maces, or warhammers. Their task is to disrupt
graduates of the cadet’s academies carry the rank of ensign.
enemy infantry. Most still regard heavy cavalry as elite
An ensign has the command over the first lance and is
units on the battlefield, even though Horasian strategists
often the deputy of a lieutenant or captain. A lieutenant
often quarrel with Weidenan knights on this issue. Other
is the deputy of a captain. A captain commands a banner
types of cavalry include mounted archers, scouts, and
or a squadron. A colonel commands an entire regiment.
couriers. While rarely seen on modern battlefields,
Marshals, who are appointed by the Crown, command the
chariot drivers are viewed as part of the cavalry.
113
The Third Demon Battle commonly found in the countryside. The most common
This battle, also called the Battle at the Trollgap, is one dishes are stews with fish or meat added, depending
of the most important events in recent history. On the on where you are, but usually limited by what the acres
23rd and 24th of Ingerimm, 1021 FB, the free peoples of and forests of the surrounding area have to offer. Many
Aventuria faced the dark hordes of the resurrected Master delicacies are known far beyond their region of origin,
of Demons, Borbarad. Borbarad unleashed ancient powers such as the pale Ferdokan beers and ales whose quality
on the field of battle. Demons, undead, and golems faced and names have become legendary. Other favorites
the champions of the free peoples of Aventuria, who include Andergastan ham, Warunkan sembelquast (a type
wielded the holy blade Sevenstroke and the Thunderstorm, of exquisite blue cheese whose strong odor can even send
the chariot of the goddess Rondra. The Seven Sign-Bearers, the undead off to their eternal rest), sweet Punin marzipan
some of the greatest heroes in Aventurian history, led (sometimes called Punipan), and famous Premian Fire, a
them into battle. The battle ended with the victory of the potent schnapps that can put even the heaviest drinkers
free peoples, nd Borbarad himself was banished to Limbo to the test.
for all time. Most scholars agree that the Third Demon
Battle marks the beginning of the Turning of Ages between
the Eleventh and Twelfth Age ( page 235). “Leave me alone, Rowena! I am… n… not…
d… drunk, as long as I can still… lie on thee
The Battle in the Skies floor… with… without holding on!”
On the 29th of Peraine, 1027 FB, the hordes of Demon —Tjalva Garheltsdottir, after downing
Emperor Galotta and the undead dragon Rhazzazor, former three bottles of Premian Fire
allies of Borbarad, attacked the capital of the Middenrealm,
Gareth, from the skies. After their army had reduced
Warhome, which lay north of the capital, to ash, the Flying Farmers grow many different varieties of grain, such as
Fortress moved on to the imperial city. Entire sections of rye, barley, and wheat, on the fields of central Aventuria,
the metropolis were destroyed when the flying demon city along with pumpkins, sunflowers, beans, peas, chickpeas,
Yol-Ghurmak crashed into the city. The Middenrealmers lentils, and spinach. Potatoes, less common here than
repelled the attackers, but the abduction of Realm Regent on Earth, originated in the islands of the Southern Sea.
Emer of Gareth and the enormous loss of life plunged the This delicious tuber remained for many years a strictly
Middenrealm into its greatest crisis. Bornish delicacy until the Borbaradian Invasion, when
soldiers who had learned to cook with it carried it back
to their homes across the continent. As its popularity
“Trollgap. Flying Fortress. Mendena. The servants of the spread, it turned up in many new dishes, and demand
Desecrator of Spheres should have learned by now that they for its cultivation grew. Another popular dish that got its
cannot defeat us. Always, when they beat us down, we stand humble start in the Bornland is panjas, a type of flat cake
up and pay them back in equal measure. We shall always made from sausage stock, buckwheat flour, and Plotzinger
be victorious, because we have the gods on our side—and Dotzen, which is itself a small, delicious cake. Other
because I command the cavalry. And also, we have wizards famous drinks include Norbardian Meskinnes, a strong oat
in our ranks!” schnapps made with honey, and Kwassetz, a type of beer
—Marshal Alrik of Bluefir and of the Mountain brewed from fermented rye bread and dry cherries. Even
115
Sport and Games Even though many rules have been incorporated over
time, Imman remains a very rough sport, and players must
always expect to receive bloody noses or even broken ribs.
“They play boltan here? Good. I am going to earn my dinner
then, because the way I play it, boltan is certainly not a game of
Card games are very popular in the taverns of the heartland,
chance.”
even though a full set of full-color cards is not cheap to
—Carolan Calavanti, Vinsaltan vagabond
come by. Many cards are artfully-handcrafted items that
are often unique, even though one can find printed (and
Most Aventurians must work every day to make ends meet.
thus much less expensive) playing cards in larger markets.
For diversions from everyday life, people enjoy many
Inrah is not a card game, per se, but rather a set of 121
types of distractions, whether large festivals or games
lavishly decorated cards, which mystics use for predicting
of cards or dice conducted in taverns in the evenings.
the future. A deck of Inrah cards consists of 49 symbol cards
Tournaments remain very popular with common people,
(the so-called major arcana) with illustrious names such as
even though they are usually barred from competition.
The Law of the World, Infinity, or The Emperor, as well as 72
Audiences wait on the edges of their seats to see how their
elemental cards with names such as Five of Water, Squire of
favorites will perform in the joust, and loyal fans cheer for
Fire, Mage of Ore, or Ace of Ice.
their chosen heroes in melee (tournaments with sword or
two-handed sword) and unarmed competitions. Betting on
The best known card game is boltan, which is played using
outcomes is not unusual. Sometimes large tournaments
the elemental cards of Inrah. Players of boltan bluff with
offer events in which any free citizen may participate, and
their hidden cards while angling to increase the stakes. If
archery competitions, spear hurling events, and contests
every player but one passes, the remaining player wins the
with clubs or quarterstaves offer more prize money than a
pot, even on the strength of a weak hand. If two or more
farmer can make in an entire year.
players do not pass, they compare hands and the player with
the highest card hand wins the pot. Boltan is also known
One event that grows in popularity every year in many
as Five Aces, a name derived from the game’s strongest
regions of Aventuria is the Thorwalian sport of Imman.
hand. Due to the usually large sums of money at stake,
One can usually find enough people for a game of Imman
brawls often develop over game results or accusations of
in almost any large city north of the Khôm Desert, and
cheating. This is the reason the game is banned in some
many cities already have their own teams. Supporters of
cities of the Middenrealm and the Horasian Empire.
the sport like to meet in taverns to discuss players and
However, such laws do not hinder devoted players, who
the day’s results. In this game, two teams compete to get
can always manage to find a game in a smoky backroom
a small ball made of cork into the opposing team’s goal
dive or a private salon in a more respected establishment.
with the help of wooden sticks made from the wood of an
ash tree. A hit above the goal post earns one point, while
Another popular card game is Black Alrik, in which all
a hit below earns three points. Extraordinarily, this sport
players strive to make sure the eponymous card ends up
is not only popular among the common people, as many
in the hand of one of the other players when the game
nobles see it as a rather rough pleasure. Every Quarter in
concludes.
the city of Gareth has at least one team, and all meet in
the month of Praios for the Garethian City Championships.
Nearly every child knows the rules by heart and can define
an off-side emperor, a Mada’s ball, and an elven roller. Teams “Hah! My hand would make even a Bennain
consist of 15 players each, and the playing field measures turn green with envy. I wouldn’t raise the
153 yards by 87 yards. stakes if I were you, Rowena. An ancestor of
Raidir Conchobair the Sword King, rest his
soul, bet his entire Margravate in a game of
boltan with the Albernian princess—and lost.”
—Carolan Calavanti, Vinsaltan vagabond
Dice games are popular and portable, but far more dice
are rolled in taverns than elsewhere. Most dice games
are played with six-sided dice that are usually made
from wood or bone, though some nobles own
dice crafted from metal or semi-precious
gems that are worth far more than the stakes
on the table. Being games of pure chance, card
and dice games enjoy Phex’s protection, and
many followers of Phex indulge in them extensively.
117
Aventurian science can already boast several important believed that some master smiths, such as Thorn Eisinger,
achievements: the mathematical concept of zero was the Smith of 1,000 Heroes, somehow learned the secret and
discovered long ago, and Tulamydian scholars have millennia-old techniques of the cyclopes.
uncovered many secrets of Al’Gebra (algebra). Kuslik has
published its goniometer tables, and the mathematical
extraction of roots has been known since the time of “Of course we are better artisans. Father
Bosparan. On the other hand, the past 100 years has Angrosh gave us more time than you short-
seen few groundbreaking discoveries in mathematics. living humans to perfect our craft.”
Rulers understand that the application of mathematics —Arbosh son of Angrax, forge dwarven
contributes to the quality of life in Aventuria: the Festuman master smith
tables of compound interest and commercial fractions play
an important role in trade, and is therefore responsible for
the great wealth of Horasian and Bornish merchants. With the exception of the one-eyed cyclopes, dwarves
are still regarded as the absolute masters of the crafts
Architecture and ship construction also profits from of engineering and forging. Perhaps Angrosh really has
mathematics, as geometry helps calculate the ideal forms blessed them with extraordinary mastery. The highly
for hulls and sails and reveals the strength of domes advanced and greatly esteemed art of crafting is practiced
and defensive walls. Technical marvels of mechanical in every dwarven community, and humans have learned
engineering, which are crafted by dwarves in particular,
include instruments such as adding machines and
calculator spindles, tower clocks, and complicated locking
mechanisms. Vinsalt Eggs—mechanical pocket watches
developed by engineers in the Horasian Empire, have
become particularly common among wealthy merchants
and nobles in just the last few years. It is rumored that
machinists working in the Demon Forges of Yol-Ghurmak
also recently created a very precise chronometer.
Most business ledgers, public records, and personal Thorwalers are highly respected in Aventuria for their
correspondence are still traditionally written by hand on shipbuilding skills, and their traditional longboats
parchment, especially in cases where durability is important have hardly changed over the centuries, except for the
or paper is simply not available. Paper is produced from rags occasional innovation to sails, masts, rigging, or rudders to
or raw plant fibers in special paper mills. The proliferation make the ships of the northmen glide even faster through
of books and gazettes in recent times is credited to the the waters. A few envious shipwrights from the south
Maraskani, who invented the movable type printing press, claim that these qualities are due only to the magical runes
a groundbreaking development that uses moveable letters that the Thorwalers carve into the wood and weave into
made from hardwood or lead alloys. The creation of high the sails of their dragon ships.
quality editions of books such as the Encyclopaedia Magica
and the lesser gods’ vademecums would not be possible The shivone and its variants, the most modern ship design
without these technological innovations. Similarly, afloat, was invented almost simultaneously in Grangor
printing presses have fueled the widespread distribution and Festum. Today, these hardy ships are built by almost
of gazettes such as the Aventurian Herald. Nevertheless, every major naval power that can afford them. Thorwalers
in many places, books are still copied by hand, and printed and Tulamydes adhere to the traditional ship designs
pages are produced from single images carved into wood, of their ancestors (longboats, and zedrakke or thalukke,
according to long-held tradition. respectively).
119
Despite many innovations in seafaring, sailing the high accompanied by a lute. The sad Lamentos of the Almadans
Aventurian seas still has its risks. Even though ships have are similar to songs of the Tulamydes, which are almost
succeeded in making the crossing to other continents, always accompanied by complex soundscapes, created
navigation on open water is still rather imprecise. Ships by kabas fluete, dabla drums, and bandurria, a string
still usually rely on coastlines and widely recognizable instrument with a whirring sound.
landmarks. Navigators can make some use of latitude, but
the determination of longitude is critical for determining Dwarves primarily know working or drinking songs, which
position. Calculating longitude is very difficult, and the can be sung or shouted without accompanying music. The
skill is available to only a very few cultures. Angroshim have a preference for a style of music that
imitates the sounds of ore mining or a hammer striking an
Unfortunately, the most modern instruments available anvil. Therefore, they primarily use drums, kettledrums,
for determining one’s position (the south-pointer, cymbals, and Angrosh bells, as well as brass instruments.
the quadrant, the Hylailean three-pointed cross, and The success of the bard group Rolling Thunder, consisting
the Vinsalt Egg) can still be foiled by the unexpected of both human and dwarven musicians, is a prime example
appearance of supernatural phenomena, storms, or even of this sort of rock music, which is becoming popular with
simple ocean winds. a wider audience. Furthermore, hill dwarves cherish music
which creates a cozy atmosphere. Instruments such as the
The recent changes in the night sky have been especially squeezebag (accordion), sackpipes (bagpipe), flutes, and
ruinous to ships trying to navigate on the high seas, fiddles are popular.
as sailing out of sight of a coastline has become a real
challenge once again. Norbards love dance and song, which they accompany with
a bell ring, the tambourine, or a klamfa, a three-stringed
It doesn’t take long for word of new inventions to spread instrument similar to a lute.
across Aventuria, and in return, the demand for such
innovations soon rises. Al’Anfa and the Horasian Empire For the elves, music is an essential part of their everyday
stand at the forefront of technological development, as lives, as well as their magic. This is the reason why it
they are prosperous realms with large universities, but greatly differs from that of other peoples. Elven singers
they spare neither expense nor effort to purchase, copy, shape their songs with their emotions to create harmony
or steal new inventions and techniques. They rely on among the listeners. But, elven music does not always
their respective spy networks both to steal from others sound beautiful to human (or dwarven) ears, especially the
and to protect their own innovations from prying eyes. djassandra (Isdira: sweeping sound), when multiple elves
Yol-Ghurmak is far less scrupulous and often cuts out the start playing and singing at once. This is often unbearable
middleman by simply sending demons to abduct promising to humans as it usually follows no distinctive harmony.
scholars. The ability of the elven people to sing in two voices may
contribute to the fact that their songs are regarded as
Music and Art heavenly and strange. Elves usually use flutes or harps,
either on their own or to accompany their songs. The
“What would life be without the beautiful things which Rahja has elven magic songs are particularly special, containing both
given us? Yes, I speak of music and drama, as well as the arts of a tale and a spell, as the harmony of the melody magically
painting and sculpting. Everything that was made to uplift and influences the singer’s surroundings. The magical dances
inspire the human spirit expresses itself in art.” of the Tulamydian Sharisad are similar in their ability to
—an actor of the Vinsaltan opera, 1039 FB touch their audiences, however
most attribute this effect to the
Music in Aventuria is usually used to provide a backdrop passion of the dance than rather
for stories, to accompany a dance, to liven up work, or to than to the music.
boost morale in a military campaign. Singing is widespread
in all cultures, even though critics claim dwarves cannot Music flourishes in the
sing at all, and Thorwalers are always so drunk that they Horasian Empire. In
can do little more than bray. many places in the
empire, composers and
There are many examples of the different styles of music conductors command
in Aventuria. The Minnesang of knights and bards of the respect, and find their
Middenrealm sing accompanied by a hand-harp or a lyre. music regarded as an art
The mythical sagas of the Thorwalers, which the skalds form in itself. The Vinsaltan
recite from memory, are often evening-long presentations opera has gained particular
For centuries, painting and sculpting have been shaped by And as death drew near, I begged for one last kiss,
figurative images, though they sometimes have allegorical She gave me this mercy, sent Boron a wish.
approaches or depict topics the artists could not have (sung to the Earth melody “The King in Thule”)
seen or experienced themselves. One can find images of
Loving Regards
gods and saints in all forms: the gold-decorated wooden
(Old song from the Albernian lake land)
icons of the Bornlanders, as well as the statuettes of saints
made out of wood, stone, metal or, very rarely, gemstones. If you go to Nostria fair,
These statuettes find their place in many Aventurian Sage, donf, joruga, and vine
houses as talismans. The temples of the Twelve usually Remember me to one who lives there,
house large statues of the gods, some of which have gained For once she was a true love of mine.
legendary fame themselves, such as the famous Kuslikan
sculpture Hesinde with her Human Pupils or the Six-Armed Tell her to make me a cambric shirt,
Rondra. Secular depictions are also widely known, such as Sage, donf, joruga, and vine
the gigantic Colossus of Al’Anfa, which rises over the port With no seam nor needlework fine
entrance of the city. Tapestries, which depict mythological And then she’ll be a true love of mine.
scenes, are widespread in the Tulamidyian areas as well as Tell her to wash it in yonder dry well,
in northern regions. The Maraskani, the Thorwalers, and Sage, donf, joruga, and vine
the Tulamydes are regarded as the true masters of pattern Which never sprung water nor rain ever fell,
art, even though they use very different subject matter. And then she’ll be a true love of mine.
Thorwalers like curved lines and prefer mythological topics,
while Tulamydes favor playful, floral patterns. Maraskani Oh, please find me an acre of land,
connect all of this together and some of their patterns are Sage, donf, joruga, and vine
said to have a mystical power. The supernatural power of Well between surf and parcel of strand:
the carved magical runes of the Thorwalers and the glyphs For then he’ll be a true love of mine.
woven into the magical carpets of the Tulamydes is widely
Oh, plow it with a lamb’s horn.
known.
Sage, donf, joruga, and vine
And sow it all over with a single corn:
Painting often follows classical subjects. Paintings of
Or he’ll never be a true love of mine.
battles, landscapes, and portraits of affluent merchants
and famous nobles are widespread. Landscapes or pictures Oh, cut it with a sickle of leather,
of cities have become increasingly realistic thanks to the Sage, donf, joruga, and vine
understanding and use of perspective. Cartographers have Bind sheaves with an ostrich’s feather:
been sponsored to produce series of maps and atlases, Or he’ll never be a true love of mine.
but hitherto only rarely have their works depicted exact
geography. They include countless decorative elements. And if you are at the end of your work,
Sometimes cartographers produce real works of art and Sage, donf, joruga, and vine
they find their way onto walls as decoration. Ask him to come for his cambric shirt
And you’ll be once more a true love of mine.
(sung to the Earth melody “Scarborough Fair”)
121
Most painters of today still use traditional materials and Many nobles in the Middenrealm do not approve of their
techniques, such as oils on canvas or wood, and ink on subjects educating themselves, as they fear that farmers
parchment or rice paper. Furthermore, some believe that and artisans could become rebellious and unruly due to
a few use magic to increase effect of their paintings. The strange ideas gained from books.
pictures of the elven artist Golodion Lakemoon are so
artfully crafted, that even reality fades next to them. Therefore, most printing presses are in the hands of
nobles, churches, or mage academies. This guarantees
For instance, the rustling of leaves in the wind, the foaming the best control of which publications leave the printing
of the waves, and even the people depicted in Golodion’s companies for circulation. To this day, books considered
pictures move or change over time thanks to the magic heretical or rebellious are written by hand, primarily
that lives within them. in secret. This also holds true for the spell books where
guild mages record their magic spells. To this day, it is not
The Horasian Empire, where many people are literate, has possible to print the core of a spell on a press so that mages
many different genres of literature. Poets write not only can learn them. Still, the Adamant Press, the printing
sagas and legends, but they create poems and dramatic plays. press of the Khunchoman Dragon’s Egg Academy, has been
With the same passion they also write Travial literature. experimenting with magical printing blocks for a long
These are simple stories with an archetypical ensemble of time.
characters, whose plots are usually about unrequited love,
jealousy, and gods-fearing actions. Novellas and novels,
such as The Love of a Princess, the serialized adventures of
Avestos, or the heart-breaking daredevil Rapiero Floretti,
have also found a large following. Books as Teachers
The heroes of The Dark Eye usually need a teacher
Aventurian Libraries to activate their skills or to raise activated skills.
Heroes can also attempt to increase them with
“They might believe that knowledge in books is useless. But in self-study.
fact it is quite the opposite. In a book, knowledge will never be lost.
Lady Hesinde teaches us that we never truly forget, and this holds A hero can use a book as a teacher, as they
even more true once we have put it in writing. Although one can contain a great variety of informative facts.
find great volumes at the universities of Al’Anfa or Methumis, and Mages can use the widespread spell books to gain
in mage academies such as the Academy of High Magic in Punin, the knowledge of a certain spell or property.
we can truly claim that the Halls of Wisdom, Hesinde’s main
temple, contains in its Parlor of Learning the largest library the Self-study usually takes longer when compared to
world has ever seen. Why, do you think, so many scholars come studying under a private tutor, as the hero must
here to use our library? Exactly, because they seek knowledge learn many things through trial and error. The
only found here and not at the courts of the nobility. They think length of time needed is at the GM’s discretion
too highly of their standing and spurn this valuable knowledge.” and should be based on the skill, spell, or combat
—Rymorio Erkenlander, grand master of the Parlor of technique in question, and the existing skill of
Learning, 1040 FB the hero. To learn from a book, the hero must
be able to read it, and have a command of the
Books are valuable items in Aventuria, and the invention corresponding language and script of the book.
of the printing press and its regular use has not changed This means the hero must speak the language at
that fact. Written works circulate faster and wider level III and must have learned the alphabet of
than was previously the case—back when scribes and its script.
illuminators had to produce books with painstaking
manual labor: writing in silver, gold, and colored inks. Raising or learning skills from a book costs the
Not every Aventurian can use the knowledge held within hero adventure points per the cost table on
in books, as most humans can neither read nor write. The page 351 in the Core Rules.
Horasian Empire might be the exception to the rule, as
the educational standard of even a simple city dweller is
very high. The larger cities of the Middenrealm now teach
reading. The ability to read has become more important
with the increasing texts associated with trades and crafts.
123
Encyclopaedia Magica Herbarium Kuslikum
“It is no easy task to clearly define magic and to separate it “Of the disdychonda: it remains unknown which immortal
according to different properties, as the working of magic differs thought of such a plant, but the disdychonda of the rainforests
among all peoples. But despite these phenotypical problems it remains as the most frightening example of a plant that feeds on
was possible after century-long research to order and catalogue flesh. It carries a violet bloom with numerous garlands, which
the core premises of magic. There are, to this day, still topics sprout on a trunk of about 7 inches. The real danger lies in the
which need extensive research, especially temporal magic and the four giant leaves, which spring from the greenish brown trunk
Contra-Contraria, the anti-anti magic.” near the ground and their dark green color often melts it into
the surrounding area. If a living being touches them they roll
together, to constrict their victim, and the nettles on its surface
emit their insidious poison.”
125
Gazettes and Periodicals abilities, and faith against an enemy we cannot see. For who
In some regions, a town crier still publicly announces would we be, if we did not make sacrifices to help in the fight?
the news, because many people cannot read. Coverage in Who would we be if we did not show compassion, and comfort
printed form, however, becomes ever more dominant in those already beyond Peraine’s help? I tell you, we would be no
the cities of the Middenrealm, the Horasian Empire, and one. We would be no better than the dark henchmen who bring
the South. Newspapers such as the Havena-Fanfare, the disease and ruin to the world in the name of their demonic
Yaquir View, the Brabakan Picture Postillion, and the newly masters. No, we are better than that, because the Twelve and
founded Andergastan Friend of the People cover mainly local Peraine are with us!”
events. —the Servant of Life Leatmon Phraisop the Younger,
highest Blessed One of the goddess Peraine, 1040 FB
The Aventurian Herald is the best-known Aventurian
newspaper, as the news bulletin with its main seat in Aventurian air possesses a curative effect, which stimulates
Gareth has many offices and traveling correspondents all rapid healing. This is also the reason why plagues have
over the continent. As a press review, it covers news from had less of an impact on Aventurian history than they did
all over the world and summarizes reports from other on European history. This does not mean that there have
regions. been no devastating plagues in Aventuria—only that they
occur far more rarely than on Earth. There are numerous
diseases in Aventuria, and while some possess annoying
symptoms, others are highly contagious and are often
terminal. During the military campaigns of the current era,
The Aventurian Herald is the free support gangrene and Battlefield Fever have become enormous
magazine for the roleplaying game The Dark Eye. problems.
It advances the living history of the continent
from the perspective of Aventurian authors, and Scholars cannot agree on what causes diseases; ideas
is published every two months in German. Several include filth and contamination, bites, stings, claw wounds
sample issues of the Herald are available in English from animals and monsters, and even the works of demonic
as free downloads. For more information, visit us at powers. Some view diseases as a curse from the gods.
www.ulisses-us.com.
Even if the cause of a disease or epidemic is not evident,
Aventurian healers, and especially those of the Church of
Peraine, have dedicated themselves to the struggle against
such infections.
The Hesinde Mirror mainly concerns itself with scientific
and magical topics and the Hesinde temple of Kuslik
publishes it every three month. The Salamander, a
quarterly publication of the mage’s guilds, reports on the
latest research in magic and alchemy, and also contains
guild proclamations. Diseases as Part of the Game
If there is no experienced healer in the group
Aventurian Diseases who knows how to Treat Diseases and has the
necessary means, diseases are insidious opponents.
Sometimes, the correct healing herb is not available
“We have learned much about diseases and plagues in recent in the region through which the heroes travel.
years – and what we have learned causes us to fear them beyond
all measure. The constant wars, lack of access to food, and, not There are probably few groups who enjoy having
least, the increasing work of demons, have caused so much pain their entire party face a painful death from disease,
and suffering throughout the entire world. I am not talking about without any hope of relief.
a dripping nose during deepest Firun’s moon, where a hot herbal
infusion might help, nor about the Wolf after a heavy night of We advise you to use diseases mainly for dramatic
drinking. No, the epidemics which haunt us, like Zorganpox or purposes; for instance, to create tension in the
the Red Wheeze, are the events for which the mild Lady Peraine game, as an unseen enemy of the heroes, or to
put us on this world. show the hopelessness of a specific situation.
Blue Wheeze
One of the most dreaded plagues of Aventuria is the blue
Blessed Ones can often combat diseases very effectively, wheeze. It usually occurs as a secondary infection that
thanks to their blessings and liturgies. They can also sooth follows a more harmless disease, such as dullskull or bloody
symptoms magically, although the disease remains. phlegm. The diseased suffers increasing chest pains, fever,
coughing, and diarrhea. The blue wheeze gets its name due
Many healers trust in the potency of herbs or alchemicae to the faint, slightly bluish complexion, the swollen blue
that have proven their efficacy throughout the centuries. tongue, and the violet mucus of the diseased.
You can find the game mechanics on the state diseased, the Level: 6
outbreak of a disease, and its treatment in the Core Rules on Progress: Starting with the first day, the diseased develops
pages 35 and 343. severe pains in the chest, a fever, restless sleep, and
shallow breathing. On the second day, coughing fits begin,
Selected Diseases accompanied by blue and violet phlegm. The skin grows
“Zorganpox? By blood-drinking Kor, don’t worry about such pale, and sometimes the face takes on a lightly bluish cast.
a rare disease. Battlefield fever and gangrene are your worst There is often discoloration of lips and tongue, which also
enemies, once you have felled your opponent.” turn blue. As blue wheeze progresses, the diseased suffers
—a mercenary of the Tulamydian Riders, 1039 FB increasing fatigue and even complete exhaustion.
Resistance: Toughness
Leprosy Incubation Time: 1 day
Leprosy causes lengthy suffering, heavily disfigures the Damage: From the first day, 1 level of Pain (only occurs on
victim, and often ends fatally. In the beginning, there is a the first day), from the second day, 1 level of Stupor every 3
growing feeling of numbness, and dark spots appear on the days, plus 2 DP per day/1 level Pain (only occurs on the first
skin. As it progresses, fingers, toes, and even entire flaps of day), plus 1 DP per day
skin are lost. The diseased are called lepers. Society exiles Duration: 14 days/7 days
lepers to live in isolated settlements or infirmaries, so that Causes: Following a disease of bloody phlegm or dullskull
the disease cannot spread into the general populace. (1-2 on 1D20, 10%), longer contact with a diseased (1 on
Level: 5 1D20, 5%)
Progress: Leprosy progresses very slowly, beginning Treatment: Bed rest, home remedies, and drinking plenty
with red spots on the skin, which feel numb and spread of liquids reduces the duration of the disease by half.
over a number of weeks. The spots become increasingly Antidote: None; the Church of Peraine knows liturgies to
knotty, and within a few months, face and limbs starts stop the blue wheeze.
to disintegrate. The diseased does not lose the ability to
regenerate, unlike the state diseased. When healed in a Bloody Phlegm
later stage, the knots and any disintegration caused by the Bloody phlegm is an unpleasant, yet rarely deadly,
disease remain. disease that occurs primarily in southern Aventuria. The
Resistance: Toughness characteristic reddish-brown mucus, emitted through
Incubation Time: 3 Months, in rare cases multiple years coughing, is the basis of its name. The longer one stays in
Damage: The diseased lose two levels of their appearance, the jungle, the more likely one is to catch Bloody Phlegm.
going from normal-looking to the disadvantage Ugly II, Many healers assume certain plants or animals living
or going from Good Looking I to Ugly I, and so on. At the there transmit the disease. Another assumption is that the
127
shamans and magically-gifted Forest Folk are responsible Efferd’s or Dungeon Syndrome
for it. They are said to be able to invoke the bloody phlegm Sailors fear Efferd’s syndrome, and prisoners worry that
through rituals, to deter slavers and brash adventurers. In dungeon syndrome will drive them mad at some point.
reality, many Forest Folk and Utulus are naturally immune Both diseases have a different origin, but their courses are
to bloody phlegm. very similar. Whether too long at sea, or rotting away in
Level: 3 a dungeon, a hero begins to suffer the corresponding
Progress: The mouth and syndrome. Initially the diseased only feels weary; but
throat swell up, and then Immunity against bloody fever and hallucinations follow. The healing process
one coughs up reddish- phlegm is a recommended starts only when the hero has firm ground underfoot or
brown phlegm, which is advantage for Forest Folk has left the dungeon.
accompanied by fits of and Utulu characters. Level: 2
coughing and a low fever. Progress: This slow disease starts with fatigue, followed
In some cases, bloody by clouded vision and even hallucinations.
phlegm can lead to Resistance: Spirit
contracting blue wheeze (1-2 on 1D20, 10%). Incubation Time: Immediate
Resistance: Toughness Damage: 1 level Confusion per 5 days/1 level Confusion
Incubation Time: 3 days Duration: Until the victim leaves the ship or dungeon
Damage: Every three days, 1 level of Stupor, plus 1 DP/1 (disease stops immediately)
level of Stupor, plus 1 DP per day Causes: At least 5 weeks at sea or in a dungeon (starting
Duration: 10 days/3 days from the sixth week every week, 1 on 1D20, 5%)
Causes: Long stay in the rain forest, at least 2 weeks (1-2 Treatment: Restraints, so the diseased does not pose a
on 1D20, 10%), proximity to someone with the disease (1-5 danger to themselves during the hallucinations.
on 1D20, 25%) Antidote: See duration. Fresh sansaro keeps the disease
Treatment: Bed rest and home remedies reduce the course from getting worse (no further levels of Confusion).
of the disease by 2 days. Consuming sansaro for two weeks cures the disease.
Antidote: A secret mixture of different herbs from the rain Ingesting fresh merman’s weed prevents the disease for a
forest (only known to shamans and animists of the Forest week.
Folk tribes)
Jaundice or Battlefield Fever
Dullskull High fever and strong bodily pains characterize the
Dullskull is a particularly strong form of common cold. infamous battlefield fever. Mercenaries, warriors, and
Symptoms include fatigue, stuffy nose, and strong soldiers are its main victims, as the disease usually begins
headaches. Some believers of the Twelvegods regard on battlefields or when wounds are not treated cleanly. As
dullskull as punishment from Hesinde or Praios for telling the disease causes a yellowing of the lips, battlefield fever
lies in the temple. is also known as jaundice.
Level: 2 Level: 2
Progress: Fatigue, weakness, and dizziness, as well as Progress: Heavy fever, accompanied by cramps and bodily
fever, coughing, and a blocked nose. pains. In later stages, yellowish lips. Elves suffer more
In some cases, dullskull can lead to contracting blue severely from jaundice (the disease check for jaundice
wheeze (1-2 on 1D20, 10%). is always successful). In some cases, jaundice can lead to
Resistance: Toughness yearly fever (1-2 on 1D20, 10%).
Incubation Time: 2 days Resistance: Toughness
Damage: 1 level Stupor, 1 level Confusion as well as 1 DP Incubation Time: 3 days
per day/1 level Stupor. Dwarves who suffer from dullskull Damage: 1 level Pain and 1D6 DP per day/1 level Pain, as
become very grumpy and receive the negative trait Short well as 1 DP per day
Temper, as long as the disease lasts. Duration: 7 days/3 days
Duration: 6 days/3 days Causes: Contaminated wounds, especially on battlefields
Causes: Lying or spreading falsehoods in a temple of Praios (1-4 on 1D20, 20%), proximity to someone with the disease
or Hesinde (1 on 1D20, 5%), proximity to a diseased person (1 on 1D20, 5%)
(1-2 on 1D20, 10%), hypothermia (at least one level of Treatment: Bed rest and general fever treatment (1 DP
hypothermia, 1-8 on 1D20, 40%) less per day).
