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Aventuria Almanac

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

Publishing Managers Translator


Markus Plötz, Michael Mingers Eduard Lerperger

Rules Design Managing Editor


Markus Plötz, Alex Spohr, Jens Ullrich Kevin MacGregor

Editor Editing
Eevie Demirtel Kevin MacGregor, Trish DeFoggi

Editorial Staff Copy-Editing


Eevie Demirtel, Daniel Simon Richter Tim Beach, JM DeFoggi, Dale Donovan,
Chris Leyba, Greg Nagler
Copy-Editing
Marco Findeisen, Thorsten Most, Timo Roth Layout
Ben Acevedo, Emma Beltran
Art Director
Nadine Schäkel Copyright © 2016 by Ulisses Spiele GmbH, Waldems.
THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN,
and UTHURIA are trademarks of Ulisses Spiele. All rights reserved.
Cover Illustration
Anna Steinbauer This publication is protected under the copyright laws of the United
States of America. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted, in any form or by any
Interior Illustrations and Maps means, whether electronic, mechanical, photocopy, recording, or
Helge Balzer, Steffen Brand, Tristan Denecke, Regina otherwise, without prior written consent by Ulisses Spiele GmbH,
Kallasch, Lorena Lammer, Jennifer Lange, Nele Klumpe, Waldems.
Marcus Koch, Annika Maar, Ben Maier, Katharina Niko,
Nathaniel Park, Diana Rafoth, Janina Robben, Matthias We would like to thank Tim Frießinger, Jean G. Kehnert,
Rothenaicher, Nadine Schäkel, Fabian Schempp, Wiebke Judith C. and Christian Vogt, Boris Alles, Gregor
Scholz, Elif Siebenpfeiffer, Anna Steinbauer, Mia Biberacher, Björn Hinrichs, Niko Hoch, Christoph Lack,
Steingräber, Florian Stitz, Sebastian Watzlawek, Rabea Thorsten Most, Bernd Teichert, Daniel Bruxmeier, Tjorven
Wieneke, and Karin Wittig Müller, Patrick Schumacher, Fabian Sinnesbichler, and
Dennis Weigt, as well as the countless clever and creative
minds who, over the course of the last thirty years,
Composition, Layout, and Design created Aventuria as we know it today.
Patrick Soeder
With thanks to all who helped create Aventuria.
Table of Contents The City-States of the Tulamydes
and of the South 58
The Caliphate and the Khôm Desert 60
Preface 6
Selem and Lizard Swamps 61
A Short Introduction 6
The Empire of Al’Anfa 63
Chapter 1: The Continent of Aventuria 7 The Forests and Islands of the Far South 64
The World of Dere 8 The Southern Sea 66
The Shape of the World 8 Cities of Aventuria 68
The Far North 8 Beyond Aventuria 91
The Forests of the North 10 Myranor, the Gyldenland 91
The Steppes of the Orcs Uthuria, Land of 12,000 Gods 91
and the Former Svellt League of Towns 10 Rakshazar, the Giant’s Shore 91
Thorwal and the Gjalskland 11
The Warring Kingdoms 11
Chapter 4: Culture and Science 93
Languages and Dialects 94
The Middenrealm 11
Garethi, Bosparano, and Old Gyldenlandish 94
The Delvings of the Dwarves 13
Tulamidya and Ancient Tulamidya 94
The Island of Maraskan 13
Other Human Languages and Scripts 95
The Realm of the Horas 14
Languages and Scripts of Nonhumans 95
The Lands of the Tulamydes 14
Customary Forms of Greeting 96
Arania, Land of the Matriarchs 14
Secret Languages and Scripts 96
The Khôm Desert and the Caliphate 14
Idioms and Superstitions 96
The Lizard Swamps 14
Idioms and Expressions 96
The City States of Meridiana 15
Aventurian Superstitions 98
Steaming Jungles 15
Calendars, Reckonings, and Holidays 99
Altoum and the Forest Islands 16
The Calendar of the Twelvegods 99
Wind and Weather 16
Other Human Systems of Reckoning 100
Levels of Cold 16
Nonhuman Systems of Reckoning 100
Levels of Heat 16
Feasts and Holidays 101
Over Road and Bridge 18
Cosmology 101
Journey on Land 18
The Creation of the World 101
Journey on Water 20
The Ages 103
Magical Journeys 21
The Starry Sky 104
Chapter 2: Races 23 Class and Feudal System 107
Humans 24 Class 107
Elves 26 The Feudal System 108
Dwarves 27 Town Rights and Burghers 108
Orcs and Goblins 27 Forms of Address 109
Additional Races 28 Battles and Armies 111
Chapter 3: Land and People 29 Army Organization 111
Locations and Settings 29 Military Ranks 112
The Middenrealm and Its Provinces 30 The Military Campaign 113
The Middenrealm in the Year 1040 FB 31 Great Battles of History 113
Horasian Empire and Cyclopes Islands 39 Food and Drink 114
Paavi and the Far North 41 Sport and Games 116
Gulf of Riva and the Lands of the Nivese 44 Craftsmanship and Technology 117
Thorwal and the Gjalskland 45 Music and Art 120
Nostria and Andergast 46 Books as Teachers 122
Orclands and Svellt Valley 48 Aventurian Libraries 122
The Free Cities of the North Selected Books 123
and the Elven Heartlands 49 Aventurian Diseases 126
The Bornland 50 The Art of Alchemy 130
Mountain Kingdoms: Poisons 130
The Dwarves of Aventuria 52 Elixirs and Tinctures 131
Warunkia and The Shadowlands 54 Chapter 5: Trade and Commerce 133
Maraskan and The Blood Sea 55 Currencies and Payment Transactions 134
Arania and Perricum 57 Minting Rights 135
Promissory Notes 135 Chapter 9: Fame and Infamy 203
Common Currencies 135 The Garadan System 204
Trade Fairs and Markets 136 Rohaja of Gareth 205
Trade Fairs 136 Khadan Varsinian Firdayon 205
Weights and Measurements 138 Bibernell of Hengisford 206
Law and Order 139 Aikar Brazoragh 206
Courts of Law 140 Albrax son of Agam 207
Offenses 141 Abromolosh son of Agam 207
Punishments 142 Elodiron Crystalglimmer 208
God’s Judgement and Trial by Combat 143 Nahema ai Tamerlein 208
Taxes and Levies 143 Archon Megalon 209
Chapter 6: Flora and Fauna 145 Pardona 209
What Grows and Lives in Aventuria? 146 Ashtarra Okharim 210
Aventurian Seas 148 Raxan Shadow Wing 210
Aventurian Bestiary 149 Emmeran Stoerrebrandt 211
Goblin 150 Thorn Eisinger 211
Ogre 152 Arn Askrason 212
Orc 154 Baba ben Ali 212
Troll 156 Vanja Nadaljeff 213
Cave Spider 158 Deriago di Vincetta 213
Crypt Louse 160 Chapter 10: Myth and History 215
Krakennewt 162 Aventurian History 216
Tatzelwurm 164 Mythology and History 216
Treant 166 Prehistory 216
Grimwolf 168 The First Human Kingdom 218
Black Bear 169 The New Realm 221
Wild Boar 170 Recent History 224
Wolf Rat 171 The Living History:
Aventurian Herbarium 172 Aventuria as a Game Setting 225
Chapter 7: Gods and Demons 175 The Time of the Starfall 230
The Creed of the Twelvegods 176 Index 258
Praios 177
Rondra 177
Efferd 178 Spoiler Alert! This chapter is for GMs Only!
Travia 178
Boron 179
Chapter 11: Mystery and Arcana 231
Mysteries 232
Hesinde 179
The Starfall 232
Firun 180
The Shards of the Demon Crown 234
Tsa 180
The Turning of the Ages 235
Phex 181
War of the Gods 236
Peraine 181
The Intrigues of the Nameless One 236
Ingerimm 182
Dark Eyes 238
Rahja 182
Rohal and Borbarad 238
The Adversary 183
The Wall of Efferd 238
The Archdemons 184
Secrets of the NPCs 239
Other Immortals 185
Mysterious Places 245
Beyond the Creed of the Twelvegods 187
Other Mysterious Places 248
The Beliefs of Non-Humans 188
Heroic Journeys Throughout Aventuria 250
Churches and Cults 189
Human Opponents 251
Chapter 8: Magic and Sorcery 191 Burgher 252
Aventuria as a Magical World 192 Bandit 253
Magical Traditions 193 Guard 254
Magical Artifacts 196 Cultist 255
Magical Beings 199 Living History for the GM 256
Magic in Daily Life 200
Preface many secrets concerning the world, important NPCs, and
events. We mark such secrets with a page reference and a
symbol. The Index omits all references to these secrets
The fantastic world of The Dark Eye has been evolving for
to prevent players from accidentally learning something
more than thirty years. Explorers have even discovered a
they later wish they hadn’t seen.
few new continents, but Aventuria was where it all started,
and Aventuria remains the centerpiece of the game. Now
Level of Detail
that the Core Rules of The Dark Eye is in its fifth edition, we
Players familiar with the Regional Setting Guides of
wanted to publish an updated description of the world of
previous editions won’t find as much detail in this volume,
Aventuria in a new volume.
but then again, this book could contain more than 1,000
pages and still not come close to those earlier efforts.
This book is intended as a classic setting guide designed
Instead, we condensed the sheer abundance of information
to help new players get their bearings in Aventuria.
in a clear and readable way. Let this book serve as a
Experienced players can browse it quickly for updates
foundation for your campaign, a springboard from which
on current affairs and rediscover a long-cherished game
to create adventures. For example, Chapter 3: Land and
setting. I wish to thank all the enthusiastic players and
People (see page 29) presents descriptions and adventure
authors who lovingly crafted Aventuria and the cosmology
hooks for many fascinating regions. A region is much more
of The Dark Eye. We wish you lucky die rolls and hope that
than its geographical description, as you shall discover. To
your heroes prevail time and time again in Aventuria.
explore this concept further, see Locations and Settings, on
page 29.
Daniel Simon Richter (for the editorial team),
Oberhausen, on a warm summer day in August, 2015
Point of View
This book is told from the point of view of someone steeped
A Short Introduction in the traditions and interpretations of events according
Welcome to the world of The Dark Eye! The Aventuria to the Twelvegods, as this is the most common belief
Almanac expands upon the material introduced in the Core system in Aventuria (and the one that is most familiar to
Rules by taking a closer look at life on the continent of the existing player base). This does not mean that other
Aventuria. Upcoming sourcebooks explore specific regions perspectives are less important or less true. We intend
in even greater depth. merely to emphasize the idea of a unified world. But worry
not, as the Aventuria Almanac also states things from the
This book gives your role playing group a common starting perspective of different races, peoples, and cultures. As
point for the game world, and is designed for game masters with the Core Rules, this book is of necessity limited. If your
and players alike. With one exception, players may read group is interested in exploring a specific region, world
freely without fear of ruining their gaming experience. In view, or cultural mannerism in greater detail, watch for
other words, this book contains few spoilers. the upcoming Regional Setting Guides, which expand on
the topics introduced in the Almanac.
Where Do I Begin?
We suggest you start at the beginning. The Aventuria What Does My Hero Know?
Almanac covers everything from the big picture to certain This book is intended mainly for players, as most
finer details, and most chapters begin with an overview inhabitants of Aventuria know only a fraction of what
of basic concepts. Experienced players may use the Table has been collected in the Aventuria Almanac. Even great
of Contents (see page 4), the Index (see page 258), and the scholars and well-traveled adventurers may garner only
enclosed map of Aventurian regions to skip directly to a few of the facts and rumors presented here during the
sections of interest. course of their entire lives. Naturally, heroes (and even
more so their players) should be well-informed about their
GM Information homelands and neighboring regions, but this does not
Spoiler alert: Chapter 11: Mystery And Arcana (see mean they can freely use all the information presented in
page 231) contains information intended only this volume. Be sure to discuss it with your players.
for the GM. Players who do not wish to spoil their enjoyment
of the game should avoid reading Chapter 11, as it reveals

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 sailed north from our homeland of Thorwal, city of free


and fearless seafarers. Many miles we traveled through the cold
waters of Ifirn’s Ocean until we reached the ice. It wasn’t long
before we saw the frigid plains of the High North. Beyond Yeti
Land, where the white snowbugbears dwell, lies a frozen world
seen by few humans. Cold and darkness reign in the Grimmfrost
Wastes, interrupted only by the pale flicker of Ifirn’s Lights. There
are no human settlements this far north, but we found vestiges of
the secretive high elves, who called this hostile land their home
a long time ago. Explorers have found traces of their presence
everywhere on the continent, no matter which way they traveled.

“As we sailed back south, we stopped at the well-fortified trading


town of Riva. From there we followed the River Kvill through
frost-covered, boggy marshland. We left the village of Gerasim,
which is home to many elves, behind us, and crossed the Yellow
Sickle at Raven’s Pass. Finally we reached the Green Plains via old
paths used by the nomadic Nivese and their herds of karan deer.
We marched through the never-ending vastness of the steppe to
the southeast, in the direction of tree-covered Bornland, where
simple folk endure hardships under the whips of their nobles.
O Swafnir, what sort of land is that, in which women and men
cannot live free?

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

8 Chapter 1: The Continent of Aventuria


9
as Hoarfrost Wastes and Grimmfrost Wastes, hint at their free cities the Bronnjars rule as feudal landowners with
desolate nature. Bards tell many tales of the horrors that unrestricted power over their lands and over their serfs.
dwell here. Legends say that Firun, god of winter and the
hunt, keeps ancient evils imprisoned here. The snow- The wild, forsaken hills of the Transweal, northeast
covered Ice Cliffs, Misty Peaks, and Frozen Peaks mountain of Festum, are home to strange fairies who have little
ranges rise from the ice-encrusted plains. Yeti Land, the comprehension of or care for the worries of humans.
name of Aventuria’s northernmost island, is home to The rest of the land is covered in forests. A giant named
the wild snowbugbears. Ice dragons, such as the ancient Milzenis makes his home in the Bornwood.
Schirr’Zach, rule the skies above the Eternal Ice. Tales tell
of the Wild Hunt of the archdemon Nagrach, which hunts Ruined castles and dreams of a lost empire recall the
and kills indiscriminately. The harsh tribes of Fjarning Ice exploits of the Theater Knights, the faithful warriors of
Barbarians grudgingly share the land with the mysterious Rondra. Hundreds of years ago, they fought valiantly
ice elves, who generally avoid contact with anyone. against the goblins and were just and fair rulers of the land.
The Bronnjars proudly trace their family lineage back to
Apart from the city of Paavi, seat of the Duchy of the same this legendary Order.
name, only a few scattered settlements lie on Icebreak Bay,
which is populated by amber collectors, hardy whalers, and The bustling Norbards travel through the Bornland and
daring trappers. A short time ago, the Ice Witch, Glorana, its neighboring regions on business, always with songs on
subjugated the lands surrounding Icebreak Bay. She is their lips and memories of their kin in their hearts.
presumed to have been killed, but it is said that her black
ice still corrupts the souls of those who carelessly leave the The former rulers of the land, the red-furred goblins, were
protection of their homes. driven into exile in the Red Sickle and now dare to attack
humans only with superior numbers. They maintain their
A flat plain stretches out between the northern mountain ancient beliefs and still worship the Mother Sow, Mailam
ranges and coasts and the eerie forests of the Salamander Rekdai.
Stones. This endless expanse of steppe, called Brydia, is
settled almost exclusively by nomads, the quiet and frugal The mysterious forests of the Salamander Stones lie
Nivese, who follow the course of seasons with their herds separated from the Bornland by the Green Plains in the
of half-wild karan deer. east. Crystal-clear rivers flow here in deep valleys and the
leaves on the trees seem to whisper old songs. Within the
The Iron Edge, in the far northeast, is the mightiest unspoiled beauty of the deepest wilderness one finds the
mountain range in Aventuria. The bards say that every mythical homeland of the elves. Eons ago, the first of their
attempt to cross these 9,000 foot tall peaks has failed, and kind stepped out of the light into the physical world and
the land beyond (the Giant’s Shore) is remembered only in established the culture of the high elves. Their descendants,
myth. Maybe the ancient dragon, Fuldigor, who is said to the wood elves, still live here, albeit withdrawn from the
be so huge that thousand-year old oaks grow on his back, world. In the wet woodlands of the Kvill and other rivers
could reveal something about these lands. Folks say that he one finds the villages of the glade elves, built atop wooden
has watched over the Demon’s Citadel at the border of the pilings.
world, deep in the Iron Edge, since the end of the Dragon
War. The Steppes of the Orcs and the Former
Svellt League of Towns
The Forests of the North The Stone Oak Forest and the mountain ranges of the Great
In the east, the windswept, grassy plain of Brydia changes Olochtai and Firun’s Wall surround the dry steppes of the
over to the whispering, dark forests of Nornja, wherein lies Orclands, as if placed there to prevent their inhabitants
the city of Bjaldorn with its splendid Temple Hall made of from ever leaving. Yet many wars of the past showed
crystal. Even though a baron wields power here, the true that the orcs cannot be penned in. While most orcs are
lords of Nornja are the treants, which impede settlement content to reside here in large tribes and subsist via animal
attempts and watch outsiders warily from the depths of husbandry and hunting, they are feared as vicious warriors
the forest. everywhere. A gruesome fate awaits their captives: the
strong are forced into slavery, and the weak are sacrificed
To the south is the Bornland, which lies on the rivers Born to the minotaur-like god, Brazoragh, or Tairach, the orc
and Wealbeck, the arteries of this feudal republic. Seafaring god of death. The Aikar Brazoragh is seen by most orcs as
trade is the lifeblood of Festum, the capital of the Bornland the unifier of the otherwise chaotic tribes and ruler of the
and one of the largest cities of Aventuria. The Feudal Orclands, sent by the gods directly. His warriors set out to
Marshal, elected every five years, resides here. Beyond the

10 Chapter 1: The Continent of Aventuria


attack the humans from Khezzara, the only orc city in a The Warring Kingdoms
land of nomadic tribes. The Orclands are also regarded as To the south of Thorwal and the Orclands lie Nostria and
the home of man-eating ogres, gigantic horrors that once Andergast, whose feud has continued for more than 2,000
raided beyond the mountains and struck deep into the years and made them known as the Warring Kingdoms.
Middenrealm, devastating everything they encountered. Shaped by strict feudalism, Nostria and Andergast are
separated by a forest wilderness that itself is home to
To the east of the Orclands lies the former Svellt League of numerous druids and witches. While coastal Nostria feuds
Towns. After the last orc raid, small settlements are all that constantly with the Thorwalers, the wooded hinterlands of
remain of this once prosperous trading power. Towns such Andergast face constant threat from the orcs. Old enmity
as Gashok were conquered by the orc horde. Deepenborg and new conflicts have shaped a sullen and tight-lipped
resisted, and burned for its efforts. Lowangen still pays a people who trust only in tradition. Aventuria views both
steep tribute to the occupying forces. Tjolmar, on the other regions as backwards, a belief supported by Andergast’s
hand, escaped unharmed. Rumor says the town’s resident general tenet that men are somehow superior to women.
dwarves purchased its freedom. Riva, which sits on the
shore of the gulf of the same name, is the last independent
city of the old Svellt League. It is the gateway to the Nivese
The Middenrealm
In all of Aventuria, the Realm of Raul, also called the
steppes and the most important harbor on Aventuria’s
Middenrealm or New Realm, controls the largest territory.
northern coast.
The Realm of Empress Rohaja of Gareth stretches from the
windswept coasts of the Sea of Seven Winds in the west to
Thorwal and the Gjalskland the Tobrien Sea and the Gulf of Perricum in the east, from
Many think the culture of the tall Thorwalers consists only Rashtul’s Wall and the Yaquir River in the south to the
of raucous bawling, brawling, and drinking. But that is Rathil and the mountain ranges of Dark Ridge and Dragon
only one side of the coin, since there exists more to this Stones in the north.
valiant northern folk. The Thorwalers are some of the best
seafarers in all Aventuria, and are feared along the western At its most western point lies the Principality of Albernia
coast as pirates and plunderers. The enmity between these with its capital, Havena, the Middenrealm’s largest and
northern folk and the slave holders of the deep south is most important harbor on the Sea of Seven Winds. The
famous, as is their poisonous hatred for whalers, since they Albernian landscape is characterized by wide fens, dark
worship the whale god, Swafnir, above all others. lakes, and treacherous moorsr.

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

12 Chapter 1: The Continent of Aventuria


and vagabonds. It is the home of the Merchant Prince warriors of the Middenrealm. Many refugees from the
(Emmeran Stoerrebrandt, the richest man in Aventuria) east chose not to settle in this sparsely populated land and
and the location of the City of Light, the spiritual center instead moved on to Garetia, Almada, and Albernia.
of the Church of Praios. The eeriest place in Garetia must
be the forest and swampland to the southwest of the The Margravate of Sunmark, located near Beilunk, is a
capital. The First Demon Battle, which was fought long bastion against the Heptarchs, the heirs of Borbarad. A
ago, left permanent scars on the land. To this day few dare miracle of the sun god, Praios, protected it from the Demon
to venture into this cursed region, which is known as the Master’s blasphemous magic during the war, and though
Demon’s Fallows. the Heptarchs have now all been defeated, it may take
decades to purge their legacy from the face of the world—
After the Year of Fire, parts of Garetia and the former if such is even possible.
Principality of Darpartia combined to form the eastern
Marks. The naval harbor in the city Perricum, capital of the The Delvings of the Dwarves
Margravate of the same name, is HQ for the Middenrealm’s Dwarves make their homes in many mountain ranges
Sea of Pearls fleet. The two defining features of this rather in Aventuria, and their independent kingdoms remains
wealthy province are its seafaring trade and the most separate from human realms. The conservative ore
important temple of the martial goddess, Rondra. dwarves, the oldest and most numerous of the dwarven
peoples, live in the Phecano Forest, the Iron Forest, and
The young Rommilysian Marches include large areas the deepest mountains, of which Xorlosh is the oldest
of the former Darpartia, and its capital, Rommilys, is the settlement. The forge dwarves, known for their thirst
spiritual center of the Church of Travia, goddess of home for ale, their rowdiness, and their smithing artistry, live
and hearth. The land offers hope to refugees and war- primarily in the Forge and Thash Mountains, but scattered
weary veterans seeking a peaceful existence. clans live in the Khunchom Mountains and on the eastern
side of Rashtul’s Wall. The folksy hill dwarves live primarily
At the Troll Gate, the wide mountain pass between Black in the hilly lands around Lake Angbar in Kosh but also
Sickle and the Troll Peaks, the forces of the Ravenmarches in many regions of the Middenrealm. The adventurous
prevailed against the hosts of the Dead from Warunkia. diamond dwarves lived in the Beilunk Mountains until
The Margravate of Warunk continues the fight against the Borbarad drove them out, but they have since found a new
dark legacy of Borbarad and has already liberated the city home in Rashtul’s Wall. Hill dwarves and diamond dwarves
of Warunk. Countless undead and ghosts were raised there maintain the best relations with humans.
during the occupation by Borborad’s forces, and many of
thems still haunt the countryside to this day. The deep dwarves, the degenerate descendants of dwarves
of the lost delving of Umrazim, live in certain mountains
The northernmost province of the Middenrealm is the in the Orclands and the Middenrealm. The wild dwarves,
Duchy of Weiden, which stretches from the Dark Ridge whose origin is unclear even in the dwarves’ own history,
to the Red and Black Sickles and from the southern shore prefer to settle in the far northeastern corner of Aventuria.
of Nine-Eye Lake to the river Rathil. Cattle barons operate Many dwarves live in human cities where they are held in
much of the land as grazing grounds and often fight each high regard as artisans and merchants.
other for supremacy, though they still hold chivalry in
high regard. The people of Weiden view themselves as
defenders against the orcs, which remain a constant threat The Island of Maraskan
to the northwestern border regions. Before falling to the Borbaradian conquest, the combative
Maraskani fought a long guerrilla war against occupying
Dense forests and meager farmlands typify the Duchy of forces from the Middenrealm. Today only the Shîkanyad
Tobrien, which used to include all the lands to the east of Sinoda in the south and parts of Maraskan’s east coast
of the Black Sickle. It was once the largest province in remain free. The rest of the island is split between the Dark
the realm. Except for the Margravate of Warunk, Tobrien Hordes (cruel warlords who worship the blood-drinking
suffered the most from the occupation by Borbarad’s archdemon Belhalhar) and worshipers of the archdemon
henchmen and lost large amounts of territory to the Charyptoroth (the Terror of the Blood Sea). An ancient
Shadowlands. The land stretching from southeast of the power haunts the heart of the island, but even before the
Dragon Stones to the Beilunk Mountains has since been Borbaradian conquest the island was known for its dense
reclaimed by the Tobrien Duchy. Only the mountainous jungles and its poisonous plants and animals. Even today,
areas of the wooded Transysilia and the demonically few can survive a march through this heart of darkness.
blighted city of Yol-Ghurmak continue to resist the

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

14 Chapter 1: The Continent of Aventuria


city of Elem. It is said that Elem was destroyed by the gods to years of financial mismanagement. As the gateway to the
themselves. Today humans and lizardfolk dwell in Selem legendary southern continent of Utheria, much money still
together, but the city is a sad hive of poverty, deterioration, flows into the coffers of Brabak, but it is lost just as quickly.
and creeping madness. The city is a popular destination for free spirits, since they
can indulge their whims to study at the local black-magic
The City States of Meridiana academy, free from conventions and limitations.
Al’Anfa, the Black Pearl, is the second largest city in
Aventuria. Here one can rise from coconut mat weaver Other cities in the region, such as Chorhop, Mengbilla,
to wealthy Grandes in a heartbeat—a trait that attracts Sylla, and H’Rabaal, are former provinces of other realms.
immigrants from all across Aventuria. Yet the fall from free Today they are independent, just like the small jungle
citizen to slave can be just as quick, since the inhabitants of kingdom of Kemi. Only Hôt-Alem is still allied with Gareth
the city embrace slavery. Often do the reckless or unlucky as a protectorate colony of the Middenrealm. Few other
disappear, only to be found later in the Hanfla River that independent city states still exist today. Any that did not
flows into the sea. Most citizens worship Boron as highest of seek a pact with Al’Anfa or the Golden Alliance (made
the Twelvegods, and poisons and intoxicants are the most up of the Horasian Empire, Brabak, and Kemi) were soon
sought-after goods. Murders often go unsolved, which has conquered by Al’Anfa. The Vice-Kingdoms of old now exist
earned the city its nickname of Sore of the South. Al’Anfa’s only in name, and the former royal city of Mirham is a
poor are not worse off than those elsewhere, but its rich vassal of the far mightier Al’Anfa..
are unbelievably affluent—Al’Anfan Grandes make even
some Middenrealmish Counts look like beggars. Steaming Jungles
On the southern tip of the continent stand the Rain
The archenemy of Al’Anfa is Brabak, where slavery is Mountains. The western slopes of these 18,000-foot-high
outlawed and where the Grandes and their excesses are peaks open into lush valleys, while the eastern slopes
both greatly despised and secretly envied. This city on the descend to dense jungles. Travelers must be brave and
marshy estuary of the Mysob faces a mountain of debts due knowledgeable to survive where gigantic constricting

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

16 Chapter 1: The Continent of Aventuria


to the north and Bornland routinely experiences frosty
winters. On the other hand, summers in the Horasian city
of Kuslik are never so unbearable that daily life grinds to
a halt. Spring and autumn see frequent fog, strong winds,
and rain, which often lead to river flooding. Annual rainfall
shapes life in the river valleys and meadows. Most people
(of any race) live in these areas due to the abundant
harvests and plentiful forage for livestock.

Southern Aventuria is shaped entirely by heat. Depending


on the location, this heat can either be stifling and dry or
oppressive and sultry. In the sand seas of the Khôm Desert,
the sun beats down mercilessly. The scorching heat of the
day only seems to magnify the severe cold of the night
when the ambient temperature plummets from Blaze of
the Khôm (above 132 degrees F.) to Cold (33 degrees F.)
in just a few hours. Nevertheless, the greatest challenges
to life are sand storms, which can appear out of nowhere,
and shortages of water, and travelers must make their way
from oasis to oasis in a timely fashion or else die of thirst.

Beyond the Khôm lie rainforests, evergreen jungles,


mangrove forests, and swamps teeming with mosquitoes
and crocodiles. Rising above everything are mist-covered
mountain ranges that have yet to be fully explored. Travel
is further hindered by prolonged rainfall, which turns
brooks into rushing torrents and firm ground into marshy
muck.

Weather conditions can affect character actions, especially


while traveling. For more about the effects of heat and cold
on travelers, see the Core Rules, on page 346.

“Storm? By Swafnir’s fluke, I wouldn’t call this


gentle breeze a storm! Once, near Prem, we
could hardly see the port for the swell, and
Carolan went overboard. That was a storm!”
—Tjalva Garheltsdottir, Hetja from Prem

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).

Journeys in Aventuria are dangerous. Most undertake Paths


them for trading purposes, and many forests hold bandits Unlike animal trails, paths are easily discernable and
that prey on such travelers. But vagabonds are not the remain visible year round due to regular use. Small
only ones who make life difficult for those on the road. farms, hermitages, and isolated settlements can typically
Past one’s borders, one soon encounters toll collectors, be reached only via paths. These routes cannot handle
especially when crossing a bridge or entering a new carriages larger than small carts, and typically are wide
city’s gate. The wilderness possesses many dangers, too. enough only for a pack animal (or riders moving in single
Unexpected changes in weather and encounters with wild file). Travelers usually find stepping stones or simple
animals and other dangerous creatures make extended footbridges where these paths cross a brook or stream.
travel a hazardous prospect. Paths are also characterized by a distinct lack of inns,
although one might be found in a nearby settlement.
Cartography is an imprecise skill, and travelers can never
rely on a purchased map to show the true path. Sometimes In the mountains: paths are the typical road type found
entire villages turn out to be abandoned, and roads have in mountainous areas, and are often steep (since horses
long been reclaimed by the undergrowth. The warning can have difficulty climbing them, ponies and donkeys
“Here be dragons!” should always be taken seriously since are better choices in this terrain). Mountain paths often
the cartographer may have literally seen them. lead through lonely passes or along the crumbling edges
of cliffs.

18 Chapter 1: The Continent of Aventuria


In the forest or jungle: pathways that do not see continual In the forest or the jungle: When these roads get blocked,
use become overgrown quickly. Fast-growing vines are a travelers often must remove any obstacle or repair any
tripping hazard, as are thick tree roots or protruding or damage themselves if they wish to pass.
slick stones.
Country Roads in Better Condition
Cart Paths These wide but unpaved routes wind through open
Simple cart paths remain visible due to frequent use countryside, avoiding forests and hills. After long periods
and are just wide and even enough to accommodate a of rain, carriage wheels can dig deep ruts in the mud,
harvesting cart. Even in densely populated areas, many increasing horses’ chances of leg injury. Bridges, which
smaller settlements and farms can only be reached by such tend to be simple wooden affairs, are the exception
paths. These paths follow the terrain, and often meander rather than the rule. Sturdy stone bridges exist only in
to avoid swampy ground, slopes, wooded areas, and other close proximity to cities and often serve as sites for toll
obstacles. Cart paths cross streams and brooks at a ford collection. Travelers in rural areas cross streams and rivers
or other suitable spot. If no such spot exists, locals often at fords. Lakes and deeper rivers have ferry stations, but
cooperate to build a simple bridge. Inns often spring up the wait for the next ferry can sometimes be lengthy.
near frequently used areas like crossroads. In difficult
terrain, only about 100 paces in either direction can be Repairs typically require a few weeks, especially when
seen, making ambushes easy to prepare. dealing with fallen trees or eroded areas. Inns are more
common than on simple country roads, relieving some of
In the mountains: Cart paths are uncommon in the the pressure to keep up a brisk pace.
mountains and are rarely little more than dead ends
that branch off from larger roads or run up the sides of In the mountains: Most roads through mountain passes
valleys. It can take weeks for the locals to repair a cart path follow the terrain except where unavoidable. Work crews
destroyed by a landslide or an avalanche. cut rock, dig tunnels, reinforce slopes, and build bridges
over ravines where needed, but the responsibility to clear
In the forest or jungle: cart paths run around forests debris usually falls to the locals.
even if it means a longer route. In cases where the forest
cannot be avoided, woodcutters choose the path of least In the forest or jungle: Even good quality country roads
resistance. Thus forest cart paths often wind, dip, and turn are only wide enough for one vehicle, and one must either
with little apparent rhyme or reason. back up or leave the road when traffic approaches from the
opposite direction.
Simple Country Roads
In poorer regions, most roads exist in a state of semi-
permanent disrepair—either they have slowly decayed to “Poppycock! If we take the horses, we’ll be twice
that point or else they were never any better. They are as fast. Can someone please tell the priest that
usually just wide enough for a single carriage, requiring I am in no mood to wait for his sandals? I want
one vehicle to pull off the road (or back up) to make way for to arrive in Gareth quickly, and if he doesn’t
a vehicle heading in the opposite direction. Wind and rain want to ride along on my horse, then he had
create deep holes in these roads. With potholes up to two better find himself a cart.”
feet deep or worse, carriage drivers must summon all of —Geron Bladebreaker, mercenary
their skill to provide a smooth ride for their passengers or
cargo. Often roads detour around eroded areas, landslides,
Realm Road in Bad Condition
or fallen trees. Galloping along country roads is risky, and
Important roads are relatively solidly constructed and
sometimes it is safer to ride alongside the road, instead.
wide enough for two carriages to pass one another without
Inns can often be found along country roads, spaced at a
difficulty. However, this does not mean that they all meet
distance that is easily covered in a day on foot.
the standard of quality for a Realm Road (not because they
were built this way, but because roads often suffer damage
In the mountains: Roads of this quality that run through
during times of war). Many good-quality roads are at least
passes may wind up blocked at any time, especially to
partly paved, even if such pavement is sometimes flawed.
vehicles. Villagers, innkeepers, and fellow travelers can
Any damage is repaired at least provisionally within one
be good sources of information regarding the condition
week or so. Bridges are very common, but some Realm
of local roads. Damage to roads is repaired quickly only if
Roads still rely on fords and ferry stations.
they are especially important routes, and even then, any
repairs are likely to be temporary. It is usually better to
In the mountains: Work to repair damage from winter
avoid taking country roads through the mountains.
avalanches and torrential rainfall begins in the Spring.

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.

Realm Roads Journey on Water


Realm Roads, also called Crownroads, are the best roads Many trade goods, especially heavy goods, have always
in Aventuria outside of the Middenrealm, They are fully been transported by water, with barges and rafts being
paved and wide enough for four vehicles to pass each other, the two most common means. Travelers can almost always
two in each direction at once. They are well-maintained find passage on ships, either by paying their way or by
and often feature roadside ditches that provide excellent temporarily joining the crew. Every coastal port (whether
drainage. They typically employ stable bridges to span seaside or on a river) takes advantage of waterborne trade.
small rivers, though travelers must still cross wide rivers by
way of ferries. Ferry stations operate during daylight hours Many different types of ships sail on the seas of Dere. One
for a standard sum, and some workers operate at night finds bulky merchant ships such as cogs and hulks alongside
as well. Realm Roads of this quality usually run straight small fishing boats in every region of Aventuria and on
and level (during construction, engineers move boulders, the coasts. Warships such as powerful Al’Anfan galleys,
dig ravines and tunnels through hillsides, and cut entire maneuverable Horasian shivoons, and sturdy Middenrealm
swaths through forests, if needed). Inns, which usually also caravels cruise these waters as well. Zedrakks and thalukks
serve as changing stations for dispatch messengers, are sail the waters of the Lands of the Tulamydes, and further
spaced 15 miles apart at most. to the south one sees the slender rafts of the Forest Folk.

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.

20 Chapter 1: The Continent of Aventuria


Most seafarers offer tribute to the god of the sea, Efferd,
but some are willing to appeal to any kind of supernatural
being before they set sail. After all, sea travel carries many Navigable Rivers of Aventuria
risks, not just from storms and pirates but also from mighty Unless stated otherwise, these rivers are navigable
creatures such as the dreaded sea snakes. Horror stories of downstream to their estuaries.
the Blood Sea tell of blighted demon arks that speed across Great River and Wide River: from Griffonsford
the surface of the water like huge water strider insects. Yaquir: from Ragath
Nearly every captain between the Tobrien Sea and the Sea Mhanadi: from its first tributary
of Pearls has a story to tell of a narrow escape from one Gadang: approximately 20 miles upriver from its
of these monstrosities. Harbors aren’t always safe, and second tributary
bandits often attempt to direct ships onto reefs by using Born: from Norburg
false beacon lights, plundering the wreck later. Walsach: from Needmark
Bodir: from Phexcaer
Merchants make good use of the large rivers of Aventuria Ingval: from the city of Andergast
for the transport of wares, and fast sailing boats, rowing Svellt: from the tributary Svall, and in areas of
boats, and even towed barges are common trade vessels. deeper water from the confluence of Darkensvellt
Most barges have a shallow draft, a large forehold, and and Lowangsvellt
a small hut for the crew, and oxen or heavy horses pull Oblomon: from Oblarasim
them upstream, using paths next to the river. Barges Kvill: from Kvirasim
often accept paying passengers, the rule being that the Tommel: approximately from the region of
trip downstream is cheaper than heading upstream (the Honeyngton
journey downstream is usually faster and less stressful for Darpat: from Rommilys
ship and crew). The most advanced river boats are winding Dergel: from Warhome to the Oxwater
freighters and chain ferries. Winding freighters mainly Tobimora: from its fourth tributary
sail the Yaquir, while chain ferries serve most of the great Radrom: from Warunk
rivers. Their low operating costs render the construction Barun–Ulah: from Baburin
of permanent bridges moot. Ferry houses often do double Chabab: approximately 30 miles downriver of its
duty as taverns or inns and are popular gathering places second tributary
for travelers of all kinds. Szinto: from its first tributary
The lower reaches of Arrati, Chaluk, Harotrud,
Where rivers become too shallow for ships, rafts will Mysob, Ongalo, Onjet, Pandlaril, Sikram, and
shine as the workhorses of merchants. Rafts of all kinds Thalusim
are found on almost every Aventurian river. River pirates The middle reaches of Hira, Phecadi, and Roab
and bandits haunt most river regions, preying on wares or
monies from travelers. The ruthless pirates of the Great
River are infamous for their atrocities. Few besides fishers make use of Aventurian lakes. The
Oxwater in the Rommilysian Marches is the only lake that
sees regular shipping traffic. Even the two largest lakes in
Aventuria—the Blue Lake and the Nine-Eye Lake—hardly
see any use at all. Thin ice covers the Blue Lake throughout
“As if horses were the fastest thing on Dere… the year, and the Nine-Eye Lake in Weiden is thought to be
Swafnir save me. No, if we had a real dragon cursed (fishers stay close to shore, if they fish the lake at
ship, then we could simply row up the Great all, as it is said that the unnatural lampreys that give the
River. Since the curse of the Father of Tides lake its name can sink a small craft within minutes).
has been lifted we are free to do just that, I say!
I tell you, if we did not have a sorry boat like Magical Journeys
the Gullen Drakkar here, we could have been in Aventuria exists in a magical world with a number of
Ferdok by now.” magical methods to cover distances. Even these methods
—Tjalva Garheltsdottir, Hetja from Prem are not always free of danger, however, and travelers often
pay steep prices for such expeditious means.

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…

22 Chapter 1: The Continent of Aventuria


Chapter 2:
Races
“Many bipedal races exist, but here we concentrate on humans,
elves, and dwarves. It remains to be seen whether the dark-pelted
orcs, the shaggy red goblins, the secretive trolls, or the reptilian
and scaly achaz even qualify as civilized. For the moment, we will
not consider the man-eating ogres, the shy water sprites that
dwell in the Sea of Seven Winds, or the one-eyed cyclopes from
the islands of the same name.

Much variety exists within the races discussed here. Tall


Thorwalers from the north have little in common with the
diminutive Moha from the vast jungles of the far south. The same
can be said of the elves; firnelves may view the world differently
than their relatives, the wood elves, but the elves as a people
do not vary as widely in terms of stature and appearance as do
humans. The dwarves of Aventuria vary little in their physical
appearance as well, yet one can hardly confuse a pastoral hill
dwarf from the region of Angbar with a heavily armed dragon
warrior from a delving in Xorlosh.

Even if one could judge an orc or goblin according to their local


heritage, most observers care little to do so. This differs for the
cold-blooded lizards where one can tell a slender achaz apart from
a murderous mar at first sight, but these beings are so strange to
us that almost any attempt to classify them further is doomed to
failure.”
—excerpt from Humans and Nonhumans: A Phenotypical
Comparison, by Strathus, Blessed One of Hesinde, Garethan
copy, 586 FB

A wide variety of races spread across Aventuria over the


course of history. Some of them, such as the lizardfolk or
the trolls, ruled over the world in times past and left traces
in many areas. In current-day Garetia one can still find
the remnants of so-called troll castles, whose intent and
purpose remains a mystery even to scholars. The ruins of
lizardfolk cities, upon which many human cities have been
built, feature in a great number of Tulamydian fairy tales
and are viewed as arenas of bygone epic battles between
the warm- and cold-blooded races.