Treatment: Bed rest reduces the duration of the disease Antidote: Alcoholic potion made from yoruga and
by 1 day. gulmond shortens the disease by 2 days; an ointment made
Antidote: Thrashbeard (immediate relief, the diseased from thrashbeard prevents catching yearly fever.
loses no further DP through the disease)
129
Level: 5 Laboratories are dangerous places, which leak stinking
Progress: On the first day: confusion and a loss of speech exhalations, and from time to time these workshops are
control occur, afterwards fever and a strong sense of responsible for fires in cities.
fatigue. Some victims fall into a state of restless sleep.
Resistance: Toughness Even with these troubles, many people buy from
Incubation Time: 1 Day alchemists. Scented fragrances, love potions, healing and
Damage: On the first day, 2 levels Confusion, from the magic potions, weapon oils, or burn ointments are only
second day, 2 levels Stupor and 1D6 DP per day/on the first a few of the things one can purchase from them for coin.
day, 1 level Confusion, from the second day, 1 level Stupor as According to popular belief, some alchemists can enhance
well as 1D3 DP per day the effect of their potions thanks to their magical gifts,
Duration: 3 days but, in general, the regular practice is quite different. The
Causes: Bites of carrion feeders, wounds from heavily typical steps of mortar, dissolve, distill, and distill again
contaminated weapons, poor or no dressing of wounds (1-2 are found in alchemist’s labs and witches’ kitchens alike.
on 1D20, 10%) Whether one is in an archaic or a highly modern workshop
Treatment: Bed rest and general fever treatment (1 DP (such as those of the Red Salamander), the practices do
less per day). not vary. Often alchemy uses plants from many different
Antidote: None; the Church of Peraine knows liturgical regions to brew the ingredients needed for antidotes
chants that cure traumatic fever. against diseases and minor ailments. True masters of the
art know many secrets of the craft, such as how to create
The Art of Alchemy the dangerous, ever-burning Hylailian Fire, or brew a
variety of outlawed poisons.
“You just want to purchase a simple love
potion? Do you think The ingredients for a potion or an ointment sometimes
me a charlatan? sound fantastical. While one can purchase such ingredients
I am a studied as Unau brine, Khunchomer pepper, or Brabakan vitriol
alchemist from the from a well-supplied alchemist or a large town’s market,
workshops of the finding dragon’s blood, ice from the peak of a glacier,
Red Salamander children’s pitch, the nails of a hanged man, alabaster dust,
in Brabak. I can or troll saliva might be adventures in their own right.
brew you a potion which
brings forth unbridled Specific rules on the recipes, ingredients, and laboratories
lust. But you will not win for brewing such elixirs, tinctures, and potions are covered
true love with this. I can in the Core Rules on page 270.
accomplish other things
with my art: I can concoct Poisons
a potion of invisibility, Aventuria has a large variety of poisons of herbal, animal,
that will let you be close to or mineral origin. Not every poison leads to the death
your lover, unseen. If he proves of its victim, but among the less law-abiding alchemists,
to be unworthy of your love, I producing poison is seen as a dangerous but
can produce poisons for you to highly lucrative discipline.
take your revenge. Naturally,
only if you can afford it, as the Most realms strictly prohibit even possessing
ingredients are expensive and certain poisons. In the Middenrealm, the law
rare.” punishes their use most severely. The law is no
—a southern alchemist in less strict on creating such infernal tinctures,
Mengbilla, 1040 FB and in the Middenrealm, the Horasian
Empire, the Bornland, the Warring Kingdoms
Alchemy is a high art, Nostria and Andergast, Arania, the Caliphate,
even though the guild and many other places, there are strict
of alchemists has punishments for alchemists caught brewing
often been disgraced. or selling such dangerous potions.
131
Pastilles Against Pain Price of Ingredients/Level: 20 silverthalers per level
These pastilles suppress pain for a short time. They are Laboratory: Archaic laboratory
popular not only with traveling heroes but also among the Brewing Difficulty: 0
wealthy patients of tooth pullers and patricians plagued Quality Levels:
by headaches. Ingestion does not make the condition level 1: Regenerates 1 additional LP, AE, and KP during sleep in
disappear, it merely suppresses the effects. For instance, the next regeneration phase.
someone suffering from the effects of a level III condition 2: Regenerates 2 additional LP, AE, and KP during sleep in
can ignore one level thanks to pastilles of QL 2, and only the next regeneration phase.
suffers from the effects of level II. If the hero reaches Pain 3: Regenerates 3 additional LP, AE, and KP during sleep in
level IV, the effects of the pastilles no longer help and the the next regeneration phase.
full effects of level IV apply. The effect of the pastilles is 4: Regenerates 4 additional LP, AE, and KP during sleep in
immediate. the next regeneration phase.
Typical Ingredients: Ice water, gulmond, candy sugar, 5: Regenerates 5 additional LP, AE, and KP during sleep in
garlic, horse sweat, stone oak acorns the next regeneration phase.
Price of Ingredients/Level: 10 silverthalers per level 6: Regenerates 6 additional LP, AE, and KP during sleep in
Laboratory: Archaic laboratory the next regeneration phase.
Brewing Difficulty: 0
Quality Levels: Potion of Toughness
1: Suppresses the effects of one level Pain for 15 minutes. A potion of toughness can improve a hero’s physical
2: Suppresses the effects of one level Pain for 30 minutes. resistance against poisons, diseases, and malicious magic.
3: Suppresses the effects of two levels Pain for 15 minutes, It is equivalent to the potion of will (see Core Rules, page
after that suppresses the effects of one level Pain for a 273), which strengthens the mind. The effect of the potion
further 15 minutes. of toughness is immediate.
4: Suppresses the effects of two levels Pain for 30 minutes. Typical Ingredients: Diamond, finage, coconut, granite,
5: Suppresses the effects of three levels Pain for 15 minutes, oxen’s blood, olgin root, Unau brine
after that suppresses the effects of two levels Pain for a Price of Ingredients Levels: 55 silverthalers per level
further 15 minutes. Laboratory: Alchemistic laboratory
6: Suppresses the effects of three levels Pain for 30 minutes. Brewing Difficulty: -2
Sleeping Potion Quality Levels:
A sleeping potion provides restful sleep and improves 1: Toughness improves by 1 for 5 minutes.
regeneration. However, the user of the sleeping potion 2: Toughness improves by 2 for 10 minutes.
must sleep to receive its effect. 3: Toughness improves by 2 for 15 minutes.
Typical Ingredients: One beery, clear rainwater, yagan 4: Toughness improves by 2 for 20 minutes.
nuts, mint, gulmond, chamomile, raven feathers, white 5: Toughness improves by 3 for 30 minutes.
Khôm sand 6: Toughness improves by 3 for 45 minutes.
If you want to travel onwards into the Dragon Stones, then I have
excellent ropes from the rope makers of Ilsur. You’ll definitely
need those in the mountains! You already have rope? Well, then,
I can see that you are experienced travelers and have almost
everything you need for survival, eh? Do you have a hatchet to
cut kindling? You don’t intend to mar your valuable sword by
hacking away at innocent pieces of wood? Ah, I see, your dwarven
friend has an axe. What a pity. This hatchet comes from the finest
smithies of Angbar. Well, so it is.
Well, brother of mine, one last drink and I’ll give you a skin of
kwassetz and a small earthenware flask of thise Meskinnes
you like so well, straight from my sister-in-law’s distillery in
Cherrydell. Well, what do you say? Isn’t that a good offer? Are we
in agreement? Fine, get out your silver and let’s shake hands on it.
Here’s to your good fortune.”
—a traveling merchant of the Norbard tribe of Surjeloff,
1039 FB
133
Currencies and Sometimes, exuberant local patriotism and tangible
commercial interests lead to strange practices. For
Payment Transactions example, laws in the Horasian town of Silas prohibit
travelers from bringing in silver pieces that do not bear
Among many peoples and in many regions, typical the city’s coat of arms, and fee-based exchange offices
business transactions involve an exchange of goods rather exist at every city gate. In Mengbilla, where the worship
than payment with coins. Farmers trade goods with one of Praios is prohibited, Middenrealmish ducats are not
another, hunters from the north exchange pelts and game accepted because their reverse shows the griffon, a symbol
for everyday items, Nivese nomads barter with each other of Praios. Someone wishing to enter Angbar must possess
using herds of karans instead of money, and Novadi tribal at least 12 halers, a rule established nominally to protect
princes trade in camels as often as with coin. In areas that the city from pickpockets and beggars.
welcome currency, coinage has mostly replaced metals and
Arania uses Middenrealmish denominations but mints its
own coins, known as the dinar, shekel, hallah, and kurush.
In most of the Lands of the Tulamydes, people
accept Aranian coinage as means of payment.
135
A Word on Prices
Even though many trade routes are regarded as relatively Trade Fairs
safe, transportation risks always affect costs. Camels, Trade fairs are popular events held in all parts of Aventuria,
wagons and draft animals, and expensive cargo ships must where merchants, traveling folk, and many others gather
be hired or purchased, and then maintained. Moreover, for commerce of all sorts.
nearly all long-distance traders spend good money to
hire escorts such as heroes, mounted mercenaries, or Trade fairs quickly turn into large folk festivals,
warships. These guardians deter bandits, and repel them if frequented not only by merchants, but also by performers,
necessary, but this increases the price of transported goods fortune tellers, illusionists, and artists. These trade fairs
even further. Land routes often raise prices more than guarantee good prices and a wide variety of goods. To
transportion by sea. A good example is the silk caravan, a attract merchants from all corners of the world, cities and
merchant convoy that transports silk and other valuable towns, as well as merchant and craft guilds, often loosen
goods, such as spices or opals, from the Empire of Al’Anfa to or even suspend, their laws and regulations. Import taxes
Mengbilla in a trip that takes an entire year. Transporting are suspended and even strangers are allowed to enter
wares on the sea route to Port Corrad costs just a quarter of the city to sell goods that normally fall under exclusivity
what is required to transfer all goods and transport them agreements with guilds. Experienced merchants as well as
on land via Realm Roads and corduroy roads to Mengbilla. crafters and merchants with a small or unusual assortment
137
artifacts and tinctures especially for this festival in Oxen Market of Baliho (18th-22nd): This rustic trade
hopes of finding affluent buyers. fair feels more like a folk festival with cattle drives
Trade Fair and Great Slave Auction in Al’Anfa tacked on. Jesters perform their art between the
(2nd-5th): The largest trade fair in the south attracts colorful market stalls, and the common people enjoy
merchants who are not otherwise engaged in an archery competition and games of cowpat betting
Khunchom at the time. The slave auction draws many (betting where a cow will do its business on a field
onlookers in addition to intermediaries, wealthy marked with gridlines) and knife throwing.
buyers, and people desperate to purchase the freedom Angbaran Trade Fair (21st-23rd): Probably the
of an enslaved family member. largest craft fair in Aventuria; This fair for Koshan
Hesinde and Angroshim wares begins on the Day of Weapon
Opera Festival in Vinsalt (20th-29th): The opera Forging, and is accompanied by a public festival
festival is held in tandem with an art fair that offers organized by dwarves and humans.
works from the most famous artists in Aventuria. Rahja
Great Camel Market of Mherwed (around the 25th): Great Trade Fair in Grangor (8th-12th): This Horasian
This trade fair, held in conjunction with a popular harbor town holds one of the largest trade fairs in
camel race, draws merchants from the Lands of the Aventuria, Even goods from Gyldenland are sometimes
Tulamydes offering all kinds of exotic wares, slaves, offered. The popular Grangoran Masquerade Festival
and tropical fruit. accompanies the trade fair.
Tsa
Trade Fair of Riva (27th-2nd Phex): This northernmost
trade fair in Aventuria offers all kinds of goods from
Weights and Measurements
the Far North, including rare elven and even firnelven “A Warunkan ell? What in Swafnir’s name is that supposed to be?
items, as well as findings from the Reed Moor. Does it have anything to do with the undead? No? Good! Wretched
Phex brood of Hranngar, damn them all… What’s an ell, then? A
Trade Fair of Trallop (12th-15th): This rather rustic measurement of length for linen? Why didn’t you say that in the
trade fair features beef products, wool, linen, and first place, my good fellow? Now, how much is that in Imperial
other goods from the area of Weiden, Donnerbach, and yards?”
Uhdenmount. The Trallop Fair is especially famed for —a Thorwaler hetman on the Radrom, searching for cloth
its signal horns and many antique weapons. for a new sail, 1040 FB
Market and Games in Lowangen: this city on the
Svellt attracts many merchants and traveling folk Aventurian weights and measurements are a complicated
during the last week of Phex. Besides artisan products, matter, because almost every region and many villages use
the fair also features thoroughbred horses, leather their own measurements. Terms such as the Warunkan ell,
wares, and metal ores ranging from gold to tin. A Trallopan bread, Mirhaman drop, and Festuman stere often
secret market, dealing in orcish weapons and findings confuse travelers.
from the Rain of Stars, thrives here as well.
Peraine Aventuria didn’t gain a (more-or-less) standardized
Aventurian Convention of Bards (7th-12th): Bards system of measurements until the wise Rohal reformed
and minstrels meet annually in Bethana, Honygnton, measurements in 539 FB. Rohal’s successors sometimes
Norbury, or Zorgan (the venue changes each year). encountered strong resistance against this system from
Artists and performers loudly present what they local rulers, and sometimes had to resort to brutal methods
have learned while merchants noisily praise their to enforce it. Today, however, most realms and rulers use
wares. People attend to exchange artfully decorated this system. There remain some exceptions, especially
instruments, compositions, and scholarly writings. among the dwarves, who stubbornly hold onto their
Spring Festival in Fasar (19th-25th):This week-long traditional measurements.
folk festival and large trade fair attracts merchants
from across the Land of the First Sun, and beyond,
offering animals such as ostriches and camels, natural Measures of Length
resources such as marble and sulfur, and glassware, 1 Inch (or thumb)
carpets, and weapons. 1 Hand 4 inches
Ingerimm
Great Trade Fair of Festum (1st week): This fair 1 foot 12 inches
offers artisan wares as well as amber, wax, honey, and 1 Yard (or ell or pace) 3 feet
anything the industrious merchants of Festum can 1 Mile (or Middenmile) 1,094 yards (3,282 feet)
get to the city. This fair is also the traditional time for
commissioning the newest Bornish ships.
139
such as dwarves and elves, have their own perceptions
of the law. These legal perceptions rarely match those
of Middenrealmers, and as with humans, are influenced
by customs and practices. Laws and punishments are set
according to the word of the corresponding mountain
king, shaman, or tribal leader.
Law and order derive from the will of the king of the gods, The highest courts of law, known as the Realm Court in
Praios, who, according to the faith of the Twelvegods, the Middenrealm, the State Court in the Horasian Empire,
governs the world. Since nobles stand above the common and the High Diwan in Arania, deal almost exclusively
people, as is Praios’ will, the nobility has traditionally held with serious cases such as high treason or feuds between
jurisdiction over most matters. In cities without provincial members of the nobility.
lords, burghers themselves sit in court and pass judgement.
Other lands handle legal cases less bureaucratically
Not everyone is equal before the law. Blessed Ones, guild and often much more quickly. In Thorwal, for example,
mages, guilds, and even elves and dwarves live under their hetpeople and jarls perform the tasks of a court and pass
own laws and are allowed to regulate internal problems sentences in all regards. Only the most complicated or
themselves. However, should an outsider be harmed, the most serious cases come up before the bi-annual Highest
perpetrator can be brought before the court of the local Hjalding.
jurisdiction for trial and sentencing. Even if found guilty,
those accused can still be freed if their guild or Church pays Courts and Presiding Judges
a ransom, but this often leads to more dire consequences
Magistrate’s Courts
anyway, for guilds and Churches are prudent when it
comes to their reputations, and any member who risks Middenrealm Bailiffs of the crown, cities
damaging it can expect punishments that go much further Horasian Empire Bailiffs of the crown, country towns
than those of the civil justice system, especially in cases
involving demonology or necromancy. Blessed Ones and Bornland Village mayors
soldiers of the Realm’s armies must be handed over to their Arania Kadis or haranis
corresponding jurisdictions. So-called wandering folk, on
Thorwal Hetpeople
the other hand, usually have no rights in the Middenrealm,
and it is best if they avoid conflicts with the law altogether. Free Courts
Middenrealm Barons, realm cities
Courts of Law
Horasian Empire Barons, free cities
Different courts of law convene for different kinds of
offenses. The Magistrate’s Court, also called the Lower Bornland Bronnjars
Court or Village Court, is concerned with small offenses Arania Beyrounis
or disputes and is often called to order by a noble, though
other nobles have no voice in it. The Free Court (also known Thorwal Jarls
141
Punishments of social reprimand, to public humiliation in the pillory.
Aventurian punishments are harsh and diverse. Judges These are followed by fines of up to 200 silverthalers or
select punishments based on the severity of the offense, corporal punishment, which may consist of caning or
whether it was a repeat offense, and whether magic was flogging. The forced cutting of ones’ beard or hair is
used. Use of magic in a crime is considered particularly another classic form of shaming punishment.
reprehensible in the Middenrealm and is always punished
as if the offense was premeditated. Cruelty, self-interest, Crimes are often punished by fines, which may be
and the use of magic while committing a crime lead to supplemented by corporal or shaming punishments,
punishments that are more severe than if one can honestly depending on the severity of the crime. Thieves and
plead error, confusion, or imprudence. The saying slanderers are often sentenced to mutilation, which
“ignorance is no excuse” holds true in Aventuria. Violating entails the removal of one or more body parts according
a law unintentionally may have a mitigating effect but to the nature of the crime. Thieves lose fingers or even an
neither is there a law that obliges judges or nobles to entire hand, for repeat offences, while liars and slanderers
grant clemency. The only exceptions are the elves, whose have their tongues pulled out. The most popular forms
otherworldliness was taken into consideration in the of corporal punishment include the cutting off ears and
Trallopan Contract. noses, and also blinding.
Arbiter trials also take so-called justifications into account People sentenced for serious crimes often must perform
as mitigating circumstances. If the accused broke the law to road construction or endure forced labor in quarries,
prevent a greater evil, all charges might even be dropped. pits, or mines. Al’Anfa punishes even minor crimes
However, particularly conservative Blessed Ones of Praios with enslavement or service at the oars of the galleys of
prefer inquisition trials and believe that breaking the laws the Black Fleet. Such pronouncements are usually life-
bestowed by Praios may never be done with impunity. sentences, and some recipients survive such conditions for
They always call for at least symbolic punishment or a only a short period of time.
special act of penance.
Dangerous criminals are usually branded, so that everyone
Judges rarely impose prison sentences, since family recognizes them. Serious crimes, such as tithe fraud, are
members must pay the convict’s costs of incarceration. punished by onerous fines and branding. City courts are
Then, at the end of the sentence, they must pay a final especially likely to commit a person to debtors’ prison
ransom to secure the convict’s release. This is true for until someone pays the fine imposed by the court. Since
criminals as well as those incarcerated in debtors’ prison. the cost of the prisoner’s upkeep is added to the fine,
In cases of political hostages, the treatment of the hostage the bill quickly grows too large to pay. When all hope of
may depend upon the donations of the family. payment is gone, the convict is usually sent to a quarry or
a mine to die.
Those guilty of misdemeanors commonly receive shaming
punishments that range from so-called discrediting, a sort Serious crimes may also be punished with a death
sentence. Only nobles have the right to die by the sword.
Severe punishments are frequently imposed for blasphemy For lesser offenses, a trial by combat may be granted if
and heresy. Individuals charged with such crimes are both parties agree to it. The decision lies with the presiding
supposed to be handed over to the Church against which judge, although in practice it occurs far more often in some
the blasphemous act was committed, but this mandate is regions than in others.
rarely obeyed these days.
Even though the model of the classic duel prevails, in theory
God’s Judgement and Trial by Combat there are no limits to the form a god’s judgement could
“We demand Praios’ judgment, for right and life!” take. For example, it is said that a mage once challenged
—Baroness Duridanya of Griffonmount-Ravenmouth, at an accuser to a game of Garadan to resolve the trial. In the
the Council of the Imperial Court in Gareth, 1015 FB Lands of the Tulamydes, magicians prefer to let summoned
djinn fight in their stead.
An accused who does not accept judgement or blame,
or perhaps thinks the judge is prejudiced, can call for a Trial by combat is very common in certain cultures
god’s judgement, usually in the name of Praios or Rondra outside of the Middenrealm, where trials are often far less
(in which case it is referred to as Rondra’s Ordeal). In the complicated. In Thorwal, disputing parties often challenge
south, god’s judgements are usually sworn in the name of each other to a ritual duel known as a holmgang. To prove
Boron. Freemen accused of serious crimes, such as murder their innocence, some individuals vow to undertake a
or treason, also have the right to call for a god’s judgement, dangerous sea raid or volunteer to be marooned on a
but in practice it is claimed primarily by nobles. deserted island in Ifirn’s Ocean.
A god’s judgement almost always takes the form of a duel Taxes and Levies
that is usually fought to first blood (first injury) or second
blood (incapacitation), and rarely to third blood (death). “We were traveling through lands that didn’t belong to nobles
Usually the accused must fight this duel personally, but or priests and we thought we were finally safe from levies of all
can, in some regions, ask for a champion to fight in place kinds. Then we came to a ramshackle bridge across a raging
of the accused. The court (or the suing noble) must then river. It looked safe, so we started across only to be stopped by
appoint a champion. The Champion of the Realm usually a bridge troll, who demanded honey and licorice from us. Honey
fights in place of the Empress. An accused who wins this and licorice! He might as well have asked me for a green horse.
duel is henceforth regarded as innocent, with honor There was nothing we could do against this brute, so we wound
restored. However, an accused who loses and does not up crossing at the ford about 10 miles upstream…”
die as a result of the duel then faces a death sentence for —Geron Bladebreaker, mercenary, 1037 FB
giving false testimony before the gods.
Taxes
Worshipers of the Twelvegods believe that the god or “You want me to pay a tax on double-bladed weapons? I don’t
goddess judges these ordeals personally, and participants understand. I am carrying only one sword. Of course it has a
try their best to fight a god’s judgement with honor. Beings cutting edge on both sides. It’s a sword. But that doesn’t mean
who do not worship the Twelvegods are usually ineligible that it is a double-bladed weapon. Hesinde help me! Fine, fine,
to participate, but a non-believer may fight after swearing alright. Here are two halers, by Praios’ will.”
an exception, that is, if they demonstrate that their belief —a young warrior entering a small town in the County of
system has a parallel. For example, the warrior culture of Ridgerock, 1040 FB
143
Most realms in Aventuria levy taxes, which means that Travelers most frequently encounter toll houses that
each burgher must pay certain amounts to the lord of monitor traffic at provincial borders. Similar installations
the land and to the temples of the Twelve. Normally this are also found in most harbors.
equals one-tenth of what a person generates in a year. This
tax is paid to the lord of the land, and serves as the main The import tariff, payable at a realm’s border, is about
source of income for the nobility. Tithes are seldom paid five to ten percent of an item’s value and can vary
with coins, as farmers usually pay with produce or natural depending on where the goods were made. Travelers
resources, or through special services performed for the who are not merchants must pay an obolus, the amount
land or in the court of the ruler. A lord’s subjects sometimes of which depends on their profession, which they can
also pay levies for a number of other things, such as using prove by showing a document or a seal. If no document
the lord’s mill, buying one’s way out of military service is forthcoming, the custom officers can set an amount at
(paying a banner coin), desiring to marry (paying a wine their discretion. Day laborers should expect to pay about
coin), or having the misfortune to die (paying a death coin or 1 haler, warriors and mercenaries around 10 silverthalers,
mortuary coin). Nobles, too, must pay similar levies to their and a guild mage up to 5 ducats. Toll fraud is a serious
feudal lords. For example, they must pay a knight’s coin or crime, and offenders are harshly punished. At the borders
dowry when their firstborn children enter into the order of of provinces, travelers pay a symbolic amount, usually
knighthood or are married. between a haler and a silverthaler. Merchants pay about
5% of the value of any wares they carry. Nobles and Blessed
One particularly unpopular levy is the Emperor’s Thaler, a Ones who hail from the province they intend to enter are
head tax of varying amount that is collected from landlords usually exempted from payments. Blessed Ones rarely pay
and cities alike. In times of peace this money goes toward more than a symbolic amount in any case.
financing the visit of the traveling Imperial Court. In
wartime, it finances military campaigns. Bridge tolls are usually assessed at 1 kreutzer per foot and
1 haler per wheel. This holds true for most passes, dikes,
Landlords or cities that are short on money charge and tunnels as well. A ferry covering the same distance
additional taxes and levies to refill their coffers as quickly costs around eight times the amount charged at a bridge.
as possible.
Toll collection outside of the Middenrealm and the
In addition to these levies, most sedentary Aventurians Horasian Empire is not always as organized as this. In the
also pay the so-called temple tithe to their local temple of Lands of the Tulamydes, the collection of taxes by the
the Twelvegods, usually the temple of a deity they revere ruling tribe more closely resembles extortion. Thorwaler,
or look to for protection. It is not always easy in cities to on the other hand, are very proud of the fact they do not
tell whether a burgher has paid a tithe, and envious people pay taxes. Attempts to impose a head tax have rarely lasted
sometimes denounce their enemies by claiming they have for very long.
not yet paid their temple tithe. Out in the countryside, the
lord of the land usually collects the temple tithe personally The launching right is a special form of tariff that can
and passes it on to favored temples, a practice which be granted as a privilege to trading cities or harbors. In
sometimes leads to resentment from Churches that have addition to the actual tariff paid on wares, the launching
fewer ties to the nobility, such as those of Peraine and right requires that traders sell their wares only to local
Travia. merchants for at least two days, granting them an advanced
purchasing rights and making easier for them to negotiate
Tolls better prices and increase their own profits.
“This is only a ford through a brook. Why should I give you my
hard-earned coin? I’ll give you a taste of my steel instead!”
—last words of a mercenary who tried to cross the river
Rathil towards Weiden before the Count’s guards pulled
him from his horse, 1039 FB
145
What Grows and capdivers (a species of penguin) are native to these lands,
but so are strange creatures such as the extremely deadly
Lives in Aventuria? ice urchin and the snow-white Firun’s polar bear, which
competes for prey with scaled glacier worms and gigantic,
Since many of the northern forests are overgrown with flying frost wyrms.
dense groves of pine trees, sunlight almost never reaches
the ground. The further north one travels, dense stands of
black or sword firs replace the pine forests. In Andergast,
one can find the defiant stone oaks, whose timber is “Ice urchins? They are real monsters, by
thought to be the hardest on the entire continent. Mosses Swafnir! They look like little balls made out
and ferns grow in profusion on the ground, and healing of sharp ice splinters. But if you get too close,
herbs such as yoruga and needhelp thrive here as well. they explode and impale you! Where do you
Many animals migrate in winter, which affords even less think I got this scar?”
experienced hunters a bit of success. The majestic elk is —Tjalva Garheltsdottir, Hetja from Prem
regarded as the typical Bornish animal, but during winter
can be encountered in many places. Black bears and
aggressive swampreeks should be treated with caution,
and further north one encounters ravenous snow-lurkers. The Heart of the Continent is known for its green pastures,
At the campfire people exchange stories of meeting treants where countless shepherds escort their animals to the
and unicorns, or tell of sightings of Milzenis the Giant in pastures at daybreak and drive them back to their yards or
the depths of the Bornwood. pens in the evenings. Sheep, goats, pigs, chickens, geese,
turkeys, and cattle are common. Abilachtian Fleckvieh
Wildlife is not as plentiful or diverse in the Orclands, the spotted cattle and Gyldenland brown cattle are the best-
steppes of the north, and the Green Plain. Herds of steppe known and most widespread cattle breeds. Balihoen
cattle, Halmar antelopes, and, occasionally, karans roam yellows graze in Weiden, and farmers also keep Bornlander
through the land. One might also encounter Orcland cattle because they can easily be trained to pull carts. In
bears and dire wolves, or less commonly, horned dragons most cases, herds are driven only to wild meadows, heaths,
or woolly rhinos. Woolly mammoths are a particularly or thinner forests because the most fertile land is reserved
common sight in the Gjalskland, but seldom seen for crops.
elsewhere. In the ever-green Salamander Stones one can
see gigantic elephant trees and other fantastical flora and Dense, primeval forests still cover large parts of the
fauna. The pristine homeland of the elves provides hints Middenrealm. In many places, stands of tall elm trees,
of the wonder of primeval Aventurian forests, such as the red and ghost birches, and dark blue firs are nearly
great Middenforest that once covered the Heart of the impenetrable, and spider briar bushes and hazel bushes
Realm. In the Far North and the Eternal Ice, little grows make overland travel even more difficult, unless one uses
and thrives. Various species of seals and the droll Boron one of the rare paths cut through the thicket.
147
which are highly poisonous or otherwise dangerous. The Aventuria, and pearl dragons populate the skies above the
Maraskan tarantula or Maraske, which is nowhere else as island and may become dangerous to humans, if they are
common as here, is the best known poisonous creature not quarrelling with each other. Moreover, many plants
from the island. The arachnid is waist-height, covered of Maraskan are also poisonous or at least, very strange.
in yellow and red dots, and loves to feed on the highly From the bark of the rare Axorda tree one of the few cures
toxic, pungent toadstool mushroom. It has a horrifying against the Zorganpox can be produced. Of the trees of the
scorpion’s sting, from which experts get a treacherous traveler it is even said that their roots reach into Limbo.
poison. Red Marans, probably the largest birds of prey of
Chimerology is the art of melding two living beings
together; luckily, very few such creatures are able to
reproduce. Besides revenants and demons of all kinds, the
“A chimera is when two beings are melded former Shadowlands are especially infamous for harboring
into one, by using ancient magical arts. chimerae and creatures that resulted from the demonic
Most of them cannot beget offspring, thank corruption of natural animals (daimonids being one such
the gods, but some of them have spread example). The Heptarchy of Oron, which was located in
all over the continent to this day. There are Arania, was the birthplace of the carnivorous Shadifriitim,
the harypie, hybrid beings of woman and bird, which were created by crossing demons with proud Shadif
which often occur in entire swarms or the manticore. mares. The White Harrier was first bred by demons in
It has the features of a human, body and mane of a lion and the Transysilia. Several of these gigantic, two-headed wolf
sting of a deadly scorpion. The wizard sultan Hasrabal is said creatures still menace Tobrien lands.
to have kept one in his palace! And you must surely have heard
of the Borbarad mosquitoes which do not only rob you of your Aventurian Seas
blood but also of your memories, right?” The Aventurian seas are home to a number of humanoid
—Mirhiban al’Orhima, Tulamydian fire mage races, including the newt-like zilites, fishmen such as the
risso, the mysterious mermaids and mermen, and the
toad-bodied krakonians. Moreover, the seas are home to
a multitude of creatures and are regarded as extremely
rich in fish. In the coastal areas of temperate and northern
regions, one frequently encounters schools of fish of all
kinds, but also dolphins, moray eels, swordfish, striped
sharks, minke whales, and giant krakens. Sometimes,
hammerhead sharks, sword sharks, and tiger sharks hunt
in these waters for easy prey. However, the Ifirn’s shark in
Ifirn’s Ocean is considered particularly dangerous. It is the
largest Aventurian shark known and has no qualms about
attacking humanoids or even dolphins, the sacred animals
of Efferd.
Many creatures know little more than the urge to feed, and they
will not be stopped by us. Therefore, always be prepared when
you set out to explore the world.”
—from the Introduction to Prem’s Wildlife, Prem, 923 FB
149
Goblin Their human neighbors often look down on them but view
their work as a sign of bravery.
“Goblins are smallish creatures. They may have ape-like
Goblins are known to live only in Aventuria, although
countenances, but they are able to speak and use simple tools. One
rumor has it that some live on the Giant’s Shore. They have
can meet them as bandits on the road, as hunters and gatherers
not spread to the other continents.
in the wilderness, and even in certain cities, like Festum, where
they have found their niche catching rats and performing menial
tasks for their human masters. Never trust a goblin. They are Way of Life
born thieves.” Urban goblins have gradually come to adopt the customs
—Dame Gilda of Honingen-Salpertin, Almanac of Folklore, and religions of their human neighbors. For that reason,
Honingen, 921 FB tribal goblins (and the humans themselves) view goblins
with mistrust and contempt. Their less “civilized” brothers
Of all the intelligent races in Aventuria, goblins might and sisters in the Sickle Mountains live in family units
very well be one of the most misunderstood. Goblins are where women hold prominent positions due to their
related to orcs, but they stand somewhat smaller than a importance for the creation of progeny. This rural goblin
dwarf on average, their build is wirier, and their slightly- culture is founded on the worship of the divine couple,
stooped bodies are covered head-to-toe in dense, shaggy Mailam Redkai and Orvai Kurim, who are usually depicted
fur that usually ranges in color from rust red to brown (the as boars that walk upright on two legs. Mailam Redkai,
source of common slurs against them). They are weaker the Great Mother or Mother Sow, created the Suulak (the
than orcs, but they are much nimbler and more agile. Their goblins’ term for themselves). She symbolizes fertility,
low, prominent brows, protruding teeth, and wide noses healing, food, and summer.
give their faces a somewhat ape-like appearance, such that
most humans find it hard to believe that an intelligent Goblin families are led by a wise woman, who often also
mind resides within a goblin’s frame. This misjudgment can serves as the family’s shaman. The Great Mother’s male
lead to disaster, as goblins, which partner, Orvai Kurim, is the lord of
have a reputation as thieves and hunters. He represents the martial
cowards, have one of the oldest aspects of goblin culture. Goblins
cultures in Aventuria. The several view hunting, feuds, and war to be
hundred thousand goblins known basically similar activities. Orvai
to live on the continent maintain their Kurim is most often worshiped by male
own culture, their own language, and an goblins. For that reason, in times
impressive shamanistic tradition. of war, the most experienced
hunter or warrior of the family
assists the wise woman
Distribution in word and deed. When
Goblin strength is often underestimated
there is war, goblins ride
in Aventuria. Most have settled in the
boars into battle, a sight
Green Plains, the Sickle Mountains, and in Nostria
which many experienced
and Andergast. One can encounter them in every
knights find ridiculous.
corner of Aventuria, either as roaming bandits,
As anyone who has
simple workers, or slaves. Goblins are extremely
been trampled by an
adaptable and inventive. You can even find
angry boar can tell you,
white-furred snow goblins living near
it is no laughing matter.
the hostile coast of the Ice Sea. In most
regions of Aventuria, goblins have no
Goblins have no known
rights and are viewed as mere animals.
written language, and little is
Killing one is no more serious a crime
known of the history of the
than poaching. Goblin coexistence with
goblins before their first
humans and other races is indeed possible, as
contact with humans. They
demonstrated by the large goblin communities
ruled their own kingdoms in
in Festum and Uhdenberg, where they work
northern Aventuria millennia ago,
as rat-catchers or tanners or serve in
and 800 years ago, an empire of
other dirty and dangerous trades.
151
Ogre Their closely-related but vegetarian cousins, known as
moundlings, live in earthen caves in the upper Bodir and
in the Orclands. So-called black ogres live on the Forest
“The children of the giant Ogeron still live among us today, and
Islands and in the rain forests of the south. They are much
we can be happy that they are not as numerous as they once
more dexterous, smarter, and even somewhat civilized,
were. Their hunger cannot be sated, and all ogres prefer human
and people fear them greatly because they can control
flesh. Never forget the carnage that these powerful giants caused
their constant hunger long enough to create and follow
during the Battle of 1,000 Ogres, when a whole army had trouble
plans.
routing them. Ogres are three times as strong as an adult human.
When hungry, they swing clubs or throw rocks to kill what they
Large populations of black ogres inhabit Uthuria, where
want to eat.
they are said to have even built their own cities—nobody in
Aventuria would have thought ogres capable of such feats.
It seems that Hesinde forgot about them when she was assigning
Ogres have never been seen in Myranor.
intelligence. Ogres are as simple as they are strong, which is why
it is easy to deceive them when you need to save your life.”
—Excerpt from an outdated version of the Bestiary of Belhanka Way of Life
Ogres live in small family units comprised of three to six
Ogres are the natural enemies of humans, as they hunger individuals. Males go out on raids that can last days, while
for their flesh. Their insatiable hunger is well known, and females stay behind to guard the cave. Except for rare
many wanderers or mushroom hunters have fallen prey individuals with above average intelligence, Ogres speak
to these muscular beasts. According to legend, they arose only a basic, grunting language that borrows many words
in their thousands from the remains of the ever-hungry from Garethi or Oloarkh, the lesser orc language. There is
giant Ogeron when it fell to Dere during the Giant Wars. evidence of a forgotten shamanistic culture that suggests
Since that day, they are driven by Ogeron’s hunger for ogres once possessed a higher level of civilization. Those
flesh. The people-eaters, as they are often called, stand few scholars who study the people-eaters even claim that
more than 8 feet tall and are very corpulent. Their pale ogres have their own oral tradition of myths and
skin is hairless and shines with the rancid fat they use legends. Despite the constant hunger that
to cover their bodies. If you are lucky, this smell will drives many ogres, instances of cannibalism
alert you to their presence before you see them. are exceedingly rare.
Ogres have some skill with crafts, and even
though they know how to make fire, they Ogres sometimes form
often use their sharp, yellow teeth to partnerships of convenience
rend and devour their prey raw. Ogres with orcs or goblin gangs,
have the lowest intelligence of all such though the poor goblins
races in Aventuria, and their limited often wind up being eaten
minds are slave to their instincts to if the mutual raids don’t
feed and mate. When sated (a rare succeed. Orc shamans
condition), an ogre can manage to sometimes capture
hold a rather limited conversation ogres to break their
(if it speaks your language, that is). spirits with magic and
beatings, and then arm
and train these enslaved
Distribution ogres to serve the orcs
Ogres can feel at home anywhere in
in war. Some shamans
Aventuria but choose to live mainly in
lend these battle-tested
ruins, abandoned structures, and caves.
bodyguards to orc
Sometimes they build simple leaf huts
warriors as signs of favor,
or dig short tunnels into the ground. Many
in return for those orcs’
ogre families roam the countryside throughout
loyalty.
the year, and groups can be encountered almost
anywhere, at any time. Cave ogres, which are
Ogres normally hunt alone
human-sized, blind, and possess no exceptional
or in small groups, but in rare
senses, live only in the northern mountains.
cases they form gangs, and hordes
153
Orc throughout the steppes in heavy wagons that resemble
rolling fortresses. The Olochtai, which even other orc
tribes consider primitive, dwell in the Olochtai Mountains
“They are tough. They are strong. They are brave. No other race
and the Waskir Highlands, where they shelter in caves.
is as dangerous to humans. They multiply quickly, and their only
Olochtai fur is especially dense and protects them from the
goal seems to be to further their eternal struggle against humans.
cold winds of their homeland.
Orcs are more dangerous than even trolls or ogres.”
—Corporal Jost Undernickel, Army of the Middenrealm, to his
After the most recent war of conquest ground to a halt,
cadre, two weeks before the Third Orc Storm.
orcs settled along the Svellt River and began to demand
tribute. The other tribes suspect that these traitors chose
Few things in central and northern Aventuria can raise
to live close to the humans of the Svellt in order to adopt
as much panic and fear as shouting the word “Orcs!” As
their relatively soft lifestyle.
one might expect, orcs live mainly in the wide steppes
of the Orclands, which are surrounded on three sides by
Beyond the Orclands, one encounters individual orc
inhospitable mountain ranges. Orc raids and military
families in the far reaches of the Brydia. A tribe of white
campaigns are feared widely, and their belief in the
orcs, the last of the seven major tribal divisions of orcs, is
rightness of their strange culture is just as strong as
known to live in the far north, among the Ice Pinnacles.
their instinctive hunger for battle and pillaging. Orcs are
Apart from these areas, orcs can be found roaming almost
somewhat smaller than humans, though much sturdier,
anywhere in Aventuria in gangs of orc bandits known as
and their arms are longer. Orcs are resistant to cold, and
Yurach. The members of these gangs were driven off by
the horny soles of their feet make easy work of stony
their families for showing cowardice or weakness. Yurach
mountain paths. Their bodies are covered completely in
often ally with goblins or human bandits to waylay
dark brown or black fur which blends into long hair at the
travelers, but these pathetic, half-starved creatures are
back of their head. Protruding, tusked jaws, flat noses, and
nothing like true orc warriors.
wide brows dominate their almost-hairless faces.
Way of Life
Distribution An orc’s life cycle is faster
The largest orc settlements
than a human’s. Orcs
are found in the Orclands,
reach sexual maturity
where several dozen
at an earlier age, but
families comprise each
rarely live more than
of seven larger tribes.
40 years (assuming
The Orichai of the
violence doesn’t
Orclands have more
cut their life even
than ten thousand
shorter). Orcs live
members, mostly
in family groupings
hunters, gatherers, and
under a strict caste
smallholders. The primal
system, their lives
Zholochai, who are just as numerous,
dominated by the
are nomadic hunters and warriors
concept of might
who range between the Orclands and
makes right. Slaves
the Blood Spires. The fast and mobile
and women occupy the
Zholochai Rider hordes have made quite
lowest rank. Next come
an impact during raids in recent years.
farmers, craftsmen,
The Truanzhai, more than 12,000 heads
and hunters. Elite
strong, populate the Bodir Valley,
warriors and priests
where they breed cattle and conduct
hold the third rank,
trade. From an orcish perspective, the
and the top rank
Truanzhai are almost peaceful. The
is held by chieftains
Molokash isolated themselves from
and shamans. Not
the other tribes by choosing to
surprisingly, the
settle in the marshes of the Bodir
orc caste system is
and live by fishing. The
based not on birth or
Tsharshai tribe conducts
family, but rather on
trade with any who
skills and strength.
agree to barter, and move
155
Troll Way of Life
Trolls live in small family units and prefer to make their
“Trolls are small giants, but you should not be afraid of them. homes in caves or the ruins of old troll fortresses built
Despite their fearsome appearance, most trolls have gentle hearts. from huge blocks of stone. In ancient times, trolls built
Trolls grow up to 16 feet tall, have shaggy hides, and speak in a fortresses, standing stones, and even the so-called troll
rumbling language. Often they speak a little Garethi, too, making tables, which usually indicate the presence of ley lines
it possible for most people to communicate with them. If you and magical nodes. According to legend, some of these
anger a troll, it can work itself into a rage. Trolls almost always structures serve as portals that lead to the fairy realm or
act friendly towards people bearing sweets—as long as you are connect the old fortresses along magical paths. According
willing to share, you and the troll will get along quite well.” to rumors, trolls know that their magic is somewhat similar
—from the memoir of Narla Hamletstetter, an adventurer with to druidic magic, but some scholars claim that trolls are
romantic notions of heroic life, modern so strongly connected to stone in their mind that they are
able to cast magic through rock paintings and crystals. It
Trolls have lived in Aventuria since ancient times. Their is possible that the many standing stones and troll tables
ruins can be spotted in almost every mountain range now scattered across Aventuria once belonged to a magical
on the continent, proof of their past successes. Their system so enormous that the human mind is incapable of
advanced culture came to an end during the so-called grasping its scale.
Troll Wars fought by Belen-Horas in the years 873 to 858
bFB, when almost all the trolls were killed. These immense Dealing with trolls is not easy, as they have a well-earned
creatures most resemble humans of great size and thus are reputation for stubbornness and obstinacy. You can
sometimes counted among the giants. Their skin texture sometimes bribe trolls with sweets, but don’t be fooled
ranges from leathery to barky, and male trolls grow huge by their somewhat awkward demeanor and often crass
beards. Trolls typically live for 300 to 400 years, but some humor. Trolls are shrewd and pay close attention to those
individuals are known to have reached a much greater with whom they interact. If they get the impression
age. Trolls use simple tools and usually wear that you intend to cheat or insult them,
simple clothes made of leather and furs. Wall trolls can fly into a frenzied rage.
paintings from the age of Belen-Horas depict When merely angered, they
heavily-armored trolls using huge axes to fell swing their fists and tree-
countless human warriors. It is said that trolls are trunk-sized clubs in fits
eccentric, moody, and easily enraged. Due to their of passion. In the worst
somewhat barbaric demeanor, they appear more case, a troll in a rage
stupid than they really are. can be a merciless
opponent—it retrieves
its ancient, heirloom
Distribution weapon and devises
Most of the 1,000 or so trolls a complex plan for
who remain in Aventuria bloody revenge.
now live in the Troll Teeth,
a mountain range named for Besides sweets,
one of their prominent features. fruit, sugar beets,
Some trolls live in other mountains and troll pears
of the north, sometimes even close to (their absolute
human settlements. For unknown reasons, some favorite), many
trolls began to wander recently to visit the ancient trolls seem to like
sites of their culture. It is while undertaking music even though they
these travels that they sometimes make homes do not build instruments
under bridges and demand gifts and sweets from themselves. Some trolls
travelers.
157
Cave Spider the cave systems inside this mountain range in the middle
of the Khôm Desert often gets surprised by the attacks of
this spider, as its fur, coated with hooks, enables it to cling
“Of the cave spiders: these entirely disgusting creatures make
to the walls and ceilings of the caves and pounce down
their homes in caves. The cave spider is large and hairy, and
onto its prey with a jump. For some time there were also
the webs it spins for itself and its brood can trap creatures as
accounts, from rather unreliable sources, that there exist
large as an adult human, and those so ensnared cannot defend
smaller specimens of cave spiders in the Svellt Valley who
themselves. They can only watch as the spider draws closer and
carry crystals on their bodies.
closer, waiting to drain them of blood and life. These unfortunates
can only pray to the Twelve in Alveran that death comes quickly.
Remember this: if you travel in the caves underground, torches Way of Life
not only illuminate the dark, they also set the webs of these spider Finding a cave spider is easy. One need only tug on a
creatures alight.” web, even if it looks abandoned at first glance, because
—from a copy of the Bestiary of Belhanka, date unknown the spider hides out of sight at one of the corners of the
web, waiting for prey. When waiting proves unsuccessful,
The cave spider’s body ranges from 55 to 63 inches long these spiders go on the hunt. Some cave spiders are smart
and is an imposing sight, even without its eight powerful, enough to stalk prey while waging an effective campaign
bristly legs, which gives most people who behold it a cold of terror that causes victims to rush headlong in special
shiver. Males have black fur, while the females have brown webs prepared in advance. Anything caught by one of
fur that sometimes bears a reddish-brown mark. Dripping these strands, which is coated with an incredibly strong
fangs complete this gruesome, nightmarish picture. Little adhesive, finds it almost impossible to escape. The web’s
is known about the origins of these giant arachnids. Some substance is so robust that even stags and young aurochs
think they are result of a failed experiment from the Dark have been caught in its embrace. Once victims are secured,
Ages, while others claim that they are the degenerate the spider administers its bite. Contrary to popular belief,
descendants of an alleged civilization of spiders. However, spider venom doesn’t kill victims, it only paralyzes, but
it is possible that they are simply very large spiders that this effect takes time. While waiting for the venom to take
aren’t supernatural at all. effect, the spider finishes cocooning its victim and hauls
it up into its nest. Later, the spider injects the victim with
slow acting digestive juices. The victim is then devoured
Distribution alive at the spider’s convenience.
Cave spiders are relatively rare and live, as their name
suggests, in caves, caverns, and mountain cracks, but some
dwell in ruins and dark forests. One can easily recognize
their territory by the presence of large cobwebs. However,
since they constantly prowl around their vast
territory when on the hunt, one might come
across them quite unexpectedly. Their close
relatives, the tree spiders, live in southern
Aventuria. Unlike cave spiders, tree
spiders do not spin webs. Rather, they
stretch gluey snares between trees and
rocks. The exceptionally rare mist
spider, another relative, lives in
the hot, humid mist forests of the
South Sea island of Altoum, and
is said to possess almost human
intelligence, which it uses to
devise traps and ambushes.
Finally, as another direct
relative of the cave spider,
there is the hook spider, which
builds its nests in the Djurkaram
Massif. Whoever ventures into
159
Crypt Louse threat to life and limb, their hard shell is a serious challenge
for sword or axe, and even their appearance sorely tests
courage and morale.
“Brothersister, the world as created by Rur knows only beauty,
even though some creatures may seem disgusting at first glance.
Crypt bugs have a very bad reputation, and are thought to
Take, for instance, the crypt bug. They are large, have many legs,
attack any humans they perceive. The dwarves tell some
and devour carrion. There seems to be nothing about them that
colorful tales of these many-legged creatures, and their
one would call beautiful. And yet, these giant crustaceans are a
ancient legends tell of large numbers of crypt bugs that
gift of the gods. Remember, if not for the crypt bugs, there would
constantly prowled the home tunnels of the Angroshim,
be a lot more rotting flesh lying around everywhere. Crypt bugs
always searching for food.
do us a great service by devouring carcasses. Thanks to them,
fewer carrion feeders live around humans and we are spared
Some say they servants of the dragons or other dark
many diseases. Plus, they also eat rats, the only creature I think
powers. Actually, crypt bugs prefer abandoned areas
was not a present from Rur to Gror. As long as you leave it alone,
and fight two-legged beings only if when threatened or
the crypt bug will leave you alone.
starving. They are not particularly intelligent and live
mainly by their instincts.
Yes, sometimes they attack humans, but what do you expect from
wild animals? They really only attack you if you provoke them.
It is quite easy to avoid them entirely. How? Don’t venture where Distribution
these creatures live. That is always the best choice. And there is It is unknown whether the crypt louse is the legacy of the
always a choice. I’ve never met someone who could prove they Seventh Age, in which many-legged beings ruled over
had only one option…” Dere, or simply a whim of Sumu. An appearance by one
—Garakziber, gardener from Zorgan, in a philosophical of these expressionless monsters is always accompanied
dispute with a Maraskani visitor, modern by eerie clicking sounds. Groups of them nest primarily
in dark, damp places such as cave systems, ruins, crypts,
Crypt louses, sometimes called crypt bugs, are scary catacombs, and canals.
monsters from the lightless world below. They are
essentially dog-sized crustaceans. Their razor-sharp and These creatures seem native to all continents. One may
uncommonly powerful mandibles pose a considerable encounter them in Myranor and Uthuria where even
161
Krakennewt still fits through surprisingly narrow gaps. Aside from
its tough skin, most of its body parts are soft and elastic.
Krakennewt hunters prize the two bone-white horns on
“It was almost twenty years ago, the krakennewt epidemic in the
its forehead, which give it a demonic look. However, their
Gulf of Prem. Phex and Efferd protect us from something like that
tough meat is only fit for human consumption after expert
ever happening again! We were stuck in Prem for weeks after two
preparation, and even then it is better suited to more
of these beasts sank our ship out from under us, and several times
adventurous appetites.
we had to drive one of these tentacled monsters from the entry to
the harbor! I’ve seen seasoned mariners and pirates cry with rage
A subgenus, the dwarf krakennewt, is also dangerous, as
and sadness as they told us about mates who were pulled into
it is small enough to hide in wells and pull unsuspecting
the dark waters by tentacles. Many crews set out with mighty
victims into the deep. Although it is not as strong as its
shark lances and harpoons to destroy the brood of Hranngar, as
larger cousin, it usually possesses sufficient strength to
they call these monsters there. It was weeks before all the ports
deal with one or two humans.
were navigable again and some of the creatures turned up later
in coves, caves, and even well shafts. Their beak-like faces and
sharp teeth are hideous to look at. My old scars sometimes ache Distribution
in winter and they will never let me forget. What I just can’t get The krakennewt has been spotted in every ocean, from the
over after all these years is this: they just peeled the flesh of these Sea of Pearls to Ifirn’s Ocean, as well as in many coastal
beasts like other people would do with cucumbers. Makes me regions. Despite its amphibious nature it seems to prefer
nauseous just thinking about it!” open water to the shore. Thanks to its ability to move on
—a veteran’s tale in the Sword and Armor tavern, Imperial land, some specimens have reached deep lakes and ponds.
city of Gareth, modern Most scholars assume that the krakennewt has a natural
origin, but legend says it is a chimera that was born in the
The krakennewt is one of the largest and most fearsome waters beyond the Wall of Efferd. If so, it must have been
terrors of the sea. With its eight, all-crushing tentacles and crated long ago, as magical and karmic analyses reveal no
its beak-like maw that bristles with fangs, it instills fear in demonic residues. Other sources claim that the krakennewt
the most valiant sea-dwellers and mariners. Even mighty is related to the tridecapus, a creature with thirteen arms
galleys and the fast dragon ships of the Thorwalers are that is said to work in concert with the Nameless One.
not safe from its attacks. Despite its gigantic size, the agile
krakennewt moves quickly through the water. Not even Way of Life
settlements close to shore are safe from this amphibian. It has large yet strangely soulless eyes, and its tendency
Two specialized tentacles allow it to come ashore to abandon tactics and fight to the death when hungry
and travel on land to hunt and perhaps choose is evidence of animal intelligence at best. Little is known
a lake or a water-filled cavern to serve about it except that it feeds and is able to reproduce. It
as its new home. avoids poisonous animals but otherwise has no qualms
venturing onto dry land to attack intelligent beings when
Although a krakennewt can grow hunger gnaws it from within.
to enormous proportions, its body
Krakennewt Locked Jaws (Bite; the
Size: 13 to 16 feet long (body); 20 to 26 feet long krakennewt makes a bite
(tentacles) attack with a penalty of -2.
Weight: 1,984 to 2,645 pounds If the target does not defend,
COU 15 SGC 6 (a) INT 13 CHA 8 the creature bites down hard. In
DEX 13 AGI 12 CON 35 STR 36 the following CR the creature’s bite
LP 350 AE – KP – INI 14+1D6 attack succeeds automatically (the GM does not
DE 6 SPI 1 TOU 7 MOV 2/9 (on land/in water) have to roll). The bite attack does +1 additional DP
Tentacles: AT 13 DP 1D6+8 RE long per CR (no additional DP in the first CR, +1 DP in
Bite: AT 10 DP 3D6+6 RE short the 2nd CR, +2 DP in the 3rd CR, and so on). Roll
PRO/ENC: 1/0 damage as per usual. Also, the target suffers the
Actions: 4 (max. 1 x Bite, max. 3x Tentacles) state immobilized. The creature’s defense drops to 0
Advantages/Disadvantages: Darksight II as long as it holds a target in its jaws. The creature
Special Abilities: can release the target at the end of a CR by spending
Clutch (Tentacle; the clutch attack suffers a penalty a free action.)
of -4. If the creature’s AT succeeds and the target’s Skills: Body Control 5 (12/12/35), Climbing 2 (15/12/36),
Defense fails, the target is seized and suffers the Feat of Strength 12 (35/36/36), Intimidation 13 (15/13/8),
states of immobilized and bound. Roll DP as usual. Perception 7 (6/13/13), Self Control 10 (15/15/35), Stealth 10
Starting with the next CR, the creature’s AT succeeds (15/13/12), Swimming 9 (12/35/36), Willpower 4 (15/13/8)
automatically and inflicts DP (ignoring PRO) equal Number: 1
to the initial DP roll (due to squeezing). Instead of Size Category: Gigantic
squeezing, the creature can use one action to lift Type: Supernatural creature, non-humanoid
the victim to its maw. The creature can then bite Loot: 90 rations flesh per severed tentacle (tough), 200
the target (if it has a bite attack) on the following rations flesh from the torso (inedible), flotsam (in
CR. Bite attacks succeed automatically against the digestive tract; value: 1D6x3D20 silverthalers);
seized opponents. After biting, the creature’s trophy (forehead horns, 25 silverthalers)
Defense drops to 0 for the remainder of that CR. Combat Behavior: At the beginning of the combat
Creatures can only seize opponents with a smaller the krakennewt attempts to constrict victims with
size category. To escape from a clutch maneuver, 1D3 tentacles and bring them to its maw. Then it
the target must make a competitive Feat of Strength bites until its victim is dead. If needed, it fends off
(Dragging and Pulling) check. The creature can remaining enemies with its other tentacles.
release its target with a free action. If the creature Escape: the krakennewt retreats if it loses 6 tentacles,
releases a target it has lifted into the air, the target or 50% of its LP on the torso.
drops to the ground and must make a Body Control Fishing (Monsters of the Sea)
(Combat Maneuvers) check or suffer the state prone. QL 1: The krakennewt can also survive and move
Prerequisites: the creature must possess this SA on land.
naturally. QL 2: Once the krakennewt has lost 6 tentacles, it
Powerful Blow (Tentacle; after a successful attack, usually flees.
opponents of size categories medium or smaller QL 3+: the krakennewt cannot easily grab a victim
must make a successful check on Feat of Strength coated with oil or another greasy substance (Clutch
with a penalty of -8 or suffer the state prone.) attack suffers an additional penalty of -6; the Feat of
Tentacle Sweep (Tentacle; if the krakennewt is Strength (Dragging and Pulling) check to free oneself
at least one size category larger than its targets, from the clutch has its difficulty decreased by 2).
then it can use a tentacle sweep to knock multiple Special Rules
targets off their feet. This attack suffers a penalty of Severing Tentacles: To sever the tentacle of a krakennewt,
-2, and Dodge is the only permitted defense. If this the attack on the tentacle must be declared before
fails, the targets fall down, receive the state prone, making the roll. Only weapons with a sharp blade
and take 1D3 DP (ignoring PRO). Such an attack can can pierce a tentacle. The tentacle must take 12 DP
be made only against targets next to or in front in 1 CR to be severed. If less than 12 DP are taken, the
of the krakkennewt. The difficulty of the attack is opportunity is lost for that tentacle.
increased by 2.) Pain +1 at: 263 LP, 175 LP, 88 LP, and 5 LP and less
163
Tatzelwurm Findings in the Hoard of a Tatzelwurm
“The tatzelwurm might not be as dangerous as the ancient 3 tatzelwurm eggs
dragons but it is a plague nonetheless. It lives in ruins, tunnels, 400 pounds of dragon dung
and forests. Many times these beings have advanced into our 15 gilded buttons
underground cities, always searching for food. But we know 2 gnawed belt buckles
how to deal with them. We are experts in this. The stench of the a green slouch hat with a peacock feather
tatzelwurm is particularly foul. You cannot get it off you for a small, broken box full of cutlery
weeks.” 8 shiny stones of different sizes
—Hardas son of Kurolas, dwarven adventurer, to young a hand mirror
warriors of the Dragon Warrior Academy in Xorlosh the bridle from a horse’s harness
a number of dead dragonflies
Dragons exist in different sizes in Aventuria. An emperor unusually large butterfly wings
dragon flying overhead can instill fear and terror into a silver statue of a knight, about 15 inches long
entire regions. The tatzelwurm, on the other hand, is not a chewed-up riding boot
the most imposing representative of the dragon race. This a dead jay
wingless reptile grows up to 13 feet long and has three pairs the blade of an axe
of legs. Its scaly skin, flat, ridged back, and maw full of sharp 2 horseshoes
teeth are quite dragon-like, but its animal intelligence 6 silverthalers
and lack of magical abilities keep it from being classified a number of bones, primarily from sheep and deer
with its mightier relatives. Furthermore, its relatively
cool 140 degrees F. blood only produces a putrid, stinking
gas instead of a firestorm, but open flames can ignite the Distribution
gases it spews. Its proverbial stench, which has no equal in The tatzelwurm can live anywhere in Aventuria but mainly
Aventuria, is its most memorable feature. Anyone who gets lives in caves, ruins, and dark forests. Mountain regions
too close to a tatzelwurm acquires its hellish odor for two such as the Dark Ridge are its preferred habitat.
to four weeks. Long baths and expensive perfumes help
only a little.
165
Treant they grow branches and twigs from their bark-covered
bodies (which are not made of flesh and bone but rather
wood and resin). Treants have never been known to use
“Today, little Alrik, I want to tell you something about treants.
tools and clothing, but they possess excellent minds and
They are living trees with souls, just like us. Like people, some
speak a creaking language. Depending on species, treants
of them are good and some are evil. The good ones can help you
can live as long as 1,000 years.
if you get lost in the woods, as they lead you back out again. If
they like you, they may even give you nuts and fruit. No, not from
their own branches, little Alrik. They are beings that are much Distribution
older than us and they are very proud. You should never laugh at Treants can be found in forests and groves all over the
them, as they do not like that. And stay away from the bad ones. continent, but they are encountered most often in the vast
They kill people, whom they consider intruders. Well, they might forests of the north. Notably, treants are differentiated
be right about that one. You should especially keep away from by the species of tree to which they belong. Fir, spruce,
rowan treants, they are not to be trusted.” and pine treants live in the dense, coniferous forests
—Grandpa Elwain to his grandson Alrik, Winhall, 1037 FB of the north and claim entire forests for themselves. Fir
treants, it is said, are wise and noble, while spruce treants
Little is known about the origin of these tree-tall beings. are regarded as rather war-like. Unlike them, pine treants
When standing still, they are difficult to discern from the seem to be rather quiet fellows. The less durable birch
surrounding trees. These 10- to 13-foot tall beings are called and aspen treants usually make their homes in smaller
treants for a reason. They look like gigantic mixtures of groves and woods. Birch treants are the most curious and
man and tree. Although most of them have arms and legs, can be fairly intrusive, while aspen treants are said to be
very sociable. Larch treants, which are mostly female, are
considered very just and are a rare sight, indeed.
Way of Life
Treants usually live on their own or in small families. They
all have a love for the forest and nature in common. They
defend their forest fiercely against any troublemaker who
dares to strike even one of their trees with an axe. They
will remain motionless and watch wanderers, trying to be
mistaken for trees. This way they let loggers and charcoal
burners come close so they can strike them all of a sudden.
167
Grimwolf
Grimwolf Size: 3.6 to 3.9 body length
Weight: 110 to 132 pounds
COU 14 SGC 14(a) INT 13 CHA 12
Different kinds of wolves exist in Aventuria: dire wolves
DEX 14 AGI 13 CON 13 STR 13
hunt in the north, while forest wolves live in the forests
LP 22 AE – KP – INI 14+1D6
of central Aventuria. Sandwolves are found in the Lands of
DE 7 SPI -2 TOU 0 MOV 12
the Tulamydes, and the rare silverwolves live only in the
Bite: AT 14 DP 1D6+3(+disease*) RE short
Rorwhed Mountains and the Green Plains. The common
PRO/ENC: 0/0
grim or gray wolf is native to Andergast, Garetia, and
Actions: 1
Tobrien, but packs occasionally roam beyond these areas.
Advantages/Disadvantages: Darksight I, Exceptional
Sense (Smell)
Grimwolves usually avoid humans, but desperate hunger
Special Abilities: Locked Jaws (Bite; the grimwolf
may drive them to attack villages or parties of travelers,
makes a bite attack with a penalty of -2. If the target
which they attack in large packs. Even so, people fear them
does not defend, the wolf bites down hard. In the
mainly because they can transmit dangerous diseases.
following CR the bite attack succeeds automatically
(the GM does not have to roll). The bite attack does
+1 additional DP per CR (no additional DP in the first
CR, +1 DP in the 2nd CR, +2 DP in the 3rd CR, and so
on). Roll damage as per usual. Also, the target suffers
the state immobilized. The wolf’s defense drops to 0
as long as it holds a target in its jaws. The wolf can
release the target at the end of a CR by spending a
free action.)
Skills: Body Control 7 (13/13/13), Climbing 0 (14/13/13),
Feat of Strength 5 (13/13/13), Intimidation 7 (14/13/12),
Perception 7 (14/13/13), Self Control 4 (14/14/13), Stealth 7
(14/13/13), Swimming 7 (13/13/13), Willpower 4 (14/13/12)
Number: 1, or 1D6+2 (small pack)
Size Category: small
Type: Animal, non-humanoid
Loot: 15 rations meat (tough), fur (5 silverthalers)
Combat Behavior: Grimwolves are not particularly
brave and usually attack only if driven by hunger or
when threatened in their territory. They avoid fire.
To approach a torchbearer or a campfire, a wolf must
make a successful check on Self Control or flee (or at
least move no closer). If the alpha animal is killed,
the rest of the pack flees. To identify an alpha animal,
make a check on Perception (Spot).