Many of the old races cultures experienced their golden


ages many centuries ago, and their days of great knowledge
and powerful magic are long gone. The promise of great
wealth and power lures many adventurers out in search of
the mysteries of this distant past.

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,

* Isdira: Begone, orc!


** Isdira for the spell Hawk Eye. Literal translation:
Let me become one with my bow! 27
flat foreheads, and protruding eyebrows. Male goblins The aquatic beings include the nixies and water nymphs,
rarely live longer than 35 years, but female goblins, who the toad-headed krakons, the zilits, which take the shape
are sometimes endowed with magical powers and who of newts, and the fish-eyed risso of the Southern Seas
tend to lead the tribes and clans, can live twice as long. whose bodies are adorned with shining scales. The blue
mar (and their cousins, the black mar) live near the Iron
Additional Races Edge and in the depths of the glacial sea and seem to be
relatives of the risso but little else is known of them.
Other exotic races gave rise to high cultures a long time
ago in Aventuria. The large trolls, one of the oldest races Little is known about the shakagra, the insidious night
in existence, grow to 13 or 14 feet tall and have leathery, elves, except that they are said to live in cities under the
almost bark-like skin and thick hair. Trolls are strong and sea to avoid the light of the sun. ( page 243).
stubborn and possessed of great anger, which
can lay waste to everything in their path. They
prefer stone tools and weapons, and often live For detailed
in cavern systems. Trolls can live around 400 descriptions of other
years. For more about trolls, see Chapter 6: Flora commonly encountered
and Fauna, on page 156. civilized races, see
Chapter 6: Flora and Fauna,
Even larger than the trolls are the cyclopes, starting on page 149,
which can grow up to 16 to 17 feet tall. These so- as well as the Aventuria
called children of Ingerimm have only one eye, Bestiary and upcoming
which sits directly above their nose. All cyclopes regional guides.
live on the Cyclopes Islands and are regarded as
extraordinary smiths.

The reptilian achaz, also known as lizardfolk,


are an ancient race with scaly bodies, pointed snouts
similar to those of lizards, and long tails. Experts can
discern their gender from the ridges that run up their tails
to their heads. Legends say that achaz can live 150 years,
but scholars know of lizard people who have lived longer
than 250 years.

Other races of intelligent lizards include the bloodthirsty


mar, which resemble alligators that walk on two legs, and
the leviathans, long thought to be extinct and said to have
tremendous magical power.

The grolm are magically gifted beings with child-sized


bodies and overly-large adult-sized heads. They are viewed
as greedy hagglers. The gigantic ogres prefer to dine on
human flesh, but luckily they are not too smart. Just as
gigantic are the white-furred yeti of the frozen north,
which jealously defend their solitude, though they are
normally peaceful brutes that live simple lives.

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

“To discover our world is truly exciting my friend. Do not be


skeptical just because I serve as a Blessed One of the traveling bird
of paradise, Aves, the guardian of all travelers and patron saint of
adventurers from which the land takes its very name!”
“Beyond the horizon untold adventures, great and modest, await
you. In the cities teeming with life, in the wild forests where
danger lurks unseen, but also on the roads and trails that cross
this continent. Often the journey itself can be as important as
the destination. I have been wandering for a long time, yet I
feel at home everywhere. You too can awaken this thirst for the
unknown, for it slumbers deep within all our souls. All you need
do is take heart and venture into uncertainty. Aves’ blessing be
with you.”
—Periegesos of Rethis, encyclopedist and Blessed One of
Aves, modern

Locations and Settings


This chapter provides a selected overview of regions in
Aventuria. Every region has a cohesive flavor or theme
that distinguishes it from its neighbors, offering many
opportunites for play.

Aventuria is a fantastic mosaic of settings more than 30


years in the making, assembled by countless authors. Each
culture and location is based on a historical example, but
all coexist within a single time period in Aventuria. While
this may create large differences in technology and magic
from one land to the next, be assured that the story comes
first. For example, the Thorwalers are daring, Viking-like
raiders who swoop down from the North and plunder at
will. But a civilization as advanced and powerful as the
Horasian Empire would surely snuff out these pirates,
right? In the real world, the answer to that question would
be and emphatic yes, but plot devices such as the power of
Thorwalian rune mages allow these fierce northerners to
hold their enemies at bay—at least for now. Perhaps the
heroes in your campaign will tip the scales in favor of one
side or the other, if the gods favor it.

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

30 Chapter 3: Land and People


Borders: Garetia, the geographic heart of the realm, is
bordered by the rivers Wide, Dergel, Darpat, Rakula, and
The Middenrealm in the Year 1040 FB the Great River, as well as the Realmwood, the heights of
The Great Court Convention signed in Rommilys in Rashtul’s Wall, the hills of Caldaia, the Rommilyisan Mark
1028 FB, and the defeat of Borborad during the Twilight by the Dergel River, and the mountain ranges of the Black
of Shards ( page 234), brought about changes in the Sickle and the Troll Peaks
Middenrealm. The following is a list of provinces as of Geography: The eerie Realmwood (all that remains of the
1040 FB. Rulers are indicated in parentheses. Middlewood, which once covered north-central Aventuria);
Kingdoms: Garetia (Empress Rohaja of Gareth) the Golden Meadow, with its fields and farm houses; the
Duchies: Northmarches (Duke Hagrobald of the Great Dergel Fields; the Rakula Hills; the hills of Eslamsground;
River), Tobrien (Duke Bernfried of Ehrenstein), Weiden the cursed Demon Fallows ( page 249) near Gareth; the
(Duchess Walpurga of Lion’s Head) forbidding heights of Rashtul’s Wall and the Troll Peaks;
Principalities: Albernia (Prince Finnian ui Bennain), the Baernfern Plain
Almada (Prince Gwain of Harmamund), Kosh (Prince Important Cities: Gareth (172,000), Eslamsground (1,800);
Blasius of Eberstamm), Maraskan (part was lost to the Rommilys (10,000), Warhome (800)
Heptarchs and incorporated into the Shadowlands, the Population: Garetia: 510,000 humans, 3,000 dwarves, 1,500
rest now belongs to Free Maraskan) elves, and several hundred orcs and goblins; Rommilyisan
Margravates: Sunmark (Princess-Illuminated Marches: 200,000 humans, 1,000 dwarves
Gwidûhenna of Faldahon), Griffonsford (Margravine Political Ties: Provinces of the Middenrealm, Kingdom
Irmenella of Wertlingen), Perricum (Margrave of Garetia (Queen Rohaja of Gareth), Margravate of
Rondrigan Paligan), Ravenmarches (Margrave Swantje the Rommilysian Marches (Margravine Swantje of
of Ravensmouth), Warunk (Margrave Sumudan of Ravenmouth)
Bregelsaum), Windhag (Margrave Cusimo Gralishgrötz, Form of Government: Feudalism with a rigid vassal
also Duke of the Horasian city of Grangor) system; the Empress is also the Queen of Garetia; the
Margravine of the Rommilysian Marches seeks to convert
are managed by society and enjoy extensive use. The her sovereign territory into a hereditary principality once
Middenrealm is best summarized as the setting for the again
fairy tales of the Brothers Grimm. Golden wheat fields Veneration of Gods: Twelvegods; the nobility worships
grow between dark forests, and pleasant villages nestle Praios and Rondra in particular, the common folk Travia
around proud castles and magnificent palaces. On the and Peraine. Garetia is the spiritual heartland of the Church
roads, one meets hardworking farmers, proud knights on of Praios (the main temple of the Church sits in Gareth), the
their gallant steeds, and travelers of all kinds. Rommilysian Marches is
the spiritual heartland
The Brothers Grimm
The Heart of the Realm: the Kingdom of Garetia of the Church of Travia
collected folk tales and
and the Rommilysian Marches (its high priests reside
made them available to a
in the city of Rommilys).
wider readership, despite
The worship of Phex is
abridging their content
“Garetia—and its capital of Gareth, of course—is the only much more widespread
for publication. These
thing you must see. The Golden Meadow feeds us all, even now, thanks to the
fabulous, dreamlike
the capital, and our knights’ armor shines brightest of all. efforts of the Empress’
versions can be used as
Our cities are large and mighty, and the provinces at the family.
a source of inspiration
heart of the Realm are proud and loyal. We are the source Trade Goods: Crops
and color, but we had
of the Realm’s splendor. None of our enemies can, or will (especially wheat), beet
the much older, and
ever, change this fact, and for that our Empress and Queen sugar, and other
significantly darker, folk
loves us.” agricultural products,
tales in mind when we
—a Garetian burgrave, 1040 FB baked goods, household
created this setting…
goods (made from tin or
“Rondra help us! Garetians are arrogant beyond measure. enamel), cloth (velvet,
Stubborn and so interested in maintaining their alleged power plush, cotton, linen),
that they do not see when danger looms. A danger from which leather wares, weapons and armor, carriages, candied fruit,
only we can protect them, since only we know how to fight it… oils, cheeses, liquors, limestone quarried from Rashtul’s
and win.” Wall, marble, other stone, and gemstones
—a countess from the Shield Lands, 1040 FB Real-World Inspirations: Garetia and the Rommilysian
Marches have elements of Germany and France in the late

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.

32 Chapter 3: Land and People


her husband, Geldor of Bregelsaum. He works to rebuild The Demon Fallows
the haunted fortress city of Warhome, a garrison for “After the good people of Gareth had thrown off the yoke
troops of the Middenrealm that was razed during the war of Bosparanian rule and won their freedom, the Bosparan
with Borbarad. Emperor set his legions before the city to recapture his prize.
Fran-Horas, called the Bloody, looked down upon the scene
Albernia and Windhag from the hill and conducted the battle mercilessly. Though
his onslaught lasted from the break of dawn until the last
“Unbent and unbroken are we. This shall never change.” hour of the night, the Garethians held out and seemed fated
—Prince Finnian ui Bennain, at his coronation, to win. Unwilling to accept defeat, the Bloody Emperor
1038 FB raised his scepter. The Eaglestone embedded in its haft
shimmered evilly, and he spoke words of demonic binding in
“These pigheaded renegades! You cannot take them into a language that flowed all too easily from his lips. Lightning
battle. All they do is boast of their superiority and the bolts split the skies asunder as the Emperor performed a
deeds of their ancestors. I cannot expect to win if I am rite of invocation to unleash the power of the Lower Hells.
forced to ride with them to war.” A rift in the fabric of the world appeared and the unholiest
—Helme Haffax, Arch-Marshal of the Realm, of creatures leaped from the billowing gray void into the
1018 FB world. With horrible claws, slavering fangs, and twitching
tentacles, the horde of the Lower Hells stormed towards the
Garethian defenders. Faceless archdemons raged over the
Borders: Albernia is bordered by the coast of the Sea of battlefield with shining sabres and gnarled sickles, reaping
Seven Winds, the reaches of the Tommel and the Great a bloody harvest among the rebels. At that moment, the
River, the Farindel Forest, and the foothills of the Ingra melee stopped being a battle and turned into a slaughter, a
Peaks. The Windhag stretches between the coast and the massacre, a festival of unbridled carnage.
Great River around the Windhag Mountains. Even though the battlefield had been cleansed of the
Geography: The Windhag is characterized by its windswept Garethian freedom fighters, the demons of the Lower Hells
coasts and silent mountains, Albernia by the course of the remained unsated. Without warning, they fell upon the
Great River, its swampy delta, its enchanted fairy forests, Bosparanian legionaries with a howl. Not even Fran-Horas
and its many brooks, lakes, and alluvial floodplain forests. could stop them, and the slaughter continued until the only
Important Cities: Harben (2,000); Havena (30,000 humans, soul left standing was the corrupted Emperor himself. Fran-
plus several dozen elves and dwarves), Honeyngton (2,800), Horas fled the battlefield, horrified by what he had wrought!
Winhall (1,200) Dawn came, and pale light spilled onto the cursed ground
Population: Windhag: 15,000 humans, approximately of the First Demon Battle, where the dead all looked alike.
400 orcs, 600 goblins and 300 grolms; Albernia: 200,000 Among the fallen was the great hero Hlûthar, wielder of
humans, 700 elves Sevenstrike, the mighty blade of the gods.
Political Ties: Provinces of the Middenrealm, Principality Today the land is scarred and blighted. The unholy
of Albernia (youngest Prince of the Middenrealm, Finnian forest of the Demon Fallows is haunted, its water poisonous,
ui Bennain), Margravate of Windhag (Margravate Cusimo its plants inedible, and it is said that unholy creatures still
Garlischgrötz of Grangor, also Duke of the Horasian city of seek victims near the grave of the fallen hero.”
Grangor) —account of the First Demon Battle, modern ( page 249)
Form of Government: Feudalism, but the nobility is
historically rebellious and unruly
Veneration of Gods: Twelvegods (especially Efferd and of Finnian, the current prince of the Realm). The bloody
Rondra); people worship fairies in some regions of the war against the Northmarches a few years ago is still
countryside in Albernia fresh in the minds of the people, even though the capital,
Trade Goods: center of trade (and smuggling) on the coast Havena, was physically spared, and the land still shows the
and on the Great River; fish, clay, meat, Kosh basalt, wool, scars of the conflict. The fabled Albernian willingness to
and loden fight for freedom and liberty saved the region but also tore
Real-World Inspirations: The Celtic legends and myths it apart. Many heroes from that struggle are now seen as
such as King Arthur and the Knights of the Round Table. criminals, ostracized from society. These warriors of the
Albernia draws from Gaelic and Irish lore. The Windhag common people advocate for the old Albernian values
has elements of the Scottish Highlands. from their hide-outs in the alluvial forests and bogs of this
watery principality. It is rumored that many of the old
These two provinces routinely suffer from unrest. Albernia families have strong bonds to the fairies of the land, and
rose from Principality to Kingdom under King Cuano, only perhaps some fairy blood even runs through their veins.
to lose its regality under his daughter Invher (the mother

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.

The Coast of Winds in the Game: Albernia is


characterized by its rebellious, self-reliant inhabitants
and its connection to the realm of the fairies. In fact,
fairies are far more common here than anywhere
else in Aventuria. Havena might be the embodiment
of a disreputable smuggler’s den, but the Albernian
countryside is shaped by its mythical glamour. Windhag
is supposed to be a bastion of the Empire in the west, but
the land has barely been tamed. Its checkered history
and many isolated clans make centralized rule difficult.

controlled the region and its incorrigible inhabitants for


any length of time, and no army of outsiders has been able
to survive in the craggy mountain ranges for long. Perhaps
only an army of dragons can tame the mountain folk.

Northmarches and Kosh

“Without us this realm would be lawless. We wrote the


codex of ancient law on which everything else is based.
And if needed, our armies will march. We still have guard
regiments at our disposal, unlike the Empress. The Duke of
the Northmarches is the true power in the Realm.”
—the High Priestess of Praios in Elenvina, 1038 FB

“The Northmarches always arrive late to battles. That’s


the only reason they still have such military power at their
command. Even the narrow-minded people from Weiden
know this. Northmarchers are cunning and despicable
politicians who hide behind the word of Praios. They
are quick to yell “For the good of the Realm!” when it is
expected, but they will not break us. Hah!”
The barriers to the mysterious fairy worlds seem to be —an Almadian noble, end of 1038 FB
more tenuos on the Albernian border than anywhere else.
The region’s ever-changing forests and meadows attract
fairies of all kinds, and the old portals admit far older and
“Kosh? I can’t think of anything interesting
darker beings into the world.
that happened in Kosh the last few years. Sure,
there was that Alagrimm, the firebird. But
The Windhag Mountains were, according to legend,
what else? The princely family of Boarroot
depleted of their mineral wealth eons ago by the god dragon
tries hard to avoid scandal. Honestly, if I retire
Pydracor while creating an army to fight the dwarves.
I will do so here. No matter what happens in the
These days, the the greatest threat to the local nobles are
outside world, truly little changes here.”
the defiant clans of the Windhag. No ruler has ever truly
—Kerry ui Brioghan, writer for the Aventurian Herald

34 Chapter 3: Land and People


“If the people of Kosh possess the good
qualities of dwarves—their festive mood,
their love of good food—then the people
of the Northmarches have got their worst
qualities. Rarely have I met such stubborn,
pigheaded people who are so full of mistrust for
everything new and unfamiliar. Reclusive, taciturn,
headstrong… I am at a loss for words to describe these people.”
—Brother Hilbert, Blessed One of Peraine

Borders: The border of the Northmarches follows the


Great River, with its narrow ravines, the Nabla and Tommel
rivers, and the Kosh Mountains and the Iron Forest, where
many dwarves live. Kosh is bordered by Ange and Rakula,
as well as by the Forge Mountains, the ancestral home of
the forge dwarves.
Geography: Gentle hills with flowering meadows and
orchards; the overgrown Borre Forest, which conceals
bandits in the north; the primitive and almost impenetrable
Kosh Mountains; Lake Angbar and the countryside of
Ferdok; the remote Ridgerock Basin; the valley of the Great
River with its ravines and its shallows plagued by pirates;
the mountains of the Iron Forest.
Important Cities: Elenvina (12,000 humans, 200 dwarves),
Elvenhus (3,000 humans and 550 dwarves), Ridgerock
(2,150 humans plus a few dozen dwarves); Angbar
(approximately 3,100 humans and 2,100 dwarves), Ferdok
(approximately 2,100 humans and 700 dwarves)
Population: Northmarches: approximately 240,000 humans,
approximately 10,000 dwarves (especially ore dwarves);
Kosh: approximately 80,000 (roughly one quarter of which
are dwarves, especially forge and hill dwarves)
Political Ties: Provinces of the Middenrealm, Duchy of
the Northmarches (the young Duke Hagrobald of the Great
River), Principality of Kosh (the old and sedate Prince
Blasius of Eberstamm). Although the dwarven mountain
kingdoms of Iron Forest, Koshim, Forest Watch, and Xorlosh
predominantly lie beneath Kosh and the Northmarches,
they are ruled independently.
Form of Government: Feudalism, but the nobility is
mindful of the people and hold to the ideals of Praios. The
barons in the Northmarches are more authoritarian.
Veneration of Gods: Twelvegods; in Kosh, Ingerimm and
Travia, especially, as well as dwarven worship of Angrosh;
in the Northmarches, Praios is commonly held in highest
regard, though the nobility typically follow Rondra, plus
Efferd and Peraine to a lesser degree. In the countryside
Sumu is venerated as the earthmother.
Trade Goods: Wheat, ore, wood, paper from the
Northmarches, steel, dwarven crafts, beer, artisan
woodcrafts and anti-magical Kosh basalt from Kosh.
Real-World Inspirations: The Northmarches are inspired
by films depicting the Late Middle Ages. The nobility
considers their power a divine right, thus any challenge to

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,

36 Chapter 3: Land and People


A Hero from the Shield Lands: A classic knight from
a small number of elves and trolls, and quite a few unholy a medieval romance, a wise witch of the bog, a worldly
creatures elvish wyldrunner, a battle-hungry Blessed One of
Political Ties: Provinces of the Middenrealm, Margravate Rondra, a helpful Blessed One of Peraine, a druid from
of Griffonsford (the lenient Margravine Irmenella of the lonely forests, a taciturn mountain guide, a battle-
Wertlingen), Duchy of Weiden (the battle-hardened weary half elf or a scout who knows all the tricks of
Walpurga of Lion’s Head), Duchy of Tobrien (the embittered the woods. Most residents of the Shield Lands are
Duke Bernfried of Ehrenstein) plainspoken, pragmatic, and quick with sword or bow
Form of Government: Feudalism supported by well- when called to action.
trained knights
Veneration of Gods: Twelvegods, in Griffonsford especially The Shield Lands in the Game: The Shield Lands are
Praios and Peraine, in Weiden Rondra, Firun in Tobrien characterized by harsh terrain and relentless assaults
Trade Goods: In Tobrien: mainly potash for porcelain from orcs and many other enemies. The people of
production, but also wool cloth, mead, copper, and plum Griffonsford and Weiden have proven themselves
brandy. In Weiden: cattle, meat sausage, leather wares, time and time again against the hordes that invade the
horses (Northmanes and Tralloper Giants, both particularly Realm from the Fog Moors or the Dark Ridge. While
suitable as destriers), cloth, wood, amber, slate, and kairan no tribe of orcs or goblins is large enough to conquer
reed (a useful herb). In Griffonsford: wood, metals, stone the Realm, the folk of the Shield Lands remain diligent
for construction, wool, and horses. against raids for plunder. The Tobrienans suffered a
Real-World Inspirations: The Shield Lands are those far grimmer fate than their neighbors when their land
classic border regions from stories set during the High was devastated by the demonic forces of Borbarad.
Middle Ages, where knights (or witches, druids, or Blessed Tobrien was once even the heart of the Shadowlands,
Ones) face a constant struggle against Nature and the and no less than four heirs of the Demon Master made
enemy on the other side of the border, whether that be it their capital. The land was liberated after a military
orcs, goblins, or henchmen of the Demon Master. Elements campaign under the Empress in 1040 FB, but countless
of Gondor from The Lord of the Rings or the Night’s Watch horrors still lurk there in the form of unbound demons,
from A Song of Ice and Fire fit well here. sinister black mages, and cursed stretches of ground
that poison any who attempt to live there. Transysilia
The tough country of the northern provinces, with its and the Demon Forges of Yol-Ghurmak (see page 90)
untamed mountains, dense forests, and rapids, has forged still control a large part of Tobrien that has yet to be
its people into stalwart souls over the centuries. retaken. In the Shield Lands heroes might rescue a
prince from the clutches of a ruthless band of orcs,
The long war against the Heirs of Borbarad brought great storm a mage’s tower to prevent an unholy ritual, or
pain and hardships to the Tobrienans, but they never gave protect a defenseless village against a band of outlaw
up hope. Those who did not flee are haggard but rugged. goblins on the rampage.
All who remained have a tale of horror and suffering to

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

38 Chapter 3: Land and People


Almadan heritage is largely Tulamydian and Bosparanian,
though a dash of elvish blood is not uncommon. Their
complexion is usually darker than in the rest of the
Middenrealm, their hair is often very dark, as are their eyes.
Arable land is plentiful and rich with mineral resources
such as iron, marble, or the precious alum, a salt that is
needed for dyeing and tanning. At the Almadan border,
the land becomes drier and less colorful, the people focus
on their own honor and the fight against the infidels (the
high-minded Almadans), and quarrels frequently erupt
between the Almadans and the martial Novadi.

A constant feud also connects Almada with its Horasian


neighbors. In the anguished border region known as the
Yaquir Fault, this eventually led to a break with the rulers
in Punin and Vinsalt. Independent rulers, the so-called
Taifa, established themselves in its towns and settlements
and enforce their will with mercenaries. The loyalty of
these local rulers constantly shifts between Almada, the
Caliphate, and the Horasian Empire—depending on the
benefits each government is offering at the time.

The Almadan magnates place great value on honor and


independence, and possess unbreakable pride. Therefore,
they are often mired in one dispute or another. Malicious
gossip suggests that this lack of unity is the reason that
the dream of a realm united under Almadan leadership will
never come to fruition.

An important distinction in Almada society is the


differentiation between the Nobleza, long-established
noble families who can trace their ancestry back to the
founding of the realm, and the Rescendientes, families that
were enobled relatively recently. The Nobleza hold their
ancient privilege as higher than that of the nouveau riche
and therefore look down on the younger families. A noble,
they feel, must flaunt one’s status with eloquence, style,
and a quick blade, and prefer facing ruin rather than be
thought of as stingy.

Horasian Empire and Cyclopes Islands


“This is a place of education, learning, and indeed of beauty
in art and expression—this is the Horasian Empire. No other
land is as modern, and no other people are as well traveled and
worldly. But none should forget that we are ready and willing to Borders: The Phecadi and the Phecano Forests; the heights
defend these treasures with our lives.” of the Golden Cliffs, the Eternans, and the High Eternans;
—a Vinsaltan burgher, 1034 FB the Sea of Seven Winds; the Harotrud, with its dismal
swamps
“These Horasians are something esle. They shove a pile of papers Geography: The Horasian Empire lies in Yaquiria and the
in front of me and expect me to sign them without reading Gerondrata, rich land with a large population and many
them. As if I had the time and patience to do so. And instead magnificent cities. The flat, coastal area of the Septimana
of agreeing to my offer, they send some mercenaries with their transforms into the lovely Coverna, which is especially
damned rapians—or whatever these things are called—after me fertile. In the east there is the Aurelat, a rather remote
and give me a bloody nose! Never again shall I do business with mountain area at the Golden Cliffs Pass. Chababia is a dry
these Vinsaltan crooks. Never again, I swear by Phex!” hill land that changes over into the fertile yet boggy land of
—a long-distance trader from the Kolenbrander merchant Harodia. The rugged Cyclopes Islands, which are covered
house, 1036 FB

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

40 Chapter 3: Land and People


A Hero from the Horasian Empire: Heroes from is constantly surrounded by a staff of advisors and lackeys
the Empire may include a skilled journeyman of who weave a web of intrigue and politics around him and
the sword with rapier and main gauche, a well-read keep him secluded from the public. The aristocracy outside
Blessed One of Hesinde, a battle mage from Bethana of the Imperial family consists of a few old bloodlines that
loyal to the Realm, an inquisitive spy from Vinsalt, a own extensive estates and enjoy numerous privileges,
successful merchant from afar, a proud artisan from wealth, and influence. Just below them are the patricians,
Silas, a scholar who is desperately seeking funds which consist of nobles, wealthy merchants, mages, and
for an expedition to Gyldenland, or a charming high-ranking Blessed Ones. Their power is based largely
Blessed One of Rahja from Belhanka. Others include on wealth, whether inherited or earned. The influence
a Cyclopean goat herder who wants to see the world of the patricians has grown during the last few centuries,
but always keeps a slingshot at the ready, a scholarly and increased even further during the recent Succession
mage from Kuslik, a mercenary who hires out to War, wherein the most expensive mercenaries were the
anyone that can afford it, a taciturn prospector decisive factor in the conflict. Courtly etiquette is no
from the Golden Cliffs, or a challenge-hungry big longer valued in many places, having been replaced by the
game hunter from Drôl. Another possibility is a virtues of diligence and personal achievement. Even the
bored actress from the Vinsaltan opera in search of aristocracy must make alliances with the patricians or risk
inspiration, a seagoing cartographer, or a scheming losing influence.
signora seeking to escape from an assassin. Outsiders
view Horasians as arrogant and aloof due to their
preoccupation with the latest fashions, the best
cuisine, and the ideal wine vintage, and some call
“And then the stars started to fall. By the gods,
them dandies and popinjays. Horasians describe
it is true! It was the work of the dragons!
themselves as cultivated and educated, and are
Father Angrosh did not forge the world to
very proud of their high standard of living and their
see it ravaged so! I was on the road in the
progressiveness.
Gerondrata, the dry hill land, on my way here.
Suddenly the entire world seemed to be shaking.
The Horasian Empire in the Game: The Horasian
Then I heard a loud rumbling from the distance
Empire is a land of intrigue and social manipulation.
and saw a cloud of dust. I swear, a star fell right in the middle
While some vie for power, many want only a
of the Gerondrata. A whole star! Arivor should not have been
glimmer of fame and attention. Therefore, Horasians
built on that hill…”
find themselves constantly embroiled in schemes
—Arbosh, son of Angrax, forge dwarf mastersmith
many layers deep, some of which have no obvious
connection to their lives. The long standing conflict
between old nobility and influential patricians has
intensified in recent years. The Succesion War,
Paavi and the Far North
also called the War of Dragons, was instigated by the
ruling Firdayon family, which maintained control of
the conflict from the shadows.
“Times change, as does shakagra’s will. I
The ancient history of the land reveals uitself in watched as the orcs put an end to the Nagrach
ruins of lizardfolk cities which can be found beneath witch, Glorana, and saw them carry the shard
many metropolises. And the remains of Bosparan, of the demon crown to the south. I have seen
the old capital upon which Vinsalt stands today, is stars fall and learned how they cut breaches
rumored to hold countless, undiscovered treasures into the Iron Edge. There we found bell-like
but has barely been explored. Scholars and Blessed sounding glass and pure life energy, which made us
Ones of the Horasian Empire constantly seek valiant strong. I cannot sense my mistress, but an inspiring spirit fills
heroes to solve old mysteries or fight cults that take me now. A spirit that yearns for more and promises me much.
advantage of the curiosity and boredom of the nobles We shall go to the south. Who can stop us?”
and the wealthy bourgeoisie to gain converts. The —Za’oreel Forces-into-the-Shadows, spellweaver of the
Cyclopes Islands conceal the secrets of minotaurs, shakagra
fairies, and the eponymous, one-eyed children of
Ingerimm—secrets that beg to be unraveled.

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)

42 Chapter 3: Land and People


A Hero from the Far North: A female clan warrior
Real-World Inspirations: The wide expanses of Alaska of the Fjarnings searching for the riddle of steel, a
and Canada with their lone trappers; Lapland with its shaman of the Nivese who follows the trail of the
reindeer herds; the pole regions and expeditions to Sky Wolves onto the ice, a firnelvish shaper who
Earth’s South and North Pole. The land is hostile and travels south to learn how to defeat the shakagra, a
unexplored, and millennia-old secrets of strange creatures daring whaler who wishes to catch the largest whale
and civilizations lie buried beneath the shell of ice, and of all, a Norbard merchant trying to bring crucial
the Starfall has exposed some of them once again. For supplies to her people, or a disillusioned fighter on
adventures concerning the threat from ancient magic, we a doomed quest to destroy the archdemon Nagrach.
suggest using H.P. Lovecraft’s At the Mountains of Madness as The peoples of the Far North are withdrawn and
a source of inspiration. dismissive, but they share the trait of hospitality,
which they consider honorable. Nevertheless, the
The Far North is held firmly in Firun’s ice-cold grip. humans and elves who live here have become one
Mountain ranges such as the Mist Peaks, Ice Peaks, and the with their hostile environment, where life is always
Grimmfrost Wastes remain frozen year-round. Just a little about survival at nearly any cost.
further north, even the sea is covered by a thick layer of
ice. The region supports few plants, and animals are rare. The Far North in the Game: The Far North is an
The firnelves stoically maintain eternal vigil against the inhospitable place to which no human would travel
shakagra and the hordes of the Nameless God that dwell if it were not for the lure of undiscovered secrets,
in the Eternal Ice ( page 243). Humans cannot survive old artifacts, and new treasures. Loneliness and
here for long without protective clothing, as temperatures the fight against nature are at the forefront. Many
rarely rise above freezing, even in summer. Furthermore, mysterious creatures live here and some are trying
threats such as ice crevices, avalanches, and snow blindness to head further south. The heroes might have to
abound. These risks do nothing to deter expeditions to intercept groups of shakagra who seek the Nagrach
the Far North to find the legendary treasures of the Shard of the Demon Master’s crown. Or perhaps
region, even those known only from ancient tales or a they must try to break the curse of the Ice Witch,
rumors of something having been unearthed due to the which froze the hearts of those who ventured too
Starfall. Others come here to stop those enemies that far north. On the other hand, greed and the pursuit
threaten the South—enemies such as the shakagra, the of fortune might come into play if the rumors hold
white-furred Shurachai orcs, and the creatures of the true that the Starfall revealed deposits of Fool’s
archdemon Nagrach. Glass, Endurium, and other magical metals in the
Iron Edge.

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

44 Chapter 3: Land and People


A Hero from the Lands of the Nivese: A young Important Cities: Thorwal (12,500; significantly more
shaman searching for her destiny, a long-serving during winter), Enqui (4,000, of which only 600 are
warrior of the tribe, a resourceful hunter whose Thorwalers), Prem (3,100), Olport (2,700, including
arrows almost always find their mark, a stoic karan approximately 1,100 people of Nivese and Norbardan
herder who is good with a throwing cudgel, or a ancestry, plus 50 firnelves), Waskir (2,400)
wolf’s child who has not decided yet whether to take Population: 100,000 humans, including Norbards, Nivese,
his place within the tribe or the pack. The land also Nostrians, and Svellters, plus several hundred elves,
fosters glade and wood elf heroes such as wyldrunners dwarves, orcs, and goblins, and approximately 12,000
and spellweavers. Wherever one finds the culture of Gjalskland barbarians
northern Aventurians, one finds people who always Political Ties: None
expect the worst, whether they are on a hunt or just Form of Government: Numerous jarldoms and Ottajaskos
headed to the trading post. Northern Aventurians with elected representatives (Hersire and Hetpeople) and
are often hunters or rangers who are quick with bow a Highest Hetwoman (currently Jurga Trondesdottir);
and axe, skillful merchants, daring adventurers or Enqui was conquered by the Thorwalers in 1010 FB, and
seafarers from Riva, whether Thorwalers or former the Highest Hjalding renamed it the Jarldom of Brinasker
whalers. Marshes in 1012 FB; in the Gjalskland, diverse clans
(Haeradi) led by a clan leader (Yalding)
The Lands of the Nivese in the Game: Point of Veneration of the Gods: Swafnir, who crosses the seas in
departure for all expeditions to the Far North (Riva the form of a white whale, is the god of the Thorwalers.
is the last civilized harbor north of here). The land Travia, Firun, and Ifirn, along with the spirits of destiny
offers little of note unless one wishes to contact the (called Runjas) are favored. The other gods of the Bosparans,
elves, who are more welcoming in this region than particularly Praios and Efferd, are ignored or even despised
their southern cousins. Gold fever persists in this by some Thorwalers. Gjalskans worship the god mammoth,
region, and prospectors still venture out to find that Natûru-Gon, and fear both the god of death, Zwanfir, and a
valuable metal despite the long odds of success. being that they call the Midnight Black Spider. Belief in the
Twelvegods per se is unknown, though they do worship
Ifruun (Ifirn and Firun combined), the orc god Tayrach,
constantly rustles the grass, and the howls of wolves and and Sindarra (a form of Hesinde); belief in nature spirits is
their offspring fill the air. also very common.
Trade Goods: Amber, silver, and bronze ornaments, semi-
precious stones, pitch, tar, schnapps, mead, cheese, water-
Thorwal and the Gjalskland proof leather ropes, ivory from sea tigers, soapstone, steel,
wool cloth, pelts, fish, wooly mammoth bone
“Nobody tells me what I can and cannot do! I am a free Real-World Inspirations: The Thorwalers, along with
Thorwaler! I bend my knee to no one! Anyone who thinks their long houses and dragon ships, are based on Earth’s
otherwise should prepare to meet my fist!” Scandinavian peoples from the Age of the Vikings.
—Tjalva Garheltsdottir, Hetja of Prem, 1039 FB
Their art, clothes, and many of their customs correspond
“One might think that the rugged northerners have no to those of the historic Vikings, and their land is similar
laws, but I know they have punishments for all sorts of to the Vikings’ rugged coastal landscape and long winter
things. Transgressions can be settled either with gold or nights. Television series such as “The Last Kingdom” or
in trial by combat, which they call Holmgang.” “Vikings,” or films like “The 13th Warrior” capture the
—an Andergastan knight, 1033 FB mood of this setting very well.

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.

46 Chapter 3: Land and People


Borders: The primal Stone Oak Forest; the Bladegrass A Hero from the Warring Kingdoms: A traditional
Steppes; the reaches of Nabla and Tommel, as well as the knight, a battle mage from Andergast, a curious witch
lower reaches of Ingval and the Sea of Seven Winds from the Tommel meadows, or a reclusive druid from
Geography: The region is dominated by the pathless the wilderness of the Stone Oak Forest.
forest wilderness of the Stone Oak Forest, the marshes and
swamps on the coast, and the water-logged meadows of The Warring Kingdoms in the Game: Trust is a rare
Ingval and Tommel. commodity due to the constant threat of war between
Important Cities: Andergast (6,500), Nostria (6,000), Nostria and Andergast. The patriarchal Andergastans
Salta and Salterhaven (4,000), Joborn (1,000) look down with contempt on their neighbors, who in
Population: 80,000, including almost 2,000 goblins and turn despise the influence of the Sume (druids). The
some hundred orcs common element between the feuding kingdoms is
Political Ties: Independent kingdoms; Nostria is ruled by the wilds of the forest, where, according to legend, two
the mage Yolande II Kasmyrin, Andergast by Wendelmir animal kings, the King of the Stags and the King of the
VI Zornbold Aurochs, struggle for dominance.
Form of Government: Old, traditional feudalism, but with
many additional, fanciful titles; Andergast practices a rigid While the Andergastan sees only a dark and extensive
patriarchy. fairy forest all around, the Nostrian kingdom is based on
Veneration of Gods: Twelvegods, albeit fused with the northern Germany and the Netherlands, where one must
belief in the old gods of nature; in Andergast, strong belief fight the sea for every inch of land with the help of dikes.
in earth spirits shaped by druids known locally as Sume. Nostrians often say, “If one does not build dikes, one will
Trade Goods: Andergast: wood (especially from stone oak have to yield to the sea,” especially during the stormy
trees), pelts, meat products, and linen. Nostria: fish, wood, season in the month of Efferd,
wheat, and salt.
Earthly Inspirations: The Early Middles Ages, particularly The peoples of the Warring Kingdoms are an uncomplicated
the Hundred Years’ War between England and France with folk, though the nobles are often extravagant in their
a touch of the Cold War. Also, Home Rule mentality and autocracy. Everyone knows their place in society and
conflicts akin to those experienced by the Holy Roman they fill it with hard work and stout hearts. Most know
Empire of the German Nation. The plots of many Czech little of the outside world, for all one needs to know is the
fairy tale movies work within the context of Nostria and enemy of the day and where to find them. Andergastans
Andergast, where demanding nobles exploit the common believe that women are inferior to men according to the
people. laws of nature as passed to them through the Sume, their

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.

The orcs were inspired by their namesakes from Tolkien’s


“They were too weak to resist us, so we took what was ours by The Lord of the Rings. The millennia-old culture of the Valley
right. And we shall do so again!” is adapted from the legends of steppe peoples such as the
—Ugur Blackspear, orc chieftain, 1039 FB Huns and the Mongols.

“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

48 Chapter 3: Land and People


A Hero from the Svellt Valley: An angry irregular The Free Cities of the North
soldier with an abiding hatred for orcs, a half elven and the Elven Heartlands
mage from the Lowangen School of Transformation, a
scheming merchant who is interested only in profit, a
secretive prospector hoping to strike gold, a burgher “We are free and we shall remain free. There is money enough
of Lowangen with secret alliances, and a knight from to hire mercenaries who can guarantee this!”
Deepenborg searching desperately for the missing —Drujan Wesseling, colonel in the Uhdenmount Legion,
queen all make good choices for northern Aventurian 1036 FB
heroes from the Svellt.
“The thunder of the waterfall underneath Rondra’s holy place
The Svellt Valley in the Game: The Svelltland is fills me with confidence. Donnerbach repelled the orcs, just
shaped by the conflict between orcs and humans. Some like Bjaldorn repelled the forces of the Demon Master. And
towns have arrangements with the orcs and pay them Uhdenmount remains what it always was, a free city which
tribute, while others are still fighting for their lives. neither goblin, nor orc, nor Imperial troop dares to attack.
Some towns have been completely erased by the orcs. It The North cannot be ruled in its entirety. Such is unthinkable
is a time for smugglers and outlaws, some of which are when one considers the influence of the elves.”
flawed heroes and some are ruthless villains who must —a baron from the Rommilysian Marches, 1038 FB
be stopped. The humans have not given up the territory,
however. An army that set out from the fortress of
Borders: The Fog Moors, Rathil, and Nine-Eye Lake; the
Griffonstone recently established a new bridgehead but
meadow forests on the Kvill River; the forests of the
is in dire need of reinforcements. A fragile balance of
Salamander Stones
power exists in the Svellt, one which both sides hope
Geography: Primordial forests, raging rivers, rugged hill
to maintain until they can mount a strong counter-
country, and treacherous swamps surround the cities in
attack. In the meantime, the area attracts mercenaries
the Fog Moors, Dead Man’s Moor, Nornja, the Kvill forests,
and othert fortune seekers hoping to make good coin
the Salamander Stones and the Red Sickle.
on the conflict or maybe find some of the scattered gold
Important Cities: Donnerbach (2,100 humans, 750
from Phex’s Star Shower. Even though the Starfall is
glade elves, 150 wood elves), Uhdenmount (2,500,
changing the skies over the Svellt Valley, the embattled
including 200 elves, 300 half elves, 150 dwarves, 200
residents view it as an omen of hope.
goblins, and 200 orcs), Bjaldorn (1,050 humans, including
approximately 150 Norbards); the very elvish settlements
in the city of Khezzara, where he spends an increasing of Kvirasim and Gerasim are listed on page 41 under the
amount of time at the Horned Tower, a monumental Lands of the Nivese
building whose purpose is not clear to the humans Population: approximately 20,000 humans, 7,000 glade
( page 241). elves, 6,000 wood elves, a few hundred steppe elves,
primarily in the Green Plains (see Lands of the Nivese)

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

50 Chapter 3: Land and People


Political Ties: Independent aristocratic republic; Festum A Hero from the Bornland: An unworldly witch from
and Norbury are free cities. Vallusa, politically separate the Transweal region, an ultra-conservative Blessed
from the Bornland, is a free city perched between the One of Rondra driven by a hatred for all goblins, a young
Bornland and Tobrien and thus is included here. Norbardian Zibilja searching for her tribe, a Bronnjar
Form of Government: Feudal rule of the Bronnjars, plus with a sense of entitlement, a merchant with a heavy
a representative body of the Congregation of Nobility led money pouch, a shifty river captain, a well-traveled sea
by the Noble Marshall (currently Nadjescha of Lionsford). captain, or a well-versed mage from the Mercury Hall
Veneration of Gods: Twelvegods, in particular Rondra in Festum.
and Ifirn; strong worship of saints
Trade Goods: Wood for construction and furniture, The Bornland in the Game: The tensions between
pelts, iron ore, slate, copper, marble, salt, amber, pitch, the wealthy burghers of Festum, the status-conscious
tar, honey, beeswax, Meskinnes (oat schnapps made with Bronnjars, and the common people of the land are
honey), horses, and potatoes a major theme in the Bornish setting. Every Russian
Real-World Inspirations: The Bornland shares many (winter) fairy tale could have been set here, and the
traits with Eastern European fairy tales and Russia during land is ripe for conflicts between humans and goblins.
the reign of the Czars. Its history has parallels to the land Furthermore, it is said that the land is slowly awaking
acquisition carried out by the German Order in the Baltic and turning against its inhabitants. Giants, witches,
region. Festum is a magnificent trading city with elements the fairylike beastingers, and similar creatures are now
of the cities of the Hanseatic League during its period of rumored to haunt the common folk. Great treasures
greatest prosperity. wait to be discovered in the ruins of the lost cities of the
Theater Knights. Festum, a mighty trading city, offers
The Bornland is dominated by mighty forests such as the its own charm and entanglements. Here, trade and the
Bornwood and the Nornja, which are the home of giants pursuit of profit mixes with exotic influences (goblins,
and treants, and swamps such as the Dead Man’s Moor, Maraskani) and melds with the nobility of the Bornland,
which some claim is a wound inflicted by a demonic who remain perpetually stuck in the past.
creature in the body of the world.

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

52 Chapter 3: Land and People


Borders: Ingra Peaks, Iron Forest, Kosh Mountains, Hill though some are now long abandoned. Their long war
Lands, Wall of Rashtul, Thasch Mountains, Phecano Forest, against the dragons has taught the dwarves to retreat
Troll Peaks, Anvil Mountains, Khunchom Mountains and underground and into the depths of the mines and
Darken Crest hallways of the mightiest mountains to escape dragon fire.
Landscape: The dwarves live in many mountain ranges of
Aventuria and have built their halls deep within the earth. The parts of the Mountain Kingdoms that exist aboveground
While some mountain kingdoms extend above ground, are called Mountain Freeholds in the Middenrealm. Since
their hearts beat deep within the delvings of the mountain the Lex Dwarfia was enacted, only dwarven law applies to
king. Hill dwarves live above ground in towns in the area these lands.
of foothills.
Important Cities: Xorlosh (1,600, primarily ore dwarves), The oldest dwarven settlement is the Mountain Kingdom of
Okdrâgosh (350) Xorlosh in the Ingra Peaks, site of the holy city of Xorlosh.
Population: 7,300 forge dwarves, 9,600 ore dwarves, 5,600 This ancestral home of all dwarven clans is today primarily
hill dwarves (about 5,000 of them live in the Koshan shire seen as the home of the ore dwarves, who maintain their
of Hill Lands), 3,200 diamond dwarves, several hundred ancient traditions to this day. Ore dwarves also live in
deep dwarves and wild dwarves the Mountain Kingdoms of Iron Forest and Phecano
Political Ties: The Mountain Kingdoms are independent; Forest. Iron Forest lies in the Iron Forest Mountains to
some mountain kings hold positions within human society. the south of the Great River and is in such bad shape that
Form of Government: Gerontocracy with elected judges many creatures now occupy its older tunnels and caverns,
called mountain kings. A High King is appointed in times of leading many to believe that the kingdom is in decline.
crisis. The current High King is Albrax son of Agam, who
resides in Okdrâgosh. Ore dwarves also live in the Mountain Kingdom of Koshim
Veneration of Gods: Angrosh in the Kosh Mountains. The kingdom is being rebuilt after
Trade Goods: Precious metals, jewels, Kosh basalt, steel, its near destruction by by the Firebird, Alagrimm, in 1027 FB.
weapons, fine mechanisms, and beer The people of Koshim are proud to guard the surviving
Real-World Inspirations: The Mountain Kingdoms of the spark of Alagrimm so that he may never break out again.
dwarves are based on Tolkien’s work such as Moria from
The Lord of the Rings or Erebor from The Hobbit, as well as on The hill dwarves live in the shire of Hill Lands to the east
tales from the Niebelungenlied. The Hill Lands are inspired by of the Kosh Mountains, around Lake Angbar. To hide their
Tolkien’s Shire and elements of alpine living. The dwarves home from the dragons they plant trees and grass on their
of Aventuria are also based on old legends and retellings, roofs.
which can be found in modern fantasy literature.
The Mountain Kingdom of Forest Watch, home of the forge
The dwarves have made most mountain ranges of central dwarves, sits in the Anvil Mountains and the eastern Iron
Aventuria their home. In fact, the Angroshim hewed halls Forest. A spirit of optimism resides here as an increasing
and delvings into the stone of almost every mountain, number of dwarven warriors train and prepare for the
coming Age of Heroes.
A Hero from the Mountain Kingdoms: A dragon
The diamond dwarves built the new Mountain Kingdom
warrior of the forge dwarves, a mechanicus of the
of Angralosh in Rashtul’s Wall after their old home,
ore dwarves, a hill dwarven innkeeper, a cavalier of
Lorgolosh, in the Beilunk Mountains, fell to the servants
the diamond dwarves, or a dwarvish Blessed One of
of Borbarad ( page 248). They graciously accept all
Angrosh. All dwarven characters, from the warrior to
asistance as they construct the infrastructure they need to
the smith, to the magically gifted Geodemancer make
extract the riches of their gemstone mines.
their homes here.

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

54 Chapter 3: Land and People


Shard of the archdemon Agrimoth is said to have fused Maraskan and The Blood Sea
with the city.
Important Cities: Yol-Ghurmak (12,000 humans,
“The world is beautiful, brother-sister. It is beautiful in its
numerous demons), Warunk (3,500), Beilunk (7,500),
creation and beautiful in its destruction. And the beauty of
Oldtoll (1,400)
Rur’s Gift is not lessened by any negative opinions you may
Population: Approximately 100,000 humans, a large
hold. It does not fall to us to condemn the course of history.”
number of unnatural creatures, and several hundred
—a Maraskani priest of Rur and Gror, 1038 FB
grolms, krakons, and hummerians
Political Ties: Shadowlands; partly liberated by the
“Snakes, spiders—everything here is deadly. Unbearable heat
Middenrealm
and miserable humidity. And the din of the locals! Kladj, they
Form of Government: Shadowlands, Yol-Ghurmak is ruled
call it. And the accursed food. Either so spicy or sweet that I
by a city council
can no longer taste anything. I need to get out of here as fast
Veneration of Gods: Twelvegods in liberated areas such
as I can. They can’t pay me enough for this job!”
as Warunk and its surroundings; open demon worship
—a mercenary in the service of the Dark Hordes, 1039 FB
(the Otherworldly Family, and the archdemons Agrimoth,
Thargunitoth, Blakharaz, and Charyptoroth); in Transysilia,
the worship of demons is universal, even if performed only Borders: The Blood Sea washes around the coasts of the
out of fear. In Yol-Ghurmak, everything is permitted on island of Maraskan, which itself lies east of Aventuria and
principal, but the Cult of the Father of Flames (Agrimoth) is approximately as long as the distance between Vallusa
is most infuential; in Transysilia, the Church of Borbarad is and Jilaskan.
most powerful. Landscape: Flat coastlines, mosquito infested swamps,
Trade Goods: Wood, silver, and copper ore, horses and thick jungle which gives way to the misty ridges of
(Warunkers), slate, saffron, cattle, products of the forge Maraskan Chain and Amdeggyn Massiv in the island’s
Real-World Inspirations: In general, the information for interior. The Blood Sea is actually comprised of the Tobrien
the Middenrealm applies here as well. The influence of Sea, the Gulf of Perricum, the Gulf of Tuzak, and Selem
demons and undead, and the presence of many dark mages, Sound. Mangrove forests dominate some coastal areas as
makes this region especially suitable for grim stories from well as the island of Andalkan, which lies east of Maraskan
fantasy or horror literature. Nowhere else in Aventuria can and is supposedly the site of the Graveyard of Seasnakes.
a party of heroes face as great an evil as here, whether it Important Cities: Boran (7,500), Tuzak (14,000), Jergan
be obvious or subtle. The Moloch Yol-Ghurmak is inspired (10,000), Sinoda (10,500)
by fantastical cinematic cities such as those in films like Population: 75,000 Maraskani, 10,000 non-Maraskani, and
Dark City or City of Lost Children (La cite des enfants perdus). an unknown number of lizardfolk
The city’s technological aesthetic is inpired by steampunk. Political Ties: Dark Hordes, Shîkanyad
Form of Government: Despotism (Dark Hordes,
Since Empress Rohaja’s war against Prince-Commander Duumvirate of Admiral Commander Sarastro Dorstein and
Helme Haffax the Shadowlands are largely subdued. The Prince Commander Iradon Kolenfeld); popular aristocracy
last Heirs of Borbarad retain power only in Yol-Ghurmak, with strong religious influence; the Alabaster Council rules
the city of Agrimoth, and Transysilia. Still, the land is in the freed areas of the Shîkanyad
not yet healed after the destruction of the Shards of the Veneration of Gods: Rur and Gror; Twelvegods
Demon Crown and the demise of the Heptarchs. Many almost unknown; Belhalhar and other demons, ancient
necromancers seek their fortunes in haunted Warunkia lizardfolk gods
and Beilunkia. The pacification and healing of the land is Trade Goods: Alabaster, precious woods, ore and steel,
carried out from Beilunk, the city of Praios, and Warunk, spices, citrus fruit, almonds, rice, cane sugar, tobacco,
which was freed by the Rondranians. From these cities Endurium
forces of Rondranians, Priaotes, war-weary knights and Real-World Inspirations: The varied Maraskani culture
mercenaries act to spread and enforce the peace, while the draws its inspiration from a number of earthly sources and
Wolf Duke struggles without pause to subjugate Transysilia strong, dualistic philosophies. Think colorful, African-style
and the Demon Forges of Yol-Ghurmak. Even after the clothes; Medieval Japan-inspired weapons, architecture,
fall of Mendena and the Tobimorian Dark Hordes, many and strict warrior’s code of of honor; Indian bustle
human enemies remainto be hunted down. and amazing variety of seasoned dishes; a long war of
occupation reminiscent of the Vietnam Conflict (complete
with impassable, poisonous jungles); guerilla warfare as
practiced by rebel troops in South America.

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.

Maraskan in the Game: Maraskan is poisonous.


Maraskan is deadly. The battle between Dark
Hordes and Shîkanyad is one of partisan warfare.
The Maraskani have mastered the Tuzak knife, but
more often than not they prefer the thrown discus
or the subtle application of poison to resolve
conflicts. The Dark Hordes, which practice demon
worship and sacrifice, are the obvious enemy,
but deep within the heart of the island, protected
by the veil of history, lurks a different, far more
ancient evil that tries to corrupt the island and its
human inhabitants once and for all.

The Maraskani think that the world is a discus that Rur,


the creator of the world, threw at his twin sibling, Gror.
The world will end when the discus hits its target (this
is supposed to occur around 4,000 years from now). The
Maraskani belief in the Twin Gods led to the related
concept that everything has a double, and the number 2 is
seen as holy.

The Maraskani people are freedom-loving, belligerent, and


very talkative. They love discussions and bright colors and
always have a counterquestion on their lips. The Alabaster
Council, a place for debates and the forging of alliances,
was created shortly after the founding of the Shîkanyad.
Members include the noble Haran and Baruun, as well as
the Wezyradim, former rebels and respected warriors. At
traveling priest of the Twin Gods attends every gathering
to prevent the discussions from growing too violent.

The Dark Hordes, on the other hand, are characterized by


their worship of the archdemon Belhalhar, the nemesis
of Rondra, who drinks blood and loves carnage. The
occupiers are very unpopular on the island but manage
to hold onto their conquered territory even in the face of
stong resistance. And even though they have a reputation
for steadfastness, more than a few Maraskani have given
in to the foreigners’ temptations of power and influence.

56 Chapter 3: Land and People


Arania and Perricum

“Arania is blessed by Phex, Peraine, and Rahja. We were


right to secede from the Middenrealm, for now we can
reap the riches of the land and keep all we desire.”
—a Zorgan Moonsilver Vizieress of the Mada
Basari Trading Company, 1037 FB

“They put power and rulership in the hands of women.


Even the control of finances and the politics of marriage.
How barbaric! This just can’t be right…”
—an Andergastan knight, 1037 FB

Borders: The mighty Gadang River; the mountains of


Rashtul’s Wall; the wide Baburian basin. The Margravate of
Perricum is surrounded by the Gulf of Perricum, Rashtul’s
Wall, and the mighty Troll Peaks.
Landscape: The Zorganian land along the Barun-Ulah
is fertile and highly populated. The flatlands east of the
river change over to hilly countryside near Rashtul’s Wall.
Baburia, with its many irrigation canals, is also very fertile,
as are parts of the Elburian peninsula, which lie next to the
Oronian highlands. Yalaiad is covered by fever swamps and
cypress trees. The land around Perricum is characterized
by the salt mountains on the coast, the Darpat meadows,
the Troll Peak Mountains, and dense forests.
Important Cities: Zorgan (20,000), Baburin (13,000, plus
many pilgrims), Elburum (9,500); Perricum (13,000)
Population: Arania: 680,000 humans, including 170,000
Middenrealmers; Perricum: 80,000 humans; in the Troll
Peaks, an unknown number of grolms, trolls, and humans
Political Ties: Mhaharanyat Arania (Ruler: Mhaharani
Eleonora Shahi); Middenrealm: Margravate of Perricum
(Ruler: Margrave Rondrigan Paligan, husband of the
Empress)
Form of Government: Tulamydian moneyed aristocracy
with feudalistic elements and a strong, matriarchal
character in Arania; Middenrealmish feudalism in Perricum
Veneration of Gods: Twelvegods (emphasis on Rahja,
Peraine, and Phex in Arania; Rondra and Travia in
Perricum); all sorts of strange and archaic cults at Rashtul’s
Wall
Trade Goods: Wheat, tropical fruits, wine, marble, wood
for construction, gemstones, cloth, horses Three quarters of the population of Arania are of
Real-World Inspirations: Arania is drawn from the Tulamydian descent, however the remaining quarter have
former British colony of India, especially in its display of Middenrealmish ancestors and are still called the Rauls,
splendor at court and its preference for jewelry and other after the founder of the Middenrealm. Even though both
beautiful things. It also draws upon some Arabian elements, cultures have had positive influences on each other in many
especially in rural clan groups. Socially, the placement of ways, this mixing often also leads to conflicts. Even the
women as heads of families and clans is distinctly different Tulamydes find it hard to unify here, and many differences
to Earthly history. exist between the tribes of the southern Baburs and the
northern Nebachots. Arania belonged to the Middenrealm
For Perricum, use the information presentedf for the for many years. It was cut off from the Empire during the
Middenrealm, but add a dash of Aranian-Tulamydian Borbaradian invasion, and the now-independent country
influence. seeks to find its own identity.

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.

Arania and Perricum in the Game: The attack of


Prince-Commander Helme Haffax was a heavy blow for
Perricum, but its people are eager to rebuild their city
and return to the prosperity and defensive strength
of the good old days. Arania suffered in the fight
against the Heptarchs and it is said that the followers
of Dimiona, former ruler and Heiress of Borbarad, still
hide among the nobility. Confrontations with remnants
of the Borbaradian threat are typical for the region, as
is the search for old ruins and relics. Conflicts between
the tribes, such as the feud between the Baburs and
Nebachots caused by their differing worship of Rondra,
make for another possible theme as does the mighty
role played by women in Aranian society. And of course,
heroes may hire on to protect trading caravans or
undertake sensitive missions for the Perricum fleet.

Characterizing is the high respect for women. In the city of


Zorgan, women are generally the heads of families and hold
nearly every important office and position of power. In
Perricum one finds classical Middenrealm values, martial
vigilance, and hospitality that is pleasing unto Travia.

The City-States of the Tulamydes


and of the South

“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

58 Chapter 3: Land and People


suburbs), Chorhop (1,500, including 300 Novadi, plus 500
freedmen and 500 field slaves outside the city)
The legendary Jashalei Population: Over 500,000 humans (85% Tulamydes, 8%
“You must know, daughter of impatience, that our Middenrealmer, 5% Novadi, the rest being Forest Folk,
magnificent and never-sleeping Khunchom was built on the dwarves, ferkinas, and achaz)
ruins of another city. A mysterious city, a dangerous city. Political Ties: Sultanate of Goria, Grand Duchy of
Tthe name of this mighty bastion, o ignorant one, was Jashalei Khunchom, Sultanate of Rashdul, Sultanate of Thalusia,
the Magnificent. Much larger than the current city, and various free cities
possessed of legendary wealth. Towers reached to the skies! Form of Government: Sultanates of Goria and Rashdul:
Step-pyramids of incredible size! It is said they were built mageocracy of the sultan (ruler: Sultan Hasrabal ben
so that the gods could step down from the sky to cherish the Yakuban); Grand Duchy of Khunchom: Tulamydian feudalism
splendor of Jashalei. Mountains of gemstones filled its treasure (ruler: Grand Duke Selo Kulibin); Sultanate of Thalusia: cruel
chambers, and the throne of its ruler was said to be covered despotism (ruler: Sultan Dolguruk): Free cities: (see the
with diamonds. And magic was said to be so common in the corresponding section)
city that even the mages of the Dragon’s Egg Academy would Veneration of Gods: Twelvegods present but not
not believe their eyes. It is said that the ruler could kil just by predominant (Phex is known as Feqz, and Rahja is known
lowering his scepter. Artifacts such as these made Jashalei a as Radsha), often mixed with old cults, local city gods,
place to behold. Rastullah, and bull cults, especially in Thalusia
Trade Goods: cattle, ostriches, rice, wheat, (flying) carpets,
The days were always warm, and even at night light sparkled the magical metal known as Mindorium, iron ore, spices,
in the wide streets of the metropolis, reflected many times by steel, silver, papyrus, glass wares, ships, artisan craftwork,
gold and silver and countless gemstones. And what gardens! weapons and armor, magical artifacts, slave trade in
Boulevards swam with the scent of lotus. Every plant and every certain areas. The Tulamydian art of trading is practiced
poison grew there. Yet the greatest treasure of the city was the everywhere and there is hardly anything that is not traded.
Cauldron of Life. It is said that the ruler would bathe in it and Real-World Inspirations: The flair of the region is very
rise up as a young man again, the burden of old age tossed similar to that presented in the fairytales of the Thousand
aside like a worn piece of clothing. He possessed the secret of and One Nights.
eternal life and eternal youth, my child. Just imagine it! But so
much power and wealth corrupts a human. And one day the
good Bastrabun ibn Rashtul came to the city and quarreled
with the ruler over his lifestyle. The quarrel turned into a duel A Hero from the Lands of the Tulamydes: a
and these powerful masters of magic fought for three long beautiful magical dancer, a business-oriented
days and three long nights. Bastrabun triumphed and razed artifact mage from Khunchom, a cunning Blessed
Jashalei to the ground. A short while later he founded his new One of Phex, a ruthless assassin, an elegant sabre
capital, our beloved Khunchom, on its ruins. fencer from Khunchom, a charismatic gladiator
from Fasar, an outlandish scholar searching for
This is the reason why you find strange, overgrown ruins artifacts of the lizardfolk from a bygone age, an
hidden more or less everywhere in the city. Not all of the dark ecstatic Blessed Ones of Rahja from Anchopal, an
catacombs, moldy tombs, and other buildings were collapsed attentive bodyguard of a Fasarian noble, an eloquent
or taken apart, stone by stone. Few dare to enter the ruins of bazaar merchant. In the southern free cities: an
Jashalei, and even fewer return.” imperious slave hunter, a bored plantation owner,
—a Haimamud in the Bazaar of Khunchom, 1039 FB a big game hunter, a knowledgeable alchemist who
can craft poisions and narcotics with ease.

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

60 Chapter 3: Land and People


of the desert; the gigantic Cichanebi Saltlake; the Khoram Frank Herbert’s Dune and some elements of Lawrence of
Mountains and the Mountains of Unau; the fertile land on Arabia. Areas south of the Yaquir River have architecture,
the banks of the Mhanadi River; the hilly steppe landscape lifestyles, and conflicts reminiscent of Moorish Andalusia.
called the Shadif, where excellent horses are bred; the dry The landscape is similar to African savannah in the
steppeland of Chababistan, which lies to the west of the southern Shadif and along the Harotrud.
Eternans; Arratistan, which reaches to Loch Harodrôl, with
its savannah and rainforests. A Novadi is someone who believes in Rastullah and obeys
Important Cities: Unau (12,000), Mherwed (6,000, his laws. This belief includes the tenet that the people are
including 2,000 non-Novadi), Keft (1,500, plus several the chosen of their god. The Novadi are proud of their beliefs
hundred pilgrims at any particular time); Rashtul, Goria, and their origins, but at the same time they are hotheaded
and Thalusa also nominally belong to the Caliphate, but and full of passion. Most citizens of the Caliphate live as
they are described with the Tulamydian City-States (see nomads on the fringes of the desert or in the many oases
page 58). scattered throughout the Khôm. Some settled tribes have
Population: 145,000 human (20,000 of them in the Khôm) given up the ways of the deset and now live in the various
Political Ties: Caliphate cities of the region.
Form of Government: Patriarchal tribal society under the
rule of a caliph (currently Malkillah III) Central to belief is the concept of respect for Rastullah,
Veneration of Gods: Rastullah; veneration of old, local one’s own honor, the honor of a son, a friend, a brother,
gods and Twelvegods rare one’s tribe, one’s steed, one’s wife, and one’s daughter…
Trade Goods: spices, camels, horses (Shadif), porcelain, and usually in this order.
salt, slave trade in some areas
Real-World Inspirations: The region is based on the Selem and Lizard Swamps
Arabian deserts, with the Novadi borrowing from the
tribal culture of the Bedouin. We also added a pinch of
“Mighty knowledge from bygone ages can be found
within the walls of Selem, a fact that no one can change.
A Hero from the Caliphate: The patriarchal Novadi But it is our task to find and decipher this knowledge.
value honor and pride above all, and are quick to reach That part is not quite so simple. In fact, it’s rather tricky,
for their swords if someone insults their friends, family, I would say.”
or horses. Typical heroes include the proud tribal —Feruefa, Mistress of Books in the Silem-Horas
warrior on his noble Shadif steed, the beautiful Sharisad Library in Selem, 1038 FB
(dancer) with her many colored veils, the wise Mawdli
(legal scholar and preacher of the Rastullah faith) who “The dull heat and oppressive humidity has taken its toll
hails from Unau, the drum-beating Dervish, the djinni on them. Decay and madness are all I can see here.”
summoner from the Pentagram Academy of Rashtul, —a travelling Blessed One of Nandus, 1038 FB
and the well-traveled caravan guide. The culture is
especially competitive, and men occupy most positions. Borders: The Lizard Swamps from Selem on the estuary
A woman who becomes an Achmad’Sunni, a daughter of the Szinto and its peninsula to Khannemouth on the
of vengeance, gains the legal status of a man and is Chanab; in the west, Selem Sound
effectively treated as such. An Achmad’Sunni may (and Landscape: Steaming, soggy mangrove forests; insect-
often does) become a warrior. infested swamps; treacherous bogs; many hidden bodies of
water
The Caliphate in the Game: Many adventures in and Important Cities: Selem (around 3,800, including
around the Khôm Desert focus on the struggle against approximiately 500 achaz and 200 Novadi)
infidels that live beyond the borders, and surviving the Population: 8,000 tribal achaz, 5,000 archaic achaz, and
rigors of the desert. Many expeditions set out to find an unknown number of Maru and Zilits; few humans live
secrets such as the ruins of the ancient dragon realm outside of Selem
of Zze Tha, long lost to the shifting sands. There are Political Ties: Contested; the city is claimed by the
many mundane reasons to travel into the desert, too. Caliphate (and its various sultans and emirs) as well as the
Trade caravans often hire warriors to protect them Empire of Al’Anfa
from bandits, and peace must be maintained between Form of Government: Tulamydian feudalism with
feuding desert tribes. Power and influence in the cities influential families (ruler: King of Kings Ghulsev XXIX)
of the Caliphate often boils down to two things: the Veneration of Gods: Twelvegods plus strange cults in
ability to gain an audience with the Caliph, and being Selem; lizardfolk worship H’Ranga (especially Zsahh) and
able to convince others that your interpretation of the other old lizard gods in the swamps
99 Laws of Rastullah is correct.

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.

62 Chapter 3: Land and People


The Star of Elem
“It was the year 106 FB, when a shining star fell from the The ire of the gods fell justly upon the Sea of Darkness and its
heavens, hit the depraved Elem, and pulled it into the depths of unpredictable maelstroms, for it was the site of Yal-Zoggot, the
the Bed of Selem. Land bridges were shattered and a large tidal largest demon sanctuary in the world. Priests in the Temple of
wave washed Elem away. The water stayed and formed the Krakon opened a portal to the domain of Charyptoroth, and the
bays of Selem and Port Corrad. What could have angered the races that dwelled there—the frog-faced krakons, the alligator-
gods so, to destroy such a mighty city, the site of the coronation headed mar, or the zilits that take the form of bipedal newts—
of the Great Sultans, in one blow? Was the ire of the gods even prayed to the archdemoness and offered up their service. Only
meant for Elem? After long research in this matter, I now dare the water nymphs refrained, and thus were driven out of
to say no, it ws not meant for Selem. Long did I search the ruins Wahjad.
of Selem, and only with the help of the Noionites was I able to
withstand going mad from the terrible things I have seen. But I thank the gods for sending the star and sealing the portal,
because I have seen these things, I am convinced that the gods even if tainted krakon silver is still recovered from the seabed
intended not to punish the so-called decadence of Elem, but near Selem. It is better that the seas are free from that scaled
rather the depraved races that live under the surface of the sea. and tentacled brood. I still wonder whether Yo’Nahoh, the ten-
I am convinced that the hand of Phex himself plucked the Star horned son of Charyptoroth, really attempted to step through
of Elem from the sky and hurled it at Yal-Zoggot, the city under that portal into the Being of the world, as rumors hint. Great
the sea, in Wahjad. May I be struck permanently mute if I dare gods, save us if he tries again.”
describe what the sea dwellers did there! —Critiana Livella, historian from Methumis, 1038 FB

The Empire of Al’Anfa


Borders: Al’Anfa claims all lands south of the Chabab and
Arrati, but in reality their domain extends only from the
“No one can equal us in terms of splendor. The Empire coastal areas and the banks of the Jalob to Selem, and from
will take its rightful place among the mighty realms once Loch Harodrôl across the Rain Mountains.
again and none shall stop us. Let the old Vice-Kingdom of Landscape: The Golden Bay; the swamps and mangrove
Meridiana inspire us, but we aim to exceed it by far!” forests of Selem Sound; Askania; the South-Elemite peninsula;
—Procurator Oderin du Metuant, 1036 FB Aurelia; the Bay of Doom
Important Cities: Al’Anfa (105,000, 25% of which are slaves),
“Wretched slavers! If I see even one galley from the Sore of Sylla (2,800), Mirham (2,200), Port Corrad (2,000)
the South before the bow of my ship, I shall not rest until I Population: 150,000, including around 20,000 slaves; an
have sent it to the bottom of the ocean.” additional 25,000 slaves on nearby plantations and on galleys,
—a Thorwaler Hetwoman, 1037 FB plus a few Achaz, elves, dwarves, goblins, and half orcs

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

64 Chapter 3: Land and People


Form of Government: Feudalism and plutocracy in Brabak
(rulers: King Mizirion III De Sylphur plus the Grandes of
the Audienzia); tribal and clan structures among the Forest
Folk and achaz
Veneration of Gods: Twelvegods (especially Boron) among
the southern Aventurians; Kamaluq (the jaguar god) and
forest spirts among the shamans and animists of the Forest
Folk; lizard gods (H’Ranga) among the achaz
Trade Goods: Alchemicae, Brabakan reed (bamboo),
precious woods (especially mohagoni), spices, Iryan
leather, jade, purple dye, tobacco, sugar cane
Real-World Inspirations: The jungles of Central and South
America, before and after their conquest by the Europeans.
The islands in the South Sea are the ideal background for
classic pirate adventures as depicted in countless novels
such as Treasure Island and films such as “Pirates of the

A Hero from the Far South: A fearless explorer,


a black mage with a thirst for knowledge from
the Dark Hall of Ghosts in Brabak, a free-thinking
alchemist from the Red Salamander Society,
a shaman of the Forest Folk searching for the
Father of Spiders, a weather-hardened prospector
searching for jade deposits, a Forest Folk tribal
warrior guarding a Taboo Zone, a daring sailor
whose ship was sunk by pirates, a Blessed One of
Hesinde who seeks to understand the H’Ranga of
the achaz, a pirate or mercenary seeking to get
rich quickly.

The Far South in the Game: The Far South is


largely unexplored by Middenrealmers and other
Aventurians. The jungle changes constantly,
rendering maps useless after just a few years.
Nevertheless, expeditions regularly head for the
Far South in search of spices and healing herbs,
deposits of jade and other gemstones, and precious
metals. Some people travel to Brabak to pursue
research without restriction. Ancient ruins and
fabulous treaures await discovery beneath the wet
canopy of the rain forests. Explorers sometimes
infested by creepy-crawlies), and the palm tree-covered come into contact with the shy Forest Folk, and
islands of the Charybbean. heroes have plenty of chances to protect them when
Important Cities: Brabak (4,000); H’Rabaal (1,100, slave hunters of Al’Anfa come prowling around.
including 100 Forest Folk and 50 achaz, plus 1,600 achaz Forest Folk and even jungle explorers sometimes
and 200 Zilits in the surrounding area); Charypso (2,000); ask heroes to help them overcome certain Taboo
Hôt-Alem (2,100); Port Stoerrebrandt (1,000) Zones. Heroes also have many chances to drive off
Population: Approximately 40,000 Forest Folk, 75,000 or apprehend priates and freebooters, preventing
southern Aventurians, and an unknown number of achaz them from attacking ships, stealing wares, and
Political Ties: Kingdom of Brabak; large parts of the region selling crews into slavery.
are either a No Man’s Land or else claimed by Al’Anfa, while
Hôt-Alem is a Prince-Protectorate that nominally belongs
to the Middenrealm

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

66 Chapter 3: Land and People


Veneration of Gods: Twelvegods, shamanism, animism,
A Hero from the South Seas: A daring explorer and the many unknown gods of Uthuria
from any realm, a precise cartographer, an intrepid Trade Goods: Spices, gemstones, precious woods, live wild
scholar or mage, a Blessed One of any god, a sea animals, coffee, peanuts, and other exotica from Uthuria
warrior, a pirate (many of which descend from Real-World Inspirations: Our main inspirations for this
colonists, but Forest Folk or Utulu are also possible setting include the colonial Caribbean Sea during the
choices, as their ancestors arrived here from Golden Age of Piracy around 1700, and also lawless pirates
Uthuria a long time ago. and freebooters as depicted in films and on television (see
also The Forests and Islands of the Far South). However, there
The South Seas in the Game: Exploration, are neither cannons nor exploding barrels of black powder
cartography, and colonization of an unknown world. in Aventuria—at least not yet.
Potential problems include: is the archipelago,
which is supposed to be your supply base, still in Islands become rarer the further south one travels, until,
the hands of your people? Is your planned route after a dangerous voyage, one reaches the legendary
secure, or do enemy ships sail here? Can you tell continent of Uthuria. However, most ships refuse to
if the creatures that appeared out of thin air venture that far into the Southern Sea, for sailors claim
are friendly or hostile before it is too late? Such that there the sea boils and fire rains from the heavens.
questions prompt many captains to hire heroes Supposedly, pirates discovered most of the islands that are
to fend off potential threats. Also, try scenarios of known today. New harbors such as Ghurenia or Anterroa
survival at high sea, in the deep jungle, or among are often mentioned in Aventurian dockside taverns,
natives with strange customs. One thing is always but most such places are usually viewed as fanciful tales.
certain: you can indeed earn fame and money just Those traveling to Uthuria must first prove themselves on
from telling stories of your adventures… the passage through the Southern Sea. Aventurian naval
powers understand its potential and now seek to exploit it
as the gateway to Uthuria, the land of untold wealth.

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

68 Chapter 3: Land and People


popular knight’s tournament. It is busy at other times, too, Baliho, City of Knights and Cattle Barons
but at a more leisurely pace. Most townsfolk fill their lives “Old royal city of the north, and
with artful woodcuttings, pig farming, and trade, and are a stronghold of chivalry. That is
certainly more worldly than Andergast’s rural population, the essence of Baliho, not these
but foreigners view them as conservative and resistant to cowhands you see on the plains
progress. below.”
—a Knight of the Meadow from
Angbar, the Brazen the Countess’ Guard, 1036 FB
“Ah, well. So there are a few
broken walls. It’s nothing we “It’s really two cities, one staid and
cannot fix with diligence and a clean, the other bustling and chaotic.”
few years’ time.” —a traveling Blessed One of Travia
—an Angbaran builder, 1028 FB from the Rommilysian Marches,
1038 FB
“It’s a bit quiet here, but everything
is very solid. And they have excellent Region: Middenrealm, Duchy of Weiden
beer!” Population: 3,500 (including 800 in the county seat)
—a carriage driver for the Governance: A Master of the town, who serves as the
Stoerrebrandt Trading House, representative of the Countess
1038 FB Temples: Phex, Praios, Rahja, Rondra, Travia, plus a shrine
to Efferd
Region: Middenrealm, Principality of Kosh Trade and Industry: Cattle (especially Balihoean Fawns), meat
Population: 5,000, including approximately 2,000 dwarves and sausage products, horses (Northmanes and Tralloper
Governance: Council of Guilds and a Steward of the Realm Giants), leather, cloth
Temples: Boron, Hesinde, Ingerimm (site of the main temple Characteristic Features: The old king’s fortress of Räuharsch
of the human congregation of Ingerimm), Phex, Praios, above the confluence of Redwater and Pandlaril, the Sword
Rondra, Travia and Shield Warrior Academy, the Thousand-Year-Old Oak,
Trade and Industry: Many, especially dwarven artisans, the North Star Casino
products of the forge, steel, beer Atmosphere in the City: Rule of force in the oxen quarter;
Characteristic Features: Harbor on Lake Angbar, a chapter chivalrous order in the county seat.
house of the Therbûnites (Peraine), main seat of the Order
of the Guardians of Rohal (white magic); master school for Streets in the county seat are narrow and paved and lined
architects and mechanics; a distinct guild system, peaceful with small, half-timbered houses clustered tightly together.
coexistence of humans and dwarves Citizens place great importance on old manners, chivalry,
Atmosphere in the City: try to look beyond dfficult times and decency.
and live according to the motto “loyal, proud, and stout.”
Diligence, deliberation, and a calmness of character are The southern part of the city, sometimes dismissively called
viewed as natural and praiseworthy traits. the oxen quarter, is characterized by cattle breeding. Most
buildings have two floors and flat roofs, and the streets are
The Prince of the Kosh, Blasius of Eberstamm, resides in rather wide but not often paved. Wooden boardwalks line
Angbar, probably the largest dwarven settlement outside the sides of the roads so one can reach one’s destination
of the mountain kingdoms. Beyond its steadfast walls with clean shoes.
lie numerous silver and iron mines. Their ore is artfully
processed in the city, which is seen as the capital of
Aventurian craftsmanship.

By standing together, humans and dwarves put an end to


the rampage of the Firebird Alagrimm, who ravaged the city
in the year 1027 FB. Even though the damage has long since
been forgotten, thanks to diligent repair work, the fear of
the creature sits lies deep within the hearts of many city
dwellers.

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

Region: Middenrealm, Sunmarches Region: Horasian Empire, Coverna


Population: 7,500 Population: 15,000
Governance: Princess-Illuminata Gwidûhenna of Faldahon Governance: Republic under the leadership of the patricians
Temples: Efferd, Hesinde, Phex, Praios, Rahja, Rondra; Temples: Efferd (two), Nandus, Peraine, Rahja (main temple);
shrines of Ingerimm, Peraine, and Tsa Wandering Star temple; shrines to Aves, Ingerimm, and
Trade and Industry: Important manufacturing and related Levthan
processing of linens (in the Bedon factory), dyeing, clay Trade and Industry: Long-distance trading with the
baking (bricks, clay bricks, glazed tiles, statues), fishing, Southern Sea and Cyclopes Islands, shipbuilding, perfume
distilling, pottery, sculpture manufacturing, brocade and linen weaving, production of
Characteristic Features: Sanctum of Light (domed temple of tailored robes, glasswork, fishing
Praios, one of the twelve wonders of the human world), Law Characteristic Features: Palace of Rahja on Dere (main temple
Seminar of the Griffin (renowned educational institution), of the Rahja cult), Academy of Spirit Journeys (mage
mint of the realm, headquarters of the Beilunk Riders academy, gray, telekinesis), the Captain’s School, Court of
(similar to the Pony Express). A gods-imposed Arcanum the Evening Glow (a school for courtesans), Rahja’s Cavaliers
Interdictum exists throughout the city; magic is not only (a fencing school), Palace of the Republic (former palace of
prohibited, it is not even possible. the Count)
Atmosphere in the City: Everyone, even the lowliest inhabitant, Atmosphere in the City: confident and joyful
knows that they were saved from impending doom by
the godly intervention of Praios. This has resulted in an Through its island position in the estuary delta of the
exuberant love of life for some, and dogged piousness and Sikram the city always used to be joyful and freedom-loving.
austerity for others. The patricians expanded Belhanka’s autonomy until the city
gained its independence during the dispute of succession
Beilunk is protected by massive city walls, and from every in the Horasian Empire. Now Belhanka is almost as famous
direction, travelers can see the golden dome of the Temple for being a republic as it is for housing the most important
of Praios, where prelates sing hymns around the clock. temple of Rahja. Every year, at the exuberant Festival of
Since the surrounding area is frequently flooded by the Pleasures, the Beloved of the Goddess is elected as Head
Radrom River, all roads leading to the city are raised on of the Church. The inhabitants are known for their open-
dikes. The city stands on a hill and remains dry year-round. mindedness, characteristically southern temperament, and
Beilunk’s two city districts differ widely: the upper city is hospitality. Trade in the city flourishes thanks to numerous
characterized by magnificent temples and mighty edifices, manufactories and the presence of the largest shipping
while the lower city is an overcrowded arrangement of company in Aventuria (owned by the family Terdilion)
houses that are often damaged by the seasonal autumn which the turmoil of the Succession War a few years ago did
flooding. nothing to dampen.

Thanks to the intervention of Praios, Beilink withstood a


years-long siege during the war with Borbarad. Now, under
the rule of Princess-Illuminata, the Blessed One of Praios,
the city is viewed by its inhabitants as a fortress of faith
against the Shadowlands.

70 Chapter 3: Land and People


Bjaldorn, City of the Crystal Palace Region: Kingdom of Brabak
“The struggle ends only when Population: 4,000 humans of various origins, several hundred
we enter into the Halls of Boron. achaz
That is the will of the Old Man of Governance: King Mizirion III de Sylphur, plus the Grandes of
the Mountain.” the Audienzia (board comprised of influential families)
—a Bjaldorn trapper, 1039 FB Temples: Boron (Punin sect with Al’Anfan influence), Efferd,
Phex, Rahja; also, presumably a Temple of Nandus, which
“The people seem dour at first, can only be found by deciphering a difficult riddle
but they quickly warm up you Trade and Industry: Brabak is an important port of call for all
when they notice that you are here shipping traffic between east and west, and its markets offer
to witness the miracle of Ifirn.” countless wares. Exports are primarily sugar cane, tobacco,
—a pilgrim from Bornland, 1040 FB Brabakan reed (bamboo), alchemicae, and Iryan leather.
Characteristic Features: Dark Hall of Spirits (mage academy,
Region: Free City of the North black, necromancy and invocation); alchemist’s laboratories
Population: 1,050, including approximately of the Red Salamander Society; headquarters of the BAOC
150 Norbards (Brabakian Amalgamated Occidental Company)
Governance: Baron Fjadir of Bjaldorn (but he leaves Atmosphere in the City: Tolerant, destitute, but proud
government business to his sister Liwinja)
Temples: Firun, Ifirn A mighty and ancient fortress dominates the mouth of the
Trade and Industry: Pelts, furs, schnapps (Bjaldorn Hobgoblin river, which probably dates back to a time when Brabak still
being a famous example) belonged to the Bosparan Empire. On a hill in the north of
Characteristic Features: Bjalaburg (seat of the ruler), Hall of the city stands the lavishly decorated royal palace, which is
Crystal (former main temple of Firun, now a high temple of composed mainly of pink-colored, expensive marble from
Ifirn), Ice Rose of Jarlak (Ifirn sanctum in the Hall of Crystal) the Eternans. The local mage academy would probably not
Atmosphere in the City: Pessimism remains after a long period be tolerated at any other place since the darkest schools of
of harsh mercenary rulership, but hope is slowly growing. magic are explored and taught: the invocation of demons
and the rising of the undead, which are here called zombies
The Hall of Crystal (formerly the main temple of Firun and in the language of the local Forest Folk. The markets offer
which today houses a high temple of Ifrin) stands in the nearly anything that can be bought for coin. Even preparers
center of a lush, green city park. Seven circular chambers of poison sell their wares openly, when even mere possession
nestle against the temple, which is built from shimmering of such substances would elicit harsh punishments almost
marble and has windows of pure, clear ice. During the era anywhere else. The BAOC’s wharf construction in the
of Borbarad, a miraculous wall of ice formed around the nearby village of Nagra has fueled an economic boom, and
temple when demons tried to desecrate it. Only the pious the streets are always bustling. The burghers now proudly
could pass this barrier. refer to their city as the Gateway to Uthuria.