Escape: Loss of 50% of LP or if the alpha wolf dies
Animal Lore (Wild Animals)
QL 1: Grimwolves avoid fire.
QL 2: Grimwolves can transmit diseases.
QL 3+: If the alpha animal is killed, the rest of the
pack flees.
Hunt: -2
Special Rules
*) Disease: Grimwolves can transmit diseases. For every
10 DP it inflicts in combat, roll 1D20: 1-16 (no disease),
16-20 (rabies). If infection occurs, make a disease
check (see Core Rules, page 343). For more information
on rabies, see page 129.
Pain +1 at: 18 LP, 11 LP, 6 LP, and 5 LP and less
169
Wild Boar
Wild Boar
Aventurian wild boars are feared by farmers and hunters Size: 3 to 4 feet long
of many regions. They can act very aggressively towards Weight: 440 to 550 pounds
humans, especially when caring for their young. Many COU 15 SGC 13(a) INT 12 CHA 10
wild boars become agitated simply when someone intrudes DEX 11 AGI 10 CON 15 STR 15
into their territory. They try to knock opponents off their LP 35 AE – KP – INI 11+1D6
feet with ramming attacks and then drive them away with DE 5 SPI -2 TOU 2 MOV 10
their tusks. Bite and Ram: AT 15 DP 1D6+4 RE short
Ramming: AT 13 DP 1D6+3 RE short
Some travelers speak of encountering giant wild boars. PRO/ENC: 0/0
These large specimens are particularly dangerous, and Actions: 1
people have become famous just for killing one. Goblins Advantages/Disadvantages: Extraordinary Sense
occasionally train boars as mounts and ride them into (Smell)
battle. Special Abilities: Takedown (Ramming)
Skills: Body Control 4 (10/10/15), Climbing 0 (15/10/15),
Feat of Strength 7 (15/15/15), Intimidation 1 (15/12/10),
Perception 4 (13/12/12), Self Control 4 (15/15/15), Stealth 4
(15/12/10), Swimming 4 (10/15/15), Willpower 4 (15/12/10)
Number: 1, or 1D3+3 (sounder)
Size Category: Medium
Type: Animal, non-humanoid
Loot: 100 rations meat, fur (10 silverthalers), trophy
(tusks, 5 silverthalers)
Combat Behavior: Wild boars are aggressive when
raising piglets and attack anyone within 30 feet.
They use their whole body to ram opponents (SA
Takedown) and then fight with their tusks. Roll 1D6:
on a result of 1-2, they fight until their opponent is
dead; on 3-4, they flee after 1D6 CR; on 5-6, they fight
until they lose 50% of their LP.
Escape: Loss of 50% of LP; see Combat Behavior
Animal Lore (Wild Animals)
QL1: Wild boars react aggressively if they are
approached too close or if they currently have
young. They can become especially dangerous if
famished or in mating season.
QL2: Boars are unpredictable. Sometimes they
simply flee, sometimes they fight like berserkers
until the very end.
QL3+: Don’t underestimate wild boars. They are
dangerous even when seriously injured and can
remain active longer than expected.
Hunt: -1
Special Rules
Giant Wild Boar: The giant wild boar is similar to its
smaller cousin, but with the following modifications:
+3 CON, +3 STR, +15 LP, +2 TOU; +2 DP; +1 PRO; Size
Category Large; Feat of Strength 10; Loot: 200 rations
meat, trophy (tusks, 30 silverthalers); size and weight
increase by 10% to 20%.
Pain +1 at: 28 LP, 18 LP, 9 LP, and 5 LP and less
171
Aventurian Herbarium “The four-leaved singleberry is known to the
elves and all inhabitants of the north as an
“So that it is worthy in the name of Lady Hesinde and pleasing to effective remedy. But you can significantly
her mild sister Peraine, who holds divine dominion over all plants, enhance its effect if you prepare it as a
we aim to collect and record what there is to know about the juice. By the grace of Peraine, some plants
different types of plants of Aventuria. Be they as commonplace require no alchemical preparation whatsoever
as grass, as majestic as the mammoth tree, as mysterious as the to be useful. Chewing freshly harvested sansaro, for
Alveranie, or as repulsive as the purulent toadstool—no plant instance, helps prevent dungeon syndrome. How do I know?
whose shape and use we know shall be left out, in praise of the Well, that’s a very long story…”
works of Peraine and in testimony to the glory of omniscient Lady —Brother Hilbert, Blessed One of Peraine
Hesinde!”
—from the preface of the Folio of Herbalism, first collected
by the Sisterhood of Mada, Grangor, 1005 FB Ingesting a dose of yoruga oil prevents infection by black
rabies for 4 months. However, this medicine does not help
with rabies infections. Taking three doses within a day of
Healing Herbs exposure lowers the chance of infection to 5% (1 on 1D20)
Many healing herbs do not require alchemical preparation
for black rabies, or 20% (1–4 on a D20) for rabies. Taking
to take effect. This can be especially useful for heroes
an alcoholic brew of yoruga and gulmond shortens the
traveling in the wilderness, provided they have the
duration of battlefield fever by 2 days.
knowledge needed in herbal lore to discover such plants
and categorize them correctly.
Waternymph Weed
Waternymph weed is reminiscent of
Four-leaved Singleberry
chives but grows near the sea, on
The four-leaved singleberry is a well-
sandy surfaces. It is a proven remedy
known healing herb
for Efferd’s and dungeon syndrome.
that grows in forests
and along forest edges all
Search Difficulty: -1
over northern and central
Identification Difficulty: 0
Aventuria. Overuse of
Applications: 3/4/5/6/7/8
singleberry can lead
Effect: Taking a dose of
to addiction.
waternymph weed suppresses
symptoms of Efferd’s or dungeon
Search Difficulty: -3
syndrome for a day. Taking
Identification Difficulty: -2
fresh waternymph weed also
Doses: 1/1/2/2/3/3
prevents contraction of these
Effect: Per use, recover 2 additional LP during the next
two diseases for a week.
regeneration phase (maximum of 4 additional LP per
Increasing the dose has no
regeneration phase). Anyone taking 2 or more doses within
effect.
a single day becomes addicted to singleberry and loses 1D6
Price: 3 / 3.5 silverthalers
LP per week when not taking at least 1 dose per week.
Price: 6/7 silverthalers
Sansaro
Sansaro is a type of seaweed that occasionally grows near
Yoruga
the Aventurian coasts. Even though the plant
Yoruga is similar in appearance to the celery
smells foul, it helps prevent diseases of all kinds
plant. The roots of this healing herb,
and repels parasites.
which grows in the forests and meadows
of northern Aventuria, helps prevent
Search Difficulty: -5
numerous febrile diseases.
Identification Difficulty: -4
Search Difficulty: -4
Applications: 1/1/1/2/2/3
Identification Difficulty: -3
Effect: Sansaro alleviates the effects of
Applications: 1/1/2/2/3/3
Efferd’s and dungeon syndrome. There
Effect: The raw yoruga root is indigestible
are no extra levels of Confusion added by
and causes diarrhea. When processed
the diseases. Constant ingestion for two weeks
into a fever tonic, however, it helps
completely cures both diseases. If taken for
relieve cases of rabies and black
febrile diseases, sansaro subtracts 1 from the DP
rabies.
suffered each day.
173
The legendary Alveranie, a plant holy to the Twelvegods, Rat fungus grows readily throughout Aventuria as long as
grows throughout Aventuria, though it is extremely rare, there is no frost (especially between the months of Rahja
and cannot be found anywhere during the Nameless Days. and Praios). It can be used to create rat fungus poison (see
Each month, it blooms in a different color, to match the below).
color of that moon’s associated deity.
Search Difficulty: -4
Search Difficulty: -6 Identification Difficulty: -3
Identification Difficulty: -2 Applications: 1/1/2/2/3/3
Applications: 1/1/1/1/1/1 Price: None (as it is not publicly traded)
Effect: No particular effect is attributed to the Alveranie, Special Rule: This fungus exerts a strong attraction on
but miraculous events are said to occur in its vicinity. people. The GM rolls against the poison level, which is
Finding an Alveranie is considered a good omen by 3 (13/13/13) modified by the SPI of the hero. If successful,
worshippers of the Twelvegods. It is extremely difficult the hero inhales spores or even eats the fungus and is
to destroy an Alveranie (100 LP), but once destroyed, it consumed with doubts. If a Blessed One consumes rat
can only be coaxed into flowering again by a deed that is fungus, the GM checks for infection with zorgan pox
pleasing to the gods. (see Core Rules, page 344). The chance of infection is 50%
Price: Not traded (but commands up to 100 ducats on the (1–10 on 1D20). Even if infection does not occur, the Blessed
black market) One is still overcome with doubts.
Twelve heavy drops of blood fell from Los’ wounds. When the All-
God bent over the body of the Primordial Giantess and realized
what he had done, he regretted his anger and shed bitter tears
which rained in their thousands upon the dying body of Sumu.
The twelve drops of blood became the twelve good gods, and from
the thousand bitter tears sprang all living creatures, born from
despair to share Sumu’s fate of mortality. The tears also gave life
to plants, which grew from the body and the hair of the dying
giantess.
The first tears became the dragons, the slime creatures, and
the multi-legged beings. Fish and the creatures of the deep seas
followed next, then birds such as owls and eagles, then horses
and lions and so forth until every creature we know of existed on
Dere. From the tears that were shed of Los’ left eye, male beings
were created, and from the tears of the right eye, female beings.
And since Los’ tears did not always fall in pairs, some beings in
the world have only one gender, such as unicorns, which are all
stallions. Finally, from the last two tears of the All-God sprang
man and woman, the parents of all peoples that walk under
Praios’ Eye. ”
—from the Beviary of the Twelvegods, Emperor Haal Edition,
994 FB
175
The Creed of the Twelvegods contradict each other. Yet, if one considers the bigger
picture, all twelve deities are on the same side, for they
stand steadfast against Chaos.
In 98 b.FB, Emperor Silem-Horas determined which gods
should be henceforth the only true gods in his world-
The solidarity of the Twelvegods is particularly influential.
spanning empire. With the so-called Silem-Horas Edict he
A worshipper never worships only a single god, but always
ended long conflicts between the numerous competing
the entire pantheon. A warrior devoted to Rondra might
churches. The edict also discussed cults, which were
condemn the reign of the Priest Emperors, but would never
frowned upon during his time. Thus the inseparable
deny the divine influence of Praios. A seductive Blessed
pantheon of the Twelvegods and their children rose to
One of Rahja cannot ignore the fact that Travia represents
prominence, and all other gods were condemned as false
spousal fidelity, even while renouncing marriage in order
gods. This was also the deathblow to many formerly
to meet the faithful with love and passion. Personal
popular cults, as their priests could perform their rites
preferences do play a large, even decisive, role in the
only in secret. That this edict combines the gods of
veneration of the gods, however. Aventurians pray to
Gyldenland with the deities of Aventuria is known to only
the deity closest to them, whether due to matters of the
a few Aventurian scholars. ( page 236)
heart, their convictions or vocations, or because that deity
represents their interests in the best way. A nobleman
The Silem-Horas Edict applies to the Middenrealm, the
might honor Lord Praios, but as a hunter, he may be
Horasian Empire, Bornland, and nominally also to Arania,
preferentially devoted to grim Lord Firun. Many farmers
which was once under the rule of the Middenrealm.
pray mainly to the goddess of agriculture, Peraine, while
Although the Twelvegods also play an important role in
scholars and those gifted in magic often bow first to
the rest of Aventuria, Silem’s decree could not enforce
Hesinde, the goddess of wisdom and magic. Similarly, most
the belief in the “only true gods” throughout the rest
warriors and traveling swords pray first to Rondra, the
of the continent. In Andergast, for example, the druids
goddess of honorable combat.
and certain ancient animist religions resist the Edict’s
enforcement to this day. On Maraskan the edict is decreed
by law, but on that island, shaped by the dualism of the
“Death makes us equal and all is forgiven
twin gods, no-one really follows it. The Thorwalers have
and forgotten? Unthinkable! Nothing is
returned to the veneration of their whale god as chief
really ever forgotten! This is what I believe,
patron of their people, while they slowly forget some of
the maxim by which I live. Lady Hesinde
the less popular Twelvegods, which are seen having been
ordered me here to bear witness and record
forced on them by occupation.
events. Even if I honor the silent Lord Boron
and pray for his favor, his Blessed Ones are wrong
The twelve large Churches teach the proper ways to
in what they say. Wait, let me write that down, so that it may
worship the Twelvegods. There are, however, significant
never be forgotten… ”
differences in the interpretation of the Twelvegods’
—Nacladora Berlînghan, Blessed One of Hesinde Draconite
teachings, and the interaction between individual churches
is not always harmonious. Sometimes there are quarrels
over responsibilities, because some deities incorporate
aspects that are contradictory to those of other gods.
Even within the same Church, differences may arise due
to different sects, such as between mystical and pragmatic
congregations. These frictions may ultimately lead to a
schism, the prime example of which, in the current era,
are the two completely separate Churches of Boron—the
so-called Punin and Al’Anfan rites (sects).
Rondra
“We must protect those who cannot fight for themselves. With
Rondra’s courage we face even superior forces to defend creation
and good people everywhere.”
177
Efferd
“Water cannot be formed or forced. It is eternal and gives life and
prosperity to all beings. ”
Efferd is the god of the sea, waters, and wind. His sacred
animals are dolphins, but he rules all creatures of the
sea, and his retinue includes mermen, mermaids, and
water nymphs. It is said he is one of the oldest gods. As
the lord of waves and surges, he is regarded as moody and
unpredictable. The Lord of Winds is worshiped by fisher
folk, boaters, and seafarers who hope for his mercy. In
times of severe drought, he is revered as lord of live-giving
water.
Travia
“Only where hospitality and faithfulness reign, can people live
together in peace and harmony and without fear.”
The Church of Boron is split into two sects. The head of the
Punin rite is called Raven, after the holy animal of Boron,
and leads the main temple in Punin. In the Al’Anfan rite,
Boron is worshiped as supreme god even above Praios,
which leads to conflicts with the other churches of the
Twelvegods. In the south, one gives oneself to the divine
intoxication of oblivion, and suicide is regarded as the
highest form of sacrifice to the silent god. Al’Anfa hosts the
main temple of this sect, which is under the leadership of
a Patriarch.
Hesinde
“Your mind may be imperfect, but you may learn and grow, for
the gods have granted you gifts to make it perfect.”
179
Firun
“Life is not simple. It is a constant struggle for better quarry, food,
a safe bivouac in the wilds, and protection from the cold. The
timid can never retain the upper hand in this struggle.”
Tsa
“Life is colorful. It changes constantly. Do not cling to the past.
Rather, embrace the new beginning. Shape what is to come, mold
your future as you would like it to be.”
Peraine
“There is much to do before you can reap the fruits of your labor.
This applies to all areas of life, and only those who sow and care
for their crops can eventually reap.”
181
Ingerimm
“Even the young can learn what one can make the world’s natural
gifts, but only a master can give these things permanence. No one
wants to swing a sword that breaks after the first blow.”
Rahja
“Without beauty and joy, life would be senseless. The world is
beautiful, as the gods have decreed it, so let us celebrate!”
183
The Archdemons Thargunitoth or Tiakoal: Enemy of Boron, Lady of
Nightmares, Mistress of Ghosts and Undead
Amazeroth or Iribaar: Enemy of Hesinde, the
“Be on your guard, for Chaos obeys no logic. Do not suppose that
Blinder of Many Shapes, Lord of Forbidden Knowledge
Chaos is only a black abyss from which eternal screaming seeps into
and Madness
Creation. No, just as the gods have their various paradises, there
Nagrach or Belshirash: Enemy of Firun, the Vicious
are places in the Netherhells where it is easier to find demons of
Hunter and Lord of the Corrupted Ice, Master of the
a particular sort. Places like the bloody execution sites of Kholak-
Wild Hunt (which hunts its victims to their deaths and
Kai, the gruesome bone fields of Yaq-Monnith, the midnight blue
devours their souls)
and tentacle-filled depths of Yamesh, the oppressive and lie-
Azfuloth or Calijnaar: Enemy of Tsa, Duchess of the
filled Thezzphai, the soul-grinding Fortress of Night, the lunatic
Teeming Chaos, Mistress of Chimeras
mirror structure of Gnaph’Caor, the blinding flash of the Plains of
Tasfarelel or Zholvar: Enemy of Phex, the Greedy
Unnatural Ice, the eternally confusing mutability of Sefaloth, the
Haggler, Lord of Bloodstained Gold
always-brimming treasuries of Zholvar, the teeming chaos of the
Mishkara or Belzhorash: Enemy of Peraine, Decaying
halls of Hirr’Horash, the diseased streets and smoking chimneys
Monarch of Eternal Disease, Mistress of Crop Failure
of Yol-Ghurmak, the black, rotting fortress of Dar-Klajid. Find the
and Infertility
order in non-order and the key to ruling the world is yours. None
Agrimoth or Widharcal: Enemy of Ingerimm, Defiler
can resist a being who can invoke the power of the Netherhells
of Elements, Corrupter of Ore, Fire, Air, and Humus,
with one word.”
Prince of the Otherworldly Demon Forges of Yol-
—from the original lizardfolk manuscript of the Daimonicon,
Ghurmak, Lord of Dark Craftsmanship
currently in the possession of Pardona
Belkelel or Dar-Klajid: Enemy of Rahja, Temptress
of Many Sexes, Mistress of Rotting Lust and
Many opponents besides the Nameless threaten the
Bloody Ecstasy
order of the gods, ones who stand outside of creation, the
adversaries of all gods—the Horrors of the Seventh Sphere.
The world beyond the Wall of Stars and the Sixth Sphere,
also known as Outside or Chaos, is the home of demons. It
seems that Chaos has produced an adversary of each of
the Twelvegods, ones whose hordes seek to undo the work
of the gods or at least pervert it so Chaos can devour the
entire world. Whether they must obey the Demon Sultan
of legend, or have simply sworn fealty to him, is unknown.
However, concepts such as fealty derive from the ordered
thinking of the world and mean little to the chaos from
which these entities come. Some tainted mortals form a
pact with one of these beings, offering their souls for power
from the Netherhells. It is said that the sinister black mage
Borbarad was able to form pacts with seven Princes of Hell
thanks to the accursed Demon Crown ( page 234). The
legacy of this sacrilegious artifact persists in the world
today in the form of the sundered Shards of the Heptarchs.
185
the night sky, and magic performed in its light is said to be Swafnir, the God-Whale
particularly powerful. The Nivese also know Mada, but as In the shape of a white sperm whale,
a human wrongdoer who endangered the peace between this son of Efferd and Rondra
humans and the heavenly Sky Wolves. travels the seas of the
world. He is regarded as
Marbo, the Gentle lord of seafarers and
The gentle Marbo is the child of Boron and a mortal protector against all
woman, and her task, similar to Ifirn’s, is to intercede on kinds of sea monsters.
behalf of mortals with her father. People often pray to He is venerated most
her for a quick and merciful death and the safe return of by the Thorwalers. The
souls into the Halls of Boron. She is often associated with pugnacious northmen
vultures, which many scholars find puzzling. even consider him their
main god, since legend
Nandus, Lord of Riddles says he led their ancestors,
Nandus is considered a child the Hjaldings, across the Sea of
of Hesinde and Phex, Seven Winds to Aventuria, and they now view themselves
and combines Hesinde’s as his chosen people. According to their sagas, he wages an
wisdom with Phex’s endless battle against the gigantic sea serpent Hranngar,
cunning and rebellious the source of all evil.
nature. He loves riddles
and promotes public Ucuri, Herald of the Gods
education and the pursuit Ucuri was created by Praios from his own essence. The
of knowledge. Many of the falcon-shaped herald of the gods is sent out when the gods
nearly-heretical thoughts, need to discuss important matters. Only the most depraved
which his Blessed Ones carry mortals would dare to attack an Ucuriate. Members of his
to the common people, mark the Order travel as heralds to all parts of the world, delivering
Blessed Ones of Nandus for hostility and sometimes even important documents and messages to the Churches of the
persecution by secular authorities and rulers. Twelvegods.
According to legend, Nandus is the divine father of two Xeledon, the Mocker
powerful wizards, Rohal and Borbarad, who repeatedly This son of Hesinde and a mortal man receives little
returned to the world in past centuries to fight each other reverence, as it is his sport to make fun of the imperfections
in a bitter war of ages ( page 238). of worldly achievements. He has only ridicule and mockery
for the works of mortals. There are numerous stories about
Simia, the Inventive the demigod with the nimble tongue denigrating crafts,
Worshipped as son of Ingerimm and Tsa in the creed of art, and many a life’s work.
the Twelvegods, he combines the creative will of his father
with the creative and freedom-loving nature of his mother.
Simia is considered the god of inventiveness and even
though he has no Blessed Ones of his own, a magnificent
temple to him stands in Gareth. Priests at that temple
invented the prism, which turns Praios’ sunlight into
Tsa’s rainbow. Simia is also known to the dwarves, but as a
goddess, and they worship her as the daughter of Angrosh.
187
casting spells via sheer power of the mind and the use of The orcs worship two powerful and bloodthirsty gods—
one’s own life energy. Brazoragh (dominion, sun, combat), and Tairach (death,
magic, knowledge). Some also worship Gravesh (crafts)
The Beliefs of Non-Humans and Rikai (healing), but only among the lower castes of
The dwarves worship only their creator god Angrosh, what passes for society in the Orclands.
the Lord of Fire, Ore, and Crafting. According to their
understanding, Angrosh created the entire world. They
see it as their task to protect and maintain the world
mechanism, and combat all threats, especially from the
dreaded dragons. Hill dwarves who live in close proximity
to humans are slowly adopting the worship of the Twelve,
and especially of Travia, the patron of hospitality. Not to
be left out, diamond dwarves increasingly worship the
resourceful Simia, having named her the daughter of
Angrosh.
189
190 Chapter 7: Gods and Demons
Chapter 8:
Magic and Sorcery
“You have a very special gift, my child. The gods put it in your
cradle. You could say that you have been kissed by Mada,
because in your blood lies the arcane power that enables the
knowledgeable to cast spells. Now you must decide what to do
with your gift, and therefore I want to tell you something very
important.
191
Aventuria as a Magical World So it came to pass that Mada grew depressed from her futile
prayers and wished to die. As the day of her death approached she
mustered up all her strength, and her god-like mind perceived the
Every Aventurian child knows that magic is inherent
unity of the Spheres. But she had grown too weak to give mortals
to their world and grows up with stories about dragons,
the gift she intended. Thus, the forces of the stars mingled with
fairies, elves, and powerful wizards such as Rohal and
the powers of Dere and became one, and ever since then a new
Borbarad. Some children even encounter one of these
power has flowed throughout all the Spheres.
magical beings or a spellcaster, as those who can control
the stream of power exist among most races and peoples.
Praios, the king of the gods, cursed Mada three times for her
However, the predisposition to magic is a rare gift (except
sacrilege. He banished her to a silver stone which he set in the
for elves, which are always born with the ability to use
firmament, and ever since then Mada’s Sign has shone in the
magic). Dwarves, on the other hand, almost never produce
nightly sky as both a consolation and a warning for mortals.
wizards. Few humans have the potential to become great
Praios then appointed Phex the guardian of the firmament so that
wizards, witches, or druids because their abilities are often
neither Mada nor anyone else could cause such damage again.”
too weak for the demanding training or else were stunted
—excerpt from Annals of the Age of Gods, a holy text of the
by handling too much magic-inhibiting iron when young.
Church of Hesinde, written around 1,400 b.FB
The origin of magic (or, as many guild mages like to call
Magical power permeates the entire world but does not
it, arcane energy) is unclear. Some believe the gods brought
always reveal its workings, not even to those skilled in
it into the world, although which gods depends on whom
its use. In general there exists a balance between the six
you ask. Most Tulamydes thank Phex for it, Horasians
elements: ice, ore, fire, humus, air, and water, which are set
always thank Hesinde, and orcs thank Tairach alone. There
in pairs of opposites. Magic seems to be able to influence
is a widespread belief that Mada brought magic into the
each of these elements, but some scholars believe that
world, although many disagree on the details. Was she
magic was its own element before the time of Mada’s
a goddess or a mortal? Did she take the power from the
Sacrilege. Naturally, the less knowledgeable argue that
stars or destroy the Citadel of Magic? In the creed of the
anti-magic or non-magic would have needed to exist as a
Twelvegods the legend is known in the following version.
counterpart to magic. The old dispute over these seventh
and eighth elements, called heptessence and octessence,
“When the gods still walked among mortals in the early days,
respectively, remains unresolved to this day.
Hesinde gave birth to the daughter of a mortal man. Blessed
with the mind of her mother but cursed with the mortal coil of
The world is covered in so-called ley lines of power, veins
her father, the child was called Mada. When Mada saw how the
of raw arcane energy that assist or inhibit the casting of
gods toyed with humans, she was saddened and begged the gods
certain spells. For ages, guild mages believed that ley
to give humans the power to control their own destinies. But the
lines were unalterable, but events such as the return of
gods did not want to listen to her prayers.
193
The great Magician’s Guild dissolved after the disastrous Witches, often called Daughters of Satuaria even though
War of Wizards in 595 FB, leading to the creation of their numbers include the occasional man (called a sorcerer
the three guilds that exist today: the Order of the White or warlock) among their ranks, are quite prevalent in
Pentagram, an association of law-abiding and god-fearing Aventuria and organize themselves in different sisterhoods
wizards; the Great Gray Guild of the Mind, a guild for or circles. They share a strong connection to the earth, and
mages who are tolerant of other views and have a thirst their magic is based on the free expression of feelings.
for knowledge; and the Brotherhood of the Knowing, also
called the Black Guild, an association of freethinking and
sometimes unscrupulous mages.
Many educated mages do not belong to one of these guilds, “Fiddlesticks! My gut tells me that this kind
but despite its costs and restrictions, membership in a guild of magic is completely rotten. I don’t have
grants very special advantages. Guild mages live under to understand it, I want to feel it. My curses
Argelion’s Law (a special legal code named for a Hesinden are most effective when my blood boils!”
saint who tried to protect society from the misuse of —Rowena, Bornlandish cat witch
magic), which states that guild mages must wear approved
clothing or display the magically tattooed seal of their
academy or their teacher, so as to be easily recognizable
as mages. Most witches work in secret because they do not enjoy
the same legal protections as guild mages. Witches still
Argelion’s Law also states (at least on paper) that guild meet in secret in many regions of Aventuria, although
mages are protected from secular law and may be punished mainly out of a sense of tradition and caution rather than
only by their own guild. They are the only magically gifted genuine need. The various sisterhoods are comprised of
who enjoy such protection, even though this right is often witches who share a common or similar type of familiar, or
contested by Churches and the nobility. And while witches those who were chosen by their familiar. The best known
and other spellcasters should not fear being burned at among these groups are the Daughters of the Earth (toads),
the stake from every stray suspicion of wrongdoing, it is the Beauties of the Night (cats), the Sisterhood of Knowledge
unfortunately true that trials are not always conducted in (serpents), the Seers of Today and Tomorrow (ravens), and
a fair manner. the Secretive Sisterhood (owls). Other sisterhoods, those
which have monkeys or even spiders as their familiars, are
far less numerous.
195
“Sycophants of gods, flatterers of demons. Magical Artifacts
They are all repugnant. We must rise above
them, and magic is our way!” A Dark Eye ( page 238) is certainly one of the
—Azaril Crimsonweed, High Prophetess most powerful artifacts in Aventuria. To create one is
of the Church of Borbarad considered the epitome of the magical craft, and to own
one brings the promise of immense power, as it allows one
to remain unseen while gazing at any conceivable place at
Borbaradians believe that every human can be a mage if any desired time. No known artifact can show the future,
in possession of the required willpower. They cast magic yet some claim that a lizardman sorcerer’s Dark Eye that
with their own life force or by means of blood magic and grants time travel lies lost somewhere beneath the sands
tolerate subjugation by neither gods nor demons. of the Khôm Desert. The infamous Star of Elem is said to
have been an incredibly powerful Dark Eye that allowed
Demon worshipers have succumbed to the temptations people to peer into far-away fairy realms.
of demons and sold their souls to the Netherhells in order
to obtain tangible magical power. It is rumored that No one has successfully created a Dark Eye for many years
ancient wizards such as Balphemor of Punin achieved and there are probably few human spellcasters alive today
immortality via such pacts. But even ordinary people are who would even be able to do so.
said to have obtained the most terrifying abilities after
signing a Netherhellish contract and agreeing to spread
the influence of demons in the world.
197
The Eye of the Morning
Description: The Dark Eye known as the Eye of the
Morning is about the size of a child’s head and possesses
a rich black color. Since the time of the Peace Emperors,
this artifact has been held by the Middenrealm. It is one
of the few portable Dark Eyes known. The empire’s secret
circle of advisors, the Order of the Eye, makes use of it at
court to supply Empress Rohaja with timely information
and advice.
Effect: About once a month, in the presence of the proper
constellation, the Eye of the Morning allows the user to
view a distant event, person, or place. It usually reveals
images from the present, but sometimes shows events The Effect of the Belt of Strength in Detail
from the past and on very rare occasions has sometimes The wearer of the Belt of Strength receives different
revealed images of future events. Also on rare occasions, bonuses depending on QL. Bonuses are cumulative,
it sometimes shows only whirling gray ether or the distant meaning at QL 3, the wearer gains a total +2 STR and
flash of lightning. The Eye of the Morning is activated +1 TOU. Also, for every QL, the duration of the effect
by either the secret Seal of the Realm or by speaking the lasts 10 minutes.
pass phrase, which is known only to the highest ranking 1 QL: +1 STR
members of the Order and the Imperial family. 2 QL: +1 TOU
AE Cost: Unknown 3 QL: +1 STR
Price: Priceless 4 QL: +1 TOU
Djinn Lamp
Description: a fire djinni is bound to this somewhat Petrifaction Brooch
old and worn bronze lamp despite having outlived its Description: This gilt brooch, into which an agate is set, is
summoner by centuries or perhaps even millennia. Once worn for personal protection. It is particularly useful when
each month he can leave the lamp for an hour, provided the wearer expects a lethal blow in battle or a fall from a
someone polishes the lamp anew. This prison has made great height and wishes to survive. The petrifaction effect
its occupant, who calls himself Flazdran ibn Flandon, even is so strong that the body becomes indestructible for the
more capricious than is generally said of these beings duration of the spell. While petrified, the user receives the
of fire. Thus he may fulfill the wish of his liberator, state immobilized, but the user’s clothes and equipment are
converse excitedly, or set everything in the immediate not affected by the magic of the brooch.
vicinity on fire. Effect: Magical storage with 1 Paralysis (SR 12). The trigger
Effect: Once per month the artifact may be activated for an involves laying a hand upon the brooch and speaking the
hour, which frees the djinni inside to act during that time. word Yeti.
The trigger is the act of polishing the lamp. AE Cost: 24 AE, 2 additional permanent AE
AE Cost: Unknown Price: 850 silverthalers
Price: 4,444 silverthalers
199
and even participate openly in public life as nobles in the
Transysilian Shadowlands. Ghouls are widely regarded
Magic in Daily Life
as a curse of the battlefield. They feed on the flesh of the
“And then… then we had to flee from these wretched swampreeks.
dead, and certainly do not refuse the flesh of the wounded.
They were simply too numerous, and they were determined to
Blessed Ones of the Church of Boron constantly seek them
kill us! Nasty things, with their red eyes and sharp teeth. I told
out and destroy them.
Dappert to be careful near the morningthorn since the sun had
almost set behind the hill. But he did not listen to me. Instead
Many of these creatures have been touched by the magic
of taking the safe path through the moor, he made his own path
that is innate to the world and are commonly regarded
through the hedges… I heard his screams as the thorns tore
as a natural part of the world, whether they be kobolds,
through his clothes. Now there will be one more swampreek. Why,
treants, or minotaurs. Magically-gifted individuals, in
gods, why?”
their quest for power or even just the pursuit of science,
—a peat cutter, Bornland, 1038 FB
have tried many times to create hybrids of these creatures
and give them life. The crazed harpies, beasts that are
Magic is common in much of Aventuria, and except for the
half-woman and half-bird, are certainly the best known.
daily tribal life of the elves or the day’s work in a mage’s
Experiments in chimerology have also produced the
academy, few Aventurians recognize it when they see it, as
colorful Ikanaria butteflies, which rob careless people of
many magical beings and phenomena are considered part
their minds with their dazzling colors and pose an extreme
of the natural world. In Albernia, for instance, the sigh
hazard, especially for spellcasters. Legends tell of the
of a small flower fairy in the forest is fantastic, certainly,
hybrid creature known as the manticore, a lion with a
but it is also common, an encounter which a local would
human face and a giant, deadly scorpion’s tail. Daimonides
rarely consider worth mentioning. A traveling Tulamyde,
are an amalgamation of living being and demon created by
on the other hand, would probably tell her grandchildren
the unfathomable forces of the Netherhells.
impressive stories of the “countless small, djinn-like
creatures” she met in the Bornwood.