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

“It is no coincidence that ‘being Region: Islands of the Far South


poor like King Mizirion’ is a Population: 2,000, but often more than
proverb. The city smells so moldy twice that number of strangers, due to frequent shipping
because it is surrounded by swamps traffic stopovers
and jungles. If Uthuria hadn’t been Governance: Nominally, a Council of Captains, but in reality,
discovered, and the new wharf hadn’t been the street justice of the rabble
built at Nagra, the country would be bankrupt by Temples: Efferd, Phex
now.” Trade and Industry: In Charypso, everything being bartered
—a sea merchant for the Stoerrebrandt Trading House,
while going ashore at Brabak, 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.

72 Chapter 3: Land and People


Farlorn, Trading Post on the Blue Lake Temples: All Twelvegods except Efferd and Firun, plus Kor,
“I could shoe your horse, but would you not Nandus, Aves, Marbo, and Levthan, numerous shrines of
rather take a snow badger sled? What old Tulamydian gods (such as the river god Gadanga, the
do you intend to feed that nag?” Maimed, pious Rashtul, and Umm Ghulsach, the Mother of
—Ugdalf Urrisk, sole Vultures); small houses of prayer to Rastullah
shopkeeper in Farlorn, Trade and Industry: Crops (millet, cotton, tobacco, tea);
1030 FB leather goods; parchment; ink; soap; horn work; Tulamydian
carpets
“Nothing to speak of.” Characteristic Features: walled city quarters; large shanty
—a Bornish long-distance towns; towers of the Eminences connected by bridges;
trader, 1035 FB Al’Achami (mage acdemy, black, influence magic); Exorcism
Academy (mage school, no guild, anti-magic); Murak-al-Kira
Region: Lands of the Nivese Arena; relics of the Mage Moguls of Gadang
Population: About 130 (90% of Atmosphere in the City: Exotic and fascinating, but shaped by
them Nivese, plus some Norbards) beggers and the constant power struggles of the Eminences
Governance: Free settlement
Temples: Firun Fasar spread southward from the headwaters of the Gadang
Trade and Industry: Seal products, pelts, provisions and in an entirely chaotic manner, but it is seen as the oldest
equipment for expeditions onto the Eternal Ice human city on Dere. Block-like clay huts sprawl next to
Characteristic Features: Farlorn has exactly one store, a the tower dwellings of the Eminences. A tent village of the
glorified village shop in which strangers can purchase Novadi sits south of the city. The diversity or ethnicities is
equipment at exorbitant prices. Conveniently, the town’s tainted by the wide gap between rich and poor and by the
only inn is located in the same building. numerous organizations and gangs that constantly form and
Atmosphere in the City: Stoic, day-to-day life of hunters and break alliances during their unending war. Even wearing the
gatherers, who mistrust all strangers wrong color can be dangerous if an Eminence decides the
offender is treading on their authority. Violators can easily
Farlorn’s few dozen log cabins and two stone buildings become the target of attacks ranging from vulgar remarks
might as well sit at the end of the world. If not for its store, to rough brawls or even a dagger thrust from ambush.
the only one within 100 miles, this small hamlet would
be entirely unknown. Farlorn offers one last chance for Festum, City of Moneybags
expeditions to stock up on provisions or to purchase badger “If you can’t buy it in Festum, it
sleds on their way north. probably doesn’t exist.”
—Arvid Stoerrebrandt,
Fasar, the Eldest manager of the Festum
“Fasar has as many gods as Trading House, 1035 FB
its needs, effendi. Why do
you think we have survived “I would never have suspected
all these millennia? You that a northern city could be this
definitely need this statuette open-minded. Still, I must admit
of Gadang. It is made of real that I don’t like all these goblins in
jade, I swear.” the street.”
—a Fasaran bazaar —a sailor from Perricum, 1035 FB
merchant, 1036 FB
Region: Bornland
“Fasar is one of the most Population: 33,000 humans, including 3,000
dangerous cities on the continent, and I Maraskani exiles, plus 3,000 goblins
don’t say that in jest. They don’t just have one Governance: Govern by the Grand Council (300 members) and
assassin’s guild, they have several!” the Close Council (12 members)
—a Garethan traveling merchant, to his business partner, Temples: All Twelvegods, plus Rur and Gror, Swafnir,
1036 FB Rastullah, Mokosha, Ifirn, and numerous demigods
Trade and Industry: Important trading harbor, seat of many
Region: Tulamydian city states large trading houses, shipping, leather and leather products,
Population: 40,000, including approximately 32,000 Meskinnes (oat schnapps made with honey)
Tulamydes and Novadi, 6,500 Middenrealmers, and 500 Characteristic Features: Seat of the Noble Marshal, zoological
Forest Folk, plus 1,200 dwarves garden, dragon museum, Mercury Hall (mage academy,
Governance: Several rival Eminences govern the city gray, object), Grand Festum Cavalier’s Academy (warrior

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

74 Chapter 3: Land and People


cloth), linen, wheat, Griffonsford Gold (maple syrup), cider, of Efferd (one is almost 2,000 years old, the other is a
metal armor, pitch, tanbark, lumber magnificent new building); Boron Isle; Princess Emer
Characteristic Features: Important Praios temple; stronghold Bridge over the Great River; Fairy Spring water palace;
at the harbor entrance; holy orchard of Peraine; Answin’s cave of the giant turtle Lata, which is sacred to Efferd.
Sight (the armor of Answin of Ravenmouth, who saved While Havena imposes a citywide prohibition on magic,
the city from the orcs, is on display here in a memorial on recent exceptions have been granted for healing magic.
Boron’s Field) Atmosphere in the City: Loyal to Efferd; freedom-
Atmosphere in the City: Deep-rooted hatred for orcs, and pride loving; industrious; distrustful of magic; hostile to the
at having defeated them numerous times; proud of being Northmarches; ambiguous feelings towards the Empress
the chosen of Praios and the Middenrealm

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

“An Undercity formed by a H’Rabaal, the Temple City


devastating flood? Legendary “We are proud to be able
creatures and hidden secrets? to look back at such a long
Sounds like something we should see.” history. And yes, it does
—a Brabakan mage, 1038 FB spring from the conflict
between lizardfolk and
Region: Middenrealm, Principality of Albernia humans.”
Population: 30,000 humans, several dozen elves and —a Blessed One of Hesinde
dwarves, and some merfolk (water nymphs) from H’Rabaal, 1040 FB
Governance: Town magistrate together with the Council of
Elders and the Council of Captains, seat of the Albernian “Are you sure that these people
Prince, Finnian ui Bennain are pure-blooded humans? I have
Temples: Twelvegods (except Firun); emphasis given to heard that the few humans who
Efferd as patron of the city and its maritime trade (in place dwell here choose to mate with the
of Phex) scaled beings…”
Trade and Industry: Trading city with a large harbor; transfer —an Albernian traveler, 1040 FB
point for wares moving between river and seagoing vessels;
many trading houses (kontors) and wharves Region: Deep South, Kingdom Brabak
Characteristic Features: Large natural harbor; cursed Population: 1,100 (including 100 Forest Folk and 50 achaz),
Undercity (flooded ruins); palace of the prince; Ruada’s plus a further 1,600 achaz and 200 Zilites in the surrounding
Honor (warrior academy); naval cadet school; two temples swamps

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.

76 Chapter 3: Land and People


Characteristic Features: Dragon’s Egg Academy (mage Region: Horasian Empire, Yaquiria
academy, gray, artifact mages), Adamant Press (famous Population: 40,000
printing house), House of the Codex (main temple of Kor), Governance: The Horas as Grand Duke of Kuslik, however
Healing Springs of Tsa, Palace Island, Maraskani quarter the city council has far reaching liberties
(Astuzak), the annual All-Aventuria Meeting of Jesters Temples: Main temple of Hesinde. Temples of Efferd,
Atmosphere in the City: Colorful mixture of cultures; Peraine, Praios, Rahja, Rondra, Tsa, Travia, and Boron
cosmopolitan; bustling; lively; loud; fairytale-like (Boron’s temple is located outside the city, while the
temples to Praios, Rondra, and Ingerimm are found in the
The city overlooks the scenic estuary of the Mhanadi just fortress city of Rigalento); Hesinden abbey on the island
like in a fable from a golden age. Khunchom is not only one of Morrisca; many shrines and chapels of saints, demigods,
of the most important harbor cities on the Sea of Pearls, and Alveranians
it is also one of the oldest cities on the continent. It was Trade and Industry: Important transfer point between the
erected on the ruins of the lizardman city of Yash’Hualay coast and the interior of the country; many large trading
and has since grown into a cultural center and meeting houses; trade with Gyldenland; linen mills; supplies for
point for scholars and merchants from all across mages, scholars, and alchemists (paper mills, printing
Aventuria. The city had long been under the rule of the presses, bookbinders, etc.); sea and river fishing
Middenrealm, and before that, the Bosparans, but the city Characteristic Features: Halls of Wisdom (main temple of
has enjoyed independence for nearly 50 years now and has Hesinde); Hall of Anti-Magic (mage academy, gray, court
rediscovered its Tulamydian heritage. mages and anti-magic mages); Hall of Metamorphoses
(one of the oldest mage academies in Aventuria, white,
Particularly famous is the legendary Dragon’s Egg transformation mages); Institute of Arcane Analyses (run
Academy, an old mage’s school that has produced most of by the guild; researches magical phenomena); Alveranide
the magical artifacts in Aventuria. Visitors to the massive Castle; Hall of Fine Arts; Magical Theater of Visions and
Temple of Tsa may view the Lizard’s Eye, a fist-sized Adventures (theater that makes use of illusion magic);
emerald with miraculous healing powers and a soothing Imperial Kuslikan Carriage Factory (carriage makers);
aura, or find relief in Tsa’s holy Healing Springs, a favorite headquarters of the Kuslikan Sea Mercenaries
pilgrimage destination for the sick and lame. Atmosphere in the City: Thanks to the presence of many
artists, scholars, and mages, the mood is erudite and
Every year, at the beginning of the month of Boron, cosmopolitan, yet still very bourgeois
countless jesters, storytellers, minstrels, and clowns
gather here to test their skills at the All-Aventuria Meeting This city at the mouth of the Yaquir, the estuary of the
of Jesters. Naturally, this event attracts audiences from river into the Sea of Seven Winds, is a center of culture,
near and far, and the city becomes quite crowded during education, and wisdom. No wonder, as it supports the main
this time. temple of Hesinde, no fewer than three mage research
academies, countless libraries, and museums. Printed
Kuslik, the Erudite periodicals, books, and gazettes carry newfound knowledge
“There are three mage out into the world. The populace holds the arts in high
academies in Kuslik, as well regard, and wealthy burghers congregate in theaters and
as The Halls of Wisdom, galleries, or else in salons and lodges for private meetings.
Hesinde’s main temple,
which houses the largest As the largest harbor city on the west coast, Kuslik is the
library on the continent. If focal point for trading with Gyldenland and a major transfer
you cannot find the answers point for wares from all over the world, which flow inland
you desire in this beloved city from here. With so much money streaming into the city, it
of Hesinde, then the knowledge is no wonder that the affluent pay the merciless Kuslikan
you seek simply does not exist. Sea Mercenaries to protect them. The unit’s battle cry,
—a Kuslikan scholar, 1036 FB “For Kor, for Kuslik!” is feared for many leagues around.

“Large and confusing. And while they


are open-minded with regards to trade,
they are restrictive in many other ways. Strange, since you
meet so many learned people on the streets. Maybe they are too
occupied with their own hobbyhorses. Perhaps I can still make
some coin here.”
—a vagabond from Havena, 1037 FB

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

78 Chapter 3: Land and People


Temples: Boron (Al’Anfan rite), Efferd, Rondra, Tsa, Travia, Characteristic Features: Infamous slave market; drug and
Ingerimm; shrine to Hesinde; shrine to Praios (since the poison market; many brothels; famous purple dye works
liberation of the city) Atmosphere in the City: Unpredictable and dangerous;
Trade and Industry: Center of long-distance trade on melting pot of scum from Tulamydian and Horasian lands;
the Tobrien coast; ship construction; fishing; textile however, it only seems like everything is allowed
fabrication; brewing of beer
Characteristic Features: Signs of the Dark Hordes’ occupation Aventurian popular conception holds that conditions in
(which have not yet been cleared away); the Golden House; Mengbilla are chaotic and godless, and everything wicked
the Arena Aquatica; the Living Wharf; the Borbaradial; the is permissible. The harbor city on the Nordask River is
Officer’s Academy for Strategy and Army Command, and infamous for its slave market but even more so for its
the Army Academy for Invocation and Unified Magic (mage assassins and preparers of poison. It is no wonder that
academy, no guild, combat mages), both since closed one of the most abhorred weapons, a dagger with a poison
Atmosphere in the City: Trading city devastated by a military groove, is known as a mengbilar. Despite the perceived
campaign in which the Tobriennens pursued every option chaos, the city actually bows beneath a very rigid and
to erase the traces of demon worship extremely unjust legal system controlled by the influential
guilds. Visitors must constantly re-purchase their rights as
Mendena used to be the capital of the Dark Hordes of citizens or forfeit their freedom and become slaves. The
Tobimora. It is a flourishing harbor town and has grown in belief system of the Mengbillans is also unique: Boron is
the last twenty years to triple its initial size. The storming worshiped as first of the nine accepted gods (the churches
of Mendena, led by Empress Rohaja against strong Dark of Praios and Phex are outlawed (the former temple of
Horde resistance, resulted in heavy damage to the city. Praios has been converted into a bath house, a couple of
Blessed Ones, Tobriennens, and Imperial contractors work taverns, and a brothel; the worship of Phex continues, but
feverishly to erase all traces of the occupation by the only in secret).
servants of Borbarad, a task that will keep them occupied
for a long time. Entire sections of this old county seat were Neetha, the White Watch
demolished during the occupation and rebuilt by demons. “Yes, I know that Saint
The new buildings’ bizarre architectural motifs still Thalionmel fought for the
dominate the urban landscape where they stand in strange Twelvegods here, but let us
contrast to the old half-timbered houses. Meanwhile, the come back to the price for
lowland quarters of the city slowly sink into the mud. the passage to Rethis.”
—a sea merchant from
Mengbilla, City of Assassins Neetha, 1040 FB
“Gotcha!”
—a Mengbillan assassin, “The White Watch, finally. Hang
1039 FB on, wait, isn’t that one of the cults
of unbelievers from the desert?
“Why does the wine have a What’s the meaning of this?”
metallic aftertaste?” —a Rondranian pilgrim from
—a Drôlan plantation owner, Almada, 1038 FB
1039 FB
Region: Horasian Empire, Chababia
Region: City-states of the south, Population: 9,000
Grand Emirate of Mengbilla Governance: Countess of Chababia, who resides in the Curia
Population: 5,500 within the city Temples: Boron, Efferd, Hesinde, Phex, Praios (including a
proper, plus 6,000 freemen and shrine to Horas), Rahja, Rondra, Tsa; chapel to Ingerimm
15,000 slaves in the suburbs Trade and Industry: Glass; wood; marble; olive oil; horses;
Governance: nominally, a Grand Emirate porcelain; salt; tobacco; weapons; bustling sea trade
under the rule of the Grand Emir; however, cartels Characteristic Features: Pilgrim’s Temple of Saint
disguised as guilds and the high priest of the temple of Thalionmel; Chabab bridge; castle of the Rondranian Order
Boron wield most of the power. of the Ardarites; castle of the Ordo Defensores Lecturia (ODL),
Temples: Boron (originally Al’Anfan rite), Efferd, Hesinde, a gray magic order also known as the Gray Staves; Grand
Rahja School of Cavalry (warrior academy)
Trade and Industry: Perfumed oils; poisons; purple dye; Atmosphere in the City: Steeped in tradition; temperamental;
slaves; silk taffeta; dreaming herbs; Mengbillan Fire (fuel a mixture of industriousness and pride for Rondra’s Saint
oil), and many other alchemicae Thalionmel

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.

80 Chapter 3: Land and People


Olport, the Old Region: Far North, Duchy of Paavi
“Olafjord is the first settlement of Population: 4,000, including approximately 1,000 Nivese and
our ancestors in Aventuria. The Norbards
Hjaldings landed here under the Governance: Duke Dermot the Younger of Paavi
command of Jurga Tjalfsdottir Temples: Efferd, Firun, Travia; shrine to Peraine
after a long voyage. Her great saga Trade and Industry: Whale products; pelts; carvings of horn
is related in the Song of Jurga.” and bone; sulfur; obsidian; theriac; diamonds; gold
—an Olport skald teacher Characteristic Features: Remains of Glorana’s Ice Palace;
from Drakkenhalla, in an numerous manifestations of lightning at the Thunderstorm
address to students, 1035 Tower. The harbor is open only between the months of
Rahja and Efferd, as bad weather seals it off the rest of the
“It is exciting to see how the city just grew over time. A traveler year.
won’t find much of a city here, but he can count on finding the Atmosphere in the City: newfound optimism, now that the
typically rough Thorwalian cordiality.” city has thrown off the yoke of Geldana, the duke’s evil
—a Blessed One of Aves, 1035 FB sister, but many wounds still need to heal.

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

Paavi, the Frigid Region: Middenrealm, Margravate of Perricum


“Finally we can get back to doing Population: 13,000
what we do best, without fear of Governance: A councilor for the magistrate; also, seat of
attack from ice creatures.” Rondrigan Paligan, the margrave/husband to the Empress
—a whaler from Paavi, 1039 FB Temples: Boron, Efferd, Hesinde, Ingerimm, Phex, Praios,
Rahja; main temple of Rondra
“They have established themselves Trade and Industry: Middenrealm’s most important harbor
well, considering that they live at on the Sea of Pearls; numerous workshops around the
the end of the world. Now, if only harbor entrance; famous armor smithy
they could do something about this
constant wind…”
—a trader from Riva, 1040 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.

82 Chapter 3: Land and People


Punin, the Heart of Almada Rashdul, the Inestimably Old
“Punin was the capital “Rashdul is just like a sharisad,
of the realm under the a thrilling Tulamydian dancer:
Moon Emperors, and it cheerful in the mornings, quiet
shall be again! Just look at noon, and magnificent in the
at our magnificent city, evenings.”
full of wealth, beauty, and —a Rashdulan merchant of
learning. Vivat Almada!” date wine, 1028 FB
—an Almadan Soberan
(head of a family), 1038 FB “It is said that the djinn of the
wizard sultan prowl through the city
“The gate to the Lands of the at night, spying for their master. Such
Tulamydes. If you wish to conduct power impresses me, but I find it disgusting at
trade, there is no going around Punin. the same time.”
The people there are quite similar to us —a mage from Punin, 1035 FB
in character, but they have loose tongues and
rapiers, even more than in our southern regions.” Region: Tulamydian city-states, Sultanate Goria (nominally
—a Horasian merchant, 1029 FB part of the Caliphate)
Population: 8,500, including 6,000 Tulamydes and 2,500
Region: Middenrealm, Principality Almada Novadi, plus a handful of Middenrealmers and dwarves
Population: 27,500, including 2,500 Tulamydes and Novadi, Governance: Mageocracy under Hasrabal ben Yakuban, who
plus approximately 200 elves and 200 dwarves is usually represented by one of his sons
Governance: An Alderman; when in residence, Prince Gwain Temples: Phex, Rahja, Rastullah, Boron (both sects),
of Harmamouth Hesinde; numerous shrines to ancestors
Temples: Twelvegods (except Firun); shrines to Marbo, Trade and Industry: Rice; pepper; carpets; Rashdulan
Mada, Nandus, Aves, and Etilia; Rastullah house of prayer Winding Horns (mountain cattle); parchment; glass;
Trade and Industry: Important center of commerce on the weapons; armor
Yaquir River; many merchants make their home here; Characteristic Features: The ancient Pentagram Academy
region attracts many scholars and famous artisans (mage academy, gray, invocation); School of the High
Characteristic Features: Main temple of the northern Church Tulamydan Art of Fighting (school for journeymen of the
of Boron (Punin rite); main temple of Tsa; Eslamidian sword); Alabaster Palace of the Sultans; watcher golem
Residence (old royal palace); Mada thermal baths; gladiator at the old bridge; old sewer system underneath the city;
school; arena for horse and chariot races; Yaquir Stage numerous rock tombs
(theater); Academy of High Magic (mage academy, gray, Atmosphere in the City: Loud, lively, and very traditionally
clairvoyance and meta mages); numerous chapter houses Tulamydian; marked by magnanimous tolerance between
(especially with a Boronian background); Therbûnites cultures and religions
hospital; Royal War College (warrior academy)
Atmosphere in the City: Colorful mix of Middenrealmers, Rashdul is the living embodiment of everything mentioned
Horasians, Tulamydes, and Novadi, but not without in Tulamydian lore. This ancient city, with its red and
friction; full of joy and life; prideful and valiant yellow walls and tall, onion-domed towers, rises between
the floodplains of the Mhanadi and the steep, barren cliffs.
This affluent city on the banks of the Yaquir is today the The gleaming white Alabaster Palace, which looks out over
capital of the Principality of Almada. Sciences, arts, magic, the city from the cliff top, is surrounded by walls that have
and religion flourish here. Punin is a meeting ground never have been breached. Djinn of the ancient mage,
for Horasian, Middenrealmish, Tulamydian, and Novadi Sultan Hasrabal of Goria, prowl the alleys and bazaars of
culture, and all inspire and antagonize one another. This the city seeking knowledge of his enemies. His wife, Shanja
melting pot of cultures also encourages the presence of Eshila, is regarded as one of the most beautiful women in
many churches and cults. A few buildings from the days the Lands of the Tulamydes, despite her advanced age.
of Bosparan settlement still stand, and many nobles, who Inhabitants of the city treat the invokers of the Pentagram
call themselves Magnates, still think back wistfully to Academy with respect, as the mightiest of them act only at
the time when Punin was the capital of Almada under its the sultan’s command.
own king. The city’s tradition-steeped mage academy is
famous for its groundbreaking magical research and the
unworldliness of its graduates.

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

84 Chapter 3: Land and People


“The disparaging looks of those adherents of Travia make me Region: Lizard Swamps
quite nervous.” Population: Approximately 3,800 (about 2,750 in the inner
—a Blessed One of Rahja from Belhanka, 1038 FB city and 350 in Old Elem), including about 500 achaz and
200 Novadi
Region: Middenrealm, Margravate of the Rommilysian Governance: King of Kings Ghulsev XXIX, Council of
Marches Harbormasters (in the harbor quarter)
Population: 10,000, plus a few dozen dwarves Temples: Boron (Al’Anfan rite), Efferd, Peraine/Tsa,
Governance: City steward appointed by the Holy Couple of Satuaria/Satinav, H’Szint, Rastullah (outside the city);
the Church of Travia; residence of Margravine Swantje of multiple, diverse secret temples to strange gods and idols
Ravenmouth Trade and Industry: Lumber; rice; spices; healing herbs;
Temples: Twelvegods (main temple of Travia); Angrosh poisonous plants; tortoise shells; Iryan leather
Trade and Industry: Leather wares; paper; parchment; tools; Characteristic Features: Palace of the King of Kings; Hall of
weapons Final Secrets (mage academy, abandoned); Silem-Horas
Characteristic Features: Temple of Peace Emperor Yulag Library; Noionites Abbey (in the Szinto Valley); Amhas
(main temple of the Church of Travia); chapter houses for Stair (former Dark Portal, ends on a cliff face); Shr’Szint
the Mephaliates (main chapter house), Badilakans, and the (lizardfolk sanctum to H’Szint); many other mysterious
Order of the Banishing Ray; Information Institute (mage places; nearly impassable island terrain in some areas
academy, white, clairvoyance mages); Fire Lily School Atmosphere in the City: Dull sluggishness, madness, and
(warrior academy); extensive, well-designed sewer system; decay
each quarter of the city enforces its own variation on the
central legal system This decrepit and dilapidated harbor town on the Szinto
Atmosphere in the City: Unwavering faithfulness to Travia; estuary is reputedly the home of maniacs and addicts.
conservative; stubbornly optimistic Centuries ago, a gigantic tidal wave destroyed the
flourishing port of Elem when a star fell out of the heavens.
This city of proud burghers prizes the virtues of hospitality Today all that remains of that magnificent city is a few
and spousal fidelity above all others, traits that are moldy ruins. All that remains of the collection of the once
pleasing to their patron goddess Travia. But times have not enormous Silem-Horas Library are those records that not
always been rosy. After many battles and a long siege, the yet decayed or been eaten by pests. The waterfront is a
army of Prince-Commander Helme Haffax sacked the city, checkerboard of small islands, and even though there are
plundered its wealth, and damaged or destroyed countless many foreign merchant houses here, there is hardly any
houses and temples. The struggle to provide for the many profit in the city. Humans and lizardfolk coexist in a city
hundreds of disabled veterans and hundreds more war whose old walls still hide treasures and ancient secrets.
orphans has proved daunting for the city and the Church of Whispers hint that the blood of lizardfolk flows in the veins
Travia. Reconstruction is progressing under the leadership of the old families of the city, and that they worship sinister
of the Margravine, but it will take many years to heal the idols and perform human sacrifices. Treasure hunters and
terrible scars of war and restore the city’s quaint, half- scholars with a thirst for knowledge occasionally set out to
timbered houses and strong walls to their former glory. search the swamps, inlets and marshy ruins in the Selem,
looking for long lost artifacts or old secrets of wizardry
Selem, the Ruinous or chimerology. Most lose their sanity, and some never
“No one can essssszcape return at all.
thisssssz place – there are
shackelsssssz here, which Sinoda, the Sting
bind more than just body “We stand against the
and ssssszoul.” Dark Hordes, but I cannot
—an achaz local, 1036 FB explain what our brothers
and sisters in Tuzak and
“I must get out of here! Distorted Boran are up to. They talk
shadows scurrying through the much of independence and
night, the never-ending hissing of kingdoms. Hah!”
the neighbors, and the itching! Gods, —a female warrior of the
I get rashes just from the sweltering Haran, 1035 FB
heat… and humans and lizardfolk
interbreed here!” “Someone should have warned me!
—a scholar from the University of Methumis, 1038 FB A ridiculously huge swarm of insects
attacked my ship. They ate entire boards
off the deck, and even devoured half of the

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

86 Chapter 3: Land and People


the Hall of the Defense Against the Orcs (a combination The magnificent Tuzak on the Roab River was once the seat
fortified town gate and Temple of Rondra); Hall of Mists of the kings of Maraskan. For many years it served as the
(important Temple of Phex); Therbûnites abbey, Badilakan seat of the hated Middenrealmish occupiers until they lost
abbey (an Order of Travia); Frigid Steles (sanctum of Firun); it to the Borbaradians. The city is sometimes called the Lily
the city has no inns (travelers can stay overnight only in because its defensive walls are decorated with lily-shaped
one of the two abbeys or in a private home, and nowhere tiles. The residents of the poorest city quarter, Un’Tuzak,
else); Nine-eyes (deadly, giant, lamprey-like creatures that face a constant struggle for survival. The so-called living
inhabit the lake of the same name and threaten boats and towers of Tuzak rise as much as 60 feet or more into the sky,
shoreline fishers) and city planners have gone to great lengths to deal with
Atmosphere in the City: Confident and industrious; distrustful the ubiquitous problem of uneven ground. Steep, winding
of strangers stairs are hewn everywhere into the stone, and many
footbridges and ladders criss-cross the skyline. Outside
Trallop sits where the Pandlaril River empties into Nine- the city walls lurk the horrors of the jungle, including the
Eye Lake and spreads over multiple islands. Great walls servants of Dark Maraskan, who still rule over the north
with high towers surround each segment. The mighty half of the island and have not abandoned their plans to
Bear Castle of the dukes dominates the entire cityscape. retake the city.
Trallop is regarded as the embodiment of Weidenan valor
and it is one of the best-fortified cities in the Middenrealm, Unau, City of the Caliph
a key factor in its ability to withstand numerous assaults “This is the city of our glorious
by the orcs. Commerce is slowly beginning to flourish past and our glorious future.”
again, especially since someone discovered that it was —a vizier of the Caliph,
possible to safely cross the cursed Nine-Eye Lake and reach 1038 FB
Donnerbach (under the right conditions, that is).
“It does have nice palaces,
Tuzak, the Lily-like but this is barely more than a
“Tuzak was reborn through its large oasis.”
liberation!” —a Tulamydian mercenary
—a Treetop-Tiger (former cavalryman from Fasar,
rebel unit, today guard), 1034 FB
1035 FB
Region: Caliphate
“I just don’t understand who Population: 12,000 (almost entirely
is in charge here. Everyone is Novadi)
talking out of turn and there are Governance: Caliph Malkillah III
no real results! These things have Temples: Three prayer houses to Rastullah
to speed up, I tell you.” Trade and Industry: Salt, glass wares, porcelain, horses
—a former captain of the Realm’s (Shadif), livestock (camels, goats, sheep, cattle), dates,
army, 1036 FB almonds, slaves
Characteristic Features: Al’Shorioth (magnificent residence
Region: Maraskan, Shîkanyad of the caliph), Al’Shabaoth (palace of the sultan), Feggagir
Population: 14,000, including about 1,000 Middenrealmer (subterranean water supply), Quad Al’Zulquh (the Field of
Governance: A rebel leader Fraternization, upon which the first caliph presented his
Temples: Rur and Gror, shrines to Boron, Phex, Swafnir and companions to the Novadi)
Travia Atmosphere in the City: strange optimism; distrustful
Trade and Industry: Maraskan paper; weapons; wine towards infidels, but certainly more open to them than in
(Tuzakan Dragonblood); decorative bricks; rare herbs and previous times
plants of the jungle; stone for construction; Tuzakan steel;
other natural resources The desert city of Unau started out as a garrison for the
Characteristic Features: Starting point of the annual discus Middenrealm. Today it is the capital of Caliph Malkillah
relay race; the city’s eventful history has resulted in an III and thus the capital of the Novadi Caliphate. The court
eclectic architectural diversity. recently moved here from Mherwed, the birthplace of the
Atmosphere in the City: Loud, chaotic, overcrowded, caliph, fostering growth in the city for the first time in many
threatened by limited financial resources, surrounded by years. It may yet live up to the legends the desert tribes
enemies tell about the ancient capital. The lavish palace quarter,
which sits on a 45-foot-high rock plateau, overlooks most
of the city. A whitewashed city wall surrounds the city and

87
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.

88 Chapter 3: Land and People


Nandus receives more worship here than does his mother Warunkans even though many brave heroes sacrificed
Hesinde. Vinsalt is the societal role model for the entire themselves to end his reign of terror. After the liberation
Horasian Empire. The affluent and educated merchant of the city, thanks to a miracle of the goddess Rondra,
class is slowly blending with the nobility, thanks to the many Blessed Ones and other warriors sought to reclaim
sale of titles and the increasing importance of money and all of Warunkia from the grip of the dark servants. Artisans,
connections. The upper class consists, in large part, of merchants, and others found inspiration in these deeds
merchants, moneylenders, speculators, and their heirs. and joined the effort. The flame of hope has rekindled for
The prince may rule over Vinsalt’s streets and surrounding the first time in ages, but the terrors in the dead lands
area, but many baronies now belong to the nouveau riche, outside the city have yet to be defeated.
who purchased their titles from impoverished nobles.
The city’s new law enforcement authority, the Connetablia Xorlosh, the Holy
Criminalis Capitale, is making greats strides in combating “Show some respect, big fellow, or
the criminal element. However, in the byways of the ruined else I’ll have you thrown out.”
Undercity, which lends Vinsalt a certain morbid charm, —a grim ore dwarven
they stand little chance of eliminating the influence of the smith, 1036 FB
insidious criminal underworld.
“And how did they manage
Warunk, the Haunted to dig so many tunnels and
“It pains me to see the old halls without destabilizing
streets empty. Not one of our the mountain! It’s a pity that
neighbors has returned. But I don’t speak Rogolan. I have
complaining won’t help. Let so many questions.”
us take up hammer and chisel —a Tobrien architect, 1037 FB
and complete the new Temple
Chapter.” Region: Mountain Kingdoms
—a Warunkan stone mason, Population: Approximately 1,600 ore dwarves
1037 FB Governance: Mountain King (currently, Tshubax son of
Tuagel)
“We will see Warunk returned Temples: Angrosh
to its former glory. The goddess Trade and Industry: Dwarven artisan products (especially
revealed to us, through her signs, items of the forge), metals and other products from mining
the Thunderstorm and the Trumpets of Characteristic Features: Holy city and original home of
Perricum, that the city would not fall, and it all dwarves; mighty furnaces; summer residence of the
still stands today!” Mountain King; Holy Hall of Angrosh; School of Dragon
—a Blessed One of Rondra from Gareth, 1036 FB Warfare (warrior academy, admits only dwarves)
Atmosphere in the City: Very conservative; quiet; hard
Region: Middenrealm, Margravate of Warunk working
Population: 3,500
Governance: A fortress steward who represents Margrave Xorlosh is the spiritual home of all dwarven clans and lies
Sumudan of Bregelsaum well protected, and warily guarded, within two mountain
Temples: Boron, Peraine, Rondra; shrine to Phex rings in the Ingra Peaks. The city contains a valley and vast
Trade and Industry: Leather wares, cloth, tobacco, cheese subterranean halls. As the cradle of dwarven culture, its
Characteristic Features: Abbey of the Three Good Sisters; chambers are etched with millennia of history and lore.
philosopher’s school; caves in the Salamander Mountains; According to Aventurian scholars, Xorlosh is the oldest
home of the Warunk gnomes and Warhome hammerlings continuously inhabited city in Aventuria, but this claim
(small kobolds that are sometimes helpful, sometimes ignores certain troll settlements. The city admits members
mischievous); important place for the Church of Rondra of other races only rarely. Most quarters of the city ring
Atmosphere in the City: Grim determination; lacking in with the constant hammering of dwarven mastersmiths.
exuberance or celebration

Not long ago, the undead outnumbered the living in


Warunk, and even today many doors remain barred
and entire streets of houses remain empty. The horror
of the Nightmaremarch, brought about by the undead
dragon Rhazzazor, still echoes through the dreams of the

89
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.

90 Chapter 3: Land and People


Beyond Aventuria oldest parts of Kuslik and Bethana. I was glad to meet people
who were similar to our Thorwalers. They may call themselves
Hjaldings, but they are Thorwalers, I swear! Now, should I really
“You do know that Aventuria isn’t the whole world, right? The
believe what the locals told me about Gylduria? No, I won’t
most extraordinary magical secrets await us beyond the Sea of
listen to that hogwash. But I’ve seen the ships that move as if by
Seven Winds, as do strange gods with rich cultures beyond the
magic…”
Southern Sea. You say there are monsters and nameless horrors
—excerpts from a sailor’s tale, overheard in the harbor of
on the other side of the Iron Edge? Hah, they are just waiting to
Teremon, 1030 FB
taste our steel!”
—a half-drunk adventurer in a Garethan dive, 1040 FB
Uthuria, Land of 12,000 Gods
Sailors are aware of only four large continents on the “I don’t care what gods they worship. I am only interested in the
world of Dere: Aventuria, Gyldenland, Uthuria, and the Giant’s Rose of Immortality. Money is not an issue.”
Land. The approximate locations of globules (magical —Stover Regolan Stoerrebrandt, father of Emmeran
parallel worlds such as the hollow world of Tharun, Stoerrebrandt, the richest man in Aventuria, 1035 FB
the lizardfolk realm of Zze Tha, the Islands in the Mist,
and many fairy realms besides) are known only to a few Since its discovery a few years ago, Uthuria has become
Aventurian scholars. more than just legend for the people of Aventuria.
Many suspected that a mysterious continent, ruled by
countless alien gods, existed beyond the Sea of Fire and
Myranor, the Gyldenland the constricting seaweed fields. Now the large seafaring
“It is said that Efferd the Unfathomable placed a curse on the
nations of Al’Anfa, Horasia, Brabak, and Bornland are in a
emperor of the Gyldenlandian Empire and his subjects for siding
race to launch expeditions for colonies, resources, and new
with the archdemoness Charyptoroth, for he abhorred their
secrets of magic.
demon worship. Efferd’s Wall, it is said, stretches from Ifirn’s
Ocean to the Sea of Fire and thus divides the entire Sea of Seven
“No, no, no! I won’t set my ship on this course, daughter of
Winds. No Myranian ship is able to cross it.”
insanity. Haven’t you heard of the Isle of Pyrdacor, the source of
—common wisdom among sailors on the Sea of
all the evil that the lizardfolk inflicted on our people? No! I will not
Seven Winds
face the brood of a dragon who considered himself a god. It took
Sheik-al-Sheik to save us back then. No, only a foolish mariner
Aventurian seafarers set sail towards Gyldenland
would throw himself against an army of dragons. No!”
on numerous occasions, but few have ever returned
—a Khunchoman captain, 1034 FB
( page 238). If one returns home with a full cargo hold,
then one is very fortunate indeed. Exotic wares from
“I’ve seen winged beings more than six feet tall and thirsting for
Gyldenland trade for outrageous prices – though more
blood. Humans who behave in the most barbaric manner Bronze-
often than not they are counterfeits decorated with stories
skinned sorcerers with colorful headdresses who live in gigantic
of lands across the seas. The journeys of the Princess Lamea
pyramids and sacrifice humans and beasts without qualms, all in
under the daring captain Harika of Bethana are probably
the name of power gained with spilled blood and grotesque rituals.
the most famed expeditions to Gyldenland.
I will not even mention all the things crawling on the ground! The
Xo’Artal claim that there are far worse tribes in Uthuria. Lord
“Myranor, as Gyldenland is called by its inhabitants, is enormous
Boron, this cannot be worth the trouble. Have mercy and let us
and absolutely astonishing. Beings there resemble humanoid
depart!”
cats, lions, and tigers. There are lizardfolk-like chameleons,
—diary entry of a survivor of the second Al’Anfan
blue-skinned beings with four arms, and creatures similar to
Expedition, 1037 FB
our levschije that seem to be half human and half goat. There
are fishmen who resemble our risso yet are remarkable beings in
their own right. Such wonders this land holds.” Rakshazar, the Giant’s Shore
“We landed in a gigantic city called Balan Cantara, which dwarfs “Beware you fools! You don’t know what might come at us from
Grangor. In fact, it even makes Gareth look like a hamlet in the Giants’ Passes. The Great Mother revealed herself to me in the
comparison. And what did we discover? That Cantara is only a Puur Mulla and showed me what these horrors have wrought.
Horasiat in a mighty empire ruled by three-eyed wizards. This And I am glad that the Dead Man’s Bog has swallowed them all.”
worries me to death! I shall not tell this to the Hesindens or to the —the ancient goblin shaman, Kunga Suula, 50 FB
informants of the Empress. I don’t have a death wish!”
“But despite its size and strangeness, we also found many familiar The Giant’s Shore is the staging ground from which many
things, Aves be praised. The buildings are similar to those in the nameless abominations invaded Aventuria. It is the reason

91
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

92 Chapter 3: Land and People


Chapter 4:
Culture and Science
“Let me give you some words of warning before you plunge into
your studies and forget the most basic tenets in pursuit of your
goddess-given curiosity. Knowledge is distributed unevenly. This
may seem unfair to you at first, but keep in mind that knowledge
is only a tool, just as an axe is a tool. An axe splits a log so I can
have a warm fire in winter, but it is also an impressive weapon,
whether in the hands of an experienced fighter or a carefree child.
Is the axe good or bad? In truth the axe is just an axe. The wielder
decides if it used for good or for evil.

It is the same with knowledge. Knowledge is not equal to


knowledge. The knowledge of agriculture and the choice of plants,
given to us by benevolent Peraine, sister of our lady Hesinde, is
basic and down to earth. It can hardly be used for evil. Therefore
it is important and good, that this knowledge widespread and
everyone has access to it. The knowledge of sword fighting is far
more dangerous and one must practice it for many hours before
entering combat or else risk injuring oneself or one’s friends.
Because the knowledge of sword fighting is so dangerous, another
sister of our lady Hesinde, the tempestuous Rondra, established
many rules to prevent abuse of that knowledge.

Think of the disasters that could be wrought by knowledge


of a particular spell, the formula for a dangerous alchemical
substance like Hylain Fire, or even worse, something that could
endanger the salvation of a human soul?

The all-knowing lady Hesinde teaches us that knowledge without


wisdom is perilous. This is why we conduct research and discuss
our findings so thoroughly. May Hesinde’s wisdom guide us as we
decide which information to share, and with whom.”
—novice mistress in the Halls of Wisdom (Hesinde’s main
temple) in Kuslik, 1040 FB

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

Garethi, Bosparano, Bornlandish: Bornland, Garethi with numerous influences


and Old Gyldenlandish from Alaani
Garethi is the most widely used language on the continent.
It is spoken in the Realm of Raul (the Middenrealm and Brabaki: Southern city-states (upper classes), mixture of
its provinces), the Horasian Empire, the north, and even Garethi and Bosparano, some terms from the language of
the Far South, and can be considered the common tongue the Moha
of middle and northern Aventuria. Most travelers and
Charypto: Southern city-states (especially among pirates),
merchants speak it sufficiently to convey at least simple
mixture of Garethi and Tulamidya, includes many foreign
ideas.
terms, especially from the languages of seafarers such as
Thorwalian and Mohan
Garethi developed from Bosparano, the lingua franca of
the Bosparan Empire, which fell more than 1,000 years Gatamo: Southern city-states (lower classes), mixture of
ago, and is still the language of scholars. It is not unusual Garethi, Bosparano, Mohan, and Tulamidya
for guild mages and Blessed
Ones to switch entirely to Horathi: Horasian Empire, Garethi with many loan words
Bosparano is based Bosparano when engaged in from Bosparano
on Latin, but is not disputes or trying to express
identical. Feel free to finer points. Bosparano itself Maraskani: Maraskan and exile cities, mixture of
improvise Bosparano developed from the even older Tulamidya and Garethi with many combined and newly-
in-game; no specific language of Aureliani or Old coined terms
knowledge of Latin is Gyldenlandish, the language of
necessary. the Gyldenlandish immigrants. Countless further dialects combine terms from different
languages. The Weidenans speak an antiquated form of
Current day Garethi has many Garethi, Bosparano, and Isdira, and the Tobriens speak a
different dialects due to its mixture of Garethi and Alaani. Speakers emphasize the
widespread use and contact with other languages and their high form of Garethi in all of these dialects.
corresponding cultures. Speakers of most dialects can still
communicate, and readily identify each other’s region of
origin. Furthermore, every dialect has its own vocabulary, Tulamidya and Ancient Tulamidya
which often includes loan words from other languages and Tulamidya is the language of the Tulamydes and the
which might not be clear to a non-native speaker. Novadi, as well as people living south of Rasthul’s Wall and
east of the Golden Cliffs and the two Eternan massifs. It has
Garethi and Bosparano use the same script, Kuslik Letters, strongly influenced languages south of the Harotrud.
which consists of 31 characters. Aureliani and very old
Cyclopean’ scripts, however, use Imperial Letters, a system Tulamidya developed from Ancient Tulamidya, the
of 57 curved letters that originates in distant Gyldenland. language of the Diamond Sultanate, used only in scholarly
circles in the region today. Tulamidya has a great number
The Imperial Letters serve in their reduced form as basis of dialects, each with strong regional associations. Experts
for the Kuslik Signs just as the Aureliani is the basis for can tell from a few sentences whether a speaker belongs to
Bosparano. the desert tribes, dwells along the Mhanadi River, or even
hails from Selem, a city with many lizardfolk influences.
“Come to a mercantile agreement? Swafnir help
me! Couldn’t he just say that he wants to buy Tulamidya either uses the 56 Syllable Letters of the script
my skraja?” of the same name or the 19 Holy Glyphs of Unau, a ssyetm
—Tjalva Garheltsdottir, Hetja from Prem of syllables and indications used primarily by the Novadi.
The script of Ancient Tulamidya used about 300 phonetic
symbols and indications, and was developed long ago from
the lizardfolk language known as Chrmk.
* Isdira for “Greetings, thinking spellweaver.”
** Isdira for “human spellweaving”

94 Chapter 4: Culture and Science


Language Specialization Tulamidya
Kuslik Signs in its written form (although documents
Aranian: Arania, mixture of Tulamidya and Garethi
from older eras sometimes also use Imperial Letters). The
Khôm-Novadish: Caliphate (especially among the Forest Folk use no scripts, and scholars collectively refer
desert tribes of the Khôm), Tulamidyan but with to their languages as Mohan. Utulu is a dialect of Mohan.
rougher pronunciations and slight differences in Dialects often vary by the tribe and sometimes even
vocabulary by the settlement. However, communication between
different tribes is made possible by shared terms and the
Maraskani: Maraskan and exile cities, mixture of use of a form of body language. The list of dialects goes
Tulamidya and Garethi with many combined and on. The wild Ferkina as well as those who dwell in the
newly coined terms Troll Peaks possess very unique languages (Ferkina and
Zhulchammaqra, respectively), both of which developed
Mhanadish-Balashidish: Mhanadistan and Balash, from Ancient Tulamidya, but have evolved so much that
main dialect native speakers of Tulamidya understand them only with
great effort. Also, neither of these languages have their
Zahorish: especially Almada and Lands of the own script.
Tulamydes, language of the extant nomadic Zahori
tribes
Languages and Scripts of Nonhumans
Every elven tribe speaks Isdira, which developed from the
Other Human Languages and Scripts enormously complicated Asdharia, the melodic language
Thorwalers speak a language that developed from Saga- of the high elves. The particular difficulty of Asdharia lies
Thorwalian, which is also called in its pronunciation. Emphasis, which can mark subtle
Hjaldingish. Modern Thorwalian differences in meaning in Isdira, plays a critical role in
borrows many words from Garethi. Its Asdharia, the pronunciation of which requires the physical
written form uses either the modern ability to sing with two voices at once (something which
Thorwalian Runes, a system of 30 only elves and certain half elves can accomplish). Humans
letters, or the old Hjaldingish Runes, cannot pronounce Asdharia without magical help, due to
which add a further dozen pictograms. differences in physiology. Both languages use the same
Many Thorwalers also use Kuslik Signs. script, which consists of 27 phonetic symbols and a large
Fjarningish, the scriptless language of number of indicators. The script of Asdharia is even more
the Fjarnings, also ornate than the already flowery symbols of Isdira.
developed from
Saga-Thorwalian. Night elves communicate in the melodic but unusually
harsh sounding language Shakagoran, which is a blend of
The Norbards speak Asdharia, Rssahh, and Zhayad. It uses an ornate script that
Alaani, a very complex skillfully combines Isdira and Zhayad.
language with similarities
to Ancient Tulamidya. Angry sounding Rogolan is the shared language of all the
Their script of the same dwarven clans. It developed from the far older Angram,
name developed from the which the dwarves view as a holy language. Rogolan uses
writing systems of Ancient 24 phonetic runes for its script, but Angram is a highly
Tulamidya and Chrmk. complex pictographic script that is understood by few
The Nivese speak Nujuka, dwarves today. An even more complex script is the Trollish
which emphasizes vowels Stereogram Script, which is difficult for non-trolls to
and has no written form. learn. Non-trolls find the spoken language of Trollish just
as difficult to learn and almost impossible to pronounce
Around Selem, the populace due to its unusual scraping vocalizations.
sometimes still speaks
Zelemja, which mixes Another widespread and ancient language is Rssahh, the
Ancient Tulamidya with lingua franca of all scaled beings. The lizard script, Chrmk,
the lizard language Rssahh. uses 5,000 complex phonetic symbols and indicators.
Written Zelemja uses
the glyphs of Chrmk. The orcs share a common language, the greatly simplified
Cyclopean, spoken on Oloarkh, or “orcish,” which is also used by many goblins
the Cyclopes Islands and ogres. Shamans, chieftains, and warriors tend to speak
and very rarely heard Ologhaijan, the high language of the orcs, more often.
today, mixes Aureliani Orcish has many dialects, just like the related language of
and Garethi and uses the Goblins, but does not have a written form.

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.”

To “put air in the wineskin” or to “shoot a bear” are


common idioms for drinking. To “drink like a Thorwaler”
means to engage in drunken revelry, and anyone who can
“booze it up like a dwarf” can drink a lot.

96 Chapter 4: Culture and Science


Injecting Aventurian expressions into your gaming “Eating like an ogre” refers to the insatiable hunger of
sessions can definitely enhance the playing experience, these creatures and sometimes also indicates that someone
and we encourage you to invent your own idioms, but has no table manners.
do so with moderation. Don’t be too obtuse with your
phrasing, otherwise you will find yourself often having If one is “as wise as Rohal” then one is exceptionally
to explain your clever expressions. intelligent and in no way “as dumb as Selemite sour bread.”
One who plays “boltan in a Phexian manner” is a cunning
Aventurians have their own terms for objects that have and resourceful person. Bullheaded people who are not
real-world analogs. Many are either self-explanatory easily swayed once they have formed an opinion are
or else explained in context where they occur. The sometimes called “as stubborn as a dwarf.” A “Fuldigor”
following includes some examples, to give you a sense for is a person who is regarded as an unpleasant know-it-all
Aventurian language. or braggart.

Aventurian Neologisms “To stink like an orc” is self-explanatory. In general,


Dere name of the planet; setting many curses in the Middenrealm are associated with
for The Dark Eye orcs. For example, “Orc’s dirt!” is a common exclamation.
Repeatedly occurring problems, which rise like the
adamant diamond; a diamond undead from the ground, are referred to as “annoying
as a revenant.” Teaching someone to “stand at attention
Alveran’s mission an especially risky mission;
in Warhome” means forcing them to obey, like was
a suicide mission
taught to young recruits in the since-destroyed academy
arange orange (both the color of that famous city. An “imp” or someone who has “a
and the fruit) kobold sitting on one’s neck” is someone who is up to
shenanigans and mischief. Someone who says, “I am not
Boron’s acre; God’s acre; a graveyard or
a Stoerrebrandt!” which refers to the wealthiest merchant
Boron yard cemetery
prince in Aventuria, is stating that they do not have the
bospernut a chestnut necessary coin for a proposed idea.
Bospagne Champagne (the alcoholic drink) Thorwalers often use the exclamations “I say!”, “O
Mada’s Mark; the moon Swafnir!”, or “In Swafnir’s name!” Thorwalers are known
Mada’s Sign to hold formal insult contests that quickly lead to brawls.

mohagani mahogany A Maraskani who proclaims a companion “singularly


praiosflower a sunflower smart” really means that they think their partner is damn
stupid. This form of sarcasm arises from their strictly
Praios’ Disk; Praios’ the sun dualistic world view.
Eye; Praios’ Mark
rust pelt slang; derogatory term Tulamydes and Novadi
for goblins The languages of the Tulamydes and Novadi have fewer
idiomatic expressions. These articulate speakers are rather
coal pelt Term for orcs extraordinarily gifted in thinking up new terms within the
pointy ear Derogative term for elves blink of an eye, most of which are particularly flowery.

south-pointer a compass, which points


south in Aventuria “Hesinde help us… These sons of
Travia-bound; marriage simplemindedness just don’t get it! They
covenant of Travia can call me a witch all they want—me,
an educated guild mage gifted with
Tsa’s Day birthday knowledge—but the rules of their harems do
not apply to me!”
—Mirhiban al’Orhima, Tulamydian fire mage
After such a binge, one is probably “drunk like Bardo
and Cella”, the decadent and infamous emperor siblings. They strongly favor figurative language and expressive
The next day, one has a “wolf” or even a “werewolf”, comparisons, such as “Ayasha’s skin is as smooth as a
Aventurian terms synonymous to a hangover. peach, her ankles as slender as those of a Shadif.” Tulamyde

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.

Red hair is often associated with witches and changelings. Talismans


It is true that a number of witches possess red hair and Common superstition holds that talismans can grant good
the same applies to rascals who have been brought up by luck or at least prevent bad luck. Even when they are not
kobolds, but this does not apply to all redheads by any magical or karmic in origin, many Aventurians use them
means. Red hair is rare in the Lands of the Tulamydes, and to strengthen positive abilities or ward off weaknesses.
touching it is supposed to bring good luck. Furthermore, Talismans usually take the form of necklaces, brooches, or
red hair is a common component in talismans. Supposedly rings. These objects incorporate magical symbols, symbols
owning a redheaded slave brings one luck for life, even of the gods, or even parts of animals the gods consider
though it might bring bad luck to the person who first holy, including lizard tails, feathers from a raven, or hair
enslaved the redhead. from the mane of a lion. Certain gemstones and plants are
also attributed to the gods and are very popular. Gold and
Superstitious beliefs also surround mages and magically amber are holy to Praios, and it is said, that they can reveal
gifted people. Some examples include the idea that shaving any lie if fashioned into the form of an eye. A closed Dark
a wizard’s hair and beard negates his magical powers, or Eye made from onyx, which is holy to Hesinde, is purported
that a mage without a staff cannot cast spells, or that elves, to aid in the exorcism of demons. For healing wounds,
like kobolds, have a true name (and the one who knows many believe that nothing beats stork amulets made from
it holds power over them). Other fallacies include: if one the wood of an apple tree, which is cherished by Peraine.
does not look at a wizard, the wizard cannot read your
mind. Black cats are bad luck (humans fear witch’s curses, The growing use of relics as talismans displeases the
and black cats are seen as the companions of witches, various churches, as relics are small containers that hold
ipso facto…). However, a cat at sea on a ship is an entirely the remains of a saint or pieces of a holy item. Temples

98 Chapter 4: Culture and Science


Some realms also measure time from the year in which
they gained independence, whether from the Bosparan
Empire or the Middenrealm.

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.

100 Chapter 4: Culture and Science


Feasts and Holidays
Holidays vary by region, so this section lists only a selection
Cosmology
of important holidays, with an emphasis on the festivals and “The world was created, that much is clear. Why would a sane
events that are most widely celebrated and therefore likely person even question this fact? After all, we are standing on this
to be of the greatest relevance to heroes and adventurers. world, we are part of it, and it is ordered. A better question would
be, who created the world, and why are we here? Or, to be more
1st of Praios: Midsummer; the beginning of the new year; precise, are we only here because someone created the world?
the most important holiday in all lands that worship the
Twelvegods; a time to honor sovereigns and order. Major I reject this idea this from the bottom of my heart. We are here
knight’s tournament held in Gareth because creation, wherever it may come from, is ours. We must
2nd-3rd of Praios: Griffon Festival; traditional date of defend it against the chaos of the Outside, the Unmade. We
ennoblement must also defend it against those who would make us dance like
5th of Rondra: Day of the Oath; the most important holiday puppets on strings. Nota bene: I say, neither demon nor god can
of the Church of Rondra, traditionally celebrated with the defeat my free will.”
ordination of many novices —Azaril Crimsonweed, High Prophet of the Church of
15th-16th of Rondra: Celebration of the Sword, a holiday Borbarad, 1039 FB
of the Church of Rondra marked with tournaments and
contests The cultures of Aventuria have different perspectives on
1st of Efferd: Day of Water; the most important holiday of the creation of the world and on the role each plays today.
the Church of Efferd celebrated with many processions and
festivals Most human cultures, especially those who believe in the
30th of Efferd: Fishermen’s Feast, a remembrance of the Twelvegods, accept a rather uniform cosmology.
souls of those who have drowned; Examination Day, a
holiday of the Church of Hesinde and a popular date for final
examinations in many mage academies
The Creation of the World
“I desperately wanted to learn the truth but my conversations
1st of Travia: Day of Homecoming, celebrated especially in
with elves and dragons revealed only that we all tell different
the north by Thorwalers, Norbards, and Bornlanders.
stories to one another. I am afraid I will only find peace of mind if I
12th of Travia: Day of Faithfulness; many weddings and
accept that the world was created by immortals—whether I like it
other oaths occur on this day
or not. It makes no difference if I call them gods or something else.
1st of Boron: Day of the Dead; a day of prayers for the deceased
I am part of creation and I can see which dangers The Outside
2nd-8th of Boron: All-Aventuria Meeting of Jesters in
has planned for us. However, I also see that The Outside possesses
Khunchom, marked by countless performances
power that I can use to create and enforce order. It would be
20th of Hesinde: Beginning of the opera season in Vinsalt
foolish not to use it.”
30th of Hesinde: Festival of Illumination, the most
—Salpikon Savertin, Respectable One of the School of
important holiday for the Church of Hesinde, marked by
Variable Shape in Mirham, 1039 FB
many processions
1st of Firun: Midwinter; the Day of the Hunt; a holiday of
According to the common religious creed of the
the Churches of Firun and Ifirn; masked processions take
Twelvegods, in the beginning there was nothing. From this
place in many places to drive away winter
nothingness arose two beings, or rather two principles: Los
30th of Tsa: Day of Renewal, a holiday of the Church of Tsa;
and Sumu, the domain of the mind and the domain of the
usual time to launch new ventures of all kinds
body, respectively. These principles organized everything
16th of Phex: Day of Phex, a holiday of merchants and
else around them, until they perceived one another.
thieves; secret pacts with the gods are often made on this day.
When they recognized their principles were incompatible,
1st of Peraine: Sowing Festival, accompanied by the blessing
they began to argue. This struggle created the world and
of the fields
the gods as Aventurians perceive and understand them.
7th-12th of Peraine: Annual convention of bards (alternates
According to the mythology of the Twelvegods, Los killed
between the towns of Honeyngton, Norbury, Bethana, and
Sumu after a long struggle, but suffered grievous wounds
Zorgan)
in the process. When he realized what he had done in his
1st of Ingerimm: Day of Fire, a ritual consecration of
rage, Los cried out with regret. Twelve drops of Los’ blood
weapons; the most important holiday for worshippers of
fell upon Sumu’s corpse and created the gods. Praios was
Angrosh; the Trade Fair in Festum begins on this day
the first of the gods to spring forth, and Rahja was the
21st of Ingerimm: Day of Weaponsmiths, the most
last. Heretical free thinkers, such as the Hesindan Ilaristes,
important holiday of Ingerimm; observed with torchlight
claim that Los actually shed at least 13 drops, and that
processions, admission of new apprentices, and the forging
the first drop, which was full of hate and pain, created
of masterpieces
the mightiest of the gods—the Nameless One, he who has
1st-7th of Rahja: Festival of Pleasures, celebrated with joyous
fought against the Twelve since the beginning in order to
festivals and processions in the streets, in honor of Rahja

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,

102 Chapter 4: Culture and Science


Kha is the name given to the Law of the World, to which Third Sphere, this breach looks like a starless expanse in
all the gods submit. Satinav is also relatively unknown the night sky (and it is this area that sits highest in the
among humans outside of scholarly circles. Only the lizard sky during the Nameless Days). Presumably, the Nameless
peoples, thanks to their ancient culture, possess accurate One breached the Wall at the beginning of the Fifth Age to
stories of these primordial events, and Kha and Satinav grant demons access to Creation. The other gods defeated
are still worshiped as gods in certain lizard temples. Also, him, chained him into the breach, and arranged to use his
there is no agreement on the organization of the Spheres, own power to keep the breach sealed for all eternity.
or whether they were arranged by Kha or the gods, and
Aventurian scholars argue about different Sphere models. The Ages
Most of these theories agree that the seven Spheres are Scholarly circles broadly agree that the world passes
separated by Limbo, a gray and highly-magical medium, through different ages. The following list of these ages is
but scholars debate whether the Spheres encompass one taken from the lore of the Church of Hesinde and is thus an
another like the layers of an onion, drift freely within Aventurian view of the ages, the one used by most human
Limbo like drops of oil within a bottle of water, or lie on scholars.
top of each other like the layers of a cake.
Summary of the Ages
The Spheres of the World According to the Creed of According to Hesindan lore
the Twelvegods 1st Age: Creation
First Sphere: Heart of the World. Kha’s Law of the 2nd Age: War of the Titans
World resides here 3rd Age: Age of Dragons
Second Sphere: Plane of Elements. Here one finds 4th Age: Age of Trolls
Sumu’s body and the pure forms of the elements 5th Age: Age of the Nameless
Third Sphere: Dere, home of mortals. The world, as it 6th Age: Age of Praios’ First People
is known and experienced by Aventurians, lies in the 7th Age: Age of the Many-Legged Beings
Third Sphere 8th Age: The Forgotten Age
Fourth Sphere: Realm of Ghosts and the Dead. Site 9th Age: Age of Maritime Beings
of the Halls of Boron, the home of the souls of the 10th Age: Age of Lizards
deceased 11th Age: Age of Long-Lived Races
Fifth Sphere: Citadel of the Gods. Site of the paradises 12th Age: Age of Short-Lived Races
of the various Twelvegods; home of the immortals and 13th Age: The Last Battle and the End of the World
also of Alveran, the Fortress of the Gods The ages reckoned by cultures on other continents, such
Sixth Sphere: The Wall of Stars. Location of the star- as Myranor and Uthuria, were naturally influenced by
studded sky and its constellations as well as the source local mythology and history. However, all look toward a
of magic, which is also known as stars’ energy (astral promise of great things in the coming age.
energy) or arcane energy
Seventh Sphere: Infinite Chaos. Beyond the Wall of The exact length of any particular age is not known.
Stars lies the Seventh Sphere, the home of demons, However, most scholars assume that an Age lasts at least
Chaos, and everything described as being Outside by a few thousand years, and in some cases a few hundred
the Myth of Creation thousand years. An Precise calculations, especially of the
There are also a number of sub-Spheres, such as the fairy earliest ages, is difficult or nigh-impossible due to the lack
realms or the overgrown jungle of the dragon realm of Zze of extant sources. Even where remains from the ancient
Tha, which are detached from Creation and which have epochs of the world still exist, such as in vast dragon cities,
their own natural laws. The hollow world of Tharun and gigantic troll castles, or extensive, undersea complexes,
the elven Islands in the Mist exist here as well. written records are often missing or cannot be deciphered.
Recorded history did not emerge on Aventuria until
The Seventh Sphere, which is actually not part of Creation, perhaps as late as the 10th Age. For more details on the
is the home of beings of Chaos called demons. They wish history of the continent, see Chapter 10: Myth and History,
to destroy Creation and thus have tried for eons to break on page 215.
through the protecting bastion of the Wall of Stars (also
known as the Star Wall), which was put in place by the The Turning of Ages
gods. According to the Hesinden classification of Ages, the
world is currently entering the 12th Age. Transitions like
The Wall of Stars prevents demons from entering into these, which are also known as the Turning of Ages or
the other Spheres of creation. But there exists a breach the Karmakortheon, are, regretfully, neither abrupt nor
in the Wall, in a place called the Starless Void. From the peaceful.

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

104 Chapter 4: Culture and Science


its own tail. Hesinde, I see thy will, but I cannot understand it. complicated machines to better understand Angrosh’s
Illuminate me, o mistress!” world mechanism as it relates to the movement of the
—Magistra Teaphanu of the Golden Cliffs Observatory, 1039 FB, stars.
diary entry a few months after the onset of the Starfall
The sun, often called the Eye of Praios or Disk of Praios,
The Starfall has fundamentally changed the heavens above always follows a similar course across the sky and its run
Aventuria. This fact causes great concern everywhere, but marks the span of one day. Therefore, a day is often called a
especially among scholars and mystics. Most Aventurians Praios’ Run. The sun reaches its highest point in the sky on
viewed the sky as a reflection of the work of gods and the 1st of Praios (Midsummer) and its lowest on the 1st of
immortals, immutable and unchanging, until now. Firun, or Midwinter. Between them are the two equinoxes
(just before the 1st of Travia and just before the 1st of
Many peoples and races have tried for centuries to divine Peraine).
the will of the gods, or their own fates, from the position
of the stars or the course of the moon. Cosmologically, The moon, also known as Mada’s Mark or Mada’s Sign,
Aventurians look out from the Third Sphere into the Sixth follows a sometimes erratic path from north to south, but
Sphere, from Dere to the Star Wall, the bastion that keeps goes through regular phases in which it grows darker and
the demons outside of Creation. This also means that then brighter again. These phases shape a month, which is
Aventurians could be quite right about their assumption the reason why a month is also referred to as a moon. When
that the sky mirrors the work of the gods. only the slightest bit of the lower rim of the moon remains
lit, it is said to be in the phase of Mada’s Mark, a small sickle
Prior to the Starfall, the sky above Dere, with its stars and from which it derives its general name. When the moon is
celestial bodies, was remarkably consistent, and events half full, the phase is called the Chalice. The full moon is
such as the rising and setting of the sun or the course of known as the Wheel. As the lower half darkens, only the
the moon’s phases were easily predicted. Astronomers and upper sickle, or Spire, remains visible. Finally, when it
those knowledgeable in algebra could calculate the path of sinks into darkness, the phase of the new moon is called
constellations on the tent of heaven. It was only the paths the Dead and Reborn Mada, from which the Sickle grows
of the wandering stars that were difficult to predict. After into the Chalice once again.
the changes wrought by the Starfall, these old certainties
no longer hold true and it seems scholars must learn them The North Star, which is also called Los’ Star, is the only
anew (see page 106). celestial body that never moves. Some believe it is the
anchor of the world or the representation of the Mystery
The Elements of the Sky of Kha, which holds the world together at its core. Many
“I understand your concern, little Niobara, but the world has seen Aventurians are convinced that the North Star is a gigantic
more than one Starfall. Think of the Star of Elem, or Phex’ Rain of diamond on heaven’s tent, and more than a few expeditions
Stars. You will come to understand this if Hesinde doesn’t leave have been lost attempting to find it in the Far North.
you. You, the Chosen of the Alveranian of Hidden Knowledge, are
not the only one who had to struggle with this. I recall the Herald The sun, moon, and North Star are the only constants
of the Alveranian of Forbidden Knowledge, back in the Ninth for all the peoples and races on Dere and are the most
Age, who almost went mad. Remember that the Wall of Stars is important heavenly objects in the creed of the Twelvegods.
the tapestry upon which the work of the immortals is drawn. It
is mutable, and mortals can never fully understand it—not even
you, though you have come further than any mortal I’ve ever
met.”
—the Old Dragon Fuldigor to Niobara of Anchopal, as
recorded in 511 FB

This section presents the worldview of worshippers of


the Twelvegods, whose interpretation of the celestial
bodies is the most widespread, even though the Novadi,
the Nivese, and the dwarves also study the skies. The idea
of a dwarven astronomer might seem odd at first, given
that most dwarves live far underground, but they see the
work of their god and creator Angrosh in the course of the
celestial bodies and wandering stars. Few Angroshim dare
to venture to the surface, but they reproduce the sky using

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.

Only a short time ago, astronomers discovered a new


wandering star as predicted by the powerful wizards Rohal
and Borbarad ( page 238): Called Xeledon, this nearly
black star loops in an almost unpredictable trajectory
across the sky and represents the futility of all earthly
endeavors. This normally-invisible star was seen clearly,
however, on numerous occasions during 1039 FB when
the Starfall began, greatly worrying astronomers and
Blessed Ones.

106 Chapter 4: Culture and Science


“We should wait until Kor has moved on. The Since then, circles of astronomers have been in a flurry of
son of the lioness will stand in the Dragon excitement over the changes in the night sky. Almost every
tomorrow, and that can only mean trouble. star chart has been rendered inaccurate or entirely useless
Damn it, Layariel! As an apprentice Niobara (assuming, of course, that they were ever reliable in the
could predict the course of the constellations 58 first place). As a result, navigation by the constellations,
nights in advance, so I should be able to predict and the casting of horoscopes, has become quite
what’s going to happen tomorrow! challenging, even for experts such as the astronomers of
—Mirhiban al’Orhima, Tulamydian fire mage the famed observatories of Anchopal and the Golden Cliffs
( page 232).

Besides the Circle of Twelve, countless other constellations


traverse the northern and southern skies. The northern sky
Class and Feudal System
includes the Hound, the Hero, the Antlers, the Dragon,
“What gives you the idea that you have the right to stand before
Uthar, and the Emperor’s Star, which reaches its zenith
the Empress and make your claim? I do not recall that this is a
above Gareth. The Elven Star, the progress of which the
general audience. And looking at your coat of arms, I see you do
elves use to measure time, moves particularly quickly, and
not even have two shields, highborn. I don’t care one bit if you
many stars follow in its wake. Astronomers discovered a
helped with the liberation of Rommilys. This is a question of
new star, Rohal, only a few years ago.
principle!”
—Garafanio, Herald of the Realm, 1040 FB
The southern sky is dominated by the Barque, the Rings,
the Harp (also known as the Scroll), the Arrow (also called
Dagger), the Rubies, and the Chalice. This region of the Class
heavens also has Satinav, its two companions Ymra A high social status carries advantages and corresponds to
and Fatas, and the faint, reddish star Borbarad, which a character’s class within the game world. The effects can
appeared near Satinav a few years ago. differ greatly, according to situation. A noble-born is more
likely encounter sealed lips and deaf ears in a Havenan
Current Day Astronomy harbor tavern than would a free sailor. On the other hand,
The famed astronomer Niobara of Anchopal was certain a countess will rarely admit a serf into her presence, while
the order of the world would become visible via the a man of high social standing is often welcome at court.
constellations in the sky. Essentially, the Aventurian
night sky—as part of a fantasy world—mirrors that which Five general classes govern social relations and measure
transpires on Dere and even in other Spheres, namely shifts the social standing of an individual: the aristocracy, nobility,
in power, influence, and the domains of gods, demigods, lesser nobility, free, and not free. The nobility rules over a
High Dragons, and other immortal beings, and the changes large part of Aventuria, as well as over the other classes.
that occur as a result. The free include wealthy burghers, free farmers, and even
the poorer inhabitants of a region or a city. The so-called
Niobara observed and predicted the course of the not free are either slaves without any rights, as they are
constellations and recorded her knowledge in the the property of their master, or else serfs who live and
Astronomical Tablets, which modern astronomers use work on the lands of their manor lord. Serfs or slaves
as the basis for their predictions. And even though under a responsible master may live a better life than that
Aventurian astronomers have put great effort into the of free beggars. The Middenrealm and the Horasian Empire
creation of detailed star charts and artful astrolabes over prohibit the enslavement of humans, and any freedom-
the years, the sky is still not fully explored. Some attribute loving Thorwaler looks down on the practice. But, in
the recent drastic changes in the starry sky to the Sphere Mhanadistan and many city-states of the South, slavery is
quake that hit after the Third Demon Battle. However, still the norm.
the repercussions of the Starfall seem to be even worse,
for entire constellations have shifted (or, like the Eye of Blessed Ones of the Twelve and guild mages stand outside
the Dragon, have disappeared completely from heaven’s of this system. All treat them with great respect due to
tent). The initial signs of this disaster occurred a few their vocation, although they are free in terms of their
months ago. At the end of Travia 1039 FB, on the Night of class. Therefore, they are not subject to the general system
the Starfall, Aventurians across the continent observed of class law. This leads to conflicts between nobles and
unusual celestial phenomena. Some witnessed hundreds Blessed Ones about authority and responsibility. You can
of shooting stars, while others watched as celestial bodies find more information on this in the section Law and Order,
collided and burned. on page 139.

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.

108 Chapter 4: Culture and Science


In the Middenrealm, so-called Realm Cities owe fealty by a guild or a councilman. Most cities allow traveling
only to the empress and are often a thorn in the side of merchants to sell their wares at the markets for a fee or for
the provincial lords. Outside of the Middenrealm there are a tax on their income.
a few free cities that owe allegiance only to themselves
and fealty to no one. Anyone who wants to become a free The responsibilities of a burgher usually include services
citizen (burgher) of such a city must take the burgher’s regarding the town, such as: keeping the city walls in
oath, which often requires the payment of a large sum good condition, serving on a jury in a court of law, or
of money. To obtain a burgher letter, some cities require defending the city in times of war. All these hurdles and
applicants to own a house there or possess a certain responsibilities contribute to the fact that only a small
amount of wealth. Sometimes one can only purchase a percentage of a city’s inhabitants (namely, that percentage
house in a city after obtaining burgher rights, in which who can afford the cost) are burghers of the city. Some
case the applicant needs the support of other burghers, the cities have enacted a new law that fills many serfs with
so-called bailsmen. hope. By living a year and a day within one of these cities,
serfs gain their freedom, and their former lords can no
longer persecute them. This does not hold true for slaves,
“In order to become burgher I must own a house who often have only one option: fleeing to a city or a realm
in the city, but I cannot buy one without a that has outlawed slavery.
burgher letter? Surely, you can see that this isn’t
going to work? But never fear, we can fix this, I
know a reliable forger…er, I mean bailsman!” Forms of Address
—Carolan Calavanti, Vinsaltan vagabond An aspect of playing with class standing includes the
correct forms of address. It makes a difference whether
you address your conversational partner directly, politely,
The descendants of a burgher do not automatically inherit or indirectly. And this form of address varies from region
burgher’s rights. When they come of age, they must take to region. In general, the higher ranks use polite forms of
the oath and pay the burgher fee anew. This usually takes address, while the lower ranks use a more direct form of
place at an age of 21. In principle, only burghers of a city address. With large differences of standing (a noble talking
may practice a trade, sue someone in a court of law, and to a serf), the high ranking member usually addresses the
own property. Often, for a fee one can obtain a special lower ranking member directly or even only indirectly.
permit to exercise these rights from one of the local guilds.
The same holds true for trades, which are often organized The Pluralis Majestatis, where one speaks of oneself with the
royal We, is usually only used by a provincial ruler, such
as the Empress, or by the Heads of the Churches of the
The same rules apply to each player at the gaming Twelvegods.
table. However, the GM has the final say.
In the Middenrealm and the Horasian Empire, persons of
What holds true for all players may not hold true the same or higher rank are usually addressed as ye, plus
for their heroes. A Garethan baron or a Weidenan their corresponding form of address. In Thorwal a form
knight can use noble status to their advantage. of direct address is always used, whether one is talking
Similarly, a Blessed One of Rondra or a mage from to the Hetwoman or the highest ranking Blessed One of
Punin can make use of their influence. But a noble Praios in Aventuria. Tulamydes also use direct forms of
from the Middenrealm, a stubborn forge dwarf, or a address, but they often use honorary attributes or flowery
glade elf from Donnerbach might leave a Thorwaler praise, especially towards people of higher rank. Dwarves
unimpressed. and elves use direct forms of address, but with respect if
speaking to someone who is older or wiser.
The Baron of Twomills might be the hero with the
highest social status, but if this hero is always the
sole decision maker for the group, this can lead to
Examples for Forms of Address
problems. A strong, hierarchical gap in the group can
Direct: “You call this hot bath water, Alrike?” (a baron to
be fun for everyone, but depending on the situation,
a handmaiden)
it can also lead to conflict between players. Not
Polite: “Could ye possibly show me the road to Gareth?”
every hero, and likewise not every player, likes to be
(traveling adventurer to a carriage driver)
ordered around. Use the standing of your heroes in
Indirect: “She may go.” (noble to a serf)
a constructive manner and support the shared game
Pluralis Majestatis: “We are in your debt!” (Emperor
experience. Make decisions in- and out-of-game
Khadan-Horas to one of his paladins)
together, democratically, if you prefer (as a side note,
Nemesis: “Die, you cur!” (cuckolded husband to his rival)
democracy is rare in Aventuria, except in Thorwal).

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

110 Chapter 4: Culture and Science


To Which Class Does My Hero Belong? Battles and Armies
With the advantage Noble I, heroes belong to the
knight class, with Noble II they are squires or noble- “For Empress, Right, and Realm!”
born, and with Noble III they are barons. Heroes —often heard battle-cry of the Realm’s Army
with the advantage Blessed usually start as simple
Blessed Ones, and heroes with the advantage Wizard Aventurian wars and skirmishes are usually fought by
and Tradition (Guild Mage) are adepts. war bands or detachments, as only realms such as the
Middenrealm, the Horasian Empire, Al’Anfa, and Arania
employ real standing armies. A war band is usually the
retinue of a local ruler and consists of nobles, knights,
Forms of Address for Guild Mages warriors, and home guards. Regular uniforms or equipment
Rank Form of Address are a rarity among these war bands. Usually, rulers mark
troops with colored sashes or their coat of arms, which
Archmage/Archmaga Your Magnificence they wear upon their jerkins.
Honorary title for extraordinary achievements,
granted after an examination. Prüfung verliehen wird To repel raids or assaults, local rulers must rely on
Academy Dean, Grand Your Archmagister territorial armies (or yeomanry regiments), of which, in
Master of an Order the Middenrealm, every county can muster at least one
regiment in times of war. These territorial armies are
Provost of a magical school or a magical order
usually poorly trained and equipped, and consist of local
Magister/Magistra Magister/Magistra farmers mustered into units. As they are often forced into
Mage with teaching license service, the morale of these units is usually quite low.
Magus/Maga Learned Sir/Lady, Master Cities must also muster a militia in case of war. It is possible
to purchase one’s freedom from military service, but most
Comparable to a Doctorate Degree on Earth farmers and artisans simply cannot afford the price. It is
Adeptus/Adepta Learned Sir/Lady, Master not unusual, especially in the Horasian Empire, for counts
Graduate of an academy or a private to free their entire county from the duty of war service by
teacherLehrmeisters either mustering a mercenary unit or paying for one from
the Crown.
Address among Collega
Mages
A standing army is better trained and equipped than
Usually of the same rank territorial armies. Its warriors are more motivated and
equipped with uniform surcoats. The surcoat of the Realm’s
Army, blue with the red griffon of the Middenrealm
Things get more complicated in the south, where it is emblazoned on it, has become a common sight in recent
sometimes difficult to differentiate between moneyed years. The officers of these armies train in the cadet
aristocracy, priests, and the common people. The situation academies and elite schools of the realm, while the
is quite clear with slaves, who are addressed either directly commanders usually hail from the aristocracy. Although
or indirectly. the elite guards of the realms are under the supreme
command of the Empress or the Horas-Emperor, the de
In hostile situations, at a certain point, all politeness goes facto commander of these regiments is a marshal.
out the window. Curiously, nemeses almost always address
each other directly. Army Organization
“Even if we have battle mages and field invokers in our ranks and
Knowing how to correctly address people of higher rank our archers are excellent, the battle is only over when the heavy
gives many Aventurians headaches, and only those cavalry has finished with their games.”
educated in the art of etiquette always know how to choose —Prince-Commander Helme Haffax before one of his last
to the correct form of address. The customary offices and battles
addresses vary greatly according to region. This section
presents the most common forms of address for the Most armies of Aventuria consist of a variety of different
Horasian Empire and the Middenrealm. When uncertain units, referred to by their fighting technique or the make
of the rank, choose Lady/Lord, or, in the Horasian Empire, of their armor. The primary military distinction between
Signora/Signor. army units is that of infantry and cavalry.

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.

112 Chapter 4: Culture and Science


The Battle of Heaven’s Fire
Middenrealm Horasian Empire This legendary battle between dwarves and dragons took
Recruit Recruit place around 7,200 b.FB in the Ingra Knolls. Dragon fire
Private Soldier had already consumed two dwarven cities and the dwarves
defended Xorlosh by all means necessary. Finally, the brave
Corporal Corporal
dwarf Organa, daughter of Ordamon, defeated the leader of
Sergeant Sergeant the dragon army, Ancarion the Red. After Pyrdacor’s son
Ensign Ensignio and marshal had fallen, the dragons agreed to an armistice
Lieutenant Lieutenant and spared Xorlosh from the flames.
Captain/Cavalry captain Capitan
Colonel Colonello “Why aren’t the wizards throwing around
fireballs in battle? Maybe because they don’t
Marshal Marshal want to hit their own troops. Or because
entire army during times of war and return this title after they’re afraid that if they do, then the
the commendation of the army at the end of a military enemy will send forward their own wizards.
campaign. Most marshals also carry the rank of colonel. And this always turns very, very ugly…”
—Geron Bladebreaker, mercenary
The Military Campaign
All freemen and nobles are subject to muster. If a feudal The Second Demon Battle
lord calls the banners to arms, they must report for This battle began on the 30th of Praios in the year of the
service. Referred to as comrades in arms or, informally, as Fall of Bosparan. On one side of the battlefield stood the
loyals, they form the backbone of Aventurian armies. In the Horas’ Imperial Legions, which far outnumbered the
Middenrealm, a provincial lord or the head of a church may rebellious Garethian burghers led by the young Raul of
only arm bondsmen if they declare a state of emergency. Gareth. Via superior tactics, the Garethians appeared to
be winning. Empress Hela-Hora then performed the ritual
A military campaign begins with a mustering where the of Fran-Horas (see page 33), with the help of the Demon
ruler conducts a close inspection of the troops and their Scepter, and let loose hordes of demons on the insurgents.
equipment. It ends with the commendation of the army, According to popular belief, the gods Praios, Rondra,
where the fallen are honored and the soldiers are dismissed Efferd, and Ingerimm appeared in bodily form on the
from service. A prime example of this in the current era battlefield to chase away the demons and to disrupt the
was the Great Muster of Gallys in the year 1039 FB in which Bosparan legions. This battle marks the end of the gigantic
Empress Rohaja of Gareth gathered her guard regiments Bosparan Empire and the formation of the Middenrealm,
and provincial troops to advance on Mendena and deliver also called Raul’s Realm after its founder and first Emperor,
the killing blow to the Dark Hordes. Raul of Gareth.