By far, the most dangerous of all magical beings are those
creatures which directly arise from the Seventh Sphere
Many villages and do not have a village witch and have
and thus from Chaos: demons. Their number is said to
never even seen a traveling wizard. The works of gods
be infinite, and Aventuria has had to deal with far too
are also not widespread. The Blessed Ones of Peraine
many creatures from the Netherhells in the wake of the
journey to many villages only during times of sowing and
Borbaradian Invasion. Creatures such as the sabretooth-
harvesting, and even Birth Blessings must be administered
like Zantim whose sole purpose seems to be to shred and
by a traveling priest in many instances. A human bowyer
maim its enemies; the invisible Gotongi, which are often
might look upon an elven competitor and her magic with
used as spies; or the many-horned Arkhobal, which can
suspicion in a big city, and people might avoid guild mages
blight entire regions. The most dangerous aspect about
altogether on the streets, or greet them in an especially
these creatures is that they are immune to most normal
friendly way, just to be safe. Only people with good
weapons and can only be defeated via magic or the blessing
contacts, a lot of coin, or both commonly possess magical
of the gods (and even then, heroes must possess a goodly
artifacts outside of the Lands of the Tulamydes.
amount of courage to stand in the path of such a creature).
In The Dark Eye, the heroes are the exception to the rule, as
they encounter magic on an almost daily basis.
201
202 Chapter 8: Magic and Sorcery
Chapter 9:
Fame and Infamy
“What would Aventuria be without those names that accompany
us on an almost daily basis? Where would the world be without
those who shaped it through the will of the good and indivisible
gods? Could Aventuria even exist if legendary heroes of the
past, such as Lamea or Gylduria, had not landed on its western
coast? Would we have law and order if good Emperor Raul had
not overthrown the corrupt Witch-Empress Hela during the fall
of Bosparan? Would we have learned so much from the elves if
Emperor Murak had not met the elven queen Amarandel Sundew
in Trallop? Would people still live in fear of magic if Rohal, the
Protector of the Realm, had not adopted so many useful laws?
And, most unthinkable of all, what would we believe if good
Emperor Silem-Horas had not adopted the Twelvegods Edict
under the guidance of the wise prophetess Illumnestra?
But there is always a flip side to every coin. Nandus did not put
a head on your shoulders just to prevent the rain from running
down your throat! You are supposed to use your head to learn
from past mistakes. No one should treat with demons. The
desperate Emperor Fran the Bloody learned this lesson too late,
and Borbarad, the Defiler of Spheres, ignored it to his peril. We
must oppose any who wish to open the floodgates and allow chaos
into our world. We must look beyond the veil of legends and
recognize our fear when we whisper names such as Pyrdacor or
Pardona, for even though they are long gone, the horrors they
brought into the world still affect us to this very day.
But let us not part on such a somber note. Think back to the good
Emperor Haal, who systematically refashioned the realm and
made it secure. Praise his son, Brin, who gave his life fighting
orcs and demon worshippers. Venerate his daughter, the good
Empress Rohaja, who drove the last servants of the Shadow into
the eastern sea, allowing us to live free under the blessing of the
gods and pursue our day’s work.”
—overheard in a Nandus school in Gareth, 1040 FB
203
In addition to your heroes, many important characters, King: Kings are essential to Aventuria’s ongoing,
both past and present, shape the fate of Aventuria, and living history. They are either a key part of a story
their names are either proclaimed in awe or cursed in or they put into motion events that advance the
disgust. This section introduces a few of the individuals Aventurian setting or the plot of an adventure.
who have greatly influenced present-day Aventuria. Since these characters are so important, their
There are two different types of NPCs. Those such as the fate is largely set in stone, although heroes
Empress Rohaja, the sorceress Nahema, or Bibernell, the might influence that fate. Any deviation to
Sword of Swords, propel the fate of the world forward as the narrative—be it the premature death of a
rulers, mighty wizards, or influential Blessed Ones. Far villain at the hand of a hero, or the replacement
more frequently, though, the heroes encounter ordinary of an NPC—is possible in principle but leads
NPCs who send them on missions, serve as local sources to conflicts with other publications. Empress
of knowledge, or meet them as enemies on the battlefield. Rohaja, who has decisively influenced the
And who knows, perhaps the guild mage from your party fortunes of the Middenrealm, is one example
becomes a wise archmage from whom younger heroes of a king in this system.
seek advice. Or maybe your heroes are granted a barony
in Weiden, after they help push the orcs back into the Fog Knight: Knights are important officials in
Moors. One of your heroines might even rise through the Aventuria and appear in future publications
ranks of the Church of Rondra to guide the path of the if their death or fate is not explicitly placed
entire congregation. into the hands of your players. Knights can
The NPCs in this chapter play important roles in the usually be replaced by other NPCs without
Aventurian setting and are considered kings and knights much worry, as long as replacement fill
(see The Garadan System, below). the same function in the game world, such
as guiding mentors, main antagonists,
or cavalry coming to the heroes’ rescue.
Recurring villains or high-ranking officers
The entry for each NPC includes a personal quote in the military are often considered knights.
and a description that does not reveal any secrets,
so this information can be read by GM and players Pawn: Pawns play a fixed role in an adventure
alike. Many of these NPCs are famous (or infamous), module but have no further role in the living
so it is not unusual for a hero from the South to history. They can easily be replaced by other
know something about Empress Rohaja. Each entry characters without conflicting with official
also includes two opposing views that show how Aventuria. The owner of a tavern, a quest
the common people perceive this person. One is giver, or the villain of an adventure could all
mainly positive (+), the other rather negative (-). be considered pawns as long as their roles are
GM-only information starts on page 231. not critical beyond that adventure module.
“Finally, we defeated the Heptarchs! Now, we must rebuild the “What? Yes, we are well aware of the problem. But we need
Realm. I do not consider even myself above this task. We take our to proceed with caution, as experience has shown this is not
gods-given duty seriously, and now we must fulfill it. What would something we should take lightly. We don’t want to repeat past
you have us do, Master Baron?” mistakes. So, no troops! Send spies and scribes who can bring us
more information before we come to a decision in this matter.”
Rohaja is the young Empress of the Middenrealm. She is a
heroine who actively tackles issues and rallies upstanding The young Emperor of the Horasian Empire is the son of the
champions who follow her every command. Her battle Magister of Magisters, Aldare Firdayon, and the Emperor
experience makes her a prudent ruler, and she travels with Dragon, Shafir the Magnificent. All parties recognize
her Imperial Court from palace to palace to address the him as the true champion of the Horasian Empire’s War
worries and needs of her subjects and dispense justice. of Succession, though many remain uncertain as to how
being the son of a dragon will affect him.
She married the love of her youth, Rondrigan Paligan, who
loyally serves her in the capital as Grand Privy Councilor Even after he ascended to the throne in 1040 FB, he is still
of the Realm. They have no children, much to the dismay rarely seen in public. Instead, the Horas often withdraws
of the people and of utmost concern to the nobility. Some to his gigantic private library and spends entire days
even whisper that the Empress is cursed and, therefore, pondering his role as ruler. Unquestionably, Khadan is one
cannot give birth to an heir. Many now put their hopes of an of the most educated people in Aventuria. His calculating
heir in Rohaja’s twin sister, Yppolita, who is actually older nature and imperturbable calm, with which he tackles
than Rohaja by a few minutes but who was not permitted every problem, make him seem eccentric, even to his
to ascend to the throne because she is a guild mage. advisors.
205
Bibernell of Hengisford Aikar Brazoragh
Sword of Swords Chosen of the Orc Tribes
“Thunderstorms are a powerful gift from the goddess that let us “We do not need to conquer the entire world. We must simply
feel her presence. Through them, she reveals the knowledge we open a gateway for Brazoragh, the sun bull, into this world. Then
need to fulfill her will. We are the shield of the faithful; we shall be our rule of the world will come about on its own. For who will dare
as unstoppable as thunder and lightning.” to stand against us? Not the humans, as I will have defeated the
last of our enemies before then. Their skulls will be put on stakes
With her dying breath, Ayla of Shadowground appointed in front of Khezzara, for the glory of Tairach alone. Tairach’s
Bibernell to be the new Sword of Swords, leader of the moon and wisdom will guide us.”
Covenant of the Sword (Rondra’s Church). She is a rather
shy mystic who has spent many years interpreting Aikar Brazoragh is the long-awaited chosen one whose
Rondranian texts written in Ancient Tulamidya. dark charisma has united all of the orc tribes under
one banner. Born Ashim Riak Assai, this natural leader
Initially, Bibernell had few allies in the Church, which managed to accomplish what all of his predecessors, even
was heavily shaped by the Middenrealm. Now, she relies Nargazz Bloodfist, could not. He has survived numerous
completely upon good friends who understand how her assassination attempts, and his military campaigns have
gentle words can guide Rondra’s Church to new glory. led to the recovery of many sacred orc artifacts. He is
While she strives to understand the reasons behind events undefeated in battle, and humans consider him a brutal
and to illuminate every conceivable angle, she is not and cunning opponent.
opposed to using unconventional methods to achieve her
goals—as long as they further Rondra’s will. His plans are exceptionally far-reaching for an orc, and
not even the wisest human minds are able to deduce them.
Voice of the People The construction of a gigantic, horned tower, which Aikar
+“She will lead the Church of the Queen of Thunder to new glory; expedites with unrelenting determination, is of great
nowhere else is Rondra worshipped in such an elegant and concern to his human foes ( page 241).
uncompromising matter as in the Lands of the Tulamydes.”
− “All this mystic gobbledygook she performs will be our downfall! Voice of the People
I hope the Church won’t use this nonsense to defend itself from +“He is Aikar Brazoragh, the Uniter of Tribes! Not even the
hostile Kor worshippers. She can be as eloquent as she likes, but strongest of us could challenge him. He will lead us into battle
what ultimately counts is the sword.” against the smooth skins and we shall be victorious!”
− “The Scourge of the North. He invaded the Realm and escaped,
but how can this be? An orc who dares to defy Rondra? No, our
next crusade must be against Khezzara. We must crush this Aikar
once and for all.”
“Father Angrosh has willed it. You are invited to implement his Borbarad returned to the world, Albrax was chosen as the
will.” High King of all dwarven clans, the Angorak Rogmarok,
in order to lead the dwarves into the new Heroic Age. He
These two dwarven brothers hail from the Forge Mountains, enjoys great respect among the four dwarven clans because
specifically the Mountain Kingdom of Forestwatch, and he calimed the soulstone of the undead dragon, Rhazzazor.
two dwarves could not less alike. He now resides in the ancient fortress of Okdrâgosh in the
Trollpeaks.
Arombolosh, the eldest, is considered a masterful
weaponsmith, the best among all dwarves. He is the Voice of the People
high priest of the forge dwarves, who call him Angrosh’s + “Arombolosh is his father’s son. Albrax is more brash, he takes
Champion. As the highest ranking judge, he is known for after his mother. I say that is fine, since we need both of them in
his harsh but fair judgements. the fight against our enemies.”
− “One is traditional and the other is obsessed. Both are equally
His brother, Albrax, is an experienced warrior who led the stubborn. Dwarves. Bah! One can neither understand nor
dwarven mercenaries, Kor’s Fellows, for many years. When convince them.”
207
Elodiron Crystalglimmer Nahema ai Tamerlein
The Huntress The Gray Raven
“I tire of the senseless bloodshed. There should be no more fighting. “You came to me for counsel? Then you are either mad or
Instead, we should hunt those who instigate fighting. A longing for incredibly brave, or perhaps you think that you possess something
the eternal frost still burns inside of me, but I know that I have that might interest me. Emperors, queens, and archmages
lost my tribe. Never again will I find a real home, except in my have sought my help. Allow me to be frank. Your problems are
daughter, and she has chosen the glades. At least I can still be beginning to bore me greatly.”
useful and mediate between the humans and fey.”
Even at the mere sound of her name, children’s eyes widen,
Elodiron is a lost wanderer in a cruel world. A glacier worm rulers tremble, and quite a few archmages turn green with
wiped out her entire tribe, which once lived at the Blue Lake. envy. No other magic user in the last four centuries figures
Full of grief, Elodiron fled south and lived among humans, as in as many legends as this ageless sorceress.
the icy wastes reminded her too much of what she had lost.
A common sight at the court of Emperor Haal, Nahema was
The firnelf was lover to Halman, the Albernian prince, until responsible for the fall of Galotta the Court Mage, who later
his death. Elodiron even fought in his memory during the became a Heptarch. Later, Nahema was unimpressed by the
Middenrealm’s great military campaign against Maraskan. To return of Borbarad the Demon Master. Her countless different
this day, her heart suffers from unquenchable homesickness. identities and secret retreats allow her to drift through
After witnessing the horrors of that war, she gathered up her society seemingly at will. No one knows what she might be
newborn daughter and withdrew from the human world. planning next, though many suspect that she now meddles
with the fortunes of the powerful out of sheer boredom alone.
For more than a century, Elodiron has been the embodiment
of a wanderer between worlds, torn between the worlds of The countless stories about her agree only on two points:
the humans and the elves. Many nobles in the Middenrealm this stunningly beautiful woman was born in the Lands of
value her as a mediator between cultures, since she lends the Tulamydes and, as Veiled Mistress, is one of the most
her voice to those whose concerns might seem hopeless. powerful wizards in Aventuria. Many young mages dream
of studying one of her spell formulas some day.
Voice of the People
+ “We would not be here if she had not helped us. Although we still Voice of the People
don’t know what the elves really expect from us, we are grateful + “She fought against Borbarad, and who, besides the Bearers of
that someone accepted us.” the Seven Signs, can claim that? She is a role model for us wizards.
− “There is something wrong with that one! She constantly cries for If only I had a fraction of her knowledge…”
the days of yore, when she should just accept that we humans are − “Nahema is only interested in Nahema. This immoral sorceress
now at the helm.” should be put to the stake!”
“You don’t need to tell me anything. I studied the human mind for “Perish, unworthy one. I may no longer rule the high elven cities
years until I mastered its intricacies. You are afraid—and I alone of Man-dalya and Vayavinda, but I do not tolerate disobedience.
can take this fear from you. But it will cost you something. Give Your bones shall serve me far better.”
me your blood and a strand of your hair, and you will be free.”
Mere mention of her chills the blood of the wise. No other
Archon Megalon, a former Court Druid to the Albernian name generates as much fear in as many different cultures
Prince, is now recognized as an author among the circle of as does this sorceress with an elven shape. Pyrdacor the
magical experts, since he published a treatise on fear and Ancient Dragon created this bringer of disaster who is
its effect on the human mind. known to the elven tribes as Bhardona (Isdira: Bringer of
Desire). To this day, elves everywhere curse her name
He is an extremely ruthless druid who has little in common and hold her responsible for the fall of the high elves. So
with the wise folk that people normally imagine in such a despised is she that the firnelves of the Eternal Ice commit
profession. He toys with people’s lives and uses them as their entire existence to the fight against her work.
test subjects in his experiments without remorse. Fear and
terror are his fields of expertise. It is no wonder he appears Believed to be more than 5,000 years old, she is the creator
as a frightening figure in Albernian children’s tales. of countless chimeras, primarily glacier worms, harpies,
and the eponymous lampreys of Nine-Eye Lake). Rumor
This aged and extremely astute druid now lives under an has it that Pardona is the favorite servant of the Nameless
assumed name in Havena, pursuing his evil plans in its dark One, and as such directs all of her efforts to bringing about
alleys. He is always on the lookout for new test subjects for the return of the fallen god.
his experiments, whether they be careless victims or those
whose courage is downright legendary. He works to break Defeated by an alliance of dragons a few years ago, Pardona
their will, as this is the only way the acknowledged expert fled to Gyldenland, where she awaits the return of her
in human nature can prove his scientific and magical former strength. Until then, her most heinous creations,
theories. the night elves or shakagra, carry out her will in Aventuria’s
Far North.
Voice of the People
+“Yes, what would you like to know? He cured me of my fear. Voice of the People
Great guy.” + “Our Lady will return. Until then, her cities will thrive in secret.
− “No, I won’t speak on that matter. Not a single word! I would No path will reveal their locations.”
rather die than learn what he would do to me if he found out I − “The mother of night elves will fall, as will all of her abominations.
talked.” Their very existence is an insult to the world.”
209
Ashtarra Okharim Raxan Shadow Wing
Head of the Dragon Egg Academy Seer of Today and Tomorrow
“O you curious children! I most certainly have not spent all these “I have been expecting you. I have a task for you, something only
years studying the magic writings of the venerable Mudramulim a hero can do. Come in, come in! I shall explain everything.”
in vain. Such knowledge is most precious, but I am sure we can
come to a mutually lucrative agreement.” This small woman seems unconcerned with worldly
affairs and appears slightly unkempt. In reality, she is
Ashtarra recently succeeded her father as head of the the influential head of the witches of the Realmwood in
Dragon Egg Academy in Khunchom, known across Garetia. Raxan lives in a secluded hut in the forest, far from
Aventuria for its magical artifacts. Her secretary, human settlements. A masterful clairvoyant, blessed with
Cloudflight the air djinni—who has friendly ties to Khadil the gift of prophecy, she is often asked to glimpse one’s
Okharim—is always at her side. fate or peek at the future. The only thing anyone knows for
certain is that this Daughter of Satuaria is a raven witch,
The talented but shy Ashtarra was Head of Analytical and her familiar, Horax, is far more talkative than she.
Faculty for many years and even served as legate of the
Gray Guild. Many were surprised when she, and not her She is known outside her circle as level-headed mediator
older brother, was named Archmage of the academy when who facilitates dialogue between the various sisterhoods
her father stepped down. Her illustrious predecessor left of witches and strives for unity. She can serve as a teacher
big shoes to fill, but Ashtarra’s self-confidence has grown for a hopeful young witch, or provide missions in-game.
significantly. Depending on their agenda, she might also be the heroes’
antagonist, especially if they are hostile towards witches.
Because of her years spent as guild ambassador, the mage
knows the secrets of numerous academy graduates. She Voice of the People
primarily uses this sensitive knowledge to further her own + “Lady Shadow Wing is on our side and all her efforts are aimed
studies, but she certainly knows enough to defend herself at helping people. Even if it is not obvious at first glance.”
if someone becomes too bothersome. − “This witch does not hesitate to curse her enemies. She is
definitely up to no good, even if she can see the future!”
Voice of the People
+ “Every bit as experienced as one would expected of a guild
mage. But also competent and a real help in times of need.”
− “A truly relentless negotiator, effendi. Expect nothing from her
without giving something in return! It’s her Okharim blood, I tell
you.”
“You are not sure? Well, then I suggest you go away until you are “My time is limited and precious, so tell me quickly: why do you
sure. By Phex, I don’t conduct business without knowing all the need a blade from my forge? Only a real hero, one who fights for
potential pitfalls.” the common people, shall have a blade made by my hand. What
do you think I am? A shopkeeper? I only sell swords that are made
As heir to the Stoerrebrandt trading empire, which specifically for their bearers. Now be gone, you fool!”
relocated from Festum to Gareth a few years ago, Emmeran
is by far the richest man in Aventuria. Even though many Thorn Eisinger is a legend, both as a smith and as a hero
still refer to Emmeran’s father, Stover, when talking of the Battle for Gareth. He is the face of the Council of
about the wealth of a Stoerrebrandt, almost everything Heroes that rules over Gareth, and it is he who forges a
said about the trade magnate also applies to his son. He new, perfect sword for Imperial Marshall Alrik of Bluefir
is a patron of crafters and the arts, he employs countless whenever the Marshall’s blade is broken in combat.
workers in warehouses, manufactories, and cartwrights,
and he regularly gives alms to the poor and supports soup Master Eisinger creates such outstanding weapons that
kitchens in the capital. His reputation is everything and he every hero wants to own one. Even dwarven smiths praise
honors every agreement made before Phex. his name, if you can believe it! But Master Eisinger is not
easy to deal with, as his time in the Council of Heroes made
Emmeran Stoerrebrandt is an almost merciless creditor, this once approachable and likeable man surly and gruff.
and people should never underestimate his influence He left too many problems unresolved, and bowed down
over the rich and powerful. His trading empire includes a to political expediency too often. However, in his forge, his
courier service and even owns an entire island in the South word is law. Only he decides who is worthy of one of his
Seas. In addition, he holds shares of the Northland Bank blades—and proving one’s self worthy in his eyes may very
and maintains his own mage academy at the Stoerrebrandt well be an adventure in itself.
College (with branches in Riva and Wagonhold). To keep
his edge over his competitors, he often funds expeditions Voice of the People
to the Far North and distant Uthuria. As a result, the + “Without Master Eisinger, the Council of Heroes would be
trading house is always looking for brave heroes who can nothing. And without Master Eisinger, many heroes themselves
offer protection to his merchants and scouts. would be nothing. I am quite sure that the council is named after
him.”
Voice of the People − “Grumpy and complicated. What does he mean, only the truly
+ “You should talk to Stoerrebrandt. He can help you out.” worthy should bear his weapons? No, he did not sell me a sword!
− “Don’t go to Stoerrebrandt! If he gives you help, you belong to him.” Why do you ask?”
211
Arn Askrason Baba ben Ali
The Strongest Man in the World The Wind of the Desert
“Swafnir watches over the brave. Every child knows that, Tjalva! “By the eternal splendor of Rastullah’s beard! You do not need all
But you probably imbibed fear along with your mother’s milk. of these goods. They will only hinder your survival in the desert.
And your father was too cowardly to go out to sea himself, huh? You want to survive, right? Just leave them here with Ali, Ali,
Come on, show me how well you can brave the waves. Through and Ali. You may move on unhindered—and you shall live, if the
the bay to Prem, by Swafnir—it is on!” Unfathomable has ordained it.”
Arn, who hails from the Hammerfist Ottajasko in Olport, is Baba is more than just a simple highwayman who haunts
the epitome of the quarrelsome Northman—he is a broad- the border regions of the Khôm Desert and the Lands of
shouldered, muscular, hard-drinking braggart. Countless the Tulamydes. He supposedly leads 33 proud thieves, all
stories circulate about his real and alleged heroic deeds, of whom obey him blindly. If rumors from the Caliphate
and he boasts that he is the strongest man in the world, prove true, Baba is responsible for at least half the robberies
partly because he does possess considerable strength, but between Wal-el-Khômchra and the Cichanebi Salt lake in
also due to his rather outspoken, competitive personality. the last five years.
His constant need to prove he is the greatest, strongest, Many Novadi desert dwellers believe Baba is the outcast
and best—whether it be at swimming, tug of war, arm son of a sultan who searches for his destiny in the desert.
wrestling, or drinking—means he constantly challenges However, the viziers of the Caliph consider him a dangerous
himself and others, as he believes true Thorwalers should. revolutionary. Baba has repeatedly escaped his captors
He is usually a good sport when defeated, but sometimes and has the blood of at least one Emir on his conscience.
his ambition gets the better of him and he refuses to However, he supplies many tribes of the Khôm with food,
surrender until he has proven his superiority. He typically spices, and water and thus can always count on their
stays near the coast, but he has been known to venture support. His band of thieves does not seem to maintain a
inland to spread his own legend. hideout; instead, Baba travels with his men from oasis to
oasis, like a real Novadi.
Voice of the People
+ “Arn the Strong survived alone for three weeks on Skerdu, Voice of the People
and he pulled a rotten tooth from the mouth of the sea serpent + “Now that’s al Caliph, I tell you what! No roof, only a canvas tent
of Hylailos. I’d like to drink with him, by Swafnir’s name! Maybe and the desert wind… Just as Rastullah told us it would be!”
then I could become part of his legend.” − “Are you crazy? I most certainly will not lead my caravan
− “Nothing about him is as great as his reputation would have you anywhere near the 33 thieves. That Baba is the worst of them all. No,
believe! He’ll make fun of you and brag that he can beat you at I won’t risk it for any price. I have no desire to get my throat slit.”
anything, to make himself look better in comparison.”
“Is there anything better than the fresh sea breeze in your hair, “Rahja has blessed us with desire and passion, and the crafty
a clear horizon, and the planks of a fast ship beneath your feet? Phex has given us this night so that we can indulge in Rahja’s will
No one will ever again tell us what to do. We are our own masters, undisturbed and undetected. Let us honor them, my rose.”
and they have what we want. On my command… Board!”
Born a lesser noble, the charming Deriago goes by many
Nadaljeff, the daughter of a Bornish merchant princess aliases in the alleys of Vinsalt. “Rimaldo,” “Alrigio,” or
and her Mohan lover, was born in the colony of Port even “Rahjacomo” are just a few of the names he has been
Stoerrebrandt. Rumor says she sold herself into slavery to known to whisper in the ears of potential mistresses while
escape her domineering mother. Many sailors tell stories gallantly kissing their hands. He is said to have broken
of how she started out as a rowing slave but soon became a countless hearts, and his notorious liaisons are a source of
navigator in the Horasian navy, and from there went on to constant trouble. Nevertheless, he makes every lover feel
become one of the most feared pirates in the Southern Sea. as though she is the only girl for him.
Now a fixture among the pirates of the Charybbean, Discretion is his highest priority, as it is the only way he
Nadaljeff may even come to succeed the infamous pirate has managed to keep his head on his broad shoulders thus
king, Lolonna, after leading a mutiny and stealing one of far. Despite his caution and his reputation as an excellent
his ships. However, she does not care much for politics. fencer, his notoriety attracts a long line of angry husbands
Instead, she promises her crew a good haul and lets them demanding to duel him. Therefore, he is constantly on
manage their own affairs aboard her ship, the Bloodray. She the run, or in search of a willing second, or, even better,
is extremely clever and acts only as ruthless as necessary to a champion to fight his duels for him. Fortunately, his
maintain her reputation, but she avoids harming her crew. eloquence helps him make friends quickly and he always
Unless, of course, someone questions her marksmanship has enough money to treat a new friend to a cup of wine.
with the balestrina or asks her how she lost an eye…
Voice of the People
Voice of the People + “He’s a good man. You can trust him completely. Somewhat
+ “Miserable cur, aye! But Nadaljeff is not above selling your laidback, perhaps, but very reliable. And so handsome!”
own goods back to you afterwards. That’s what I call a sense for − “No one flirts with my wife and gets away with it! What
business!” arrogance! When I get my new sword, I’ll show him a thing
− “Don’t be a hero, you understand me? That captain is a blood- or two…”
drinking maniac. She will rob you, certainly, but it is your actions
that will determine whether she also enslaves you, maims you, or
sinks the tub on which you sail.”
213
214 Chapter 9: Fame and Infamy
Chapter 10:
Myth and History
“On the first day, before Time existed, the elves stepped out of
the light. Simia-Who-Stepped-from-the-Light and Aldarin-of-
the-Sign-of-the-Stars were among the first to enter into existence.
But Simia was not satisfied. He gazed at the sun, moon, and stars
at length, pondering not their origin but rather the reason for
their existence. After much wandering, Simia finally proclaimed
that some things had yet to be named and declared that he
himself would do so. He invented the words space and time, and
the moment he spoke these words, space and time became real.
And so he divided the world into here and now and light and
dream, which were now separate from reality. Not every fey’e
wished to become subject to this unknown, and some of them
stepped back into the light. But Aldarin, marked with the sign of
the stars, assembled a community and together they stepped into
the reality that Simia had named. Thus, the world as we know it
today was formed.”
—Transcription from the Faedhari, the history of the elves
215
Aventurian History Prehistory
According to the faith of the Twelvegods, the world as we
Aventurian history is subjective, as the victors of a know it was conceived in battle. At the beginning of the
battle typically write it, gloriously praising their own First Age, there was only nothingness. From this void,
achievements while downplaying or completely omitting two principles formed—the principle of the ordering mind,
those of their enemies. and the principle of the tangible reality. The respective
embodiments of these two principles (Los, the All-God, and
Humans in particular claim association with many events Sumu, the Primeval Giantess) struggled with each other for
from earlier ages even though humans did not exist at dominance until Los killed Sumu. When he saw what he
the time. Chroniclers who believe in the Twelvegods had done, he cried bitter
like to assume the number 12 was important throughout tears, for he could not
history. After all, there are 12 gods, 12 Great Dragons, 12 restore Sumu to life. The For an overview of
archdemons, and so on. In reality, the number 12 only gods that we know today the various Ages of the
gained importance with the current, common faith, and sprang from the drops Hesinden tradition, one of
the true number of all of these beings is unknown. It of Los’ blood that fell to the subjects of this section,
should come as no surprise, then, that the details of many the ground, and from his see Chapter 4: Culture and
events recorded in elven lore differ from those recorded tears were all living beings Science, page 103.
in human, dwarven, orc, and lizardfolk history. Even created. Plants grew out
historians who are committed to the truth and who try from Sumu’s lifeless body,
to present events as objectively as possible still find their and from the blood of her
understanding of history limited to the framework of their wounds sprang the titans.
own common faith and value systems.
As a mighty entity known as Kha began to classify the
Countless civilizations have risen and fallen, their records newly created world, she created Time to track the world’s
lost to current generations. When big cities fall, entire progression. A lizard mage named Ssad’Navv once used a
libraries have been known to disappear—whether due to complicated ritual to attempt to travel to the beginning
fire war, or simple decay. Untold numbers of documents of Time to change it. But Kha knew that once the wizard
likely slumber in secret places, waiting to be rediscovered removed the supporting pillar of Kha’s World Law, Time
and deciphered, after which their contents will no doubt could flow forward, backward, or even sideways without
upset many a person’s worldview. warning, and might even collapse in on itself, to the
extreme detriment of the world. Therefore, Kha intervened
Long before humans even existed, the peoples of Aventuria quickly and chained Satinav, as the humans know him
passed their history to their descendants through oral today, to the Ship of Time. From his prison, Satinav must
tradition and, later, written records. However, few living forever ensure no one else attempts to change the course
Aventurians could translate the complex pictograms of of Time. At his side, his daughter Ymra records the past on
the lizard cultures that flourished thousands of years ago. the black pages of a vast tome, while his other daughter
Even those with the appropriate knowledge have trouble Fatas writes the future on the white pages of another.
discerning whether a particular passage refers to a legend,
a parable, or a factual report. Whether other, earlier
What Does My Hero Know About Prehistory?
civilizations left any written records is unknown, although
Aventurian prehistory has been strongly transfigured
it cannot be ruled out.
and glorified by mythology. Thus, what the heroes
know depends significantly on their race and culture.
Mythology and History To provide a coherent view of the early history of the
world, this chapter emphasizes the mythological and
“The world is mysterious and its creation remains an enigma, legendary aspects of history as told through the myths
even for those who are enlightened by Hesinde’s wisdom. We of the Twelvegods. Aventuria and its inhabitants have
exist, the gods gave us free will, and we live here, in creation. changed significantly since the world began, and no
Beyond creation lies chaos, wherein dwell creatures that desire scholar can accurately guess what really happened
only to corrupt and destroy our world. Therefore, we must always several thousand years ago. What most mortals know
be prepared to fight the battle between creation and chaos.” about the great Dragon War, the Battle between Los
—Nacladora Berlînghan, Blessed One of Hesinde Draconite, and Sumu, and Mada’s Sacrilege comes from highly
1038 FB fragmented and idealized legends. Nobody alive today
knows the true cosmological context of every story
told by every race.