The Battle in the Dragongap


Great Battles of History In 337 FB a battle took place in Weiden between the troops
Aventuria has seen countless battles, both great and small. of two influential churches. The Sun Legion of Praios and
But even the largest battles of the current era seldom had the Order of the Banishing Ray ambushed an army of
more than 10,000 men and women fighting on both sides. the Rondranian Order of the Theater Knights, under the
Especially infamous are battles in which magic was used or command of Order Marshal Anshag of Glodenhof, and
demons stormed over the battlefields, such as in the three almost completely destroyed it. This marked the end of
Demon Battles. power for the Order once and for all, and the Bornland,
which was controlled by the Theater Knights, had to
After the Return of Borbarad, unholy rituals were submit to the Garethian Priest Emperors.
used in military campaigns. Armies employed demons,
constructed golems, or raised undead on the battlefield to The Battle in the Gorian Desert
bolster troops and demoralize the enemy. Even though the On the 22nd of Boron, 590 FB, one of the most gruesome
Middenrealm has battle mages in its ranks and the support battles of all times took place on the high plateau of the
of Blessed Ones of Rondra, the wide-scale use of magic Gorian Desert. The powerful mages Rohal and Borbarad
and works of the gods in battle is rather rare except when ( page 238) unleashed hitherto unknown magical
fighting unholy powers and creatures. powers to win this battle. Of the approximately 2,000 men
and women who went into battle, only a small handful
Below we would like to present a small selection of battles, survived, and they were insane. This battle marked the
which have strongly influenced the history of Aventuria. beginning of the War of Mages.

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

Food and Drink


“Does the Weidenan always have to hold his nose when he delivers
my plate? Can’t he just wish me a pleasant meal? So what if I want
little pieces of garlic in my bread? Without it, this establishment’s
food is barely palatable. Thank Travia that at least their beer is
good.”
—Geron Bladebreaker, mercenary, 1039 FB

As one might imagine, Aventurian cuisine varies greatly


by region. In the north, the cuisine is heartier yet blander
than in the south, while in the large cities and on the
dinner tables of nobles, food is more extravagant than that

114 Chapter 4: Culture and Science


If you like to cook and find the topic of food and
drink interesting, you can find real, cook-it-yourself
Aventurian recipes and atmospheric short stories
on the subject of food in the upcoming supplement,
Culinaria Aventurica, available separately.

though regional differences exist, the cuisine within the


Middenrealm is quite similar. Meat is only served when
animals have just been slaughtered or brought in fresh
from the hunt. Only on the dinner tables of the nobility or
wealthy burghers, or in the dishes of well-placed inns can
one find venison, chicken, or even mutton on a daily basis. The Inn of
A region’s surrounding lands and political situation have
the greatest influence over what appears on the table. In the Black Boar
Albernia, thanks to its proximity to the coast, citizens are
able to enjoy fish more often than their inland neighbors, Spelt Stew 3 Halers
and prefer their fish ground up and fried in balls. Almada’s Lentil Soup 2 Halers
cuisine bears a strong resemblance to Horasian cuisine, Light Meal 5 Halers
and many rice dishes in both lands are very reminiscent of Tommelpunky (fish) 7 Halers
the cuisine found in the Lands of the Tulamydes.
Rockridge Bratwurst 15 Kreutzers
Dwarves are famed for their spicy and heavily-seasoned
mushroom stews. Hill dwarves earn high praise for their Rockridge Gale (red beer), pitcher 16 Kreutzers
talent for combining sausages, cheeses, vegetables, fruits, Red Wine, cup 3 Halers
and varieties of mushrooms. Elves eat everything that Schnapps, small cup 2 Halers
the forest and the glades have to offer, from fine smelling Water, pitcher 6 Kreutzers
berries and herbs to freshly caught game or fish. Due to
their highly sophisticated sense of smell, they regard
fermented foods, such as cheese or wine, as unpleasant.
Those who can afford it often develop sophisticated palates
In the Lands of the Tulamydes, especially in the trading and follow food fashions that change from region to region
towns, the ingredients are more abundant and one can and from year to year. These trends influence not just the
easily find the many spices and dried fruits required for dish but also the manner of its serving, and meals are often
traditional Pilaw, a delicious rice dish that is often served presented so artistically that diners hesitate to consume
with date wine or yogurt that has been thinned with water. these culinary treasures. Food for the common people is less
abundant, but they do nevertheless have a great variety.
Almost everything from the sea can be found on the Many vegetable gardens boast peas, beans, onions, leek,
Thorwalers’ dinner plates, but apart from that, their rustic tomatoes, paprika, lettuce, spinach, cabbage, pumpkin, and
cuisine has few real highlights. Thorwalers preserve fish much more besides. Noodles, which are made from durum
by curing or salting and drying, and one such cured fish, wheat, are growing in popularity in Fairfield but remain
the Varnheim Stockfish, remains edible throughout their largely unknown in other regions of Aventuria. For dessert,
months-long sea raids. Inland Thorwalers like to combine fruit is almost as popular as sweets, and upscale meals are
hot and sweet foods, but also enjoy fried foods, stews, and often followed by a cheese platter. The more affluent the
spelt porridges with large helpings of mutton, cabbage, host, the more elaborate the cheese platter.
or turnips. The gardens of the Horasian Empire produce
numerous types of fruit and vegetables and a large variety Naturally, a science is being made of the pairings of beverages
of herbs. Horasians also enjoy fresh fish from their rivers for every meal and every individual course. In the region of
and the sea. Belhancani, a soup developed originally by Fairfield, people rarely drink beer or mead because the local
the Church of Efferd and which features hearty portions wine is far too popular. Sparkling Bosparagne, an expensive
of crustaceans, starfish, and kraken, is especially popular specialty wine that is now exported all over Aventuria, is
and served often near the coast. Fairfield’s reputation for available in a red Arivoran or a white Belkraman. On hot
fine dining is made possible by the great variety of fresh days, one likes to drink Limonsata, which is made from
ingredients available in the area. thinned, sweetened lime juice.

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.

116 Chapter 4: Culture and Science


In farmer’s cottages or the huts of fisher folk, people On the board of a game known as Inrah, invented by the
rarely play dice for money. Rather, the game helps folk Tulamydes and introduced to the Middenrealm by Rohal
to pass the time, and high stakes, such as are frequently the Wise, players simulate the eternal battle between the
seen in the salons of the Horasian Empire or at the gaming King of the Wind, who is a Master of Djinn and a brilliant
tables of the Chorhopan House of Games, are unthinkable. schemer, and a figure known as the mighty Sultan and his
Famous dice games include Gareth Burns, Ogrewall, and 21 warrior host. The symbolic gaming pieces each correspond
Kreutzers, though these games and their endless variations to a card in the Inrah fortune telling deck.
sometimes have different names in other regions.
Naturally, there are a countless number of other games
Games of skill, in which daggers, knives, or axes are thrown and pastimes, such as cock fighting and even so-called
at targets of different sizes, are very common. Targets cowpat betting, where participants bet on the next place
come in many shapes—from round wooden plates or straw a cow left to wander in a marked field will relieve itself.
mats decorated with simple rings, to detailed mockups of Races involving horses, chariots, or camels draw many
animals or even humans, as used in the distasteful slave gamblers to racetracks. Coastal settlements host sailing
hunts practiced by Al’Anfans. In northern Aventuria, races ranging from regattas with smaller rowing boats to
slighting lashing enjoys some popularity. Players try to hit long-distance races between large sailing ships.
a small coin (the slightling) with the lash of a whip. Arm
wrestling and drinking games are very well known and
widespread in inns and taverns.
Craftsmanship
and Technology
The highest refinement of gaming is found in board or
strategy games, the most famous of which is a Tulamydian “You call that mechanical achievement? I call it amateur work at
game known as Red and White Camels, in which players lead best. Here, let me see that. Grandfather Albrax did send me here
the title beasts and their freight over the game board to the to see to such things, after all.”
correct oases. During play, one must mislead opponents, —Arbosh son of Angrax, forge dwarven Master Smith
use one’s own caravan routes to block those belonging to
others, and use feints to conceal secret route destinations
and the value of freight. It should come as no surprise that
the Tulamydes have devoted centuries to perfecting the The state of technology varies greatly
intricacies of this game, which mirrors the central tenets across Aventuria. For example, the Horasian
of their culture like no other game in Aventuria. Empire is certainly the most advanced realm,
technologically, and is comparable to the early
Two other games, Urdas and Garadan, both use the same Renaissance in terms of achievement. Nostria,
six gaming pieces—king, queen, rook, bishop, knight, and Andergast, and Weiden are solidly Medieval,
pawn. In both games, the primary goal is to break through while Thorwaler accomplishments most closely
the opponent’s battle line. Garadan also originated in resemble those of early Medieval Vikings.
the Lands of the Tulamydes but has now spread across
the entire continent. As a game of tactics, it is especially Thorwalers favor old fashioned broadswords
popular among the nobility. and axes, but fighters in other regions prefer
lighter, more modern fencing weapons. Vinsaltan
engineers have already invented complicated
pocket watches, but there is no knowledge of
explosives and thus no firearms in Aventuria,
even though scholars have made great advances
in the study of alchemy. Technological progress
in Aventuria, even with its minor exceptions, still
follows the conventions of a classic fantasy setting.
It is a fantastical setting where magic is almost
commonplace and the work of the gods can be seen
and felt by everyone. Aventurian technologies
and sciences are often similar to their historical
Earthly equivalents but aren’t perfect matches
in every way. Technological achievements are
guarded jealously and therefore often limited to
certain regions or even to certain cities.

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.

Engineers have been hard at work redesigning astrolabes


and orreries, which track the movements of constellations
and wandering stars, ever since the event known as the
Starfall rendered such ancient certainties obsolete. There
have been many advances, both mundane and magical,
regarding new astronomical and terrestrial telescopes,
the complex lens systems of which stem from the work of
dwarven experts.

Modern shooting weapons are complex mechanical


devices that are time-consuming to produce and expensive
to purchase and maintain. Examples include the dwarven
repeating crossbow (the Iron Forest crossbow) as well as
similar weapons fashioned by humans (winding crossbows
or torsion weapons such as the arbalette, the balestra,
and the smaller balestrina). One of the most famous
siege engines from history was the mighty cyclopean, a
catapult that could hurl a weight of up to 500 kilograms
and was used to tremendous effect during the age of the
Diamond Sultanate. Explorers unearthed the secret of its
manufacture only a few years ago, and now engineers turn
out cyclopeans for use in war once again. Differences in
technology reveal themselves in many weapons produced
in Aventuria, and the manufacture of swords is no
exception. Tulamydian master swordsmiths fold their steel
many times to create sharp, robust blades. Dwarven smiths
twist raw steel, cut it into shavings, and then re-forge the
metal to obtain the best steel possible. But technology
alone does not account for all differences in weapons. It is

118 Chapter 4: Culture and Science


much from the Angroshim. It is not unusual for human Message delivery in most parts of the continent relies upon
families to scrape together all their money to buy their local courier services such as the Beilunk Riders, which
child an apprenticeship with a dwarven master. is similar to the posting system of the Roman Empire or,
for those up on their American history, the Pony Express.
Dwarves value the art of smithing above all others and However, parts of the Horasian Empire now employ a far
revere every practitioner, from blacksmith to silversmith. more advanced method of transmitting messages, though
Stone masons, architects, and carpenters also garner a mainly for military purposes. This system relies on a series
great deal of respect in dwarven society. With the uniquely of tall signal towers, or semaphores, for communication
dwarven art of stone founding, dwarves can cast stone across long distances on land via a flag alphabet, similar to
objects much like metalworkers cast objects in bronze or the method used at sea.
gold. Stone founding also lets dwarves harden certain types
of stone beyond their natural limits. The designs of many Porcelain production has flourished for some time among
magnificent bridges and structures with impressively the Novadi, and Unauean porcelain, especially, is much
large domes are based on techniques that were developed sought after. Among the Tulamydes, and especially among
by the dwarves. the mages of Khunchom, one finds countless artifacts that
combine magic with craftsmanship: delicately-forged
Humans, too, possess their share of masters of their enchanted jewelry, flying carpets, and apparatus such as the
prospective crafts. Leonardo the Mechanicus is regarded as rare aetherlabe, which is purported to allow one to orient in
the most famous and most brilliant inventor of this Age. Limbo. This research into so-called arcanomechanics (that
He designed and built the longest bridge in Aventuria, and is, the relationship between mechanics and magic) was
invented a multitude of devices as creative and diverse as also pursued energetically by the followers of Borbarad,
flying machines and diving bells. Unfortunately he was the Master of Demons. Among other things, their work
abducted and taken to the demon city of Yol-Ghurmak led to the development of impressive golems made from
where he fell into madness. Thereafter, up til the day he stone and metal, and which were used as gigantic weapons
died, he gained sad notoriety as a Heptarch for his countless of war.
cruel inventions. His former student, Sorp Sanderwik, who
so far has resisted the lure of Yol-Ghurmak, strives to live The Northern provinces are known for their exports of
up to Leonardo’s legacy. skilled and artistic carvings, though in general, technology
is not as advanced in the north as it is in the south. This
The Horasian Empire there is also a focus on fine mechanical may be due to the fact that the lives of people in the north
skill as well as the production of high quality glass and are rougher and closer to nature. When faces enemies
mirrors. Horasian researchers dedicate themselves to constantly, one rarely has time even to rest, let alone
advances in alchemy, especially in the city of Mengbilla. conduct research. Practical pursuits have proven their
Without a doubt, the most spectacular development of value many times over, and inhabitants of the north are
Mengbillan alchemists so far has been the reconstruction duly skeptical when it comes to innovation. However,
of the formula for Hylailean Fire, a highly potent oil that, when dealing with northerners, be wary of applying this
once ignited, cannot be extinguished by water. statement across the board.

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

120 Chapter 4: Culture and Science


The Hall at the Sea
(traditional skald’s song from Olport)
fame. There, orchestral music and singing mixes with
drama and dance. Initially invented in Belhanka, the I was with Tula on Skerdu and Skerdu became my grave.
Vinsaltan opera house is the best location to watch a The witch, she spoke words of comfort, but poison she
spectacular performance, one where large choirs, dance, gave.
drama, fireworks, and sometimes, even magic accompany Treasures of mine I wanted to find and take ashore,
the orchestra. But I drank her wine, and find my home again I will
nevermore.
Wandering minstrels and balladeers travel through
villages and towns, performing at festivals to earn a few She invited me to her hall and treated me with a
halers. Many hope to find a wealthy patron, who will enjoy delicious feast,
their music for a longer time and may even take them I ate it all and I drank her mead.
into service, becoming their patron. These wandering
Tula pulled me close to her resting place
minstrels are very popular among common people and as
We loved each other fiercely in the Hall at the sea
well as the nobility. Although quite a few insulting songs
about an unloved noble circulate incredibly fast, because Fool, stupid reveler me, I drank passion’s ardor
the audience begins to sing along at the top of their voices. And tossed the emptied cup into the harbor.

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.

122 Chapter 4: Culture and Science


Selected Books Codex Albyricus
“No living being, which the gods have blessed with a soul, may
Breviary of the Twelvegods be sacrificed or killed. Violating this law is punished according
“The times were darkest and most desperate when the sound of to severity by Disvocatio (annulment of all titles), Disliberatio
Spheres reached the educated prophet Illumnestra. The melody (denial of all guild resources), or Expurgico (banishment from
of the world of the gods illuminated the wise one, and afterwards the guild) for at least one year and one day.
she could share with the humans of Aventuria the only true
creation myth. It was then that the cosmogonica was revealed to If someone violates a living being, which Hesinde blessed with
the world and so we know that LOS, the all god, walked through reason, he should immediately be punished with an Expurgico
the infinity of eternity when he laid eyes on the primordial titan and death by the purifying force of fire through the guild to
SUMU, who was resting. Her sight angered LOS, as nothing which the perpetrator belonged.”
should exist beside him in the eternal infinity.”

Language and Script: Garethi in Kuslik Signs


Value: 75 silverthalers Language and Script: Bosparano in Kuslik Signs
Subject: Religious lore Value: 300 to 700 silverthalers per volume
Availability: very common Subject: Magical lore, law (guild law)
Availability: common
The College of the Twelvegods in Gareth publishes The
Breviary of the Twelvegods and it contains about 70 pages. The Codex Albyricus is a collection of 7 volumes, each of
The emperor ordered the first edition published in 681 FB, 140-160 pages, published by order of Rohal the Wise in
and the College of the Twelvegods revised later editions 547 FB and forms the generally approved legal codex
multiple times. The latest edition was published in 1016 FB. concerning magical matters. It is the basis for the guild
Many of Praios’ day schools use The Breviary as a textbook law and contains the rights and responsibilities of guild
and it covers the beliefs of the followers of the Twelvegods mages of all three guilds. Due to this fact, the Academy
and the duties of people. Numerous manuscripts and of Magical Armor in Gareth, where the Codex is printed,
originals of the different editions exist and many Blessed constantly revises it. It is currently in its 9th Edition,
Ones carry a copy of the Breviary with them. All in all, there the Emperor-Haal-Edition, and is available for the first
are about 5,000 copies in circulation. The Imperial Archive time in printed form. It lists magical misdemeanors and
in Gareth stores a complete collection of all editions. crimes, how to investigate them, and the punishment for
such offences. Furthermore, the Codex contains the rules
and regulations for the garments of a mage and the daily
life at an academy. It also aims to unify the standards
for guild mages exchanging information, whether at
teaching institutions or among the three guilds. Almost all
academies, temples of Praios and Hesinde, and large courts
of law have complete editions of the Codex. In total, about
1,700 copies of different editions are in circulation.

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.”

Language and Script: Bosparano in Kuslik Signs (only the


oldest editions in Imperial Letters)
Value: 800 silverthalers per volume
Subject: Magical lore
Availability: rare Language and Script: Garethi in Kuslik Signs
Value: 250 silverthalers per volume
The Enyclopaedia Magica is the standard work of magic and Subject: Herbal lore
a reference book for guild mages, and one can find it in Availability: less common
almost every academy library. It contains a list of known
spells with names and effects. However, these volumes The Kuslikan temple of Hesinde published The Herbarium
contain no master formulas from which a reader could Kuslikum, an extensive treatise on Aventurian flora,
learn the spells. consisting of nine volumes of 200 pages each, in 1005 FB.
The volumes are surprisingly entertaining to read,
The Encyclopaedia contains 7 folios, each about 200 containing many references to varied sources as well as a
pages. It was published around 800 b.FB and is revised great number of sketches and drawings. The book is a must
approximately every 200 years. The Academy of High read for anyone who wants to occupy themselves with
Magic in Punin currently publishes The Enyclopaedia Magica. herbal lore. In total about 700 copies of varying quality
They, in 1010 FB, released the first printed edition of The are in circulation. The Halls of Wisdom in Kuslik stores the
Encyclopaedia. Only three volumes from the first edition manuscript collection, and the Blessed Ones constantly
still exist and there are about 500 copies of the individual expand it.
volumes in circulation.

124 Chapter 4: Culture and Science


Prem’s Wildlife The Vademecum of Combative Crafts
“Of sharks: the terrors of the sea and enemies of all seafarers are “Mark this, as this is the first teaching of the sword;
these toothy monstrosities which we refer to as sharks. These That you learn to strike from both sides,
murderous beasts can detect the smallest amount of blood in That you fight valiantly and justly,
water, and are almost magically drawn to its smell. Their sharp Equal to Rondra’s spirit and Rondra’s talons.
teeth, aligned in many rows, and their mighty jaws make them If you flinch before the strike, you will only enjoy small arts;
highly dangerous. Many smaller types can devour seals whole, Be careful of the strike but do not shy away from battle.
while larger specimens can bite off the arm or leg of a man. All Step forward, not weakly, and not mildly,
breeds of sharks have a dorsal fin in common, which, when seen So that no strike will pierce your shield.
in the water, announces their arrival. It is no wonder that the Do not strike the enemy’s blade,
shark lancers, who actively hunt for these beasts, are so highly But always the exposed part,
respected.” Strike the head and the body.
What you want to strike,
Strike with the full force of your body.”
—excerpt from the Vademecum of Combative Crafts,
Gareth, 985 FB

Language and Script: Garethi with Thorwalian influences in


Kuslik Signs
Value: 250 silverthalers
Subject: Animal lore
Availability: rare Language and Script: Garethi in Kuslik Signs
Value: 150 silverthalers
Prem’s Wildlife is a comprehensive study of the animals of Subject: Swords, two-handed swords
the western and northern coasts of Aventuria, including Availability: uncommon
the Orcland, Albernia, the Horasian Empire, and the
Cyclopes Islands. The volume was published around 923 FB. Written in 985 FB by the late Garethian sword mistress
The texts were most likely written earlier, and assumed to Krona Adersin as the first dedicated book on the art
be a composition of different Thorwaler authors. The book of fencing, the Adersin-Vademecum was regarded as an
is embellished with drawings of the beasts it covers. The important step in the founding of the warrior academies. It
nearly 200 direct copies include commentaries, with the vividly describes the different techniques of fighting with
original kept in Prem. Copies of the commentated versions bastard sword, sword, shield, and parrying dagger, and
are more extensive, but often less precise concerning compares their effectiveness. The warrior academies and
individual entries. temples of Rondra opposed this book, but it spread quickly.
About 200 copies are currently in circulation. Work on a
printed edition, supplemented by further bastard sword
techniques written by Krona’s sons, was begun after the
death of Jost. There has been no word about when sword
master Erlan Adersin will publish this revised edition.

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.

Certainly, this fight—man against man, woman against woman,


and human against demon—requires bravery and courage. But
true courage shows only when we set out to test our wisdom,

126 Chapter 4: Culture and Science


GM’s discretion, for every month in which the disease
continues, the diseased loses a further small part, such as
a finger or toe. Once per year, the hero suffers a variant of
the disadvantage Mutilated (the first instance of this is a
year after the disease starts). The diseased loses another
level of appearance. Once the disease subsides, no damage
remains and the lowered level of appearance regenerates
after 1D6 days.
Duration: Until healing or death/20 days
Causes: Contact with diseased (1 on 1D20, 5%)
Treatment: Regular baths in hot vinegar and herbal baths
slow the negative effects of the disease by half.
Antidote: None; the Church of Peraine knows liturgies to
stop leprosy.

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)

128 Chapter 4: Culture and Science


Yearly Fever Causes: Care of/being bitten by someone affected by rabies
The yearly fever is a reoccurring illness caused by jaundice. (1-2 on 1D20, 10%)
Sufferers have reoccurring fevers and severe stomach Treatment: Bed rest and general fever treatment (1 DP
aches—for the rest of their life. less per day), restraints to protect the diseased and their
Level: 3 environment
Progress: Without any noticeable indications the yearly Antidote: Consuming a dose of yoruga oil protects for 4
fever breaks out in irregular intervals (per month, 1 on months after an infection. A tripled dose taken within a
1D20, 5%) for 3 days. The symptoms are high fever followed day after a bite lowers the probability of an infection to 5%
by strong bodily pains. (1 on 1D20).
Resistance: Toughness
Incubation Time: Immediate Rabies
Damage: 1 level Pain, 1 level Stupor, and 2 DP per day/1 Foxes, wolves and rats carry rabies. An infected animal bite,
level Pain or exposure to its saliva, transmits this disease. Someone
Duration: 3 days per outbreak, yearly fever itself until the surviving this illness is usually immune to it.
end of life/3 days per outbreak, yearly fever itself until the Level: 6
end of life Progress: On the first day: difficulty swallowing, followed
Causes: Lingering effect of jaundice (1-2 on 1D20, 10%) by difficulty breathing. Starting with the third day there
Treatment: Bed rest and general fever treatment (1 DP is increasing fever, hallucinations, clouded senses, and
less per day). regular fits of rage (per hour, 1 on 1D20, 5%). During these
Antidote: A potion made from sansaro, quinja and fits the diseased receives the state bloodlust.
donf prevents another outbreak for 5 months, a cure is Resistance: Toughness
unknown. The Church of Peraine knows liturgical chants Incubation Time: 2 months, in some cases up to one year
that cure the yearly fever. Damage: From the third day, 1 level Confusion and 2D6+2
DP per day/from the third day, 1 level Confusion, as well as
Black Rage (Black Rabies) 1D6+1 DP per day
Symptoms of black rage (or black rabies) are similar Duration: 7 days/3 days
to rabies, but the probability of succumbing to rage is Causes: Bite of either an animal or someone affected by
significantly higher. The disease derives its name from the rabies (1-6 on 1D20, 80%)
black scales which cover the body during the illness, and Treatment: Bed rest and
which sometimes remain as black spots after the disease general fever treatment (1 A survivor of rabies
is healed. After recovering, survivors are often immune DP less per day), fixation usually cannot contract
against black rage. to protect the diseased rabies or black rage again.
Level: 3 and their environment The hero should purchase
Progress: On the first day: difficulty swallowing, followed Antidote: Consuming a the corresponding
by difficulty breathing. Starting with the third day there dose of yoruga oil protects immunity (rabies) for 3 AP
is slight fever, hallucinations, clouded senses, and regular for 4 months after an and/or immunity (black
fits of rage (per hour 1-2 on 1D20, 10%). During these fits infection. A tripled dose rage) for 2 AP.
the diseased receives the state bloodlust. Furthermore, taken within a day after a
small black scales form bite lowers the probability
all over the body, which of an infection to 20% (1-4
sometimes remain as One who survives on 1D20).
scars after healing (1-2 black rage is usually
on 1D20, 10%). immune against it and Traumatic Fever
Resistance: Toughness should purchase the Warriors particularly fear traumatic fever, which causes
Incubation Time: corresponding advantage high fever and states of confusion. No mundane antidote
2 months Immunity (black rage) has any effect on the disease. It must either run its course
Damage: From the third for 2 AP. For elves, over three days, or be treated with magical or karmic
day, 1 level Confusion and Immunity (black rage) is a healing. Without magical intervention, it most often
1D6+2 DP per day/from the recommended advantage. ends in death. Carrion feeders are seen as carriers, but
third day, 1 level Confusion other ways of transmitting the disease are contaminated
plus 1D6 DP per day weapons and the ever-present filth on the battlefields
Duration: 7 days/3 days entering a wound. Undead are notorious disease carriers.

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.

130 Chapter 4: Culture and Science


Sunsura
Alchemists refine sunsura from the poisonous abdomen of
the Maraskan tarantula. It is a poison which puts its victim
into a rage.
Level: 2
Type: Ingestion and weapon poison, animal
Resistance: Toughness
Effect: 1D6+4 DP, poisoned receives the state bloodlust for
5 CR, afterwards 4 levels Stupor/1d3+2 DP, poisoned rolls
1D20, on 1-10, receive the state bloodlust.
Start: 5 Minutes
Duration: 30 CR/15 CR
Price: 300 silverthalers

Elixirs and Tinctures


The alchemists of Aventuria do not only produce poisons,
Coucris healing potions, or scented fragrances, but also elixirs and
Alchemists extract coucris from Mirhaman silk lianas, and tinctures which can be helpful for heroes to carry out their
it is very popular among assassins due to its quick effect. work.
It also has the name kingmaker, as apparently many nobles
have been assassinated with coucris. Banedust
Level: 4 Banedust is an alchemical product for depriving mages
Type: Ingestion and weapon poison, herbal of their arcane energy. The powder produces its effect
Resistance: Toughness through skin contact and must be thrown at its target. Make
Effect: 1D6-1 DP per CR, itching (1 level Confusion), cramps a Throwing Weapons fighting technique check, modified as
(1 level Pain)/1d3-1 DP, cramps (1 level Pain) usual (range: 3/4/5, if carried on hand as powder; 5/10/15
Start: 10 CR (damage and itching), 15 (cramps) when thrown in a satchel). To evade the thrown dust, make
Duration: Until death/50 CR a successful dodge check. Ranged combat modifiers apply
Price: 350 silverthalers for this attack. It makes no difference if the banedust is in
the hand of the thrower or in a small satchel that opens on
Mandragora impact.
Mandragora is a weapon poison with no lethal effects, The effect of banedust is immediate.
extracted from mandrake root. The nausea it causes Poisoners can dissolve banedust in water and administer
weakens an enemy, which can be an advantage in battle. it as an ingested poison, although it is difficult to disguise
Level: 2 its bitter taste. Banedust prevents the recovery of arcane
Type: Weapon poison, plant poison energy during the regeneration phase. A victim of banedust
Resistance: Toughness can still use magic potions to recover AE.
Effect: 1D6 DP, nausea (1 level Stupor)/1d3 DP, queasy Typical Ingredients: Amber, Kosh basalt, nitrol, egg
stomach shells of a rooster that hatched on the 1st of Praios, griffon
Start: 5 CR feathers, iron powder, rainwater distilled by sunlight, pure
Duration: 30 CR salt, Brabakan vitriol, gold, urine of a sun lynx, fresh petals
Price: 125 silverthalers from a Praiosflower (sunflower)
Price of Ingredients/Level: 400 silverthalers per level
Omrais Laboratory: Archaic laboratory
Omrais is extracted from the poison of the desert scorpion. Brewing Difficulty: -4
Though often used by assassins, it has a bad reputation Quality Levels:
among them, as many victims survive the poison. 1: The victim of banedust immediately loses 1D6+2 AE.
Level: 4 2: The victim of banedust immediately loses 2D6+4 AE.
Type: Ingestion and Weapon poison, animal venom 3: The victim of banedust immediately loses 3D6+6 AE and
Resistance: Toughness cannot regenerate AE for 1d2+1 days.
Effect: 1D6-1 DP per CR, burning sensation all over the body 4: The victim of banedust immediately loses 4D6+8 AE and
(1 level Pain)/1d3-1 DP per CR, slight burning sensation cannot regenerate AE for 1d3+2 days.
Start: 5 Minutes 5: The victim of banedust immediately loses 5D6+10 AE and
Duration: 30 CR/15 CR cannot regenerate AE for 1d3+3 days.
Price: 250 silverthalers 6: The victim of banedust immediately loses 6D6+12 AE and
cannot regenerate AE for 2d3+3 days.

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.

132 Chapter 4: Culture and Science


Chapter 5:
Trade and Commerce
“O brother of mine, I see you are skeptical. Well, well. If you don’t
want to purchase this excellent copper pot for the educated lady
at your side, I am sure you have your reasons. But don’t scold
me for offering you the best item one can find beyond the Dogul,
an excellent piece of work directly from the copper works of the
beautiful Lands of the Tulamydes. It’s sad, really, and I hope
passing it by will not lead to misfortune. Well, first of all, take a
sip of Meskinnes. It’s no good bartering with a dry throat.

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.

Come, have another Meskinnes. You don’t want to grow hair on


your tongue, after all. Here I have two very valuable items you
can’t ignore. A precious healing potion from the workshops of the
Red Salamander Society in Festum. The master who brewed this
potion said that it would even wake those at Death’s door. And
maybe not so special but very helpful, some haversacks packed
with the best rye bread from Festum, hard-cured sausage made
using game from the forests of Pandlaril, a sembelquast that
melts in the mouth, and dried fruit from Seweria.

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.

In Bornland one pays with lump, penny, and


slightling. Bornland has no corresponding coin
for the kreutzer. Smaller coins of foreign origin
gemstones as the most common form of payment, are often accepted, especially in the south of the land.
and one can now pay by coin in cities and market
towns across the continent. The Empire of Al’Anfa uses the doubloon, a coin
worth two ducats. The Caliphate’s golden maravedi also
People throughout most of Aventuria accept the currency corresponds to two ducats.
of the Middenrealm (the Horasian Empire even mints
coins in the same denominations). Coins made of gold, The Lands of the Tulamydes use countless local currencies,
silver, bronze, and iron are called ducats, silverthalers, but also accept standard currencies from bordering lands,
halers, and kreutzers, respectively. A golden ducat equals the coins of the Middenrealm and the Caliphate being most
10 silverthalers, 100 bronze halers, or 1,000 iron kreutzers. common. Large debts are often settled with shining gems.
The silverthaler and the haler are the most common coins Affluent merchants and nobles usually carry a special
in the Middenrealm and indeed all of Aventuria. Due to the reserve with them in the form of gemstone embroidery or
feudalistic tax structure in place in many regions, simple gems stitched into the hems of clothing.
farmers may never see a gold coin their entire lives, even
though the value of the goods they produce is sufficient to In Thorwal, traders determine the worth of a coin
obtain one. according to its physical value. The use of so-called
hacksilver goes back to an old tradition of the sea raiders,
Traders regard some coins as less trustworthy because and silver necklaces, bangles, and rings are designed to be
their precious metal content is too low. In contrast, hacked into four or eight parts at clearly designated points.
Middenrealmish ducats, gold lumps from Bornland, One often sees market merchants weighing precious
doubloons from Al’Anfa, and the coins of the dwarves are metals or foreign coins to determine their values.
regarded as especially secure currencies. Moneychangers
exchange these particular coins without question, though Dwarves use the coveted golden dwarventhaler, also known
for a small fee, of course. Also, they charge high rates to as an auromox, which is worth 12 silverthalers. Other
exchange older currencies or coins of questionable origin, dwarven coins includethe dwarvenshilling or arganbrox,
if they accept them at all. worth 2 silverthalers, and the brazen dwarvenpenny
or atebrox, valued at 2 halers. The ancient dwarven
gringwashox is a system of currency that seems to function
rather like a board game. It consists of 343 different coins,
All rule books and most regional source books use
each of varying abundance and with a fixed value, but one
Middenrealmish currency for prices, which are quoted
which can change drastically in combination with other
in silverthalers to avoid confusion. A good GM can
coins and under different conditions.
enhance the game’s atmosphere by stating prices in
maravedi while playing in the Caliphate, or by having a
The peoples of the rainforests use ritual barter items
Thorwaler hetman pay the heroes in hacksilver.
made from jade, mother of pearl, or other materials. Such
items are used like currency rather than as trade items.

134 Chapter 5: Trade and Commerce


Minting Rights promissory notes more popular in the south. Merchants
The right to mint coins is held by the land’s Master of in the Horasian Empire think it very modern to settle
the Mint. In the Middenrealm, the sole minting right for business affairs without coins. Since the War of Dragons,
gold coins lies with the empress, which is why all imperial some banking houses have had to declare bankruptcy due
ducats of recent mintage bear the portrait of Rohaja of to overextended war loans, and many people are now more
Gareth. Older coins, such as those depicting Emperor Haal, careful with their money.
remain valid. Ducats are stamped by the imperial mints
in Gareth and Punin. In the Horasian Empire, the face of Common Currencies
Khadan-Horas, or his grandmother Amene-Horas, shines Country Currency Value in Material
on coins stamped in Vinsalt. Silverthalers
Provincial lords hold the minting rights for silverthalers, Al’Anfa Doubloon 20 Gold
which therefore often bear the originating land’s coat of Al’Anfa Oreal 1 Gold,
arms, as well as its corresponding ruler and motto. Counts Copper,
and barons hold the right to mint halers and kreutzers. or Silver
These coins are, due to their large variety, standardized Al’Anfa Small Oreal 0.5 Gold,
only by weight and approximate form, and the coat Copper,
of arms and even the amount of metal in each can vary or Silver
greatly. Ridgerock used to be infamous for its highly
Al’Anfa Dirham 0.01 Copper
political minting policy, and the worth of a coin rarely had
anything to do with the value printed on its face. Aranien Dinar 10 Gold
Aranien Shekel 1 Silver
The situation in Bornland is similar. The lump, a crown
Aranien Hallah 0.1 Bronze
coin of the Noble Marshal, must be stamped in Festum, but
other nobles may mint the remaining coins. The Caliphate Aranien Kurush 0.01 Iron
and the Empire of Al’Anfa grant minting rights only to the Bornland Lump 10 Gold
ruler, and their tolerance of foreign coins is correspondingly
low. In Unau and Al’Anfa, one is lucky if a moneychanger Bornland Penny 1 Silver
gives even half the usual value for Middenrealmish coins, Bornland Slightling 0.1 Brass
possibly because the moneychangers’ position in society Horasian Horasdor 200 Gold
is fixed and they often try to take advantage of unwary Empire
travelers.
Middenrealm Ducat 10 Gold
Dwarves consider it sacrilege against Angrosh if a coin’s Middenrealm Silverthaler 1 Silver
worth does not correspond to the value of the metal from Middenrealm Haler 0.1 Bronze
which it was made. Therefore, the economically stable
dwarventhalers are especially popular among long- Middenrealm Kreutzer 0.01 Iron
distance traders and merchants, and their material worth Caliphate Maravedi 20 Gold
can often be reclaimed simply by melting them down.
Caliphate Zechine 2 Silver
Caliphate Muwlat 0.05 Copper
Promissory Notes
A rather new idea in the arena of money exchange is the Dwarves Dwarventhaler 12 Gold
promissory note, which was first issued by the Festuman or Auromox
Hall of Exchanges and Deposits, usually simply called the Dwarves Dwarvenshilling 2 Silver
Northland Bank. Such notes may be exchanged for hard or Arganbrox
currency in any branch of the bank. This paper money,
Dwarves Dwarvenpenny 0.2 Bronze
which can be issued to a specific person or group, has found
or Atebrox
favor especially among banks and merchant houses with
branches all over Aventuria. These promissory notes make
time-consuming and heavily guarded money transports,
“Arganbrox, atebrox, auromox. shilling, penny,
often the targets of bandits, unnecessary. However, most
haler. By Angrosh’s beard, what’s so difficult
Aventurians find it difficult to grasp the idea that their
about that, human?”
solid gold can be replaced by apparently worthless
—Arbosh son of Angrax, forge dwarf
paper. The Methumisian merchant bank of ya Strozza,
mastersmith
from the Horasian Empire, is also attempting to make

135
A Word on Prices

Trade Fairs and Markets “Who do you think I am? Stoerrebrandt?”


—horrified exclamation of a Garethan burgher at the
iron market, 1039 FB
“Yes, it may be cheaper in the bazaar of Khunchom, you old
penny pincher, but I have neither the time nor interest to travel Distribution of resources and manufacturing processes
to the Lands of the Tulamydes to get it. Phex be praised that we differ in Aventuria in most cases from those on Earth,
are in Gareth! We will definitely be able to find it here somewhere. so determining prices can be difficult. We put much
It’s just a question of price and knowing where to look. Trust me, thought into creating and balancing our price lists for
it is definitely quicker this way!” playability, but it is not possible to use them to derive
—an anonymous adventurer in the alleys of Gareth, 1040 FB a working simulation of the Aventurian economy.
Nevertheless, we hope that they help make the game
Every region produces and trades different goods. enjoyable.
Perishable goods can travel only a short distance.
Therefore, one rarely finds fresh Efferd’s mussels in the The Dark Eye products list average prices for equipment
interior of the continent. Other wares, such as valuable and services, based on the markets where such items are
Al’Anfan silk or the sought-after Maraskan steel, are traded common (places where such goods are either produced
throughout Aventuria, provided someone is willing to pay or commonly traded). If a culture does not use money
the price, of course. A journey across half the continent for trade, your hero must offer a similar value in trade
makes an item many times more expensive. For example, goods, hopefully ones that the seller has need of at the
the Middenrealm must usually import salt for a high price moment. This is a common practice among hunters of
because its most abundant sources are the Cichanebi the north, who understand and appreciate money, but
Salt Lake in the Caliphate and the salt edge coast in the for whom a sharp hatchet or a quiver of arrows is more
Horasian Eldorat. Dwarves mine salt in their subterranean immediately useful than a golden coin. As a rule of
tunnels but sell it at a high price. thumb, the price of an item increases as it gets further
from its place of production. The final price range is left
The same applies to any goods and products that are to the discretion of the GM, but goods transported a
available only in specific regions or from certain cultures. great distance, via sea or via land, could sell for twice or
The construction of a dragon ship is not a cheap endeavor three times the regular price, or even more.
in Thorwal, but the region’s abundant timber keeps
costs manageable. If one wanted to purchase such a ship Goods from all corners of the world might be available
at a harbor on the east coast of Aventuria, one would in large trading cities such as Al’Anfa, Festum, Gareth,
find it simply unaffordable. It is possible to purchase a Havena, Khunchom, and Kuslik, but often at many
Khunchoman sabre made from folded steel in a bazaar in times their original price. Few foreign goods are
Fasar, if one has the necessary means, but one would have available outside of these trading hubs. Prices also rise
to be very lucky to find such a weapon on the other side with availability, unless the place lies along a trading
of the continent in Riva. Even all the money in the world caravan’s route, a heavily frequented coast, or a Realm
is often no help, for who would import such a weapon in Road. As with price, the availability of items is left to the
the first place? Few merchants would bother to front the discretion of the GM.
transportation costs.