217
allies and struck a breach into the Wall of Stars, opening a giantess named Chalwen revealed Pyrdacor’s deception to
gateway into the world for the cruel hordes of the Demon the high elves and they turned away from him. In response,
Sultan. This chasm also unleashed the Omegatherion, Pyrdacor cast Chalwen and her worshipers, a civilization
the Beast of the Last Day whose poisonous slaver created of humans known as Sumurreans, into the sea. Pyrdacor’s
wastelands wherever it fell to the ground. The gods pride grew until he thought to challenge the gods once
prevailed and shattered the Omegatherion into pieces, again. Thus began the Second Dragon War. The Ancient
though they suffered heavy losses. Together they bound Dragons who guarded Dere quickly rallied to the side of
the Nameless God in heavy chains within the Starless Void the gods. Pyrdacor even dared to form an alliance with the
so his body would forever seal the hole he had created in shackled Nameless One to secure his power. Much of the
the Wall of Stars and thus deny the demon hordes access surface of Dere was destroyed in the ensuing conflict. The
to the world. magnificent cities of the high elves were laid waste, and
Pyrdacor’s magnificent kingdom of lizard people, Zze Tha,
Sadly, very little is known about the Ages immediately disappeared completely from the face of Dere.
after the Fall of the Nameless One, as well. The first
humans are often said to have appeared during the Sixth The golden dragon’s legendary treasure hoard, with all its
Age, although many legends include the children of man mighty artifacts, was lost and scattered.
among those preserved in Thalam Sora. Praios’ Chosen
People are said to have ruled over the world at this time (at Except for the proliferation of the orcs and goblins, which
least according to ancient legends of the Church of Praios). already existed in small numbers in Aventuria at that time,
It is said that the many-legged ones ruled Dere during the the world had almost become as we know it today.
Seventh Age. Curiously, no records, stories, legends, or
even fables remain of the Eighth Age, which is now often The First Human Kingdom
referred to as the Forgotten Eon. According to the tradition
of the Twelvegods, this Age was characterized by shocking The Tulamydes and the Old Realm
blasphemies, and the gods expunged all memory of it from It is said the Tulamydian hero, Rashtul
the world. Not until the Ninth Age, when the world was al’Sheik, founded the first major human
dominated by sea-going peoples, does recorded history kingdom of Aventuria around 2,000 b.FB.
resume. It is during this time that the golden dragon He led his people, whoa re now called
Pyrdacor, Guardian of the Elements, created the Eternal Ice the Ancient Tulamydes, down from
in the north, by means of a world-shaking ritual. the protection of the mountains
into the delta of the Mhanadi
The Tenth Age saw the rise of different civilizations of River, and then to victory over
lizard people, almost all of whom worshiped the God- the lizard people of Pyrdacor.
Dragon Pyrdacor (undoubtedly the most powerful being in Afterwards, he founded the
the world at that time). Under Pyrdacor’s patronage, the city of Khunchom on the
dominance of the scaled ones lasted well into the Eleventh ruins of the magnificent
Age, which saw the appearance of the so-called old races— city of Yash’Hualay. His son,
the elves and dwarves. Bastrabun, wove a shield
(called Bastrabun’s Ban) from
Angrosh the creator god, known to humans as Ingerimm, powerful magical signs to
is said to have created the dwarves to guard his treasures, prevent the scaled ones
which lay hidden below the surface. The dwarves quickly from ever invading the
became arch nemeses with the dragons and lizard men Lands of the Tulamydes
who ruled at that time. Again and again, Pyrdacor attacked again. Many of the
the dwarves and burned their cities. During the Battle of exiled lizards fled
Skyfire, Xorlosh was the only dwarven city to hold out to Maraskan, which
against the dragons. Dwarven records place this event became known as
precisely at 7,200 years before the Fall of Bosparan (b.FB). Marustan, the
219
Quieter times returned after the death of Belen-Horas and performed an ancient and powerful summoning rite on
a period of reconstruction. The Peace-Emperors, as they Commander’s Hill. The demons who answered his call
were called, prudent and wise, reigned for more than 200 destroyed the Garethan defenders and then turned against
years. the Bosparan legions, completely destroying them, as well.
Scholars have named this massacre the First Demon Battle.
Things changed for the worse again when Haldur-Horas It is regarded as one of the bloodiest battles in history, for
ascended to the throne and accused the troublesome fewer than ten people survived out of thousands. Emperor
Garethan province of skimming taxes. His legions lay siege Fran-Horas never spoke another word and refused to eat
to the city, whch fell after 200 days. Two months later, more than a thin broth. Four years later, his shrill screams
someone assassinated Haldur in distant Bosparan. His son, were heard to echo through the palace and then suddenly
Fran-Horas, sought revenge by ordering countless arrests stop. His body was never found.
and executions in Gareth. His atrocities earned him the
nickname, “the Bloody.” The Dark Ages
The disappearance of Fran-Horas ushered in the Dark
The Garethans had endured enough and rose up against Ages. Between 564 b.FB and 162 b.FB the Bosparan
the Bosparans, expelling their hated overlords from the Empire continued to disintegrate. Entire regions had
city. The emperor’s hastily dispatched expeditionary force been depopulated during the First Demon Battle, while
failed to defeat the rebels in 568 b.FB, and the insurgency others sank into chaos and decadence. Orcs under the
gained momentum. Atrocities were committed on both leadership of Nargazz Bloodfist invaded and, meeting no
sides. Eager to force an outcome, Emperor Fran-Horas effective resistance, assimilated the northern provinces
and founded their vast Kingdom of the North. In the
heart of the Bosparan Empire, people worshiped strange
new gods and idols, and the sciences were, for the most
part, set aside. Many worthy cultural achievements were
forgotten, and provinces broke away from Bosparan or fell
into barbarism.
221
when many Blessed Ones of Rondra were rounded up and tyrants. The Church of Praios extended its persecution to
executed by the Sun Legion. This event ushered in the believers of other faiths, including worshipers of the other
reign of the Priest-Emperors: an era of bloody despotism Twelvegods. Witches and other spellcasters were subjected
under which the common people suffered dearly. In to mock trials and then burned at the stake or lynched by
337 FB, the last remaining Theater Knights perished in angry mobs. The realm suffered under an unimaginable
the Battle of Dragon’s Rift, ending all resistance to the burden of taxes and levies, the so-called godly appreciation.
Magnificent palaces, each one more lavish than its
The Order of the Theater predecessor, were built to honor Priaos the king of gods. As
To bring an end to the goblin wars that plagued the Horasian people began to starve, resentment grew against the rule
Empire after the Fall of Bosparan, twelve heroes who of the Priest-Emperors.
worshipped Rondra founded a military alliance in the Theater
of Arivor. They called themselves the Holy Order of our Lady Rohal the Wise and the War of Wizards
Rondra of the Theater of Arivor, but the common people A knowledgeable old wizard known as Rohal the Wise led
referred to them as Theater Knights. the final rebellion against the Priest-Emperors. Under his
leadership, the rebellion drove the last Priest-Emperor
Under the masterful leadership of Marshall Lutisana of from the throne in 466 FB. Rohal ruled wisely and justly
Kullbach, large portions of the roving goblin armies were over the Middenrealm as Protector of the Realm for more
either banished, killed, or enslaved within two years. The than 120 years and allegedly aged less than one day during
Theater Knight Pakhizal al’Murfun slew the legendary queen his reign. During this Era of Rohal, education, sciences, and
of goblins, Uspushanna the Bloody, in 5 FB, finally breaking arts flourished. Spellcasters of all traditions exchanged
the goblin resistance. About one hundred years later, the knowledge, elven poetry was recited at court, and people
Theater Knights mobilized again, this time on orders to claim romanticized the mysteries of the Ancient Dragons.
the Bornland from the goblins. Their conquests included Philosophers and scholars enjoyed elevated status, and
lands of the goblins and also of the Alhanians, a people with many mage academies were established during this time.
Tulamydian roots.
Soon the people grew fearful of Rohal’s seemingly never-
The Theater Knights built mighty castles and ruled with an ending reign, and in 589 FB, a mob approached the palace
iron fist, and their full history is recounted elsewhere. They chanting, “Strike the demon from the Imperial Throne!”
suffered their final defeat at the hands of the Priest-Emperors, The Protector of the Realm arose, left the palace with a
who burned the last Grandmaster of the Theater Knights at simple salutation, and disappeared without a trace. The
the stake during the Battle of Dragon’s Rift in 337 FB. Today Realm was suddenly without a ruler. Rohal left no heir and
the Bronnjars of Bornland still proudly invoke their descent the great mage’s guild could not agree over the succession.
from the Theater Knights. The Theater of Arivor in the Many followed in Rohal’s footsteps, but an increasing
Horasian Empire remains a popular pilgrimage destination number of magically gifted individuals turned to the
for worshippers of Rondra. Even though the city was destroyed teachings of a man whose name would haunt the world
by the Starfall in 1039 FB, thrill-seekers still make their many centuries later—the very epitome of an unscrupulous
way though the rubble to the ruins of the Theater standing black mage—Borbarad ( page 238).
defiantly in the lost city.
223
Despite his shortcomings, the emperor was popular among The Khôm War broke out in 1008 FB. Under the leadership
the common folk, and his reign is romanticized today as a of Patriarch Tar Honak, Al’Anfa conquered large portions
golden age. While alive, Haal wavered between populism of the Caliphate and even seized control of many of the
and aloofness until, in 997 FB, he pompously dubbed himself Khôm’s oases. It was not until 1010 FB that the Novadi were
“All-Twelvegodly Magnificence,” and some regions even able to push back the invaders, united under their new
worshiped him as a deity. Emperor Haal’s only son, Brin Caliph, Malkillah III.
of Gareth, was born of his union with Alara Paligan, the
daughter of Al’Anfan Grandes. The crown prince was well- More hardship befell the Middenrealm in 1010 FB, when
liked by all,, and narrowly avoided an attempt on his life orcs invaded the Svellt League of Towns, north of the
during a tournament in honor of his engagement in 998 FB. realm’s borders. Later that year, Emperor Haal disappeared
The Chancellor of the Realm, Answin of Ravenmouth, under mysterious circumstances while on a hunting trip
was revealed to be one of the masterminds behind the in the Bornish Ilmenstein. His body was never recovered.
assassination attempt, but his relation to the emperor
and his family’s influence ensured that he was exiled, not Recent History
executed, for his crime.
The heir to the throne married his betrothed, Emer ni The Answin Crisis and the Orc Storm
Bennain, in 1004 FB. This daughter of the Albernian prince The Chancellor of the Realm, Answin of Ravenmouth, took
was the first prince consort to hail from the Middenrealm advantage of the disappearance of Emperor Haal and the
for quite some time. The couple seemed to be extremely impending threat of a new Orc Storm. He returned from
fond of one another, and were quite popular with the exile, promptly seized the Griffon Throne, and had himself
common people. crowned Emperor of the Middenrealm in 1010 FB. A fierce
internal struggle for the Crown of Raul began to unfold just
Emperor Haal, on the other hand, began to develop as the orc invasion pierced the Realm from the north. Brin
peculiar preferences for advisors as well as pertaining to
the affairs of the Court. He rarely appeared in public but
held lavish private receptions. The emperor frequently
elevated deserving heroes with offices and honors, and
even presented lands to the son of the Forest Folk’s
chieftain—a glade elf—which provoked distrust and anger
between long-established noble families and the new
Haalian aristocracy. He replaced his advisors regularly but
often took council with the mighty sorceress, Nahema, a
Tulamyde who was free to come and go at Court, and it was
said that she not only had the emperor’s ear, but also shared
his bed. It was she who finagled a momentous judgement
from Haal regarding an especially cruel punishment for his
court wizard, Galotta, for a grievous error. The Emperor
ordered Gallota’s head shaved and dyed a deep red, and
then made him perform the scarlet cap dance, a dance on
red-hot iron. Humiliated and disfigured for life, the exiled
wizard vowed revenge. One year later, Gallota led a force of
man-eating ogres against Gareth. The Second Onslaught of
Ogres obliterated the Tobrian city, Ysilia, but was stopped
at the Trollgap between the Black Sickle Mountains and
the Trollpeaks. Numerous members of the royal family and
other monarchs fought alongside brave men and women in
the Battle of a Thousand Ogres.
The Living History: heads in a direction that your gaming group does not
like, feel free to change it! Nothing says you must have
Aventuria as a Game Setting our Emperor on the throne, or cannot abolish the
The reign of Emperor Haal brought about more changes
mage’s guilds, or can’t allow an unpopular noble to
for Aventuria than were obvious at that time. The living
die an early death. Wars may break out earlier, later,
history of Aventuria began with this era and, from this
or not at all in your campaign, and you do not have to
point forward, players took part in the creation of the
destroy a city just because an adventure module makes
world. The first The Dark Eye publications in 1984 were
it possible to witness its destruction. We can only tell
set at exactly this point in time. Many present-day
one version of the story in our publications, but you
Aventuria characters and narrative strands originated
create your own history every time you play the game.
here, and countless player characters experienced
Think of the living history as a suggestion to follow the
and influenced the world via adventure modules and
exciting stories in Aventuria—nothing more, nothing
campaigns. Some of the following historical data
less.
contains spoilers for old adventure modules, but please,
do not let that prevent you from reading this chapter,
An adventure module’s connection to the living history
as certain important Aventurian events can be hard to
is spelled out on its back cover (see Core Rules, page 389).
grasp without this background knowledge.
Similarly, the NPCs in our supplements are also marked
accordingly (see The Garadan System, page 204), to let
The Aventuria Almanac’s main function is to give you and
you know at a glance whether your group will diverge
your gaming group a feel for present day Aventuria.
from the living history by making changes.
Therefore, the following sections are written with you
in mind. You will have the chance to experience and
Apart from adventure modules and supplements,
even influence Aventuria at the gaming table through
you can find regular news about Aventuria in the
new game supplements adventure modules, and many
Aventurian Herald, a supplement presented in the form
our novels!
of an Aventurian newspaper. This useful supplement
is published bimonthly and is available for free, as a
Aventuria is a world of challenges both large and small,
download and in print. For more information about the
with many different starting points you can use to
Aventurian Herald, inquire at your local game store, or
create your adventures. If the official living history
online at www.ulisses-us.com.
225
Under the leadership of Sadrak Whassoi, the main orc
The Bearers of the Seven Signs
army eventually conquered Griffonsford, and Brin’s army
The Bearers of the Seven Signs were legendary heroes
was routed in the Battle of Orcwall.
spoken of in the prophecies of the famous Al’Anfan,
Thamos Nostriacus, more than 500 years before the
The Margravate of Griffonsford became known locally as
return of Borbarad. The Signs were mystical artifacts
the Darkmarches under its orc governor, Sharraz Garthai.
Emboldened, the orcs plundered their way through Garetia
The legends of many cultures speak of heroes who fought
and soon threatened the capital of the Middenrealm.
horrors by themselves, but this time the threat was so
Human forces under the leadership of Brin won a decisive
considerable that the heroes could not face it alone.
victory over the orcs in the Battle of the Silk Meadows
These Bearers of the Seven Signs were chosen to defy
outside Gareth on the 1st and 2nd of Phex, 1012 FB. By 1013
the wizard Borbarad. Amazingly, most of the Bearers’
FB, many regions had been reclaimed and Griffonsford had
names were never recorded, and it is unclear whether
been liberated. To this day, the lands of the Svellt are still
any of them survived the horrors of the Third Demon
partly occupied by orcs, and the humans who live there
Battle to witness the triumph over Borbarad.
pay taxes to their orc overlords. The infamous leaders of
the Third Orc Storm would appear in history once again,
First Sign: the Almadine Eye, a clairvoyant artifact of
many years later.
great magical power from Ancient Tulamydian times
Second Sign: the Wandering Image, a magical, elvisn
The orcs were not the only ones who used the Answin
tattoo that created harmony and granted insight into
Crisis to try to expand their power. In the Horasian Empire,
opponents’ motives and even their souls
which had been independent from the Middenrealm since
Third Sign: the HassGrurSst (Brave Animal with Toad
752 FB, Queen Amene Firdayon tried to take advantage of
Sense), an ancient lizardfolk artifact that granted the
the situation by making a pact with the king of the Cyclopes
wearer the might and courage of a leviathan
Islands to once again assume the title of her ancestors.
Fourth Sign: the Five Firnglimmering Fingers, a
From that day on, Empress Amene-Horas ruled over the
mechanical hand crafted of moon silver, a legendary
revived Horasian Empire.
substance, in the early days of the dwarves
Fifth Sign: the Steely Brow or Cap of Rohal, which
The Borbaradian Invasion
protected the mind from magical influence
The Orc Storm, as it turned out, was not the greatest
Sixth Sign: the Winged Missile—a fragment from a Sky
threat of that era. The oracle Thamos Nostriacus’ sinister
Wolf’s heart that could unleash incredible destructive
prophecies of a coming darkness began coming true in 1015
power
FB. An undead wizard named Liscom of Fasar managed to
Seventh Sign: the Sharpness from Seven Cups—this
summon Borbarad’s spirit back to the Third Sphere. His
was Sevenstrike, the reforged blade of Geron the
blasphemy caused devastation to an entire region, and
One-Handed
produced the Weidenan Desert.
The Imperial armies suffered terrible defeats, again The struggle against this insurmountable opponent
and again. Many nobles, mages, Blessed Ones, and even lasted long into winter, and the dispirited Imperial troops
provincial rulers lost their lives. The Duke of Weiden fell in rarely saw victory. Great lamentation went up in Tsa
battle, as did the Church of Rondra’s Army Mistress. 1020 FB, when, of all people, the former Marshall of the
227
The Shards of the Demon Crown
Those who secured one of the seven shards of
Borbarad’s Demon Crown ( page 234) after the
Third Demon Battle became known as the Heptarchs.
Each shard, which carried the power of one of the
archdemons, would affect its respective Heptarch’s
territory for many years to come. An overview on the
archdemons can be found in Chapter 7: Gods and Demons,
on page 184.
229
The War of Dragons and Its Consequences of fierce fighting, but the Prince-Commander had an ace
The sudden death of Amene-Horas in 1028 FB up his sleeve. During the Nameless Days of that same year,
sparked a war of succession in the Horasian the brilliant strategist conquered Perricum, and from there
Empire. Her son, Timor Firdayon, took the wreath his troops advanced far into the Middenrealm. He laid
as the new Horas, but the Crown Convent of Arivor siege to Rommilys and Gareth, but he and his troops were
recognized her daughter, Crown Princess Aldare, narrowly defeated in the capital at the very last second.
as the true heir and made her queen. Their sister A large portion of the Shadowlands is finally free now
Salkya (a Blessed One of Rondra who had renounced that Heptarch Helme Haffax is dead. However, the Starfall
her claim to the throne) also returned, but she died ( page 232) now casts a new and much greater shadow
in battle. After prolonged and bloody fighting, the over Aventuria.
Timorite faction seemed to emerge victorious… at
least at first. The Time of the Starfall
The Twilight of Shards—as the war on the heirs of
In 1030 FB, Shafir the Magnificent intervened in Borbarad is called—came to an end, as did an Aventurian
the conflict. Surprisingly the siblings called for a era. It is uncertain whether the wound of the Shadowlands,
truce after the Emperor Dragon’s intervention, perverted by demonic power, can ever be healed. Transysilia
and after long negotiations, enacted the Peace of remains in the hands of Arngrimm, the wolf-like Duke. The
Arivor. Timor and Aldare renounced their claims city of Yol-Ghurmak may never be known as Ysilia again,
to the throne, and Khadan Varsinian, son of Aldare as it has merged with the Shard of Agrimoth. Ghosts and
and Shafir, was proclaimed the new Horas. Timor other undead still plague the Ravenmarches, the Sunmark,
withdrew from public life, while Aldare, who had and a large part of Warunkia. But the Middenrealm and
been ordained in the Church of Hesinde years prior, its allies might yet prevail, thanks to a great extent to the
was made the new Magister of Magisters, the head efforts of brave heroes, and there are many opportunities
of the Church of Hesinde. The War of Dragons, so to strike a decisive blow against the corruption spread by
named for the protective, heraldic animal used by the Heptarchs.
both factions, reached a happy conclusion despite
the losses. In the meantime, Khadan-Horas, the dragon’s son, did not
remain idle. He spent many years researching ways to
After the War of Dragons, the Al’Anfans saw their destroy the Shards of the Demon Crown ( page 234) and
chance to end their long stalemate at sea and break their power. After many long and secret preparations,
attacked the Horasian Empire. They intended he traveled to the Khôm Desert with the Charyptoroth Shard
first to occupy the Cyclopes Islands with their early in 1039 FB to perform a special ritual far from any
Black Armada, while military commander Oderin source of water. Amazingly, he managed the unthinkable
du Metuant’s troops marched overland north and the shard was destroyed, yet the task weakened the
to conquer Drôl at the same time. In the largest Horas significantly and almost claimed his life (or so people
naval battle of the current era, near the island of now whisper in the salons of the Horasian Empire). Almost
Phrygaios, the Horasians were able to repel the immediately, the Starfall ( page 232) began rending the
enemy thanks to their state-of-the-art ships and skies over Aventuria. It is an event of such major cosmological
sailors’ tremendous sacrifices. It would take Al’Anfa significance that some scholars already speculate there may
many years to recover from this bitter defeat and be a correlation between the two events.
rebuild its weakened fleet.
The starry sky above Aventuria has changed significantly
that the shard of the archdemon Nagrach now rests in the since then, slowly at first, but then with increasing speed.
hands of the orcs. One cannot forget the Night of the Starfall in Travia,
1039 FB, during which countless celestial phenomena were
Meanwhile, a violent war for the Blood Sea—as the demon- observed, but this time, entire constellations have changed.
infested waters between Maraskan and Tobrien came Stars flicker and shine brighter or else are completely
to be called—was waged in the south of the continent. extinguished. One constellation, the Hero, shines brighter
The Heptarch Darion Paligan met his end together with than ever before in the skies over Aventuria, and for the
his demon ark, Plaguebringer, severely weakening the first time in living memory, humans and dwarves can
archdemoness Charyptoroth’s dominion. agree on this at least—the continent is experiencing a new
Heroic Age. The actions of your heroes will determine the
After an unexplained period of seeming inactivity, Empress course of future history.
Rohaja finally retaliated in 1039 FB by dispatching a mighty
army from Gallys to reconquer Mendena. Imperial forces For more about Aventurian constellations, see The Starry
captured Haffax’ capital by the end of the year after weeks Sky, on page 104.
Part of the nature of the world is that one must work for and earn
such knowledge. Was there ever an architect who was not first an
apprentice?”
—the ancient dragon Fuldigor the Finisher, 1034 FB
SPOILER ALERT!
This chapter contains GM-only information. Players who
look forward to in-game surprises and who do not wish
to diminish their enjoyment of the game should not read
beyond this point!
231
Mysteries Empire. The earthquake that followed marked the doom of
the city. A huge, dark chasm gaped in the ground where
one of the most fortified and tradition-conscious cities of
The Starfall the Horasian Empire once stood—to this day, only ruins
(Pages 104, 107, 193, 229, 230) remain (see also The Ruins of Arivor on page 249).
“I could not believe it! The constellation of the The Changing World: Aventuria in Its New Edition
Dragon began to blink. The eye of the Dragon After the Starfall, certain details are more uncertain and
went dark over and over again only to shine mystical in Aventuria and, we hope, more exciting for
even brighter when it returned. Then, the the players. But not to worry. We do not intend to turn
Dragon’s eye went out entirely. I fervently pray everything upside down—at least not yet. The Dark Eye still
that our patron, the High Dragon Naclador, has contains all of your favorite Aventurian regions, people,
not gone to sleep; not now, when we so desperately and idiosyncrasies, which after all are the heart and soul of
need his eternally watchful eye. Then, stars began to the game. We are simply taking this opportunity to advance
fall from the skies and constellations changed and shifted. The the living history of the continent and the narrative of
Starless Void began to grow. And I could find no predictions the world via NPCs in an organic way, preserving its rich
of these occurrences in the works of the brilliant astronomer, background while introducing exciting new events.
Niobara. Lady Hesinde, enlighten me!”
—Nacladora Berlînghan, Blessed One of Hesinde, Order of Heroes have the potential to tip the scales, prevent the
the Draconites worst from happening at the very last moment, and
possibly even bring about a favorable ending. Often, heroes
are the ones who proverbially, or sometimes quite literally,
The event that became known in every Aventurian
save the world. The rules of the 5th edition introduce Fate
language as the Starfall began midway through 1038 FB.
Points, which heroes may use to help with small, large, and
Individual constellations flickered restlessly in the night
mighty heroic deeds. However, the enemy is also prepared,
sky, while others slowly began to lose their brightness.
and an arch nemesis may make use of similar means,
In Boron 1038 FB, a large meteorite made of Gwen-Peytrl
influencing fate in a similar way. Phex, the god of luck,
went down near Havena, in the month of Rahja that same
may grant Fate Points to the heroes, but so may any other
year, one made of star-iron went down near Oldenbridge
deity with an interest in the heroes’ destinies. Long-time
in Kosh. Wild rumors and the most sinister of conjectures
players of The Dark Eye may simply introduce Fate Points
made the rounds among scholars. But the common people
as an exciting rule mechanism to enhance gameplay, or,
either looked at the night sky in fear or turned a closed
like some GMs, connect them to the Starfall. It’s up to you.
eye to what was happening. Insecurity, panic, and chaos
surrounded such events, but brave heroes often prevented
If, as a GM, you like to link the rules and the setting for your
more terrible things from happening.
gaming group, the 5th edition innovations offer wonderful
connecting points to events in Aventuria. Not all of the
In 1039 and 1040 FB, the changes in Aventuria’s night sky
changes can be reflected in-world, as some are primarily
became more dramatic. Stars went out in the night sky—
new rules for cooperative play. But numerous points of
sometimes slowly, sometimes suddenly, and sometimes
contact exist through which the changes in the game can
entire constellations shifted or changed their arrangement.
also be addressed within the game world context—whether
that be through changes to magic in the world, or the fact
During these changes, mystics, prophets, and clairvoyants
that Blessed Ones can now draw on considerably more
from all peoples and races were repeatedly plagued by dark
karmic energy than before, or the significant changes in
premonitions that revealed a substantial threat. However,
the works of the gods.
no one could tell with certainty what exactly these signs
were predicting or in which way this threat could be
We hope to shed some light on what awaits you in
addressed.
Aventuria’s near future.
However, one thing quickly became clear: old certainties
“The world is changing. I see it in the light of the stars and I
no longer held true! Not only did the night sky change, but
taste it in the dust and ash carried on the wind. I feel it in the
the web of magical ley lines that encompasses the world
depths of my soul, which longs for the light from which my people
shifted and acquired new pathways.
emerged. Maybe it has always been like that. Perhaps, it will soon
be decided whether we will return to the light or if that-which-
Then, in Rahja 1039 FB, the unthinkable happened: the
fights-creation will plunge us into eternal darkness.”
point of the Sword constellation went out and a star fell
—Elidiriel Moon-over-the-Waters, glade elven legend singer,
from the sky and crashed down near Arivor, in the Horasian
1040 FB
233
visions. This interpretation clearly makes the game The first signs of the Starfall were already present in the
more heroic, and is particularly close to the tradition night sky by then, and the first record of falling stars is
of the game as a real “heroes’ role playing game.” dated from mid to late 1038 FB.
Mundane: The destruction of the Charyptoroth Shard Of the seven shards from Borbarad’s Demon Crown,
by Khadan-Horas accelerated the Starfall (or perhaps only three are known to have been destroyed. A few are
even triggered it in the first place). In this variant, in safekeeping thanks to heroes who took part in the
mortals provoked a major catastrophe, despite their adventures surrounding the Twilight of Shards. It remains
best intentions. Alternatively, they might have done to be seen whether they can be destroyed as well.
exactly what was necessary to avert a worse disaster.
Significantly more focus lies on mortals rather than The origin of the Demon Crown remains a mystery, and
immortals. Instead of being mere tools of the gods, there has been much speculation on the exact nature of
mortals assume responsibility for their own fates. this powerful artifact ever since the return of Borbarad.
The artifact with which Borbarad formed pacts with
The Shards of the Demon Crown multiple archdemons may actually be related to a much
(Pages 31, 184, 226, 230) older artifact of the same name. The original Demon Crown
belonged to the Nameless One who used it to strengthen
“I had already begun to wonder whether the shards from his hold over the Seventh Sphere, and the mythology of
Borbarad’s Demon Crown were formed out of pure essence of the Twelvegods often refers to it as a thirteen-pointed
the Seventh Sphere. The latest reports give me further reason Demon Crown. If these two artifacts are in fact the same,
to doubt it. At least some of the shards must have had tangible, it is extremely likely that more shards exist, even if no
elemental components attributed to them: foremost the Shard of one in Aventuria dares to express this theory. According
Charyptoroth, but the same must apply to the Shards of Agrimoth to myth, the Demon Crown was sundered after the fall of
and Nagrach, as well. This could mean that their fate is more the Nameless One. Unless they have been destroyed, the
entwined with the world than we would like to believe. If we missing shards must still exist somewhere in the world.
accept the old legends, the Nameless One had a part in creating
the Crown, and even though he has not used it in a long time,
we cannot rule out the possibility that it holds some portion of
his strength. I do not like to think about what could happen if,
when these shards are destroyed, this power returns to him in the
Starless Void.”
—Ysolphur the purple worm, 1040 FB
235
War of the Gods particularly difficult for Boron, as various cultures and
(Pages 138, 176, 183) races have worshiped many gods of the dead throughout
time. Indeed, several entities seek to claim dominion over
Scholars know the sky often changes over the course of the Realms of the Dead and hold the scepter in the coming
eons, but no one knows the reason. age. The orcish god, Tairach, is one of Boron’s strongest
competitors, and it remains to be seen whether Boron’s
Across the face of Dere, the Karmakortheon or so-called other adversary, Thargunitoth, truly has been weakened
Turning of Ages has begun. Most scholars agree that by the destruction of her shard. Even gods such as
the struggle between good and evil, order and chaos, Rastullah or Brazoragh, who are not part of the pantheon
creation and dissolution reaches its height during this of the Twelvegods, may enter the struggle, along with
time, for, according to tradition, it decides which race other unexpected candidates.
gains superiority over the next age of the world. Some
mystics among the Blessed Ones, as well as shamans and
other prophetic, magically-gifted folk, believe this period “Finally, the stars are falling as was prophesied
of transition determines which gods will rule the coming millennia ago! Have no fear, for it is our sign that
age as well, and a conflict of gods is almost certain. The the gods are fighting, and that Brazoragh, heir
followers of the Nameless One eagerly await this shock to of Tairach, will defeat the other gods. He has
the structure of the world. already claimed his first victories. Our people
shall rule. And we will crush the humans!”
Although many pious Aventurians would deny this fact —the Aikar Brazoragh, uniter of the orcish tribes
out of fear, it is not unusual for the gods to remain silent
during a Turning of the Ages, as they become preoccupied
with themselves. However, it would come as quite a
surprise to most Blessed Ones to learn that the gods also
pay little heed to the prayers of mortals during this time. “Ironically, it is the Serpent that sends me a
For the bulk of mortals, not much changes in matters of sign. This is strange, but the great change in
faith. Blessed Ones act independently, according to their the firmament leads me to just one possible
deity, and make use of the divine power granted to them. conclusion: the fight between order and chaos
Congregants see them as the ones who bring order to the has begun, and the outsider moves to defeat
world, in the name of their deity. Doing so in the current our world. To this I say “Never!” We have the
Turning of Ages requires an increased awareness of one’s strength to resist the demons. We have the power to
own responsibility to act. The new edition of the rules shake off the yoke of the gods. We shall fight, and we shall win,
takes this development into account by granting Blessed because our free spirit conquers all!”