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

136 Chapter 5: Trade and Commerce


of goods find it is well worth the effort to attend a trade fair. competitions for the common folk, and the city’s
Sculptors and painters take the opportunity to show their imman championships. During this time, Gareth offers
art among the people, balladeers offer their talents, jesters every trade good and amusement imaginable, the
perform to entertain visitors, and pickpockets ply their selection of weapons and armor being particularly
trade among customers and audiences. Moneychangers impressive.
check the amount of metal in coins, scribes draft contracts, Rondra
and Blessed Ones of Phex oversee trade agreements (for a Theater Festival of the Horasian Empire: The cities
small fee, they can take the oaths of trading partners to of Vinsalt and Kuslik stage performances for the entire
uphold their agreements). Wandering cook shops sell food month, except on the 8th of Rondra, when citizens
to hungry market visitors, people bet on cockfights, and commemorate the Fall of Bosparan. At the same time,
attractive men and women offer their bodies for coin. A the cities host well-attended trade fairs that conclude
large assortment of goods and variety of attractions draws at the end of the month with the procession of jesters.
huge crowds to the major trade fairs. Similar festivities were held in Arivor until the city’s
destruction at the end of 1039 FB ( page 249).
All in all, a trade fair is a golden opportunity to purchase Efferd
something that one cannot otherwise find in the region, Colorful Lights of Perricum: Perricum celebrates the
and for a low price. Also, haggling over price is considered 1st of Efferd, the Day of Water, with a large folk festival,
good manners. Some merchants enjoy creating a real games, and a lantern procession. These festivities,
spectacle out of haggling and often solicit testimonies form which last about a week, attract countless merchants,
bystanders as to the quality of their goods, or ask passersby especially from Garethia and Arania.
to swear that their prices are far lower than those offered Travia
at the next stall. The Travia Moon is celebrated rather quietly with a
number of small, local, autumnal wheat and vegetable
Most cities host trade fairs on a specific day or weekend. markets and wine festivals.
It is customary for merchants (and curious onlookers) to Wine and Ware Fair in Belhanka (12th-25th): This
arrive in the city a few days early, and trade fairs usually fair focuses on luxury items, including expensive
last at least a week if one counts arrivals and departures. wines, fine spirits, jewelry, fragrances, dresses (the
latest Vinsaltan fashion), and mechanical oddities and
A Calendar of Trade Fairs gadgets of all kinds.
The following list includes dates for selected trade fairs, Boron
arranged by month or time of year. Jester Festival of Khunchom (2nd-8th): This largest
and probably most exuberant public festival in the
Praios Lands of the Tulamydes attracts numerous visitors
Tournament and Games for the People in Gareth and many merchants. The city bubbles with activity,
(1st-9th): a large market with countless merchants and attendees can purchase goods from all over
accompanies the Imperial Knight’s Tournament, the the continent. Some mages and alchemists produce

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.

138 Chapter 5: Trade and Commerce


Weights and Measures in the Game
Aventurian weights and measures are intended to evoke
atmosphere in the game. As with currencies, someone
might try to cheat heroes during an exchange. A foreign
alchemist might be surprised to receive less Praiosflower
nectar than expected compared to the measure used at
home. As explained in the Core Rules, the Middenrealm
uses many real-world Imperial measurements, such
as foot, yard, and pound. Official products sometimes
introduce other systems of measurement but use them
sparingly, to reduce confusion at the gaming table. We
present measuring systems for other cultures and races in
their corresponding sourcebooks, for interest and flavor.

Square Measures Law and Order


1 Imperial yard 1 square yard (9 square feet)
“In the name of the Lord of the Northmarches, Duke Hagrobald
1 Morgen 100 yards by 100 yards
of the Great River, and conscious of the order of the luminous
1 Imperial mile 1 mile by 1 mile king of gods, Praios, whose domains are law and order, this court
1 Land 2,400 miles by 2,400 miles finds you guilty, high-born. Guilty of shaking the foundations
of Dere and of heavenly order, guilty of high treason against his
Majesty the Duke, and, worst of all, treason against her Imperial
Measures of Capacity
Majesty Rohaja of Gareth. There can be no objection to this
1 Ounce sentence, damned one. Count yourself lucky that we won’t hang
1 Pint 16 ounces (one pound of water) from the tree in the market place. Due to your standing, you will
1 Measure 2 pints receive the mercy of a quick death delivered by a swift blow from
Guldebrandt, the executioner’s sword of the Realm of Raul.”
1 Urn 21 pints, or 10.5 measures —pronouncement of judgement against a squire who
1 Barrel 211 pints fought for the Heptarch Helme Haffax, 1040 FB
1 Room Foot 1 cubic foot (12 inches³)
Many judicial traditions, some of them centuries old,
have come about during the thousand year history of the
Weights
Middenrealm. Many bodies of law govern not only different
1 Carat used for gemstones aspects of daily life, but also sovereignty and trade. An
1 Ounce unmanageable number of regional laws fill the books. This
1 Pound 16 ounces (weight of 1 pint of gave rise to a class of legal scholars that also acts as judges
water) or advisers to the nobility.

1 Stone 14 pounds In the Middenrealm, the word of the noble in charge is


1 Boulder 500 pounds generally regarded as the law. However, a noble must
1 Ton 2,000 pounds rule in accord with the regulations set down in the legal
texts and decrees, and furthermore, is accountable to a
All weights and measurements are decreed by Imperial law feudal lord. Thus, a noble who pronounces arbitrary or
in the Middenrealm and the Horasian Empire, meaning they unjust sentences can be reprimanded by the feudal lord,
are controlled by the bailiffs of the Empress or the Horas. the provincial lord, or even the Empress. A noble who acts
Every attempt to change measures or weights for selfish within the system is challenged by few. The word of a noble
gain is punished severely. Only uniformity guarantees the carries more weight in rural areas, while judicial courts in
whole system works, and especially that the provincial cities place more importance on decrees and laws. A similar
lords receive the correct amount of taxes. Accordingly, situation holds true in the Horasian Empire, the Aventurian
even barons check scales and measuring tables against south, and large parts of the Lands of the Tulamydes, even
imperial measures, so they are neither cheated nor owe though money and social influence can have considerable
anything to their count. Other lands and remote regions effects on the interpretation of laws the further south
still use countless outdated systems of measurement. one travels. Bornland has a tradition of law, even in the
Examples include the acre (about half a morgen), which is countryside, but few bronnjars accept interference in their
still in use in the Lands of the Tulamydes, and the dwarven treatment of their serfs. Peoples like the Novadi, Nivese,
barosht, which corresponds to one measure. Norbards, Thorwalers, and Forest Folk, as well as races

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.

The modern legal system of Aventuria is largely based on


the Codex Raulis (legislation collected in several volumes
written between 3 and 39 FB), the Ius Concordia (issued
in 466 FB by Rohal the Wise), and the Garethian Pamphlet
of 596 FB. Other bodies of law exist, such as the Realm
Reforms of Reto and Brin, the Oxenblood Charter, the Lex
Dwarvia (jurisdiction regarding dwarves), the Trallopan as the High Court or Lord’s Court), is usually convened by
Contract (jurisdiction regarding elves), plus many more a baron and concerned with crimes and large disputes. It
works that supplement, extend, or even contradict the also has the authority to revise sentences handed down by
Codex Raulis. In general, Imperial decrees take precedence the magistrate’s court. Nobles can be called before a free
over regional law, but Imperial laws are often fragmentary court, as can Blessed Ones in certain cases. The Supreme
or formulated with room for interpretation. To minimize Court, which is convened by a noble of the rank of count
conflict with the often powerful provincial lords, decrees or higher, deals with feuds between nobles as well as
do not address certain areas of daily life. One’s legal status serious crimes. In the case of serious crimes, the judge can
can change suddenly, simply by passing over a border or pronounce sentences of capital punishment or maiming.
through a city gate. Only a knowledgeable legal scholar can Within the Middenrealm, the Oxenblood Charter explicitly
help navigate the pitfalls of different legal texts. transferred this right from the counts to the barons.

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

140 Chapter 5: Trade and Commerce


Supreme Courts is pleasing unto Priaos, the law of the realm allows the
aggrieved to solve the conflict by Rondra’s will, a condition
Middenrealm Counts, provincial lords that was made possible only because the peace of the realm
Horasian Empire Dukes was annulled by the Oxenblood Charter, which paved the
way for duels of honor and feuds. Also, contrary to popular
Bornland Small Marshal’s Court
belief, the goal of a feud is not merely to make rivals and
Arania Emiras, sultanas their retainers suffer physically. Instead, the aggressor
Thorwal Highest Hjalding tries to force the other side to relent by causing material
damage. Because a fued is seldom an all-or-nothing
Only freemen can sue someone in court. Bondsmen must proposition, this form of resolving arguments is preferred
hire an advocate to conduct their legal case, as must over duels of honor.
children and wards.
Offenses
Ancient tradition holds that a judge is only an arbiter who The concept of the presumption of innocence is something
must determine which damages were done to the victim that lawyers and advocates throughout Aventuria might
and which compensation is due. This court system persists have encountered during their education, but only in the
in the Lands of the Tulamydes, in Nostria and Andergast, context of a class about absurd legal opinions. A harsh
and even parts of the Middenrealm, particularly where reality reigns outside of the universities of Methumis and
civil disputes are concerned. It is the system of preference Al’Anfa, namely that the accuser is right unless the accused
for the dwarves and the Thorwalers. Judges are not is proven innocent. Note that this does not necessarily
concerned with finding evidence, and instead leave this hold true if the accused belongs to a much higher social
to the prosecutor. Judges only pass sentence. If a judge class than the accuser.
does not have the power to execute the sentence, or if the
accused refuses to accept the sentence or does not even The three levels of law breaking are misdemeanors, crimes,
appear before the court, the judge usually has no option and serious crimes.
but to let the prosecutor carry out the sentence by force.
This has been known to lead to protracted and bloody Misdemeanors, which are prosecuted only if there is a
feuds, even between entire tribes and regions. charge, include infractions such as vagrancy, brawling,
fisticuffs, and theft of items worth less than 50 silverthalers,
So-called inquisition trials have taken hold in many parts total.
of the Middenrealm. This type of trial is concerned mainly
with the conscious breaking of an existing law, not on any Crimes include break-ins, major acts of theft (goods valued
damage that resulted. Prosecutors are often Blessed Ones above 50 silverthalers), fraud, arson, assault, slander, and
of Praios or court chaplains appointed by the nobility, false accusation.
although the Horasian Empire and Gareth both employ
criminal investigators. Some cities retain legal scholars Serious crimes include offenses such as highway robbery,
and advocates to represent the accused in front of the piracy, rape, abduction, and aggravated assault with a
court (if they can afford it, that is). weapon, murder, manslaughter and crimes against the
divine order of the world, (crimes directed against the
Bounties are placed on the heads of infamous bandits, nobility, such as poaching, smuggling, tithe fraud, false
pirates, people who consort with demons, and any minting, malfeasance in measurements, blasphemy,
dangerous criminals that evades apprehension by the treason against one’s land or feudal lord or, especially,
city watch, or a noble’s personal guards. Wanted posters against affluent and influential burghers, and consorting
proclaim accused as open game, and sometimes promise with demons.
considerable amounts of gold to the successful hunter. In
such hunts, the court is free to decide if it wants to see the It is important to note here that serfs fleeing their lands,
fugitive delivered dead or alive. or members of wandering communities (which includes
traveling, but not noble, groups of heroes) are not entitled
The inquisition trail has supplanted the arbiter trial as the to protection under the law. This also holds true for
most common proceeding in criminal cases in some parts evildoers that have been condemned and banished. They
of the Realm. But in very traditional dukedoms, as well as in are regarded as outlaws and cannot claim any damages
Almada, both systems of court exist side by side. This often from freemen. This also means that anyone may kill them
results in difficult cases that are sometimes consciously without fear of punishment.
protracted by the parties involved. If, for whatever reason,
the parties cannot agree to a decision or settlement that

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.

142 Chapter 5: Trade and Commerce


Simple freemen or bondsmen are hanged. In particularly orcs recognizes the religious import of trials by combat. In
serious cases, a death sentence might be combined with an ordeal between a human and an orc, the human might
corporal punishment, and one may suffer a painful death pray for Rondra’s aid while the orc would pray to Brazoragh.
and then have one’s corpse burned afterwards. Burning
a body means the punishment transcends death, for, The sanctity of a god’s judgement extends to fairness, and a
according to popular belief, such treatment prevents the combat between a renowned swordsman and an untrained
condemned from entering into the Halls of Boron. Only a peasant would be considered dishonorable in the extreme
Blessed One of Praios can approve a sentence of burning a (unless the swordsman agreed to fight blindfolded or
person alive for the purpose of purification, and these days accept a similar hindrance). If both participants carry
it is reserved for only the most severe crimes, such as evil swords, but one is known to possess much better skill, the
sorcery or consorting with demons. Old forms of execution, trial by combat cannot proceed unless both parties make an
such as drowning, breaking on the wheel, impaling, and effort to balance the contest. For instance, the more skilled
quartering, are very rarely employed in the Middenrealm, fighter might choose to wield a different weapon or fight
but if rumors are true, they are still frequently used beyond the trial without the benefit of armor—anything that puts
the borders of the Realm of Raul and the Horasian Empire. the more skilled fighter at an acceptable disadvantage.

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

Every realm in Aventuria collects tolls to fill the coffers of


local nobles. However, real toll fortresses, with toll gates,
towers, and far-reaching walls, are rare and often found
only along borders on routes leading into the realm.
Avoiding toll stations involves long detours and exposes
traders and caravans to greater risks, such as robbery and
wild animals.

144 Chapter 5: Trade and Commerce


Chapter 6:
Flora and Fauna
“Of crypt louses: Many repugnant-looking vermin hide
from the light. This includes the crypt louse, which lives
in dank caves, underground tombs, and dungeons, but is
also encountered in dark and damp forest valleys, where
the sun seldom reaches the ground. In shape it resembles
the ordinary pill bug or wood louse, but of frightening size,
with some specimens more than six feet long.

ven though the crypt louse feeds primarily on carrion,


it sometimes dares to attack humans. It is clearly more
nimble than one might expect, and can inflict considerable
damage with its sharp biting and gripping mandibles. Like
its smaller relative, the crypt louse has a very thick shell
that is nearly impenetrable. Therefore it is hard to hurt,
and light blades might break on its shell. Thank the gods
this monstrosity usually flees after taking a few heavy
blows.

Tracking or hunting a fleeing crypt louse is unwise, as


darkness does not hinder its movements and it knows its
home tunnels well. Its armored body is surprisingly flexible
given its strength, and the crypt louse can squeeze through
cracks which a human may not enter safely. Avoid the
dark lairs of the crypt bug and be grateful they live almost
exclusively in isolation.”
—from Prem’s Wildlife, revised edition, 923 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.

146 Chapter 6: Flora & Fauna


Besides wild boars, there are deer, aurochs, rabbits and wild Khoram’s beasts often kill cattle and attack careless
different species of hare, partridges, pheasants, and wanderers. Scorpions, snakes, and other crawling things
capercailzies. Many wolves, foxes, martens, badgers, and sometimes venture from the border areas of the desert
weasels prowl around but rarely pose a danger to humans. into the cities, and some rivers are populated not only
However, one should not start a fight with bears, cave by crocodiles, but also by giant, blood-sucking, jumping
spiders, the slimy giant amoeba, cave panthers, or the much leeches and slimy morfus (a type of predatory giant snail).
larger stinking pit worms, cave dragons, and tatzelwurms.
Hunting is easier in the brighter forests and meadows, Amazingly, some animals manage to survive in the blazing
which are filled with songbirds and small rodents such as heat of the Khôm Desert. These include insects, arachnids,
the pika and the red pom. Red deer and black boars frolic in small lizards, and birds such as vultures or proud Khôm
the forests, and with a little luck one might also encounter falcons. Birds live in the inhospitable heights of the
the heraldic animal of the Imperial family, the red fox. mountains where they nest between rocks, and the region
supports a few mammals, such as the rat, the Khoram’s
Larger, more dangerous animals such as bears, wolves, beast, and the Rashtul’s lynx. It is said that many dragons
horned dragons, warty rhinos, and wild cats are less of different species also live here, including the small and
common here, as they subject to aggressive hunting. The sullen dour dragon, the wingless cave dragon, the fiery
waters are rich in fish, so that fishing with pole or spear is purple worm, the majestic emperor dragon, and the three-
generally successful. Drake dragonflies are a real nuisance, headed giant wyvern.
they reach a size of up to eight inches, and they descend in
swarms upon people and animals that venture close to the The lizard-bodied achaz live in the mangrove swamps of
waters at the end of summer. Some regions now contain the south alongside many types of fish, amphibians, and
creatures which did not exist there before the Year of Fire. snakes. Few mammals can survive here without being
Corpse-eating ghouls increasingly cause trouble, as do the devoured. On the other hand, insects of a multitude of
undead that used to be part of the Endless Army of the species live in the murky mire, as do large and voracious
Dead and which now aimlessly wander the lands. crocodilians like caimans and alligators. It isn’t only
dangerous fauna that one must worry about, for the 6’ tall,
In the Horasian Empire, Yaquir Valley and in the south of carnivorous disdychonda plant, which also lives in the
the Middenrealm the light forests give way to deciduous jungles, easily threatens fully-grown humans (and elves,
forests of Bosparanian trees (chestnut trees) and copper and dwarves).
beeches, pine groves, and cypress forests. This increases
the farther south one travels. The climate is also milder Truly giant trees grow in the Aventurian jungles, such as
and a large variety of plants grow here. Olive groves and the Alveran’s pillar and the elephant tree, which reach
fruit trees line the paths and fields, their branches bending a height of almost 328 feet. In the dense green countless
in the summer under the weight of butter pears, juicy dangers lurk beneath cypress and magnolia trees, such
cherries, or pomegranates. The meadows smell of herbs as large constrictors, the highly poisonous tarantula,
such as methyme (the Aventurian equivalent of thyme) or the leafhead adder. In some waters of the jungle, one
and basil, and colorful flax and canola fields shine in bright has to watch out for the infamous bloodfish, or piranha,
colors between fertile fields where wheat bends in the whose swarms can gnaw skin and flesh off a human within
wind. minutes. Almost nowhere else can one find such rich fauna
as in the rain forest; however, it varies greatly from level to
Azila, wild roses, and pepper plants grow in the Lands of level: in the treetops live many kinds of monkeys and birds,
the Tulamydes, even though the land is typically arid. In at the halfway point one finds snakes, spiders, and climbing
contrast, the areas near the great rivers are fertile and cats, while the ground is populated by ants, herbivorous
green, and support orchards of almond trees, date palms, mammals, and large lizards. Insects and crawling creatures
and the Fasaran fig tree, which blossoms only here. Harvests are omnipresent, they exist in all shapes and colors. Many
so abundant in Arania that carts groan under the weight of of them prey on the “walking blood bags” on which
cereal grains, Peraine apples, and Aranges, which is why it mosquitos, leeches and vampire bats like to feast. Others
was regarded as the breadbasket of the Middenrealm for lay their eggs in living flesh, and naturally many of them
many centuries until it gained its independence. Peacocks, transmit hideous diseases.
the sacred animal of Aves and Rahja, strut freely in many
gardens and are a particularly common sight in Arania. But Yet, far worse than on the continent is the extremely hostile
it is not always quite so divine here. Swarms of locusts are wild- and plant life on Maraskan, which is regarded as most
especially feared in the Lands of the Tulamydes because dangerous region of Aventuria for a reason. However, this
they can devour entire harvests, and their origin remains is not due to large predators, but to a myriad of crawling
a mystery. In Mhanadistan and its surrounding mountains, creatures and snakes, a surprisingly high number of

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.

148 Chapter 6: Flora & Fauna


Aventurian Bestiary
“We traveled far and saw much. Here I record my account, so that
you will know the dangers that might await those who set out on
a journey.

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

“There is a creeping and a crawling on the entire damned


continent, in the steaming jungles of the south as well as in the
far reaches of the north. We defeated ogres, slew countless orcs,
fought through swarms of Borbarad mosquitos and more than
once fled pell-mell from a tatzelwurm. And as much as I have
learned to appreciate my blade throughout all these years, a
sword will not always help you. The more you know about your
opponent, my child, the better! Therefore, listen well, when I tell
you about our last encounter with a krakennewt and learn from
it. It was not at sea, but in the well of an old coastal castle and only
with a good amount of luck and the help of my brave companions
I was able to escape its cursed tentacles…”
—Alrik, adventurer in retirement, to his grandchild,
modern

This section presents an assorted a number of intelligent


creatures, monsters, and animals which Aventurian
heroes may typically encounter. These creatures are native
to many regions of the continent.

Special rules for poisons, special combat actions, and new


special abilities appear in the descriptions for the relevant
creatures. Powerful Blow is described here because it is
modified by attribute values.

Powerful Blow (passive)


Some creatures are so strong that their attacks smash
opponents to the ground.

Rule: After a successful attack, opponents of size


categories medium and smaller must make a successful
Feat of Strength check, or gain the state prone. The check
suffers a penalty equal to half the points the creature
has above Strength 20 (for example, with Strength 23,
the penalty is 2, with Strength 26, the penalty is 3, and
so on). Parrying a Powerful Blow also requires a Feat of
Strength check, even if the parry succeeds. A Powerful
Blow can be completely avoided only by dodging.

Prerequisites: Creatures must possess this SA naturally.

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.

150 Chapter 6: Flora & Fauna


goblins covered the Bornland. The Order of the Theater
Knights put an end to goblin expansion but suffered heavy
Goblin
losses in the process. One should never underestimate the
Size: 4’8’’ to 5’4’’ at the shoulder
goblins. One goblin might look weak and scared, but they
Weight: 80 to 120 pounds
rarely travel alone. In hunting groups or armies, they can
COU 10 SGC 9 INT 12 CHA 12
prove very dangerous.
DEX 14 AGI 15 CON 12 STR 11
LP 24 AE – KP – INI 13+1D6
Tribal goblins wander the wilderness, but gangs of
DO 8 SPI –1 TOU 0 MOV 8
goblins can be found almost anywhere in central and
Unarmed: AT 11 PA 6 DP 1D6+1 RE short
northern Aventuria. These bands are comprised mainly
Dagger: AT 12 PA 8 DP 1D6+2 RE short
of young males who have left their homes to achieve
Saber: AT 10 PA 7 DP 1D6+3 RE medium
fame and fortune through thievery and robbery. They
Wooden Spear: AT 11 PA 8 DP 1D6+2 RE long
pursue nocturnal raids, burglaries, and any other criminal
Short Bow: RC 12 RT 1 DP 1D6+4 RA 10/50/80
activities that promise quick rewards.
PRO/ENC: 0/0
Actions: 1
Advantages: Darksight I, Exceptional Sense (Hearing),
Resistant to Cold
Disadvantages: Negative Trait (Superstition, Curiosity)
Special Abilities: Feint I
Skills: Body Control 4 (15/15/12), Climbing 5 (10/15/11),
Empathy 4 (10/13/13), Fast-Talk 3 (10/13/13), Feat
of Strength 4 (12/11/11), Intimidation 4 (10/13/13),
Perception 7 (10/13/13), Self-Control 4 (10/10/12),
Stealth 7 (10/13/15), Swimming 3 (15/12/11), Willpower 1
A Selection of Goblin Names (10/13/13)
Number: 1, or 2D6+2 (goblin gang), or 3D20+20 (goblin
Female: Garrgh, Jääni, Kashka, Orvazz, Riiba, tribe)
Rrhuusa, Rukuka, Seenä, Souli, Yaashka Size Category: medium
Type: Intelligent Creature, humanoid
Male: Bluugh, Grrargh, Groinkh, Gurluug, Joraak, Combat Behavior: Goblins living away from home are
Shraa, Sulrik, Traak, Urmeg, Xeetsh most often bandits and robbers who prefer to avoid
combat. They like to scare their opponents via threats,
instead. When they must use force, they prefer bows
or spears.
Escape: per individual (after losing 50% LP, or upon the
escape or death of the leader)
Pain +1 at: 18 LP, 12 LP, 6 LP, and 5 LP and less
Experienced: INT 14 instead of 13, AGI 16 instead of 15; LP
26 instead of 24; Unarmed DP 1D6+2, Dagger DP 1D6+3,
Saber AT 11 / PA 8 / DP 1D6+4, Wooden Spear AT 11
/ PA 8 / DP 1D6+3, Cudgel AT 10 / PA 3; Climbing 7
instead of 5, Body Control 7 instead of 4, Feat of Strength 5
instead of 4, Perception 9 instead of 7, Stealth 10 instead of 7,
Empathy 6 instead of 4, Willpower 3 instead of 1
Competent: INT 15 instead of 13, DEX 15 instead of 14,
AGI 16 instead of 15, STR 12 instead of 11; LP 28 instead
of 24; Unarmed DP 1D6+2, Dagger DP 1D6+3, Saber AT
12 / PA 8 / DP 1D6+4, Wooden Spear AT 13 / PA 9 /
DP 1D6+3, Cudgel AT 11 / PA 4; Climbing 10 instead of 5,
Body Control 10 instead of 4, Feat of Strength 6 instead of 4,
Perception 12 instead of 7, Stealth 12 instead of 7, Empathy 7
instead of 4, Willpower 5 instead of 1

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

152 Chapter 6: Flora & Fauna


of flesh-hungry ogres have been known to threaten whole
Ogre names often sound like little more than hungry,
cities. Many people have faced the cruel fate of being
snarling noises. Some ogres (such as war ogres) receive
devoured alive. In the year 1003 FB, a traitor named Galotta,
names from the orcs they accompany into battle or
the former court mage for the Imperial family, enslaved
from the humans whose villages they prey upon.
a large number of ogres (and other creatures) with dark
magic to create an army. His forces marched towards the Female: Ahrkh, Arzach, Bone-Gnawer, Blood-Gargler,
former capital of Tobrien Ysilia but were defeated at the Gharraa, Lahuff, Meat-Cleaver, Orc-Death, Shlach,
Troll Gate (in what would later be known as the Battle of Zhuraar
the 1,000 Ogres).
Male: Arzuch, Barthak, Blood-Drinker, Bone-Drinker,
Elf-Eater, Gorpp, Krog, Ullgump, Wehkhir, Yahrazz

Ogre hungry and on the lookout for


Size: 8’ to 9’ at the shoulder prey. They prefer to sneak up
Weight: 340 to 400 pounds on their victims, corner them,
COU 16 SGC 6 INT 10 CHA 8 and try to kill them with a club.
DEX 10 AGI 12 CON 20 STR 22 Once they knock an opponent to
LP 60 AE – KP – INI 13+1D6 the ground with a Powerful Blow,
DO 6 SPI –1 TOU 5 MOV 8 they usually switch to Forceful Blows to kill their
Unarmed: AT 10 PA 8 DP 1D6+8 RE medium opponent, even though this renders them less likely
Ogre Club: AT 9 PA 7 DP 2D6+7 RE long to hit their target.
Large Rock: RC 10 RT 3 DP 2D6 RA 4/20/32 Escape: Ogres do not run away. They are just too
PRO/ENC: 2/0 stupid.
Actions: 1 Special Rules
Advantages: none Voraciousness: When hungry and facing edible bipedal
Disadvantages: Negative Trait (Superstition) creatures (such as humans), ogres must make a Self
Special Abilities: Forceful Blow I (Unarmed, Ogre Control check at -5 or give in to their hunger and
Club), Powerful Blow (Ogre Club; after a successful attack at once.
attack, medium-sized and smaller opponents must Pain +1 at: 45 LP, 30 LP, 15 LP, and 5 LP and less
make a Feat of Strength check with a penalty of 1 Experienced: CON 21 instead of 20, STR 23 instead
or else suffer the state of prone), Shield-Splitter of 22; LP 65 instead of 60; Unarmed AT 11 / PA 10 /
(Unarmed, Ogre Club) DP 1D6+9; Body Control 6 instead of 4, Feat of Strength 12
Skills: Body Control 4 (12/12/20), Climbing 3 (16/12/12), instead of 9, Self Control 7 instead of 5, Perception 9
Empathy 0 (6/10/8), Fast-Talk 0 (16/10/8), Feat of instead of 7, Stealth 4 instead of 2, Intimidate 9 instead
Strength 9 (20/22/22), Intimidation 7 (16/10/8), of 7, Willpower 2 instead of 1
Perception 7 (6/10/10), Self-Control 5 (16/16/20), Competent: CON 22 instead of 20, STR 24 instead
Stealth 2 (16/10/12), Swimming 3 (12/20/22), of 22; LP 70 instead of 60; Unarmed AT 13 / PA 11 /
Willpower 1 (16/10/8) DP 1D6+10, Ogre Club AT 12 / PA 8 / DP 2D6+9; Body
Number: 1 or 2D6+2 (ogre family) Control 8 instead of 4, Feat of Strength 14 instead of 9,
Size Category: large Self Control 9 instead of 5, Perception 11 instead of 7,
Type: Intelligent Creature, humanoid Stealth 6 instead of 2, Intimidate 11 instead of 7,
Combat Behavior: Ogres prefer to eat humans and Willpower 3 instead of 1
other bipedal creatures. They are almost always

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

154 Chapter 6: Flora & Fauna


The strongest and most ruthless orc can claim the title
of chieftain, no matter the circumstances of its birth or
upbringing. Orc
Size: 5’ to 5’8’’ at the shoulder
Aikar Brazoragh, the chosen one of the orcish god of war, Weight: 120 to 150 pounds
is the supreme leader of all orcs. Besides Brazoragh, who COU 15 SGC 10 INT 11 CHA 9
is often depicted as a bull, orcs also worship Brazoragh’s DEX 12 AGI 12 CON 14 STR 13
divine father, Tairach, who gathers the souls of the LP 38 AE – KP – INI 14+1D6
deceased in the Realm of the Dead. Orcs believe that DO 6 SPI –1 TOU 2 MOV 8
Brazoragh slew his father, a thought which neatly sums up Unarmed: AT 12 PA 6 DP 1D6 RE short
the orcish attitude towards life. Shamans are the highest- Saber: AT 12 PA 6 DP 1D6+3 RE medium
ranking servants of Tairach. Along with chieftains, they Battle Axe: AT 12 PA 5 DP 1D6+4 RE medium
lead their families and tribes. Orc history survives in an Short Bow: RC 12 RT 1 DP 1D6+4 RA 10/50/80
oral tradition which is passed from shaman to shaman, and PRO/ENC: 0/0
some shamans are renowned for their incredible memory. Actions: 1
They are the reason why the legends of the orcs extend Advantages: Darksight I, Resistant to Cold, Rugged Fighter
back more than 400 centuries in Aventuria. The myths and Disadvantages: Negative Trait (Superstition, Short Temper)
tenets of their complex and warlike culture are conveyed Special Abilities: Forceful Blow I (Unarmed, Battle Axe)
in Ologhaijan, the high language of the orcs. For everyday Skills: Body Control 4 (12/12/14), Climbing 5 (15/12/13),
matters, orcs and Yurachi use the more vulgar tongue, Empathy 3 (10/11/10), Fast-Talk 3 (15/11/10), Feat
Oloarkh. of Strength 4 (14/13/13), Intimidation 5 (15/11/10),
Perception 4 (10/11/11), Self-Control 5 (15/15/14),
Stealth 7 (15/11/12), Swimming 3 (12/14/13),
Willpower 4 (15/11/10)
Number: 1, or 1D6+1 (orc gang), or 2D20+10 (orc tribe)
Size Category: medium
Type: Intelligent Creature, humanoid
Combat Behavior: Orcs prefer either to intimidate
their opponents or ambush them. Each wants to
fight the strongest opponent, as it gives them the
most glory, but the orcish concept of honor differs
from that of humans, and they enjoy using dirty
tricks to win. Orcs attack prone enemies without
A Selection of Orc Names hesitation, usually with Forceful Blows. Similarly,
Male: Airakh, Ash(i)rraz, Azzek, Brazoch, Burchai, orcs think ranged weapons are appropriate in any
Byakkrak, Dradgk, Drasok, Drugh, Garvash, Garzlokh, situation.
Gharrai, Ghairazz, Girkush, Grakshazz, Gryazhai, Escape: per individual (usually after losing 50% LP)
Hark hash, Hulgharruk, Jurran, Kershoi, Khaidach, Pain +1 at: 27 LP, 18 LP, 9 LP, and 5 LP and less
Khurrach, Khurraz, Mardukh, Naggai, Nargazz, Experienced: COU 16 instead of 15, STR 14 instead
Netragh, Orchegg(z), Raszech, Sadrak, Sarkhai, of 13; LP 38 instead of 36; Saber AT 13 / PA 8,
Shardur, Sharraz, Shurrak, Tairon, Thurraz, Uigar, Battle Axe AT 13 / PA 7; Body Control 6 instead of 4,
Varrakh, Yagu(ch), Yorrak Feat of Strength 7 instead of 4, Self Control 8 instead
of 5, Perception 6 instead of 4, Stealth 9 instead of 7,
Respected warriors, shamans, and spellcasters often
Intimidate 7 instead of 5, Empathy 4 instead of 3,
have intimidating epithets such as Blood-Eye, Blood-
Willpower 6 instead of 4
Fist, Bone-Breaker, One-Ear, Shadow-Fur, Stone-Hand,
Competent: COU 16 instead of 15, CON 15 instead
or Yellow-Tooth.
of 14, STR 15 instead of 13; LP 42 instead of 36;
There are no known female orc names, as they have no Unarmed AT 14 / PA 8 / DP 1D6+1, Saber AT 14 /
standing in orcish tribal society. PA 8, Battle Axe AT 14 / PA 7 / DP 1D6+5; Forceful
Blow II; Body Control 8 instead of 4, Feat of Strength 9
instead of 4, Self Control 10 instead of 5, Perception 8
instead of 4, Stealth 10 instead of 7, Intimidate 9 instead
of 5, Empathy 5 instead of 3, Willpower 8 instead of 4

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.

156 Chapter 6: Flora & Fauna


Troll
like to collect figurines and carved items. The giant fellows Size: 11’8’’ to 16’8’’ at the shoulder
are surprisingly fastidious regarding their collections. Weight: 1,000 to 1,400 pounds
COU 17 SGC 11 INT 12 CHA 11
Trolls that have lived near humans for a while usually DEX 9 AGI 11 CON 25 STR 26
come to know some Garethi, but most Trolls speak the LP 120 AE – KP – INI 14+1D6
primal language of all troll-kind. It consists of complicated DO 6 SPI 3 TOU 8 MOV 10
humming and grunts, and its three-dimensional written Unarmed: AT 15 PA 8 DP 2D6+6 RE medium
form involves the placing of rocks. It is very difficult for Troll Axe: AT 13 PA 9 DP 3D6+12 RE long
outsiders to grasp the complex written history of the trolls. Large Rock: RC 12 RT 3 DP 3D6 RA 5/25/40
PRO/ENC: 2/0
Actions: 1
Advantages: none
Disadvantages: Negative Trait (Short Temper,
Vengeance)
Special Abilities: Powerful Blows (Unarmed, Troll
Axe; after a successful attack, medium-sized and
smaller opponents must make a Feat of Strength
check with a penalty of 3 or else suffer the state
of prone), Shield-Splitter (Unarmed, Troll Axe),
Forceful Blow I (Unarmed, Troll Axe)
Skills: Body Control 5 (11/11/25), Climbing 4
(17/11/26), Empathy 3 (11/12/11), Fast-Talk 3
(17/12/11), Feat of Strength 12 (25/26/26),
Troll names reoccur often, as they prefer to name Intimidation 8 (17/12/11), Perception 8 (11/12/12),
their children after ancestors. For example, Drollgomp Self-Control 7 (17/17/25), Stealth 2 (17/12/11),
son of Durlatsh from the Drolldarsh tribe would likely Swimming 0 (11/25/26), Willpower 3 (17/12/11)
name his son Durlatsh son of Drollgomp from the Number: 1, or 2 (troll couple), or 1D3+2 (troll family)
Drolldarsh tribe. Size Category: large
Type: Intelligent Creature, humanoid
Female: Bagosha, Durshanna, Garlesha, Knopphild, Combat Behavior: trolls rely mainly on their
Krashta(r), Illksha, Mursha intimidating size and superior strength to relieve
travelers of their belongings (such as supplies).
Male: Bagsh, Bombatsh, Drollgomp, Durlatsh, In preparation for such acts, they hide under
Gumbalodsh, Kerbhold, Knopphold, Murdlatsh, bridges and demand gifts from passersby. Trolls
Staumpff, Trolltatsh, Tumpatsh, Wungwatsh, Ylkholt can make use of complex tactics when they plan
to fight, such as when avenging an insult. In such
Tribe names: Bumbartosh, Drolldarsh, Malmartash, cases, they sometimes employ ancient, inherited
Mulmartosh, Tarpatsh, Thautorkatsh, Tolpatash, weapons, usually axes or maces, and armor made
Tragatsh out of leather or (rarely) iron.
Escape: Loss of 50% LP.
Special Rules
Troll Rage: When angered, the troll must make a
Willpower check or else enter troll rage, gaining
the state bloodlust.
Pain +1 at: 90 LP, 60 LP, 30 LP, and 5 LP and less
Experienced: CON 26 instead of 25, STR 27 instead
of 26; LP 125; Unarmed AT 14 / PA 12 / DP 2D6+7,
Troll Axe AT 14 / PA 9 / DP 3D6+13; Feat of Strength 14
instead of 12, Stealth 4 instead of 2, Intimidate 10 instead
of 8, Empathy 5 instead of 3, Willpower 5 instead of 3
Competent: CON 27 instead 25, STR 28 instead 26;
LP 125; Unarmed AT 15 / PA 12 / DP 2D6+8, Troll
Axe AT 14 / PA 9 / DP 3D6+14; Feat of Strength 16
instead of 12, Stealth 5 instead of 2, Intimidate 12 instead
of 8, Empathy 6 instead of 3, Willpower 6 instead of 3

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

158 Chapter 6: Flora & Fauna


Cave spiders live alone or in large colonies, some of which themselves, and few survive to adulthood. Of the various
have been occupied for generations. Spider colonies can species, only the mother tree spider takes an active role
pose a considerable threat even to experienced warriors. in parenting, and the young spiderlings spend their days
Spiders think in an alien fashion and appear to have no clinging to her body until they are old enough to survive on
interest in valuables or man-made items of any kind. The their own. Those that make it to old age remember those
possessions of all those who fall victim to these eight- days as the happiest of their lives. In some species, the
legged creatures eventually get pushed to the side or wind mother sacrifices herself to her young so that they can eat
up in nearby refuse piles. and grow. Maraskani and goblins regard cave spider eggs
as a delicacy. Many a young goblin lad has found himself
Matings produce several dozen to several hundred eggs, spun into a cocoon while attempting to prove his courage
which the mother hides close to the nest in a hollow tree by stealing an egg.
or between small cracks in rocks. Hatchlings must fend for

Cave Spider Animal Lore (Monsters or Wild


Size: 1 to 2 feet tall; 5 to 6 feet long Animals)
Weight: 60 to 80 pounds QL 1: Knowledge of cave spider
COU 11 SGC 9 (a) INT 14 CHA 8 poison.
DEX 12 AGI 15 CON 12 STR 14 QL 2: The cave spider’s territory
LP 22 AE – KP – INI 13+2D6 extends out about 150 feet from
DE 5 SPI 2 TOU 0 MOV 7 the web.
Bite: AT 14 DP 1D6+2(+poison*) RE short QL 3+: Cave spiders dislike leechfright and suffer
PRO/ENC: 2/0 a -2 penalty to Attack when fighting an opponent
Actions: 1 coated in leechfright ointment.
Advantages/Disadvantages: Darksight I, Exceptional Special Rules
Sense (Touch) Web: Heroes can get entangled in the spider’s web. To
Special Abilities: None notice a web in time, make a Perception (Spot) roll at
Skills: Body Control 12 (15/15/12), Climbing 14 (11/15/14), -1. If the check fails, the hero becomes entangled
Feat of Strength 7 (12/14/14), Intimidation 7 (11/14/8), and gains the state of bound. Escape requires a
Perception 12 (9/14/14), Self Control 10 (11/11/12), cumulative check against Body Control (Squirm) (10
Stealth 14 (11/14/15), Swimming 2 (15/12/14), Willpower 5 QL, check interval 1 CR, 7 rolls permitted—failure
(11/14/8) means the hero cannot escape)
Amount: 1, or 1D3+2 (spider colony) *) Cave Spider Poison: Cave spiders can inject their
Size Category: medium poison multiple times. The effect is cumulative.
Type: Animal, non-humanoid Level: 4
Loot: 25 rations innards (inedible), poison (value 75 Type: Weapon poison, animal venom (complex)
silverthalers) Resistance: Toughness
Combat Behavior: Cave spiders wait for something Effect: One level Paralysis / no effect
to touch their web and then attack mercilessly, Start: 3 CR
pursuing prey as far as 150 feet from the web. Duration: 24 Hours / -
Occasionally, cave spiders hunt outside of their Price (Buying/Selling): 300 silverthalers / 75
territory, in search of prey up to the size of an adult silverthalers
human. Pain +1 at: 17 LP, 11 LP, 6 LP, and 5 LP and less
Escape: Losing 50% of LP

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

160 Chapter 6: Flora & Fauna


larger and more intelligent specimens are said to exist.
Whether this is merely a sailor’s yarn or the truth is not yet Crypt Louse
known, but giant crypt lice have already been caught by Size: 2 to 3 feet tall; 6 to 7 feet long
Uthuria questadores and brought to the Bal-Honak Arena Weight: 88 to 154 pounds
in Al’Anfa to be pitted against gladiators. COU 10 SGC 6 (a) INT 13 CHA 8
DEX 10 AGI 14 CON 15 STR 13
Way of Life LP 40 AE – KP – INI 6+1D6
The crypt louse is understood to be a patient hunter that DE 7 SPI -4 TOU 0 MOV 4
waits until prey wanders too far into its preferred habitat Mandibles: AT 10 DP 1D6+4 Re short
(subderanian labyrinths), gets hopelessly lost, and finally PRO/ENC: 4/0
dies. Due to their size, crypt louses do not fear humans, Actions: 1
elves, or dwarves. And even though they are primarily Advantages/Disadvantages: Darksight II
carrion feeders, given advantageous terrain, they might Special Abilities: None
try to expand their diet. Skills: Body Control 4 (14/14/15), Climbing 10 (10/14/13),
Feat of Strength 5 (15/13/13), Intimidation 6 (10/13/8),
They normally feed on mice, rats, and insects—basically Perception 7 (6/13/13), Self Control 10 (10/10/15),
anything that is smaller than them and which they can Stealth 14 (10/13/14), Swimming 2 (14/15/13),
catch. They avoid sunlight, even though it does not cause Willpower 13 (10/13/8)
them pain, because they simply dislike it. Therefore, crypt Amount: 1 or 2D6 (nest)
louses are usually encountered in dark places. Size Category: medium
Type: Animal, non-humanoid
Little is known about how long a crypt louse can live, as Loot: 25 rations innards (inedible), chitin plates (10
few scholars bother to study these animals. However, they silverthalers)
definitely live longer than their smaller cousins, the pill Combat Behavior: Crypt louses usually lurk
bugs (which are also on the menu). The life expectancy of in hiding places, waiting for opportunities to
a crypt louse is estimated to be around twenty years. The ambush prey.
brood of one louse usually consists of a dozen animals, of Escape: After losing 75% of LP
which only about half reach maturity. The rest fall victim Animal Lore (Monsters or Wild Animals)
to greedy siblings, hungry parents and relatives, or other QL 1: Crypt louses have poor eyesight and wait
predators. Unlike the tasty innards of the giant stag beetle, to attack until prey comes within 6 feet.
intelligent beings find the flesh of the crypt bug inedible, QL 2: Crypt louses feel strong vibrations up to
as its stench alone causes nausea. 150 feet away and are attracted by them.
QL 3+: Crypt bugs can be distracted with food
such as carrion. While feeding, they care little
for what is happening around them.
Pain +1 at: 30 LP, 20 LP, 10 LP, and 5 LP and less

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.