Ones more karma points that replenish much faster than —Azaril Crimsonweed, High Prophetess of the Church
was previously the case. of Borbarad
237
gods who gain the trust of others and begin to slowly sow One of Borbarad’s incarnations was the cruel and powerful
the seeds of doubt. The teachings of the Nameless God Mage-Mogul Assarbad, about whom many stories are told
succeed not because his Blessed Ones preach sacrifice in the bazaars in the Lands of the Tulamydes. His magic-
and devotion; rather, their words lure people in with the wielding opponent, Sulman al’Nassori, an incarnation of
promise of a new world order, which in turn appeals to the Rohal, founded the Adamantine Sultanate. Troll legends
needs of hopeful converts. The willingness of his followers speak of the Dark Twin, who brought great misfortune to
and priests to make sacrifices eventually blossoms of its the troll people, and even the lizardfolk have stories of
own accord. Despite his imprisonment in the firmament, incarnations of these two powerful beings.
the Nameless One protects his servants and cloaks them
from the Twelvegods. In turn, his followers take this as a The Bearers of the Seven Signs discovered the truth
sign of his boundless power. about their resurgence while fighting the Defiler of
Spheres during the Borbarad Campaign, when they finally
Dark Eyes banished him from this world. There is endless speculation
(Pages 42, 196) in Aventuria about Rohal and Borbarad, but it is usually
limited to myths and stories. Few actually believe Borbarad
Mysterious images repeatedly flicker in these powerful used to be Assarbad of the Tulamydes, or that he was once
artifacts as a result of the onset of the Starfall. During the a great lizardman wizard.
years 1038-1040 FB, Dark Eyes show mainly scenes of the
past or else gray, whirling images, even those Dark Eyes In the mythology of the Twelvegods, Rohal and Borbarad
which normally show only one place. Many of these fast- are regarded as sons of the god Nandus and, thus, the
changing images reveal uncertain or possible futures, or grandsons of Hesinde and Phex. However, they are in fact
else show a night sky full of shooting stars, a great heroic the Alveranians of Nandus (Alveranians are messengers
feat, or even the destruction of Arivor. chosen by gods to carry divine works into the world of
mortals, where the Mystery of Kha prohibits their direct
Some images seem to show another, far mightier artifact— intervention). They embody contrasting aspects of Nandus’
the Primotolith, the legendary first Dark Eye. Believing being—Rohal is the Alveranian of Hidden Knowledge, and
they have interpreted the signs correctly, many now search Borbarad is the Alveranian of Forbidden Knowledge. Each
intensely for this legendary artifact. The mighty, whether is represented by his own star in the Aventurian sky, and
they be magically gifted, Blessed, or even mundane rulers, each is often depicted as a white (Rohal) or black (Borbarad)
influential patricians, trading magnates, or deserving unicorn, the symbol of Nandus.
heroes, feel tempted to change the world with this artifact.
Thus, many set out to find it during the Starfall, as legends The Wall of Efferd
say Dark Eyes once fell from the skies. In truth, Dark Eyes (Page 91)
require intensive enchantment to create, and few beings
are capable of performing this level of magic today. Fallen The Wall of Efferd is a mystical barrier in the Sea of
stars are highly desired for their meteoritic iron and Seven Winds that prevents Myranian ships from reaching
magical metal content alone. The prospect of even greater Aventuria. Now that the Horasian Lamea Expedition has
magical power only increases their value. returned from Gyldenland, the young Horas is especially
worried that the Wall’s efficacy could subside.
Rohal and Borbarad
(Pages 106, 114, 186, 222) Aventurian legend says that the sea god, Efferd, created
this barrier to punish the emperor of Gyldenland for
The powerful wizards Rohal and Borbarad fought each worshiping the archdemoness Charyptoroth—which is
other twice in recent history: before the War of Wizards, not far from the truth. The Myranian house of Carybalis
around 590 FB, and about 450 years later, during the began to worship the goddess Carypta almost 1,000 years
Borbaradian Invasion. However, the conflict between these before the Fall of Bosparan. This greatly displeased the
two beings is far older, and neither of them even started capricious god of the sea, who sent storms, floods, and sea
out as human. Both have been reborn in different ages, and monsters, and eventually created the Wall of Efferd. This
they have always fought each other bitterly. While Rohal mighty barrier is the manifestation of sailors’ worst fears,
represents the responsible use of knowledge and wisdom, as the sea itself seems to turn against them. Efferd’s sea
Borbarad has no scruples and uses extremely dangerous creatures, such as whales and dolphins, protect the wall
knowledge to promote the unrestricted freedom of the diligently—any ship that gets too close gets caught up in
spirit. rushing waters and falls over the edge of the world and
down into the abyss.
239
The Ea’Myr
Khadan Varsinian Firdayon, Horas-Emperor “However, it is unclear exactly how the magical power of the Ea’Myr
The Horas (*1022 FB; highly intelligent; manifests itself. There are some reports of a third eye in the middle of
controlled; unworldly and—at times— the forehead, others of a mark that looks like a shadow or a projection
inhuman) is the descendent of a which only appears if the powers are used. […] No statement from
princess and an emperor dragon. He the Horus’ old private medicus about a real eye […] Exhibit 147A may
ranks amongst the wisest scholars provide further information: this elongated skull retrieved from the
of Aventuria. Through his dragon ruins of Bosparan shows an oval hole in the middle of the forehead.”
heritage, the Ucuri-Spark in his —restricted research report of the Institute of Arcane Analyses
bloodline has awakened and manifested of Kuslik, 1039 FB (held under lock and key)
as a fully-viable third eye, the so-called Ea’Myr. It
grants the Horas great magical power, which he uses quite In Aventuria, the Ea’Myr is only known as it relates to the
prudently since the destruction of the Charyptoroth Shard Horas-Emperor and is usually called the Ucuri-Spark. Praios
nearly cost him his life. is said to have granted this special gift to the mythical Horas
through Ucuri, the herald of the gods, and subsequent Horas-
Although he appears extremely composed and controlled, Emperors inherited the gift Legends from Myranor, however,
his draconic heritage seethes within him at all times, and proclaim that this so-called Star Eye originates from the
he finds it difficult to deal with everyday aspects of human Bashurides, who are said to be Mada’s chosen people. The
life, especially since he regards them as inconsequential. Horas-Emperors Brigon, Fran, and Hela each allegedly bore the
Occasionally, he quickly agrees to the wishes of his Ea’Myr, which supposedly manifested as a third eye on their
countless advisors, no matter how outlandish, while at foreheads. In addition, the supreme Blessed One of Peraine,
other times, he broods for weeks over what should be a Leatmon Phraisop the Younger, exhibited a third eye, but
simple decision. He often asks unexpectedly for advice, it closed after the destruction of the Shard of Thargunitoth.
especially with regard to simple human trivialities. Recent Tionnin Madaraestadin, regarded as the incarnate son of the
events have ignited in him a secret passion—namely, Nameless One, is also said to have the power of the third eye.
studying the shards and the Starfall—and he carries out Myriana Sarostes (*1010 FB; appears older and frail; unruly
meticulous research, clearly thinking in larger dimensions brown hair; often has seizures or visions; daughter of a scholar)
than his fellow human beings when it concerns the world’s on the other hand, cannot control the powers of her Ea’Myr.
cosmological changes. The Horas rarely appears in public She currently lives in the Kuslik underworld, where she is
after taking over the reins of government in 1040 FB, and known as Lady of Shards, the insane leader of a criminal gang.
he always wears a magnificent diadem to hide the mark on
his forehead.
sand—is unparalleled throughout Aventuria. As a
The Horas In-Game: Strict protocols at court make it
competent war marshal, Bibernell has an excellent
difficult for heroes to meet Khadan-Horas. However, he
reputation throughout the Lands of the Tulamydes, and
might pay attention to famous heroes who, for instance,
even the grim Novadi tribal leaders show her respect.
desire to speak with a known dragonologist. He even
employs middlemen or his twelve chosen paladins to
Bibernell In-Game: Bibernell is searching for a new
find individuals brave enough to join one of his infamous
location for Rondra’s main temple. Since Haffax’s attack
expeditions to further his study of the demon crown
on Perricum, the Matriarch is convinced that Rondra’s
shards.
greatest house should stand where the fight is still
happening. Bibernell allows visions of the goddess to
Bibernell of Hengisford, Sword of Swords
guide her, and she seeks help from upstanding heroes in
Bibernell (*969 FB; passionate warrior;
her quest to destroy the Shard of Belhalhar—which lies
outstanding swordfighter; brilliant
embedded within the body of Ayla of Shadowground and
Blessed One of Rondra) has been
rests under Church protection.
Matriarch of the Rondran Church
for only a short while. As niece of
Ashim Riak Assai, the Aikar Brazoragh
the former Sword of Swords, Viburn
Ashim Riak Assai (*around 978 FB; fanatical
of Hengisford, Bibernell is a mystic and
priest; physically intimidating;
one of the few Blessed Ones of Rondra who
unusually charismatic; powerful aura,
can read the will of the goddess in thunder and lightning.
for an orc) is the chosen champion of
The Blessed Ones of Rhodenstein, scholars from the
the orc god, Brazoragh. Currently, he
Order of Protectors, do not question her knowledge of old
is the only orc who can cast miracles
Tulamydian cult history, and her collection of Rondra’s
in the name of his god, though he is
signs—chunks of raw glass formed from lightning-blasted
also a powerful shaman of Tairach, and in
241
be encountered in a human settlement and has been known using the heroes as pawns in her game. On a whim, she’ll
to enter archery competitions in tournaments since she hire adventurers to retrieve old scrolls, bring her a rare
is an expert archer. She kept some treasures as personal alchemical component, or simply humiliate another
mementos from her time among humans, including many magically gifted person or a jealous noble. Heroes can
pieces from the Maraskani crown jewels. quickly get caught up in her complex plots, often without
even knowing exactly whom it is that they serve.
Elodiron In-Game: The firnelf can appear as savior in
times of need, or as a coveted and competent guide through Pardona, the Fallen High Elf
the wilderness. She only rarely makes an appearance at a The high elf Pardona (*around 4,100
shooting match or tournament, but her name is certainly b.FB; haughty; cruel; reserved and
legendary, and an archer could learn quite a bit from her. condescending toward mortals) is
Moreover, she can also serve as a witness to an eventful one of the most ancient evils ever
century. to haunt the world. Created by the
God-Dragon Pyrdacor and the old elf
Nahema ai Tamerlein, the Gray Raven Orima-with-the-Sign-of-Stars using
Nahema (*unknown; highly intelligent the mightiest of the thirteen Cauldrons
and narcissistic sorceress; bored and of Primeval Forces, she went on to lead the high elves to
possibly world-weary) is over 400 their doom. A summoning accident left her stranded in
years old and regarded as one of the the Netherhells until the Thirteenth freed her, and since
most powerful mages in Aventuria. that time, she has served as his legate. She is the Mouth of
No one has ever fully understood the the Nameless One and his most favored servant. Pardona is
eternally young Tulamyde’s plans. It regarded as an incredibly clever and beautiful temptress,
seems as though only highly complex and has brought entire cultures to ruin with a cruel smile.
intrigues still give her any joy in a life shaped by downright As master chimerologist, she is said to possess one of the
deadly boredom of her immortality. She likes to intervene Cauldrons of Primeval Forces—with which she created the
in the lives of the rich and powerful and sometimes even glacier worms and the cruel night elves. She also created
willingly draws their hatred upon herself. a new body for the Defiler of Spheres, Borbarad, but he
haughtily refused an alliance with her master and went on
She has countless magical artifacts in her possession, to subjugate large parts of the known world.
including, but not limited to, magical chainmail armor,
around a dozen flying carpets, and several Dark Eyes. Her defeat at the hands (and claws) of heroes and dragons
She has created at least three in her long life: one in the a few years ago weakened her significantly and she had to
Orclands, one in Havena, and one in Festum. Only the last flee to Myranor. Currently, she can influence Aventuria’s
two are still active, and she regularly uses only the artifact fortunes only indirectly, via her people, the shakagra.
in Festum. Nahema gives precious little consideration Her confidante, the young emperor dragon known as
to the guild mages’ restrictive regulations and knows Gabijanar, resides at the fabled Demon’s Citadel in the Iron
countless forgotten and forbidden spells. Edge Mountains. No one knows how he fits into Pardona’s
plans.
She maintains an extravagant and decadent lifestyle
full of love affairs. She changes her identities often, and Pardona In-Game: It is far more likely for the heroes to
appearing as a man is no trouble at all for the savvy encounter her legacy in the world rather than the tainted
transformation mage. Surprisingly, she often takes on elf herself, whether hunting for one of her glacier worms or
the identity of a merchant or a trader, presumably to give helping the firnelves fight against the night elves. Pardona
a plausible explanation for her wealth. In Festum, she is currently serves as more of an ancient and inscrutable
known as the eccentric Master Lamertien; in Khunchom, power in the background, acting out of a level of arrogance
as the sharp-tongued Merat al’Niai; and in Gareth, as the that is unusual for nearly immortal beings. The fact that
charismatic tradeswoman El’Tremian. It seems to give her heroes of all races reminded her of her own mortality
great pleasure to create anagrams of her real name for her only emboldened her plans on behalf of the Nameless One.
alter-egos. Her actions are in no way selfless, as the Nameless One
indirectly revealed to her long ago how to achieve that
Nahema In-Game: Most heroes encounter Nahema in which she really wants: her own divinity.
the form of legends or legacies. However, with her many
identities, she can also serve as an excellent quest-giver,
243
Raxan In-Game: Raxan can hasten to the heroes’ aid if from time to time. He chooses for whom he forges weapons,
they get into trouble in the Realmwood. She is a suitable and makes his decision according to the reputation of and
teacher for a player’s witch character, or may appear as how much he cares for the person concerned. He is also
a mysterious seer who warns the group of impending famous for never stating a weapon completion date.
danger. Heroes might choose to visit Raxan if they dare to
seek a glimpse into their future. As member of the Garethan Council of Heroes, he tries to
keep his ears open, and he likes to solve problems quickly
Emmeran Stoerrebrandt and simply. He has a strong dislike for the old patricians’
Emmeran Stoerrebrandt (*979 FB; stingy; elaborate maneuvers, and dealing with them has made him
attentive listener; gifted merchant; even grumpier than he used to be.
secretly a Blessed One of Phex)
controls his family’s gigantic trading Thorn In-Game: Obtaining a famous Eisinger blade might
empire and is the richest man in be the end goal of a whole series of adventures. The master
Aventuria. As a child, he competed does not craft his weapons for just anyone, after all! He
often with his siblings, the other is also quite picky in his choice of apprentices. His son
potential heirs of the family fortune, and Feron and his daughter Ryssana seem destined to be his
to this day he still enjoys a good contest. When it comes successors, but for some time now he has been taking in
to economic innovation, no challenge is too great for other apprentices, as he realizes the importance of a hero’s
Emmeran. He trusts mainly in family ties when it comes access to an extraordinary weapon.
to filling influential posts. When in doubt, loyalty and skill
are most important to him. Even though he could easily The heroes might encounter Thorn at a political function,
throw crowned heads into bankruptcy with bonds and when serving as councilor for the Imperial city of Gareth,
trade boycotts, this family-man prefers to see himself as a or when the city requires brave heroes for a mission, for
patron of arts and culture. However, he is notorious for his example.
penny-pinching in matters that have nothing to do with
social obligations, and even his employees and family are Arn Askrason, Strongest Man in the World
not exempt. Arn (*1012 FB; daring; humorous; hard-drinking; intent
on competing with others) was weak and
Emmeran is secretly a Blessed One of Phex. Thus, sooner or frail as a young boy, although anyone
later, he expects something in return for his investments. gazing upon this tall Thorwaler today
He secretly enjoys the fact that hardly anyone knows his would find that hard to believe. The
true calling, and is quite a good sport when disciples of Phex scrawny and shy lad needed two
steal from one of his trade caravans, falsify promissory attempts to pass his Ottajara, the
notes, or break into his villa in the city of Gareth. Thorwalian rite-of-passage. He has
worked hard to obtain the advantages
Emmeran Stoerrebrandt In-Game: Any heroes that he did not receive at birth. He wants to be just
work for the Stoerrebrandt trading house, the Aventurian like Jurga, the hero who led the Hjaldings to Aventuria, or
Herald, or the mage academies of Riva or Wagonhold like Asleif Phileasson, who sailed around the known world.
already work for Emmeran. Even though his residence in He sometimes grows depressed when drunk because he is
Gareth is guarded like a fortress, heroes can sometimes afraid his name will be forgotten one day, a fate he regards
encounter Emmeran without bodyguards in a number of as failure in the eyes of Swafnir. To escape this fate, he
places within the city, whether making the rounds in one unintentionally sacrifices that which is most important
of his warehouses, grabbing a bite to eat with the head of for a Thorwaler: companionship. This might be the reason
the Northland Bank, making his way to a charity event, or Arn has made so few friends on his journeys. But those he
even, quite publicly, in a temple of Phex—though merely regards as friends can rely on his help—anytime, anywhere.
to participate in worship, of course…
Arn In-Game: Arn can appear anywhere on the continent,
Thorn Eisinger, Smith of 1,000 Heroes though usually near the coast, where he looks for
Thorn Eisinger (*962 FB; master witnesses, helpers, or opponents against which to prove
blacksmith; often ill-tempered; himself one way or another. Travels with Arn always turn
increasingly plagued by his age) out to be daring adventures, though Arn’s demeanor lies
learned the blacksmith’s craft on the somewhere between heroism and cockiness, and quite a
Cyclopes Islands and still holds the few of his deeds run the risk of backfiring if Arn forgets
island’s typical cuisine in high regard. in his zealousness that his new friends could use his help.
He is a true magic blacksmith—one He is rarely seen in Olport, his hometown, because he
of the few magic dilettantes among the still fears that the members of his Otta do not take him
blacksmiths who succeed in producing magical weapons seriously.
245
Nahema’s Tower in Havena
“It is said that Nahema, the powerful sorceress and advisor to Caution! A visit to Nahema’s Tower may easily prove fatal,
the former prince, once lived in that tower and that many of her especially if heroes ignore all warning signs and venture
artifacts and treasures still lie hidden there. It has been deserted into the room containing the Dark Eye. You can allow a
since the Great Flood, so we should explore it. Don’t be afraid of recently deceased adventurer to appear as a ghost to warn
the black fluttering creatures that often take wing from the tower. them of the dangers on the upper floor. Or you can offer
Think only of all the gold that will fill our pockets.” your players the following insight: if your heroes do not
—a Havenan rapscallion who was never seen again, modern turn around now, all of them will most certainly perish!
Nahema’s Tower, former home of the sorceress, rises from However, if your group regards any warning as a
the murky waters of the Undercity in Havena, which was challenge, we recommend you adapt the description of
destroyed more than 300 years ago during the Great Flood the second floor accordingly.
(see page 75). To this day, green-gray water covers the
flooded city as far as the eye can see, and, except for small
islands with traces of ancient ruins on them, only a few
giant jellyfish, red luminescent snails, giant snake flowers,
columns and rooftops are visible above the water when the
and coffin shells, are said to dwell here.
tide reaches its lowest point.
The Tower from the Outside
Even in summer, a cold wind blows through the Undercity
Most of the Tower sank into the sea during the earthquake
and dense wisps of fog hang over the waters, which
that triggered the Great Flood, and the unusually stable
bubble eerily. According to tales told by fishers in Havena,
structure never tilted to one side like many of the other
the sounds of the water mingle with the wailing of the
buildings. Even though it sank, its spire still rises up
drowned. Countless smugglers and river pirates stir up
about 48 feet above the sea. Originally, the stalwart
trouble here, and far worse creatures, such as krakennewts,
building belonged to the fortifications of the old (and now
completely sunken) prince’s palace. It is built from massive
sandstone blocks, now blackened with slime and covered
with deep green, slippery moss. The round tower is about
26 feet in diameter, and has five narrow arrow slits in the
two upper floors. A conical slate roof forms the crown,
which is remarkably well-preserved.
“The sorceress could not escape her tower and starved to death.
I tell you, she still walks around that tower as a skeleton with a
dark cape, long black hair, and bright red eyes. If she looks at you
with those eyes, you either lose your mind or fall over dead, or
both!”
—an old fisherman, port of Havena, modern
The Cellar
The escape tunnel leads to a flooded, low-vaulted cellar
occupied by a greedy krakennewt (for stats, see page 163)
that immediately attacks the heroes. A small air bubble is
trapped in a niche, allowing heroes to quickly come up for
air—provided the krakennewt does not grab them. If the
heroes can cause the krakennewt to retreat, it withdraws
to the furthest submerged part of the cellar.
247
All in all, the precious books are certainly worth more than This is the heroes’ last chance to flee and leave the tower.
5,000 ducats, especially since these editions are more than They have one combat round to escape the tower and
300 years old. get far enough away to rid themselves of the Dark Eye’s
a complete edition of the Encyclopaedia Magica horrifying mental images. If the heroes do not (or cannot)
a copy of the Codex Dimensionis take this opportunity, they find themselves joining the
a copy of the Compendium of Dragon Magic unfortunate souls whose bones already lie here. For, when
an Almanac of Changes the orb’s silence finally breaks, the heroes hear only the
rustle of Golgari’s wings…
Feelings of terror and oppression increase as time passes.
All heroes in this room soon receive another level of Fear Other Mysterious Places
and gain the strong desire to climb the spiral staircase to Aventuria is full of places just waiting for heroes to explore
the level above, even though their instincts tell them to and test their skills: the mighty, halls of the Drakonia Mage
flee. Climbing the stairs requires a successful Willpower -3 Academy in Rashtul’s Wall; the magnificent City of Light in
check. Gareth; the Labyrinth of Bal Honak in the Silver Mountain
in Al’Anfas; the mysterious ruins of Jashalei buried beneath
The Second Floor Khunchom; the unearthly Septahegon on Lake Ysli in
The second floor is nearly empty. A pentagram is formed Tobrien; and the legendary Hoard of Phex in the Orclands.
by red stones set into the dark stone floor, its points facing Many of these locations are described in detail in upcoming
the arrow slits. Between the arrow slits, high shelves stand regional guides and adventure modules. We include three
against the walls, holding scrolls, boxes, and peculiarly others here to get you started.
shaped containers. Bones lie scattered on the floor.
The Ruins of Lorgolosh ( 27, 52)
A 3-foot, white marble column sits in the middle of the The abandoned Mountain Kingdom of Lorgolosh, which
pentagram. On top of the column stands a golden tripod contains the ruins of Throlosh and Shatodor, two important
upon which rests a sinister black orb the size of a human delvings of the dwarves, lies in the Beilunk Mountains. The
head—a Dark Eye! servants of the Demon Master, Borbarad, conquered and
destroyed the home of the diamond dwarves after a long
As soon as someone enters the room, the Eye becomes siege in 1021 FB. Most of the diamond dwarves left their
translucent and starts to glow with a reddish hue. At native delvings and founded new homes in Rashtul’s Wall.
first, the heroes hear a rhythmic pulsation—their own
heartbeats—and then the Eye begins to project the horrific It is said that the Mountain King, Omgrash son of Orbal,
images and feelings it absorbed in 702 FB. The heroes still dwells in Shatodor and continues to fight against the
watch transfixed as people and animals of Havena drown servants of demons to protect the treasures and secrets of
in the churning water, and feel every cruel stroke of their the city. Whether this is true, or the guardian of Lorgolosh
agony, despair, and horror. has become a ghost, is unknown. During their retreat,
the Angroshim flooded large parts of the complex with
The Dark Eye absorbed so much terror and pain that it dwarven cast—the Aventurian version of cast concrete—
gained a semblance of life and now unleashes a flood to seal the halls and prevent the unholy creatures from
of horror upon all who come in contact with it. All the escaping. Supposedly, the Borbaradians opened a Portal
suffering and cries of a thousand souls pour into the heroes’ of Horror to the domain of Agrimoth, and the tunnels
minds, forcing them breathless to the floor. A moment now reverberate with the screaming sound of giant metal
later, silence follows, allowing the heroes to recover a bit. worms as they eat through the stone. Heroes who decide
Eyewitnesses of the Great Flood reported a similar respite. to plunder this place must also deal with the last defenders
of Lorgolosh, who now exist as undead. However, their
As GM, it is up to you how exactly all the unfortunate beings reward for the effort would be considerable, as well-filled
in the tower lost their lives; whether they were all killed by gem chambers are suspected to still exist in Lorgolosh,
the impressions of the Dark Eye, or completely lost their as well as the knowledge of the creation of the legendary
minds and could not make it out of the tower alive. Maybe crystal walls and the secret formula for dwarven cast.
they killed each other in their delusions, or broke their
necks when they fell down the stairs in a panic. Perhaps
they fell victim to creatures such as the krakennewt, or
were quite literally scared to death…
249
A few buildings in the city’s Golden Helmet district survived creatures from deep inside the earth first ventured onto
the catastrophe. The temple rooms and castle walls are the surface shortly after the disaster, and few explorers
heavily damaged, but unlike most of the houses in Arivor— have survived such encounters to share their tales.
which now lie in the depths—the Golden Helmet still stands,
like a beacon of Rondra that cannot be destroyed. Here one Heroic Journeys
Throughout Aventuria
may encounter pious pilgrims and Rondra-worshipping
Ardarites who incessantly sift through rubble, ruins, and
the astonishingly well-preserved parts of buildings found
in caverns, hoping to recover a lost sacred artifact, relic, “We could search for the Polar Diamond and face the gruesome
or sacred object of the goddess. The exploration of a crater ice dragons! Or we could slay the terrible Chaidarion in Forest
is not an easy task, even for experienced climbers, and Watch and plunder its hoard. What do you think? Or should we
the descent is a reckless and often deadly endeavor. Far do what we always do? Us against the orcs, Rondra on our side,
greater dangers lurk in the lower levels. Old tunnels under strength and courage!”
the mountain lead to secrets from Bosparan’s time, and —a group of village children, overheard in Weiden, modern
even older tunnels, hewn with claws and sharp mandibles,
lead still deeper. Heroes may also encounter restless ghosts Intriguing places are the stuff of adventure and heroic
of the deceased, as well as denizens of the deep, such as encounters in Aventuria, but the rich legends and myths
rummaging bugbears and stone lice. These monstrous of the continent can also inspire adventures. Almost every
child knows stories of shining treasure, cruel dragons, and
sinister wizards, and there are always heroes bold enough
Heroes’ Work to set out on a heroic journey to win immortal fame and
If you are looking for short, pre-generated adventures fortune.
that can be played quickly and easily, we recommend
the Heroic Works series. The section Prepare and Play Your Adventures on page 388
in the Core Rules, discusses the types of adventures heroes
These smaller, 16-page adventure modules are typically might experience in Aventuria and explains how plot
easy to complete in one or two gaming sessions and hooks work and how heroes might be motivated to go on an
contain everything you need to play, though we adventure. The following section includes some additional
recommend that you keep a copy of the Core Rules plot hooks that you can turn into adventures with a bit
close at hand. The Aventuria Almanac also makes a of preparation and improvisation. We hope these ideas
nice addition. inspire further adventures, so your group can experience
many fun and exciting evenings in Aventuria.
Aventurian Herald subscribers receive printed Heroic
Works adventure modules as a bonus, free of charge. Heaven’s Diamond
You may also purchase individual modules as PDFs at Legends of Heaven’s Diamond are known throughout
www.DriveThruRPG.com. Aventuria. It is believed to be a gigantic diamond discovered
by the dwarves in ages past. The amorous Mountain King
of Murkhall gave the Agam Bragab (Rogolan: luminous
apple), as they called it, to the demigoddess, Ifirn, as token
of his love. She imbued the gem with her power and placed
it in the center of her realm, the depths of the Eternal Ice.
The North Star, used by many travelers for orienting even
after the Starfall, is said to be a reflection of light from this
diamond shining on the firmament above.
251
Burgher Burgher
COU 12 SGC 12 INT 13 CHA 12
The common burgher is a good example of Aventuria’s
DEX 13 AGI 12 CON 12 STR 12
general population. Few burghers are veterans of combat
LP 29 AE – KP – INI 12+1D6
and they typically do not make effective opponents.
DO 6 SPI 1 TOU 1 MOV 8
Burghers usually dare to attack known heroes only when
Unarmed: AT 10 PA 6 DP 1D6 RE short
they are in the majority.
Dagger: AT 9 PA 5 DP 1D6+1 RE short
Cudgel: AT 7 PA 2 DP 1D6+2 RE medium
Knife: AT 9 PA 3 DP 1D6+1 RE short
PRO / ENC: 0/0
Actions: 1
Advantages/Disadvantages: None
Special Abilities: None
Skills: Body Control 4 (12/12/12), Climbing 2
(12/12/12), Empathy 3 (12/13/12), Fast-Talk 3
(12/13/12), Feat of Strength 3 (12/12/12),
Intimidation 2 (12/13/12), Perception 2
(12/13/13), Self-Control 2 (12/12/12), Stealth 3
(12/13/12), Swimming 2 (12/12/12), Willpower 2
(12/13/12), Crafting Skill for profession 10
Number: 1 or 2D6+6 (mob)
Size Category: Medium
Type: Intelligent, humanoid
Loot: depending on burgher, random loot of 2D6
silverthalers
Combat Behavior: Burghers usually avoid violent
conflicts. If they have to defend themselves,
they use a cudgel or a dagger, but typically
they attempt to flee. In greater numbers—for
instance, as part of an angry mob—they tend to
act far braver.
Escape: Individual; attempts to flee upon
suffering Pain I
Experienced: DEX 14, CON 13; LP 32; Unarmed
AT 11 / PA 6, Dagger AT 10 / PA 6, Knife AT 10 /
PA 4; Empathy 5, Perception 4, Willpower 4
Competent: INT 14, DEX 15, CON 13; LP 34;
Unarmed AT 12 / PA 7, Dagger AT 10 / PA 6,
Knife AT 10 / PA 4; Empathy 7, Fast-Talk 6,
Perception 6, Willpower 6, Crafting Skill used for
profession 12
LP Loss Pain
22 LP (¾) +1 Pain
15 LP (½) +1 Pain
7 LP (¼) +1 Pain
5 LP and less +1 Pain
253
Guard
Guard
Guards fight on the side of the law. Since heroes sometimes COU 14 SGC 11 INT 13 CHA 11
please Phex, they may come into conflict with the law. DEX 10 AGI 13 CON 13 STR 13
LP 32 AE – KP – INI 12+1D6
DO 6 SPI 1 TOU 2 MOV 6
Unarmed: AT 11 PA 4 DP 1D6 RE short
Dagger: AT 10 PA 3 DP 1D6+1 RE short
Halberd: AT 11 PA 2 DP 1D6+6 RE long
Sword: AT 11 PA 4 DP 1D6+4 RE medium
Light Crossbow: RC 10 RT 8 DP 1D6+6 RA 10 / 50
/ 80
PRO / ENC: 4/1 (Chainmail)
Number: 1
Advantages/Disadvantages: Negative Trait
(Submissive to Authorities)
Special Abilities: Feint I (Unarmed, Dagger, Halberd,
Sword), Inured to Encumbrance I, Forceful Blow I
(Unarmed, Dagger, Halberd, Sword)
Skills: Body Control 5 (13/13/13), Climbing 2 (14/13/13),
Empathy 4 (11/13/11), Fast-Talk 2 (14/13/11), Feat
of Strength 5 (13/13/13), Intimidation 6 (14/13/11),
Perception 8 (11/13/13), Self-Control 6 (14/14/13),
Stealth 6 (14/13/13), Swimming 2 (13/13/13),
Willpower 5 (14/13/11)
Amount: 1 or 1d3+1 (patrol) or 2D6+3 (troop)
Size Category: Medium
Type: Intelligent, humanoid
Loot: depending on guard, random loot of 2D6+4
silverthalers
Combat Behavior: Guards usually try to threaten
opponents with their crossbows to get them to
stand down. If their threats are not successful,
they fire their crossbows and attack with their
halberds. Then, they use Feints and Forceful
Blows. In close quarters, they use swords instead
of halberds. They also try to fight an opponent en
mass, if the opportunity arises.
Escape: Individual; guards attempt to flee after
suffering Pain II
Experienced: AGI 14, STR 14; LP 35; Sword AT 12
/ PA 7, Light Crossbow RC 11; additional SA
Alertness, Takedown; Climbing 4, Empathy 6, Fast-
Talk 4, Intimidation 8, Perception 10, Self-Control 7
Competent: AGI 15, STR 15; LP 38, DO 8, INI 14,
SPD 7; Unarmed AT 14 / PA 8, Halberd AT 14 /
PA 6, Sword AT 14 / PA 8, Light Crossbow RC 12;
additional SA Alertness, Inured to Encumbrance II,
Feint II, Takedown, Forceful Blow II; Body Control 9,
LP Loss Pain Climbing 6, Empathy 8, Fast-Talk 6, Feat of Strength 9,
24 LP (¾) +1 Pain Intimidation 10, Perception 12, Self-Control 10,
16 LP (½) +1 Pain Willpower 7
8 LP (¼) +1 Pain
5 LP and less +1 Pain
255
Living History for the GM Living History vs. Freedom of Playing
The following practical examples illustrate how
One of the special features of the The Dark Eye is Aventuria’s
conflicts can arise with the living history, and
living history. In official game supplements, adventure
how you can easily circumvent them.
modules, and campaigns, as well as in issues of the Aventurian
Herald (see page 126), we propel the continent’s history
Our Personal Archvillian
forward. Though few things change overnight, Aventuria
An adventure module is supposed to end with the
never stands still, and you can follow these changes in
death of an important villain—the cruel wizard,
the game world over time as GM, player, or even just as
Alrik the Dark. Alrik was specifically created to
a reader. Furthermore, you can help bring about change
be a particularly horrifying opponent. He has
through our official adventure modules. The actions of
already survived several encounters with the
your brave heroes may help overthrow a tyrannical ruler
heroes and has cheated death quite a few times.
or stop the orc army marching against the Middenrealm.
But, the time has finally come for his demise, and
the heroes are supposed to put a stop to him, once
As the GM, your in-game descriptions greatly determine the
and for all, and send him on his way over the Sea
outlook your players and their heroes have on Aventuria.
of Oblivion. But as GM, you know your players
You decide at the gaming table exactly how much influence
love this villain just as much as their heroes
your player’s heroes have on the world, and how accurately
hate him. Fortunately, Alrik the Dark is marked
they follow the events we writers portray in official
with the knight symbol. Therefore, at the end
publications.
of the adventure you can kill off one of Alrik’s
henchmen instead, allowing your party to face
If you want to follow the living history very closely, you
him once more in one of your own adventures.
should pay close attention to important NPCs, denoted
As far as the official campaign is concerned, Alrik
by king symbols (see page 204), in your own adventures.
died, but you are free to disregard this for your
These characters play important roles in future official
campaign.
publications, so unless an adventure explicitly calls for
their demise, they should survive. However, if your group
Long Live the Emperor!
prefers to play in Aventuria without restrictions and
Rohaja of Gareth is the Empress of the
you desire to shape the world yourself, simply use the
Middenrealm in official Aventuria. However,
descriptions in the official publications for inspiration.
there is nothing to prevent you from crowning
another emperor in your Aventuria: Emperor
Ratings on the back covers of our adventure modules let
Haal or Answin of Ravenmouth could just as
you see their importance to the living history at a glance,
easily still sit on the throne, or Rohaja’s brother,
as follows.
Selindian-Haal could have been crowned Haal II,
1 Star: The adventure is not connected to the living
or perhaps one of your player’s heroes married
history of Aventuria. People and events can be set
the young empress and now reigns at her side.
anywhere in the game world and are easily modified.
2 Star: The adventure is tangentially related to the
Rohaja is marked with the king symbol, and
living history. It may need to play out within a certain
official publications assume she is the sovereign
time frame, or official NPCs may be involved.
of the realm, so you must make many adjustments
3 Stars: The adventure is strongly integrated into the
if you want to adapt future adventures in the
living history, giving the heroes a chance to experience
Middenrealm. Rohaja’s decisions might play an
it up-close. Official NPCs play an important role in the
important part in the adventure. She certainly
adventure, and the sequence of events is set at a specific
makes different decisions than Emperor Haal,
place and time. Adjustments are usually difficult, as the
as their actions are shaped by different wishes
storyline is crucial to the ongoing Aventuria narrative.
and goals. Your challenge as the GM is to adjust
4 Stars: Much like a 3-point adventure, this adventure
such circumstances to your own campaign when
changes the game world permanently or has a profound
official publications do not consider them. But,
influence on the course of the campaign. Significant or
this requires a keen eye when choosing adventure
defining Aventurian NPCs may die, or entire regions
material, or some creativity and diligence when
could change.
adapting it.
257
Index
99 Laws 61, 98, 187 Arcanum Interdictum 70, 193 Belt of Strength 198
Achaz see Lizardfolk Archipelago of Risso 66 Beorn the Blinder 7, 86, 224
Ages 23, 103, 216 Archdemon 184 Bernfried of Ehrenstein 31, 37
Agrimoth 55, 184, 228 Archon Megalon 209 Bethana 14, 40, 138
Aikar Brazoragh 10, 49, 155, 206 Ardarites 79, 82, 88 Bibernell of Hengisford 206
Al’Anfa (Empire) 15, 16, 63, 91, Arivor 40, 41, 222, 230 Bishdariel 96, 106, 185
134, 142, 223, 230 Army 111 Bjaldorn 10, 49, 71
Al’Anfan Rite 64, 176 Arn Askrason 212 Black Alliance 72
Alaani 95 Arngrimm of Ehrenstein 30, 230 Black Alrik 116
Alagrimm 34, 53, 69 Arombolosh son of Agam 207 Black Bear (Stats) 169
Alara Paligan 224 Arratistan 61 Black Rabies 129
Albernia 11, 30, 31, 33, Art 179 Black Sickle 13
115, 200, 223 Artifacts 43, 59, 77, 119, Bladegrass Steppes 47
Albrax son of Agam 53, 207 196, 226, 228 Blakharaz 184
Alchemy 119, 130 Asdharia 95 Blessed Ones 140, 189
Aldare Firdayon 40, 205, 230 Azfuloth 184, 228 Blue Wheeze 127
Alemite Bay 64 Ashim Riak Assai see Aikar Blue Lake 22, 44, 72
All-Aventuria Brazoragh Blood Sea 21, 55, 228, 229
Meeting of Jesters 77, 101 Ashtarra Okharim 210 Bloody Phlegm 127
Altoum 16, 64, 158 Askanian Sea 58 Blood Peaks 48
Alveran 103, 158, 189, 217 Asleif Foggwulf Bodir 11, 21, 154
Alveranian 105, 185 Phileasson 7, 86, 224 Boltan 116
Alveranie 173 Atak 96 Boran 55
Amazeroth 184 Aventuria (Continent) 7, 24, 30, 91, Borbarad,
Amazons 54, 227 103, 117, 146, Master of Demons 38, 106, 113,
Amber Bay 42 185, 192, 216 114, 184, 186,
Amene-Horas 226, 230 Aventurian Herald 126, 225 187, 222, 226
Amhallassiah Knolls 60 Aves 106, 147, 185 Borbaradians 187, 196
Amir Honak 64, 68 Baba ibn Ali 212 Borbaradian Invasion 226
Anchopal 14, 59, 107 Baburia 57 Borbaradianism 187
Ancient Tulamidya 94, 95 Baburin 14, 21, 57 Born 10, 21, 50
Andalkan 55 Badoc 26, 50 Born Forest 10, 52, 146
Andergast (Kingdom) 11, 24, 26, 46, Balash 24, 58 Bornland 7, 10, 50 66,
68, 94, 99, 117, Baliho 69, 138 73, 91, 134, 222
126, 141, 146, 176 Banedust 131 Boron 15, 48, 68, 79, 106, 176, 179
Andergast (City) 21, 47, 68 Bardo of Gareth 97, 223 Bosparagne 97, 115
Angbar 12, 27, 30, 36, Barun-Ulah 21, 57, 58 Bosparan 14, 41, 88, 219
69, 134, 138 Bastrabun 59, 218 Bosparan Empire 30, 41, 94, 113, 219
Angram 95 Battlefield Fever 128 Bosquir 38
Angrosh 27, 35, 53, 89, 98, 101, Battle in the Gorian Desert 113 Brabak 15, 65, 71, 91
105, 182, 188, 195, 218 Battle in the Skies 114 Brazoragh 11 155, 188
Angroshim see Dwarves Battle in the Dragongap 113 Break Ice Bay 10
Angrosh’s Battle of Silk Meadows 225 Breviary of the
Champion see Arombolosh Battle of Heaven’s Fire 113 Twelvegodly Order 123
son of Agam Battles 113 Brig-Lo 221
Animal Kings 47 Bestiary 149 Brin of Gareth 224
Animal Warrior 195 Beilunk 13, 30, 55, 70 Brinasker Marshes 44
Animist 187, 193, 195 Beilunk Riders 70, 119 Bronnjar 10, 50, 140, 222
Answin of Ravenmouth 75, 224, 229 Beleman 17 Books 119, 122
Answin Crisis 224 Belen-Horas 156, 220 Books as Teachers 122
Arania 14, 26, 57, 90, Belhalhar 13, 56, 184, 228 Boots of Sprinting 199
94, 95, 99, 108, Belhanka 70, 137, 182 Burgher 13, 32, 33, 41, 49,
134, 140, 147, 194 Belkelel 184, 228 51, 64, 108, 111
258 Index
Bourgeoisie 108 Dark Portal 22 Elburum 14, 57
Cave Spider (Stats) 159) Darion Paligan 228, 229 Elem see Selem
Caldia 31, 38 Darpat 21, 31, 37 Elenvina 72
Calendar 99, 137, 221 Darpatia 13 Eleonora Shahi 57, 90
Calendar of Dawn of the Shards 31, 230 Elixirs 130
the Twelvegods 99, 221 Dead Man‘s Moor 49, 52, 92 Elodiron Crystallglimmer 208
Caliphate 14, 39, 60, 134, 223 Deep Dwarf 13, 30, 53, 74 Elves (Magic) 193
Cape Brabak 64, 66 Deepenborg 11, 48, 49, 78 Elves (Race) 23, 26, 50, 77, 215, 218
Carbuncle 53, 165, 185 Deep-Sea Navigation 119 Elvenhus 36
Cauldron of Primeval Forces 197 Deep South 64, 75 Emer ni Bennain 224, 227
Cavalry 112 Demigods 185 Emmeran Stoerrebrandt 211, 244
Cella of Gareth 97, 223 Demons 33, 38, 52, 90, Emperor Dragon 147, 199, 205, 230
Chabab 21, 63, 79 103, 113, 183, Encyclopaedia Magica 124
Chababia 40, 79 184, 196, 200, 228 Endurium 43, 55
Chalwen 218 Demon Ark 21, 148, 228 Enqui 45
Charlatan 193 Demon Fallows 13, 33 Eslam of Almada 223
Charypso 16, 71 Demon Emperor see Galotta Eternals 14, 40, 61
Charybbean 16, 64, 71., 213 Demon Battle, First 33, 220 Etilia 83
Charyptoroth 14, 63, 148, 184, 228 Demon Battle, Second 113, 221 Eye of the Morning 196, 197
Chimera 148, 184, 187 Demon Battle, Third 114, 227 Faedhari 215
Chimerologist 148, 200 Demon Sultan 184 Fair Field see Horasian Empire
Chorhop 15, 58, 72 Demon Citadel 10 Fairies 10, 34, 40, 167
Chrmk 96 Dere (World) 8, 16, 91, 103 Fairy Gates 22, 239
Churches 98, 176 Dergel 21, 31 Fairy Realm 22, 34, 103
Church of Borbarad 55, 228 Dermot the Fall of Bosparan (Event) 113, 221
Cichanebi Salt Lake 60, 88, 136 Younger of Paavi 42, 81 Fall of Bosparan (Calendar) 99
Circle of Twelve Dha 188 Famerlor 185
(Constellation) 104, 105, 106, 183 Dahza 183, 188 Fan Signs 96
Climate 16 Dialects 94 Farindel Forest 12, 33
Coal Pelts see Orcs Diamond Dwarves 13, 27, 53 Farlorn 73
Codex Albyricus 123 Diamond Sultanate 25, 219, 221 Far North 10, 42
Codex Raulis 140, 221 Dimiona of Zorgan 58, 228, 229 Fasar 73
Cold Levels 16 Diseases 126 Father of Tides 12, 21, 199
Constellations 107 Dishes (Food) 114 FB see Time Measurement
Cosmology 101 Djinn 60, 83, 143, 198 Feast Days 100
Coucris 131 Djinn Lamp 198 Ferdok 36
Courts (Law) 140, 189 Donnerbach 49 Ferdok County 36
Crafts 117 Dragons, Ancient 10, 29, 42, 217 Ferkina (Language) 95
Creation 101 Dragons, High 96, 107, 185, 217 Ferkina 24
Crimes 74, 88, 123, 140 Dragon’s Egg Academy 76, 210 Festenland 50
Crusade 113 Dragon Ship 21, 119 Festum 51, 73, 138
Crypt Bug (Stats) 161 Dragon Stones 7, 37 Feudalism 107
Crystalomancy 15, 193, 195 Dragon War 216, 217, 218 Fiefdom 107
Currencies (Overview) 134 Dragonnic 96 Finnian ui Bennain 31, 33, 34, 75
Cyclopean 95 Drinks 114 Fire Sea 66, 91
Cyclops 23, 28, 40, 96, 118, 217 Drôl 14, 4 Firn Elves 26, 44, 188
Cyclopes Islands 40 Druids 11, 47, 187, 195 Firun 99, 180, 185
Daimonid 148, 200 Dullskull 128 Firun’s Wall 10, 44, 48
Dark Ages 220 Dungeon Syndrome 128, 172 Fjadir of Bjaldorn 50, 70
Dark Ridge 13, 27, 30, 37, 38, 48, 54 Dwarves 13, 26 Fjarnings 10, 24, 42, 187
Dark Eye 196 Efferd 99, 137, 178 Fjarningsh 95
Dark Hordes 14, 55, 76, 78 Efferd’s Syndrome 128 Flying Carpet 59, 119, 197
Dark Lands 13, 82 Elburan Peninsula 57 Flying Fortress 90, 114, 227
259
Fogmoors 37, 49, 52 Great Olochtai 10, 45, 48 Hjaldings 25, 81, 219
Food 114 Great River 12, 21 Hjaldingsh 95
Forest Folk 16, 21, 24, 25 Green Plains 10, 26, 45, 50 Hjaldingsh Runes 95
Forest Islands 16, 82, 152, 219 Griffonsford Hoarfrost Wastes 10, 42
Forest Watch (Margravate) 12, 31 Holidays 99
(Mountain Kingdom) 36, 53, 207 Griffonsford (City) 74 Holy Glyphs of Unau 94
Forge Mountains 13, 27, 36, 38, 53 Grimmfrost Wastes 7, 10, 42, 44 Horas’ Appearance 99
Forge Dwarves 13, 27, 36, 52, 207 Grimwolf (Stats) 168 Horas (Demigod) 106, 219
Forms of Address 70, 108, 109 Grolms 28 Horas (Ruler) 176, 205, 219,
Foxish 96 Gror 102, 187 223, 226, 230
Fran-Horas 33, 113, 220 Gulf of Perricum 11, 30, 55, 57 Horasian Empire 14
Frozen Peaks 10, 42 Gulf of Riva 44 Horathi 94
Fuldigor 10, 97, 105 Gulf of Tuzak 55 Horned Tower 206
Gadang 21, 57 Guild Magic 193 Hôt-Alem 15, 65
Galotta 90, 114, 153, 224, 227 Gwidûhenna of Faldahon 31, 70 Host 111
Games 116 Gylden (God) 183 Host (Units) 111
Garadan 117 Gyldenland 91, 219 Hylailos 40
Garadan System 204 H’Rabaal 15, 75 Ice Peaks 10, 42, 44, 154
Gareth 30, 74 H’Ranga 188 Ice Witch see Glorana
Garethi 94 Hagrobald of Idioms 96
Garetia 30 the Great River 31, 36, 72 Ifirn 101, 185
Gashok 11, 48 Haal of Gareth 203, 223 Ifirn’s Ocean 7, 45, 91, 148
Gazettes 119, 126 Half Elves 26 Ilsur 37, 54
Geldana of Paavi 81 Half Orcs 27 Iltoken 82
Geodes 193, 195 Halman ui Bennain 208 Imman 116, 137
Gerasim 44 Hanfla 15, 68 Imperial Letters 94
Gernot of Mersingen 32 Harben 34 Infantry 112
Geron the One-Handed 104, 219 Harika of Bethana 91 Ingerimm 99, 106, 182, 186
Ghurenia 66 Harvest Feast Massacre 221 Ingra Peaks 13, 27, 53
Giant 10 Hasrabal ben Yakuban 59, 83 Ingval 41, 45, 47, 68
Giants’ Shore 8, 10, 92 Havena 11, 34, 75 Inrah 116
Gjalsks 11, 24, 45, 187, 195 Healing Herbs 172 Interregunum 223
Glacier Sea 28 Heart of the Realm 31 Invher ni Bennain 34
Glacier Worm 209 Heat Levels 17 Iradion Kolenfeld 55, 67
Glade Elves 10, 23, 26, 50, 188 Hela-Horas 113, 221 Irmenella of Wertlingen 31, 37, 74
Globules 22, 91, 103 Helme Haffax 226, 228 Iron Edge 10
Glorana the Ice Witch 10, 228 Heptarch 228 Iron Forest
Glyndhaven 42 Heparchies see Shadowlands (Mountain Kingdom) 53
Goblin (Stats) 151 Herald of Light 221 Iron Forest
Goblinese 96 Herbarium 172 (Mountain) 12, 13, 27, 36, 38
Goblins 10, 27, 150, 188 Herbarium Kuslikum 124 Isdira 94, 95
Gods 175 Heroic Age 104, 230 Ivory Eye 196
God’s Judgement 143 Hesinde 99, 179, 185 Jashalei 59
Golden Bay 63, 68 Hesinde Mirror 126 Jaundice 128
Golgaris’ Appearance 99 High Elves 8, 209, 218 Jergan 55, 76
Golden Cliffs 14, 40, 107 High Eternans 40 Jilaskan 55
Golem 83, 113, 223, 229 High King Joborn 47
Gorian Desert 14, 58, 114 of Dwarves see Albrax Son of Agam Journeys, Magical 22
Grangor (Duchy) 12, 34 High Nobility 41, 80, 107 Journeys, On Land 18
Grangor (City) 40, 138 Hill Dwarves 13, 27, 36, 53, Journeys, On Water 21
Gravesh 188 115, 120, 188 Jurga Trondesdottir 45, 86, 229
Gray Mountains 11, 45 History see [Myth and History] Jurga’s Landing 100
Great Flood 75 Historiography 215 Kamaluq 64, 187
260 Index
Karen 10, 45, 146 Mada’s Sign 97, 102, 105 Nahema ai Tamerlein 208, 224
Karmakortheon see Turning Mada’s Sacrilege 102, 217 Nameless Days 100, 106
of Ages Mages’ Guilds 126 Nameless One (God) 183, 218
Keft 14, 60, 100 Mage Wars 114, 194 Nanduria 96
Kemi 15 Mage Moguls 219 Nandus 106, 186
Kha 102, 105, 188, 217 Mages’ Philosophy 187 Navigation (Seafaring) 107, 119
Khadan Varsinian Magic 192 Nebachot 82
Firdayon see Khadan-Horas Magical Artifacts 196 Necromancy 140
Khadan-Horas 40, 205, 230 Magical Beings 199 Needmark 21, 51
Khanemouth 61 Magic in Everyday Life 200 Neersand 51
Khezzara 11, 48, 154 Magic Lamp see Djinn Lamp Neetha 40, 79
Khôm 14, 16, 60, 147 Magic Songs 120, 193 New Realm see Middenrealm
Khôm-Novadi 95 Magic Traditions 193, 195 Night Elves see Shakagra
Khôm War 224 Mailam Rekdai 10, 150, 188 Nine-Eye Lake 13, 22, 199
Khoram Mountains 58, 60 Malkillah II., Caliph 61, 87, 224 Niobara ofAnchopal 107
Khunchom 14, 59, 76, 136, 219 Mandragora 131 Nivese 25, 44, 100, 187
Kobold 89, 98, 199 Maraskan 13, 55, 148, 187 Noble Marshall 10, 51
Kobold Language 96 Maraskan Chain 55 Node 193
Kor 106, 185 Marbo 106, 186 Norbards 25, 100, 187
Kosh 12, 30, 35, 69 Markets 108, 136 Norbury 21, 51, 80, 138
Kosh Basalt 36, 193 Master of Demons see Borbarad Northland Bank 73, 135
Krakenewt (Stats) 163 Mathematics see Algebra Northmarches 12, 31, 35
Kuslik 14, 40, 77 Mechanics 118 Northstar 10, 105
Kuslikan Emperors 221 Measurements 138 Nostria (Kingdom) 11, 47, 99
Kuslikan Letters 94 Mendena 37, 78, 226 Nostria (City) 47, 80
Kvill 10, 21, 45, 49 Mengbilla 15, 79, 119, 134 Novadi 14, 61, 97, 100, 187
Kvriasim 21, 44, 77 Mermaid 28, 148 Nova Methumisa 66
Lake Angbar 13, 36, 53 Meridiana 15, 25 Nujuka 95
Lake Ysli 37 Methumis 40 Nurdra 188
Lands of the Nivese 44 Mhaharanyat 57 Oath of Baliiri 223
Lands of the Mhanadi 14, 21 Oblarasim 21, 44
Tulamydes 8, 14, 22, 26, 52, 58 Mhanadistan 25, 58, 147 Oblomon 21, 50
Languages 94 Mherwed 14, 61, 138 Oceans 148
Law 139 Mirham 15, 63 Oderin du Metuant 64, 230
Leonardo the Mechanicus 119, 228 Middenlander 24 Ogre 11, 28, 152, 217
Leprosy 127 Middenrealm 11, 30, 99 Ogre (Stats) 153
Levthan 106, 185 Misty Peaks 10, 44 Ogre Teeth 48
Levies 98, 194 Mizirion III de Sylphur 65, 71 Okdrâgosh 53
Ley Lines 22, 193, 227 Mohan 94, 95 Old Realm 14
Libraries 61, 62, 77, 85, 12, 205 Mokosha 43, 187 Old Gyldenlandish 94
Limbo 22, 103, 185, 196 Months 99 Oloarkh 96
Liscom of Fasar 226 Moon 97, 99, 105, 185 Olochtai 10, 45, 48
Literature 122 Moon Emperor see Selindian Haal Ologhaijan 96
Living History 225 Mountain Kingdoms Olport 11, 45, 81
Lizardfolk 14, 28 of the Dwarves 12, 13, 36, 52, 89 Olport Stones 11, 45
Lizard Swamps 21, 61 85 Minting Rights 135 Omegatherion 218, 226
Loch Hardrôl 60, 63 Murak-Horas 221 Omrais 141
Lolgramoth 184 Music 120 Ongalo Highlands 58
Lorgolosh 53 Myranor see Gyldenland Onslaught of Ogres, First 220
Los 101, 105, 175 Mystery of Kha 102, 217 Onslaught of Ogres, Second 224
Lowangen 11, 48, 78, 138, 225 Myth 215 Opera 120, 138
Low Nobility 107, 110 Nadjesha of Lionsford 51 Orc (Stats) 155
Mada 102, 105, 185, 192 Nagrach 184, 228 Orclands 11, 48, 146
261
Orcs 11, 27, 96, 100, 188 Rabies 129 Satinav 102
Orc Storm, First 220 Race 23 Satuaria 197
Orc Storm, Second 223 Radrom 37 Sculpture 121
Orc Storm, Third 224 Ragath 38 Scripts 122
Ore Dwarves 27 Rahja 182 Sea Battle of Phrygaios 230
Order of the Rain Mountains 16, 63, 128, 166 Sea of Pearls 8
Banishing Ray 85, 113 Rakshazar see Giants’ Shore Sea of Seven Winds 8, 18
Oron 57, 91, 148, 228 Ranged Weapons 118 Seas 21, 148
Orvai Kurim 150, 188 Rank (Military) 112 Secret Signs 96
Ottajasko 11, 45, 46 Rashtul (Titan) 217 Selem 85
Oxwater 21, 22 Rashtul al’Sheik 60 Selem Ground 63
Paavi (Duchy) 10, 42 Rashdul 83 Selindian Haal of Gareth 229
Paavi (City) 10, 42, 81, 228 Rastullah 100 Selo Kulibin 59
Pact-Makers 196 Rat Fungus 174 Semaphores 119
Pailos 40 Rathil 49 Seven Bearers
Painting 120 Raul of Gareth 113 of the Signs 114, 226
Pandlaril (Fairy) 38, 199 Ravenmarches 13 Seven-Strike 219
Pandlaril (River) 21, 87 Raxan Shadow Wing 210 Seweria 50
Paralysis Brooch 198 Realm of Raul see Middenrealm Shadif (Horse) 61
Pardona 43, 197, 209, 226 Red and White Camels 196 Shadif (Landscape) 61
Pastilles against Pain 132 Red Sickle 10 Shadowlands 54
Paths see Roads Rssahh 96 Shafir the Magnificent 41
Payment Transactions 134 Realmwood 31 Shakagoran 95
Peace Emperors 220, 85 Rethis 84 Shakagra 28
Peraine 181 Reto of Gareth 140, 223 Shamans 187
Perainefords 37, 227 Rhazzazor 53, 89, 114, 227 Shards of the
Perricum (Margravate) 57 Rikai 188 Demon’s Crown 228
Perricum (City) 57 Risso 28 Shieldlands 37
Perval of Gareth 223 Riva 84 Shîkanyad of Sinoda 13
Phecano Forest 38 Roab 21 Ship Building 78
Phex 181 Roads and Paths 18 Sign Tower 119
Phexcaer 82 Road Quality 18 Silem-Horas-Edict 221
Phileasson Saga 7 Rogolan 95 Simia 186
Poisons 130 Rohaja of Gareth 11, 31, 205 Singing in Two Voices 95, 120
Port Stoerrebrandt 82 Rohal the Wise 222 Singleberry 172
Porto Velvenya 66 Rommilys 84 Sinoda 85
Potion of Toughness 132 Rommilysian Marches 13 Sky Wolves 187, 226
Praios 177 Rondra 177 Slavery 15
Praios’ Disk (also: Eye Rondricane 18 Sleeping Potion 132
of Praios, Praios’ Mark) 8 Rondrigan Paligan 205 Social Status 107
Prankster 98, 193 Rorwhed 44 Sorp Sanderwik 119
Prehistory 216 Rune Mages 11 South-Pointer 97, 119
Prem’s Animals 125 Rur and Gror 187 Southern Sea 8
Prices 134 Rust Pelts see Goblins Spheres 217
Priest Emperors 114, 176, 221 Sadrak Whassoi 225 Sport 116
Primoptolith 42 Saga Thorwalian 95 Standing 107
Promissory Notes 135 Salamander (Periodical) 126 Starfall 104
Provinces of the Salamander Stones 10 Starless Void 100, 106
Middenrealm 31 Salkya Firdayon 230 Star of Elem 63
Punin 83 Salta 47 Starry Skies 104
Punin Rite 38 Salterhaven 47 Stars 104
Punishments 142 Sansaro 128, 172 Steppe Elves 26, 44, 50
Pyrdacor 42, 91, 113, 209 Sarasto Dorkstein 55 Stoerrebrandt
Quinja 173 Sargasso Sea 66 (Trading House) 211
262 Index
Stone Oak Forest 47 Townright 108 Warunkia 13, 30, 54,
Sulman al’Nassori 219 Trade 133 89, 228, 230
Sumu 101 Trade Fairs 136 Waskir 11, 45
Sun 8 Trading House ya Strozza 135 Waternymphs 28, 148
Sunmarches 13 Trallop 86 Waternymph Weed 128, 172
Sunsura 131 Transbosquiria 38 Wealbeck 10, 21, 50
Supernatural Plants 173 Transweal 10, 51 Weal Mountains 17, 50
Superstition 98f, 194 Transysilia 13 Weather 16
Svellt 21 Traumatic Fever 130 Weiden 13, 22, 30, 37
Svellt League of Towns 48 Traveling Speed 18 Weights 138
Svellt Valley 48 Travia 178 Wendelmir
Swafnir 186 Treant (Stats) 166 VI Zornbold 47, 68
Swafnir’s Child 46 Trial by Combat 143 Werewolf 54, 199
Swantje of Ravenmouth 31, 85 Troll 22, 28 Whale Rage 46
Sword of Swords 206 Troll (Stats) 156 Wide River 21, 31, 37
Sylla 63 Troll Gap 11, 13, 114, 153, 224 Wild Boar (Stats) 170
Syronius’ Protecting Blade 199 Trollish 95 Wildermarches 32
Szinto 21 Troll Peaks 13, 32, 53, 156 Winds 16, 18, 178, 185
Taifas 39 Troll Peaker 24, 57, 58, 95 Windhag 12, 30, 31, 33
Tairach 155 Tsa 180 Winhall 34, 166
Taladur 38 Tulamydes 14, 25 Wise Emperors 221, 223
Talisman 98 Tulamidya 94-96 Witches 193
Tar Honak 224 Turning of Ages 103, 114, 227 Wood Elves 10, 26, 44, 50, 77
Tasfarelel 184 Tuzak 8, 55, 87 Wolf Rat (Stats) 171
Tatzelwurm (Stats) 164 Twelvegods 176 World Creation 101
Taxes 143 Ucuri 74, 106, 186, 217 Xeledon 106, 186
Technology 117 Uhdenmount 50, 150 Xeraan 228, 229
Teleportation Ring 199 Unau 87 Xeraania 228, 229
Temple Tithes 144 Unau Mountains 58, 60 Xorlosh 89
Temperature (Overview) 16 Unicorn 199 Yagan Nut 132, 173
Teremon 40 Urdas 117 Yalaiad 57, 58
Thalusa 59 Uthar 106, 185 Yaquir 11, 12, 21, 22, 30, 38
Thalusia 59 Uthuria 8, 14, 24, 64, 91, 103 Yaquir Fault 38
Thargunitoth 184 Utulus 16, 24, 25, Yaquiria 40, 77, 88
Thash Mountains 53 67, 128, 219 Yash’Hualay 76, 219
Theater Knights 222 Vademecum of Yearly Fever 128, 129, 173
Thirteenth (God) 183 Combative Crafts 125 Year of Fire 13, 33, 147, 228
Thorn Eisinger 118, 221 Vallusa 7, 51, 55, 88 Yellow Sickle 7
Thorwal (Region) 86 Valpo of Gareth 223 Yetis 28, 42, 96, 198
Thorwal (City) 86 Vanja Nadaljeff 66, 213 Yeti-Land 7, 10, 42
Thorwalers 25 Vinsalt 14, 39, 88, 101 Yolande II Kasmyrin 47
Thorwalian (Language) 94 Vinsaltan Egg 118 Yol-Ghurmak 90
Thrashbeard 128, 129, 173 Visra 68 Ysilia see Yol-Ghurmak
Time 10 Wal-el-Khômchra 60, 212 Yoruga 121, 129, 146, 172
Timor Firdayon 230 Wall of Rashtul 11 Zelemja 95
Titans 101, 103, 152, 216 Wall of Stars 103 Zerza 188
Titles 107, 111 Walpurga of Zhayad 95, 96
Tjolmar 11, 48 Lionshead 31, 37, 86 Zhulchammaqra 95
Tobimora (River) 21, 37, 54 Wandering Stars 105, 118 Zibilja 51, 193
Tobrien 13, 30, 37, 226 Warhome 21, 32, 114, 227 Zorgan 14, 57, 90, 101, 138
Tobrien Sea 30, 50, 55 War of Dragons 41, 230 Zorganpox 126, 148
Tolls 18, 84, 137, 144 Warring Kingdoms 47
Tommel 21, 33, 36, 47, 80 Warunk (Margravate) 13, 31
Tournaments 68, 101, 116, 137, 223 Warunk (City) 21, 55, 89, 226
263
Arm yourself for battle!
But you must strategize as well—will you save your strength so you can play a
Shining Blade later? Or will you press the attack with your dagger and try to
disarm your opponent?
Aventuria is a fast-paced card game for 1–4 players, ages 14+, where each player
takes the role of a hero from Aventuria. Choose from Arbosh the fierce dwarven
smith, Layariel the fleet-footed elven scout, Carolan the cunning half elven
rogue, or Mirhiban the mysterious Tulamydian mage.
AVENTURIA ALMANAC
Explore the many facets of The Dark Eye with the Aventuria
Almanac, your guide to the official setting for the fantasy
role playing game. Immerse yourself in this exciting world
and learn why the fantastic continent of Aventuria is like
no other.
This indispensable guide is designed both for players and
GMs. Explore the regions, kingdoms, and history of Aventuria
in detail. Entries for key cities cover inhabitants, customs, trade,
science, law and order, magic, and the works of the gods. Learn
about the icy wastes of the Far North, the many provinces of the
Middenrealm, and the mysterious home of the elves in the verdant
woods of the Salamander Stones. Travel the merchant routes of the
Khôm Desert, face the perils of the Lizard Swamps and the steaming
jungles of Meridiana, and delve into the hidden mines of the dwarves.
The Aventuria Almanac also includes two large-format poster maps
of the continent, stats for new creatures and useful plants, and
fascinating new mysteries for the heroes to investigate.
Recommended for
1 GM and
3–6 Players www.ulisses-us.com
14 Years and Older US25002EPDF