164 Chapter 6: Flora & Fauna


Way of Life The hoards it amasses can sometimes be found abandoned
Tatzelwurms remain solitary for most of their life—they as the tatzelwurm is not particularly sedentary and tends
meet only for mating. The female lays up to half a dozen to have a poor memory. Although the tatzelwurm is not a
eggs, which both parents keep warm in their den, using very aggressive carnivore (being mainly a carrion feeder),
their own excrement. Once they are large enough to do so, it should not be underestimated in open battle due to its
the young follow their mother. Tatzelwurms are therefore sheer size, razor-sharp teeth, and, especially, its nausea-
usually encountered alone, but at worst one might inducing stench.
encounter a mother with her half-grown young, hunting
together. When exploring narrow caves, there is hardly anything
more dangerous than being surprised by a tatzelwurm that
Like all dragons, the tatzelwurm collects a hoard of has just returned home.
sparkling loot, but it is not very picky, and anything that
sparkles or shines may arouse its greed. Even a simple belt
buckle can entice a tatzelwurm to attack a wanderer.

Tatzelwurm Size Category: Large


Size: 3.3 to 3.9 feet tall; 4.9 to 8.2 feet long (without tail); Type: Dragon, non-humanoid
9.4 to 13 feet long (with tail) Loot: 250 rations (flesh, inedible),
Weight: 882 to 1,543 pounds trophy (tatzelwurm carbuncle, 1
COU 15 SGC 9 (a) INT 13 CHA 8 silverthaler), tatzelwurm hoard
DEX - AGI 12 CON 22 STR 28 (value: 2D20 x 2D20 silverthalers)
LP 200 AE – KP – INI 14+1D6 Combat Behavior: A tatzelwurm tries
DE 6 SPI 1 TOU 7 MOV 5 to ambush trespassers in its territory, initially to
Bite: AT 15 DP 1D6+6 RE medium sweep its victim off its feet with swipes of its tail or
Claws: AT 15 DP 1D6+6 RE medium attacks with its claws. Then it tries to bite.
Tail: AT 13 DP 1D6+4 RE long Escape: Loss of 75% of LP
PRO / ENC: 4/0 Animal Lore (Monsters)
Actions: 2 (max. 1 x Bite and 1 x Tail) QL 1: Tatzelwurms build a hoard, in which they
Advantages/Disadvantages: Darksight I hide prized items.
Special Abilities: Powerful Blow (Claws, Tail: a after a QL 2: Even though the tatzelwurm is related to
successful attack, victims of size categories medium dragons, it cannot breathe fire.
and smaller must make a successful Feat of Strength QL 3+: The stench of the tatzelwurm lingers for
check, or gain the state prone. The check suffers a weeks. Only a mixture of vinegar and coconut
penalty of -4. Parrying a Powerful Blow also requires milk has any effect on covering the stench, but
a Feat of Strength check, even if the parry succeeds. only for 2D6 hours.
A Powerful Blow can be completely avoided only by Special Rules
dodging.), Shield-Splitter (Bite, Claws), Tail sweep Foul Stench: A hero that fights a tatzelwurm in close
(Tail; against targets of size categories medium and combat range of medium or less must make a check
small, the tatzelwurm can attack with its tail to sweep on Self Control (Ignore Distractions) or receive one level
targets off their feet. This attack can only be dodged. of Confusion. It makes no difference who attacked
If the defense fails, the opponent falls and suffers 1D3 first. This effect is not cumulative. After combat,
DP (no PRO). Such an attack can only be made against the stench remains with the hero, who receives
targets next to or behind the tatzelwurm.), Forceful the state foul stench (checks on social skills (expect
Blow I (Bite, Claws, Tail), Takedown (Claws, Tail). for Intimidation, Empathy and Willpower) suffer an
Skills: Body Control 4 (12/12/22), Climbing 1 (15/12/28), additional penalty of -1 for 1D3+1 weeks. The stench
Feat of Strength 14 (22/28/28), Intimidation 10 (15/13/8), cannot be washed out, and other strong scents, such
Perception 7 (9/13/13), Self Control 7 (15/15/22), Stealth 1 as perfume, cover it only for an hour.)
(15/13/12), Swimming 1 (12/22/28), Willpower 12 (15/13/8) Pain +1 at: 150 LP, 100 LP, 50 LP, and 5 LP and less
Number: 1, or 2 (couple, during mating season; or
mother with young)

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.

In the lowlands of the north and the deciduous forests of


the Middenlands, one is more likely to encounter beech and
oak treants, and, rarely, elm treants. While beech treants
are deemed strong and stable, it is said oak treants are just
but quarrelsome. It is said elm treants possess amazing
magical abilities. Gloomy and unforgiving ash treants are
regarded with suspicion, even among other treants. It is
said that yew treants take century-long journeys through
Aventuria.

In the Deep South, one finds mohagoni and coral tree


treants, but they are known only to the tribes of the Rain
Mountains. Lone irontree treants are said to wander the
jungle on Maraskan. They deemed to be prideful and
resilient.

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.

166 Chapter 6: Flora & Fauna


Some treants understand human languages, especially
birch and aspen treants, who sometimes stay close to Treant
resting places or human dwellings to watch the, in their Size: 13 to 26 feet tall at the
eyes, always industrious fleshlings. Treants find it very shoulder
difficult, however, to tell humans apart from orcs or Weight: 1,102 to 5,511 pounds
goblins, or even to recognize individual humans if they COU 13 SGC 10 INT 11 CHA 11
should meet them again. Therefore, they often make one DEX 11 AGI 11 CON 30 STR 30
person responsible for the acts of another. Some treants LP 250 AE – KP – INI 12+1D6
seem to stay in close contact with fairies, kobolds, or DE 6 SPI 1 TOU 10 MOV 11
unicorns, or are friendly with trolls or druids. Hit: AT 14 DP 2D6+4 RE long
Kick: AT 12 DP 3D6+6 RE medium
At irregular intervals, treants meet for the Ratbazamithing PRO/ENC: 4/0
(treant for: mighty, all serving thing/discussion/council), Actions: 1
a large meeting where treants discuss important issues. Advantages/Disadvantages: Afraid of… (Fire) III
Apparently, treants have a method for communicating Special Abilities: Powerful Blow (Hit, Kick; after a
over wide distances, but to date no scholar knows if they successful attack, victims of size categories medium
communicate by magic, the rustling of leaves, or the and smaller must make a successful Feat of Strength
flight of pollen. check, or gain the state prone. The check suffers a
penalty of -5. Parrying a Powerful Blow also requires
a Feat of Strength check, even if the parry succeeds.
A Powerful Blow can be completely avoided only by
dodging.), Shield-Splitter (Hit, Kick), Forceful Blow
I (Hit, Kick).
Skills: Body Control 2 (11/11/30), Climbing 4 (13/11/30),
Feat of Strength 13 (30/30/30), Intimidation 9 (13/11/11),
Perception 7 (10/11/11), Self Control 12 (13/13/30),
Stealth 7 (13/11/11), Swimming 10 (11/30/30),
Willpower 9 (13/11/11)
Number: 1, or 1D6+1 (Treant-Thing)
Size Category: gigantic
Type: Plant, non-humanoid
Loot: Timber (1 to 30 silverthalers, depending on kind)
Combat Behavior: Treants are generally peaceful
creatures. However if their forest is destroyed, they
can become extraordinarily aggressive. Usually,
they wait, disguised as a tree, until their enemies
are in range, then they ambush and trample them.
Escape: Loss of 50% of LP
Herbal Lore
QL 1: Treants often look like trees if they do
not move.
QL 2: Cutting wood and using fire in the forest
often provokes treants.
QL 3+: Treants are mentally quite sluggish and
often need some time to decide on a matter.
Special Rules
Vulnerability to Fire: Damage by fire is doubled.
Camouflage: When treants remain motionless in the
forest they are easily mistaken for trees. In this
case, the difficulty for a check on Stealth (Hiding) is
lowered by 3.
Pain +1 at: 188 LP, 125 LP, 63 LP, and 5 LP and less

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

168 Chapter 6: Flora & Fauna


Black Bear Black Bear
Size: 6 to 8 feet long; 5 to 6 feet at
the shoulder when standing on
The black bear is the most common and therefore the two legs
best known species of bear in Aventuria. Although not as Weight: 550 to 650 pounds; females
large as a cave bear or Firun’s bear, it is an impressive weigh a little less
sight nonetheless when it stands up on its hind legs. Black COU 14 SGC 12(a) INT 12 CHA 12
bears mainly eat plants (berries, roots, and so on), but also DEX 11 AGI 11 CON 20 STR 21
eat bee larvae, meat, and fish, depending on the time of LP 60 AE – KP – INI 13+1D6
year. Humans are not on the black bear’s menu, but they DE 6 SPI 0 TOU 5 MOV 10
should avoid approaching bears too closely. Moreover, Paw: AT 13 DP 1D6+6 RE medium
black bears, like many other bears, can become highly Bite: AT 11 DP 2D6+2 RE short
aggressive when injured. PRO / ENC: 1/0
Actions: 2 (max. 1 x Bite)
It is much sought after as game because hunters can sell Advantages/Disadvantages: Exceptional Sense (Smell)
its fur for profit, even though they put their lives at risk. / Negative Trait (Curiosity)
The black bear’s natural range is the Bornwood, but it can Special Abilities: Forceful Blow I (Bite, Paw), Takedown
also be found in central Aventuria, especially in Weiden (Paw)
and Tobrien, where it shares territory with its cousin, the Skills: Body Control 4 (11/11/20), Climbing 7 (14/11/21),
brown bear. Black bears can also be found in menageries Feat of Strength 12 (20/21/21), Intimidation 10 (14/12/12),
of traveling circuses, where they perform as trained Perception 10 (12/12/12), Self Control 12 (14/14/20), Stealth 2
attractions. (14/12/11), Swimming 7 (11/20/21), Willpower 4 (14/12/12)
Number: 1, or 1D3+1 (family)
Size Category: Medium
Type: Animal, non-humanoid
Loot: 100 rations meat, fur (30 silverthalers), trophy
(teeth and claws, 5 silverthalers)
Combat Behavior: When provoked or attacked, the
bear stands up on its hind legs attacks with its claws,
attempting to grab and bite its enemy.
Escape: Loss of 50% LP, except when in frenzy (see
below), in which case it fights to the death.
Animal Lore (Wild Animals)
QL 1: Bears can run faster than humans.
QL 2: Bears are curious and have a good sense of
smell. They can detect food and prey from afar. You
can avoid trouble with bears by staying downwind
of them.
QL 3+: Bears can become enraged when injured or
when their cubs are threatened.
Hunt: -3
Special Rules
Bloodlust: When a bear suffers a level of the condition
Pain, or when its cubs are threatened, make a Willpower
check. If the check fails, it falls into a rage and gains the
state of bloodlust. Starting with the next combat round,
it gains a +4 bonus to all close combat attacks and +2
to damage, but cannot defend. The bloodlust lasts for
2D20 CR. The bear can end the bloodlust if it succeeds
at a Self Control check (once per combat), otherwise the
bloodlust ends automatically after 1 hour or the death
of the opponent. At that point, the bear suffers two
levels of the condition Stupor.
Pain +1 at: 45 LP, 30 LP, 15 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

170 Chapter 6: Flora & Fauna


Wolf Rat Wolf Rat
Rats are regarded as bad omens and messengers and Size: 1 to 2 feet long (without tail);
servants of the Nameless One in the lands of the Twelvegods. 2 to 3 feet long (with tail); 0.6 to
Even if some rat species are benign, the sight of wolf rats 0.8 feet tall
may be one more reason to believe in the stories that Weight: 1.1 to 3.3 pounds
propose a link between these rodents and the god without COU 10 SGC 10(a) INT 14 CHA 11
a name. Wolf rats grow up to 1.6 feet, have dark fur, and are DEX 11 AGI 13 CON 6 STR 10(s)
extremely aggressive. LP 5 AE – KP – INI 12+1D6
DE 7 SPI 1 TOU 2 MOV 6
Wolf rats live in northern and central Aventuria. It is just Bite: AT 10 DP 1D3 (+disease*) RE short
as likely to be found in Tobrien as in Almada and Arania. PRO/ENC: 0/0
They can usually be found in ruins, forests, or city sewer Actions: 1
systems. Some people witnessed wolf rats form large packs Advantages/Disadvantages: Darksight II / Fear of
and overrun entire villages. Wolf rat numbers have been Fire II
increasing since the beginning of the Starfall. Special Abilities: Attack Weak Spot (Bite; Attack
suffers -2 penalty. If successful, attack ignores PRO
Adventurers might encounter these voracious rodents from clothing and armor. Natural and magical PRO
in tavern cellars, in the basements of houses or other apply as usual.)
buildings, and even in the forest. Unlike their calmer Skills: Body Control 4 (13/13/6), Climbing 10 (10/13/10),
relatives, wolf rats attack before they get cornered. Feat of Strength 2 (6/10/10), Intimidation 2 (10/14/11),
Perception 10 (10/14/14), Self Control 4 (10/10/6), Stealth 7
(10/14/13), Swimming 6 (13/6/10), Willpower 2 (10/14/11)
Amount: 1, or 2D6+6 (rat nest), or 3D20+100 (gigantic
pack)
Size Category: tiny
Type: Animal, non-humanoid
Loot: 1 ration (tough)
Combat Behavior: Wolf rats sometimes ambush
humans and try to attack unprotected parts.
Escape: Loss of 50% of LP
Animal Lore (Wild Animals)
QL1: They are creatures of the Nameless One.
QL2: They usually retreat from fire.
QL3+: Wolf rats can transmit diseases.
Hunt: -1
Special Rules
*) Disease: Wolf rats can transmit diseases. For every
10 DP they inflict, roll 1D20: 1-16 (no disease),
17 (lutanas), 18 (swamp fever), 19-20 (rabies).
If infection occurs, make a disease check (see
Core Rules, page 343). For more information on rabies,
see page 129.
Panic from Fire: when confronted with a large fire (torch-
sized or larger), roll 1D6: on a 1-3, the wolf rat flees.
Pack: When attacking en mass, wolf rats receive +1 AT
per rat (up to a maximum of +4 AT).
Pain +1 at: 4 LP, 3 LP, 2 LP, and 1 LP

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.

172 Chapter 6: Flora & Fauna


Moreover, if processed into a brew, it prevents diseases Yagan Nut
of all kinds for one day—those that are not magical or Yagan nuts grows on bushes on
otherwise supernatural in origin, that is. the island of Maraskan and on the
Aranian coast. As many as twelve
As a paste, the plant helps against parasites for two days. nuts grow on a single bush, and their
After one week, the paste takes on a septic odor, and the oil improves stamina. The nut itself is
user suffers an additional penalty of 1 on all CHA checks very nutritious, but can be extremely sharp.
that involve the sense of smell.
Search Difficulty: -2
A decoction of quinja, sansaro, and donf prevents the onset Identification Difficulty: -1
of yearly fever for five months after ingestion. Applications: 1/2/2/3/3/3
Effect: yagan oil increases stamina when imbibed. For
Price: 9/18 silverthalers purposes of skill checks, Constitution counts as 1 higher
for a day. However, on the following day, the user receives
Quinja one level of Stupor.
Quinja berries are bright red and
make a restorative tonic. The berries Eating a yagan nut requires a check on Self Control (Ignore
grow mainly in southern Aventuria, Distractions) at -2. Failure incurs breathlessness (gain 1
especially in warm, shady spots in level of Stupor) for five minutes, fear of death for six hours
the rainforest. (gain 3 levels of Fear), and watery eyes for seven hours. The
effects are so severe that the sufferer cannot attempt to eat
Search Difficulty: -3 a yagan nut again for at least three months. Successfully
Identification Difficulty: -2 eating the nut sates the appetite for three days.
Applications: 3/3/4/4/5/5
Effect: A quinja berry increases Price: 6 / 6.5 silverthalers
the user’s physical strength by 1
for 2 hours. Taking multiple berries at Supernatural Plants
a time has no further effect. A decoction of quinja, sansaro, Aventuria is filled with magic and the work of gods, and
and donf prevents the onset of yearly fever for five months many plants are said to possess supernatural powers.
after ingestion. Kairanreed, one of the best known, stores magical power
Price: 6 / 6.5 silverthalers and releases it again. Anyone injured by the thorns of
the morningthorn bush is thought to slowly turn into a
Thrashbeard swampreek, and demonic black oaks have gained great
Thrashbeard is a type of lichen notoriety in recent years. This section presents two other
that grows on the bark of trees. examples of plants touched by the gods.
Thrashbeard is named for the
green braid that hangs from a tree Alveranie
like a beard and gives it an eerie “The Alveranie, they say, was the first creation
appearance. Fresh specimens are of the eternally youthful Tsa. Thanks to her
notorious for their musty odor. creativity and ingenuity, this
flower changes its dress every
Search Difficulty: -3 moon to match a color of a different
Identification Difficulty: -2 god (each god and goddess has their
Applications: 1/1/2/2/3/3 own color, which can be found in
Effect: If taken for febrile diseases, the rainbow). The Alveranie flower
whether fresh or in dried powder form, protects you from unholy influences.
thrashbeard subtracts 1 from the DP taken If one ever saves you by its grace, thank the
each day. For those who contract jaundice (battlefield gods and praise this creation of the Young
fever), thrashbeard ointment prevents yearly fever. Mistress.”
Price: 6 / 18 silverthalers —a wandering Blessed One of Tsa
in a sermon in the Temple of the
Rainbow, Punin 1035 FB

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.

Rat Fungus Rat Fungus Poison


“There is nothing more we can do for Poison Level: 3 (13/13/13)
her. Her lips continuously praise Type: Inhalation poison (spores) or ingestion poison/
him, he-whose-name-one-cannot- Mushroom
say, and her words drip with Resistance: Spirit
poison and falsehood. Even Effect: victims gain one level of the condition Rapture
for the trained mind of a unless they are Blessed Ones with Tradition (Nameless
Blessed One, it is heavy to One). This condition cannot be reduced for the duration
bear, especially if one knows of the poisoning. Victims suffer a penalty to resist the
how pious Anglinde used to temptations of the Nameless god as well as to all skill,
be. I can only pray. I have spell, and liturgical checks that are contrary to the
called for the Inquisition. principles of the Nameless One. Each additional dose
Maybe my brothers and taken during the initial duration of the poison incurs an
sisters can save her soul, at additional level of Rapture. At Rapture level II, the victim
least.” gains bonuses to skills which are pleasing to the Nameless
—undated diary entry of a Blessed One of Praios, modern One. Victims that do not already worship the Nameless
One suffer tempting visions, but can try to resist these
Rat fungus, a small mushroom that is holy to the Nameless seductive visions by making
One, grows everywhere in Aventuria. It is grayish brown a Willpower (Resist Persuasion)
in color and has off-white lamellas with purple spots that check. In this case, Rapture The skills that are
emit soft, bluish glow. It holds a mysterious fascination for is a detriment to the pleasing to the Nameless
mushroom hunters, who seek its promise of divine flavor. victim. / Victims begin to One are: Persuasion,
However, when ingested, it inspires lasting doubt in the experience severe doubt Religions, Law, Myths and
Twelvegods, and causes bad nightmares and hallucinations. and suffer penalties to Legends, Self Control, Fast-
These experiences often set victims at odds with the world, resist the Nameless One. To Talk, Stealth, and Disguise
and some even convert to the faith of the Thirteenth god. resist conversion attempts,
make a competitive check
This fungus is particularly dangerous to Blessed Ones of the on Willpower (Persuasion
Twelvegods, for mere contact with it can lead to infection vs. victim’s Resist Persuasion) with the applicable Rapture
with the deadly zorgan pox (see Core Rules, page 344). penalty. If successful, the victim still suffers nagging
Blessed Ones of the Nameless One value rat fungus for doubts until the duration ends and the levels of Rapture
its ability to corrupt even the most pious servants of the subside.
Twelvegods and sets the stage for their conversion to the Start: 5 Minutes
faith of the Adversary. Duration: 7 days / 13 hours

174 Chapter 6: Flora & Fauna


Chapter 7:
Gods and Demons
“Thank the good and merciful gods that, when dark times fell
upon our world, when chaos and destruction reigned, a pious
woman who was full of understanding was enlightened by the
nature of the twelve true and only gods. She recorded her visions
and revelations in a book which describes the creation of our world
and confirmed that the Cosmogonika, the creation narrative of
our world Dere, as penned by the prophetess Illumnestra, is the
truth of the origin of the world. Every believer should know what
it reveals, for the twelve alone shaped the world in which we live
and we must follow their design.

And it came to pass: in the beginning there was nothing, a cosmos


without order and boundaries. Los the All-God roamed through
infinity until he laid eyes on Sumu.

Sumu, the Primordial Giantess who was the embodiment of


everything with a fixed form, was resting. This sight enraged Los,
who loved principles above all else. And Los decided that there
should be nothing in infinity and eternity besides his principles.
Sumu laid eyes on Los and felt the same, for she detested
everything that lacked form. Los tried to destroy Sumu, but Sumu
fought back. The Primordial Giantess injured the All-God, but she
was slain by the incredible power of the Unfathomable.

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).

Despite their quarrels, the Twelvegods collectively


represent good and are interpreted as inseparable entities.
Still, the deities embody sometimes drastically different
aspects, and their churches tread diverse paths to do them
honor. For example, Praios is the Lord of Truth and Order
while Phex personifies Cunning and the clever Lie. The
same holds true for Boron and Tsa, who represent Death
and Life, and Efferd and Ingerimm, who have chosen Water
and Fire as their elements. Thus, two doctrines always

176 Chapter 7: Gods and Demons


Praios
“We were sent out to bring order to the world. Everyone needs to
know their place in the grand scheme of the world, according to
the abilities which the good gods granted them.”

Aspects: Order, Rule, Truth, Justice


Symbols/Emblems: Sun, Light
Holy Animal: Griffon

Praios is worshipped as the king of gods and also as the god


of kings. He is usually depicted as a man with a griffon’s
head, and griffons are also regarded as his emissaries. In
the creed of the Twelvegods he is supreme, and as god of
order, law, and truth, he is particularly important for many
nobles. As the sun (sometimes called the Eye of Praios)
he follows his daily path, and the radiant light of his all-
seeing eye disperses all shadows. Lying and disobedience
are anathema to him, and many of his most determined
Blessed Ones reject magic as a disturbance to order.
However, moderate religious leaders accept white magic
if it is used for good and in accordance with the order of
the world. Praios is venerated by those who administer
justice and those who hope for justice. Many believers also
pray to him as protector against evil and dark magic. His
magnificent main temple is the City of Light in Gareth,
and the supreme representative of the Church of Praios is
called the Herald of Light.

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.”

Aspects: Combat, Bravery, Protection of the Defenseless,


Honorable Duels
Symbols/Emblems: Sword, Lightning and Thunder, Storm
Holy Animal: Lioness (Lynx, in the north)

Rondra is the goddess of honorable combat. She commands


thunder and lightning and is sometimes also worshiped
as the goddess of war. Her symbolic animal is the lioness,
and she is often depicted as a warrior in shining armor,
her sword lifted to the skies. Rondra teaches honest and
open combat, and regards attacks against those who are
weaker as serious breaches of conduct. Rigorous advocates
of her doctrine reject the use of ruses and ranged weapons
in war. She finds her greatest worship among knights,
warriors, and traveling swords. The most sacred temple
of the goddess can be found in Perricum. The head of the
Church, called the Sword of Swords, resides in Threelions
in Beilunkia so she can lead the drive to liberate the last
few occupied provinces. Her Blessed Ones usually wear
chainmail and red-and-white tabards, and often carry
swords (typically, the flanged, two-handed Rondra’s Crest).
It is their duty in battle to stand in the front line, which is
why they are considered especially courageous.

177
Efferd
“Water cannot be formed or forced. It is eternal and gives life and
prosperity to all beings. ”

Aspects: Water, Sea, Wind, Seafaring


Symbols/Emblems: Trident, Waves, Surges
Holy Animal: Dolphin

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.

His priests are also known for their moodiness. Efferd


sometimes grants a bountiful catch and at other times
sends storms raging across the seas. Many of his servants
dislike fire in any form, so Efferd’s temples are often
illuminated by the bluish glow of Gwen-Petryl stones.

Travia
“Only where hospitality and faithfulness reign, can people live
together in peace and harmony and without fear.”

Aspects: Faithfulness, Hospitality, Homeland, Charity


Symbols/Emblems: Hearth fire
Holy Animal: Wild goose

Travia is the motherly lady of family, hospitality, and


hearth fires. Nobody wants to be homeless or without
family, so the Divine Mother is held in high regards across
Aventuria. Many oaths are given in her name, such as the
marital Travia Bond (or Covenant of Travia) made between
husband and wife. Faithfulness in marriage is particularly
important to Travia, which sometimes leads to conflicts
with the ideals of the fun-loving Rahja. Innkeepers worship
Travia, as does anyone who cherishes family happiness and
the unity of family. The goddess is also regarded as patron
of the culinary arts and of charity, which play major roles
in communal life. Thus the Church of Travia operates food
kitchens for orphans and the poor. The sacred animal of
the Church is the wild Brant goose, and families of geese
can often be seen in the temples, waddling along behind
orange-robed priests. The leadership of the Church is
always held by a married couple called the Holy Couple,
which resides in Rommilys.

178 Chapter 7: Gods and Demons


Boron
“Everything ends. Mortality is our grace and our redemption.”

Aspects: Sleep, Death, Dream, Oblivion


Symbols/Emblems: Boron’s Wheel (a broken half-wheel with
5 spokes), Beam and Scales, Raven Wings
Holy Animal: Raven

The Inevitable is lord over the Realms of the Dead. Most


Aventurians fear him more than they love him, and many
of his temples are filled with dignified silence. Boron is
the god of death and mortality, but he also represents
sleep and the grace of oblivion. Many of his Blessed Ones
are well-versed oneiromancers and healers of the soul, or
else serve as silent guardians at Boron yards (cemeteries;
also known as Boron’s Acres) and deliver a final blessing
for the deceased. They are often regarded as sinister and
unapproachable in their black robes, and many of them
shave their heads out of humility, or take a vow of silence.

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.”

Aspects: Knowledge, Wisdom, Erudition, Magic, Change


Symbols/Emblems: Ouroboros (a snake biting its own tail)
Holy Animal: Serpent

Hesinde is the goddess of knowledge, wisdom, and the


sciences, but is also worshiped as Mistress of Magic. People
teach and conduct research in her name, yet the Church of
Hesinde debates which knowledge may be passed on and
which should be made available to only a select few. Since
the arts are often associated with Hesinde, the church is
patron to many artists. Her followers include scholars
and mages, and the temples of the goddess often house
sizeable libraries or map collections, and assiduously
collect knowledge. The Blessed Ones of Hesinde dress in
green and gold and always carry small notebooks, called
books of the snake, for recording their findings. Hesinde’s
holy animals are wise serpents, which are often found
in her temples, whether as living specimens, images, or
as elaborate ornaments coiled around the necks of her
Blessed Ones. The most important temple of the goddess
stands in Kuslik, and is home to the highest priestess of the
Church, the Magister of Magisters.

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.”

Aspects: Winter, Ice, Hunt, Hardship


Symbols/Emblems: Bow and Arrow, Ice Crystal
Holy Animal: Firun’s Bear (polar bear)

Firun, also called the Old Man of the Mountain by his


worshippers, is the god of ice, winter, and the hunt. By
many he is considered an even more merciless god of the
dead than Boron, and only those who can resist his element
are worthy of his grace. His followers consist largely of
rangers and hunters, whose lives are often shaped by the
forces of nature and the hardships of the wilderness. Even
in warmer climes, people often pray to Firun when a winter
is particularly grim. He counts many nobles among his
followers as well, because of their enthusiasm for hunting.
His sacred animal is the polar bear, and his Blessed Ones
usually wear practical clothes fashioned from leather and
furs. One rarely encounters his priests in the few temples
and shrines devoted to Firun, because they prefer to be
out traveling in the wilds. The official main temple of
the Church of Firun is located in Trallop. The First, as the
highest-ranking priest is called, travels constantly, and
might walk as a human or as a polar bear.

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.”

Aspects: Life, Creation, Renewal, Serenity


Symbols/Emblem: Rainbow
Holy Animal: Lizard

Tsa is sometimes called the Young Goddess. She is the lady


of change, renewal, birth, and beginnings. Monotony and
being set in one’s ways are anathema to her. She loves all
that is new. Accordingly, her priests are often cheerful,
freedom-loving, creative, and open to change and new
ideas. Tsa loves all living beings equally and is considered
to be extraordinarily gentle. Thus many of her Blessed Ones
eat no meat or are pacifists. Few faiths in Aventuria have as
many different, ever-changing sects as the Church of Tsa,
and her Blessed Ones often come into conflict with other
Churches or authorities due to unusual or revolutionary
ways of thinking. Few humans worship Tsa above the
other Twelvegods, but her name is often invoked during
childbirth and at the beginning of new ventures. Her
priests wear clothes that display all colors of the rainbow.
The church has neither a main temple nor a supreme
representative, and her Blessed Ones rarely remain with
the same temple for long.

180 Chapter 7: Gods and Demons


Phex
“Know your options and use them, and Phex will grant you his favor.”

Aspects: Luck, Trade, Cunning, Thievery, Self-Reliance


Symbols/Emblems: Fog, Night, Stars
Holy Animal: Fox (in the Lands of the Tulamydes, the
Mongoose or Bat, or in rare cases, the Magpie)

The Cunning One is the god of merchants, thieves, and


secrets. As Lord of Stars he sets especially deserving stars
as sparkling gems into the night sky. The blessing of Phex
is often invoked in trade and gambling, and before setting
out on risky ventures. In the Lands of the Tulamydes Phex
is also considered to be the night hunter, a champion
against lizard beings. As Lord of Magic he borrows many
aspects from other deities.

Several cities have two temples to Phex: a public one,


in which people can conduct business and make sworn
statements, and a hidden one, in which thieves, fences,
and other secretive people can meet, worship, and practice
their skills.

Finding a secret temple or identifying a disguised priest


can be challenging, as many of them are masters of lying
and concealment. The location of the main temple of Phex
is a mystery, as is the real identity of his supreme Blessed
One, the Moon.

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.”

Aspects: Fertility, Agriculture, Healing


Symbols/Emblems: Bundle of Ears of Maize
Holy Animal: Stork (or, in the South, the Ibis)

Peraine is the goddess of fertility, agriculture, and the


healing arts. Her name is invoked by all those who trust
in her healing powers or hope for a bountiful harvest.
This gives her a large following, because farmers make
up the majority of the Aventurian population. Although
her Church does not aspire to political power, nobles dare
not act against her will for long, as they risk angering her
numerous followers. The helpful priests of Peraine wear
simple green clothing which is sometimes embroidered
with patterns of maize ears. They serve mainly in rural
areas, where they tend small temples or shrines, bless
fields, and look after the sick and injured. The Church
maintains infirmaries, hospitals, and large temples only in
cities. However, many priests often travel to help where
they are needed the most. The supreme Blessed One of
Peraine, the Servant of Life, has chosen Ilsur, in Tobrien, as
his seat and therefore the site of the main temple.

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.”

Aspects: Ore, Fire, Crafts, Permanence


Symbols/Emblems: Hammer and Anvil, Flames
Holy Animal: -

The god of forges and crafting, Ingerimm, has many


similarities to the dwarven god Angrosh (see page 188),
and he is often depicted as short and stocky, as if he were
a dwarf himself. He is the only god of the twelve who
has no holy animal. Instead he is always depicted with a
smith’s hammer. His followers include crafters, such as
smiths, builders, tailors, and bakers. In the cities where he
is worshipped, he is also considered the patron of guilds.

Priests of Ingerimm wear leather aprons and carry lanterns


whose flames must never be allowed to go out. They are
regarded as tireless and very willing to undertake hard
work. Few give much thought to sermons, but instead
serve their god in a practical manner. The main temple
of Ingerimm is in Angbar. It has been lead since time
immemorial by the Keeper of the Flame.

Rahja
“Without beauty and joy, life would be senseless. The world is
beautiful, as the gods have decreed it, so let us celebrate!”

Aspects: Joy, Love, Intoxication, Lust, Beauty


Symbols/Emblems: Grapevine, Rose
Holy Animal: Mare

Rahja, the Serene, is goddess of ecstasy and love-making.


She loves intoxication and dance and is considered the
patron of lovers, wine, and feasts. Her worshipers include
lovers, artists, and revelers of all ages. The austere priests
of Travia often look upon the actions of Blessed Ones of
Rahja with great suspicion, and usually view them as
too frivolous. They might not be entirely wrong, yet the
scantily clad priestesses of Rahja act quite responsibly,
even if they impose fewer restrictions on their faithful
than other Churches.

Mares are regarded as the embodiment of grace and love of


life, and therefore fall under the protection of the goddess.
Rahja is most strongly worshiped in the vineyards of Almada
and the Horasian Empire. A more mystical interpretation
of the faith prevails in the Lands of the Tulamydes, where
the states of intoxication and divine ecstasy are celebrated
in honor of Rahja the Passionate. The main temple of the
goddess, seat of the Beloved of the Goddess, is in Belhanka.

182 Chapter 7: Gods and Demons


The Adversary beings. His followers and
Blessed Ones hide behind
masks of righteousness but
“The world and all the gods shall tremble with fear when he rises!
secretly pray for the end of
Their eyes will burst in their sockets when He shows them His face.”
the existing order, hoping
—excerpt from the First Doxology of the Nameless One, circa 307
to play important roles
b.FB, author unknown
in his new kingdom. Dark
chapels that sustain the cult
Aspects: Power, Dominion, Hatred, Destruction, Lies
of the Nameless God are said
Symbols/Emblems: Golden mask, rat fungus, Starless Void
to be concealed everywhere in
Holy Animal: Rat (Spider, among the Tulamydes)
Aventuria, their altars running
with blood sacrifices.
The greatest enemy of the Twelvegods is the Nameless One,
whom it is said brought demons from beyond the Seventh
It is said that his Blessed Ones
Sphere into the world because he was denied sole rulership
must mutilate themselves to gain
of Creation. The gods punished his treason by erasing his
access to the deeper mysteries of
name syllable by syllable from memory and chaining him
the cult. Whether they be decadent
within the Star Breach, the hole he himself had smashed out
nobles, ruthless grand burghers,
of the Wall of Stars to give demons access to this world.
hate-filled mercenaries, or
oppressed serfs who
This empty spot in the starry sky is at its zenith during the
know they deserve
five so-called Nameless Days, the days between the years.
something better,
These ominous and cursed days belong to the Nameless One,
many people succumb
for they represent the time he tore a hole between Rahja’s
to the Nameless God’s
passion and Praios’ law at the spot where the Circle of the
dark teachings and
Twelvegods (the constellations) was most vulnerable.
promises of endless
power to be granted during
Mystics say the Nameless One is no friend of chaos, and that
the coming 13th Age under his
he would rather destroy Creation than serve others. He is
rule.
the very essence of power, dominion, selfishness, revenge,
temptation, lies, treachery, malice, hatred, destruction, and
The priests of the Nameless God are
even self-mutilation.
infamous for their powers of persuasion and
manipulation. Many are excellent liars who have used
It is perhaps telling that no other god has been given as many
intrigue, murder, and dark miracles to undermine or topple
names and descriptions as he. His true name was forgotten
faith groups, temples, rulers, and even entire realms.
eons ago. Faceless One and Thirteenth God they call him, and
also Rat Child and Nameless One. The Tulamydes call him Iblis,
Few believers in the Twelvegods comprehend the power
the Net Weaver. The Nivese fear a being they call the One-
the Thirteenth grants to his servants. The most powerful
Too-Many. Maraskan curses often mention the Brotherless
among them are supposedly called the Tongue of the
or the One Without Siblings. The Forest Folk speak of Burdaq
Nameless One and his Thirteen Eyes. The liturgical chants of
whose tapam (soul) has been stolen, and the elves whisper
the Twelvegods have no effect on them, and their words
of dhaza (Isdira for That-Which-Fights-Creation). The dwarves
command even demons.
blame Pyrdacor, the Golden Dragon, for all the world’s evils.
It is not very reassuring that the myths and legends of
The Nameless One’s countless worshipers refer to him as the
many peoples agree that, one day, the Nameless God will
Promised One, the Purple God, He-Who-Rests, or Ruler of Rulers.
conquer all of his enemies in an epic battle. It is possible
Some speak the name Golden God or Golden One with awe in
that these prophecies hold a kernel of truth. ( page 236)
their voices, claiming to know that he is the Elder of Eons,
the first god, the primal ruler of the world whose legacy was
stolen. ( page 236)
“They tried to banish our Lord and extinguish his
The Nameless God has been manipulating events from his name from the world, but nothing so powerful
prison for eons, working to free himself one day. Lies and can ever be forgotten. The false gods have
seduction are his strengths. He is often depicted as a faceless always feared the revenge of the one true god.
golden man accompanied by rats, crows, and thirteen- Their servants should fear us as well, because
legged spiders. According to legend, the Nameless God is we are here to ruin them all.”
served by countless creatures, monsters, and intelligent —Arraloth Westfal, Hand of the Nameless One

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.

Blakharaz or Tyakra’man: Enemy of Praios, Lord of


Blind Revenge, Guardian of the Mill of Souls, which
grinds the lost souls of mortals.
Belhalhar or Xarfai: Enemy of Rondra, the Otherworldly
Murderer, Lord of Blood Rage and Massacre, Leader of
the Invincible Legion of Yaq-Monnith
Charyptoroth or Gal’k’Zuul: Enemy of Efferd, the
Merciless Drowner and Mistress of Unnatural Water,
Mother of all Sea Serpents
Lolgramoth or Thezzphai: Enemy of Travia, the
Restless, Lord of Discord and Treason

184 Chapter 7: Gods and Demons


Other Immortals great curiosity, daring, and a desire to explore the
unknown. His Blessed Ones are usually very approachable
and sociable people and one usually encounters them on
Despite its name the pantheon of the Twelvegods is not
travels. They are rarely averse to an adventure and gladly
limited to the twelve gods, which rule from their seats
give their blessing to fellow wanderers.
in Alveran, the Fortress of Gods. Several demigods are
regarded as the offspring of the Twelve. According to
Ifirn, Bringer of Spring
legend these descend either from two gods or from a deity
This demigoddess takes the shape of a swan and is the
and a mortal. Some gods, it is said, created a demigod out
daughter of Firun and a mortal woman, though some
of themselves, whether by splitting off one of their aspects
see her instead as the rebel daughter of Efferd. Many
or by sheer will. Not all demigods are considered as such
worshippers do not dare to directly address grim Firun and
in all regions, and certain pantheons hold some demigods
therefore ask his mild daughter for mediation. She is often
in higher esteem than their alleged parents. The rank of
depicted with the four Heavenly Swans. Ifirn is regarded
demigod also includes entities that are worshipped by so
as the herald of spring, patron of all communities, and a
many people, and who thus control so much power, that
helpful hunting companion. Blessed Ones of Ifirn now run
the faith of the Twelvegods cannot ignore them. Even
many of the temples of Firun.
foreign deities found their way into the extended pantheon
in this fashion.
Kor, the Gem-Hearted
This bloodthirsty reaper is said
Retinues and heralds of the gods, which carry the
to be the child of Rondra
principles of the corresponding deity into the world,
and the Great Dragon
are also worshipped in large numbers. Examples of such
Famerlor. He loves battle
Alveranians (or heralds from Alveran) are Golgari the Raven
and fierce fighting, and,
of Death and Bishdariel the Dreambringer (in the Church
as his father’s heir, he is
of Boron), Uthar the Grim Guardian of the Realm of the
said to have a dragon
Dead, and the Twelve Winds, which are said to obey the
carbuncle for his
capricious god of the sea, Efferd. Great veneration is also
heart and is therefore
given to the six Great Dragons who, according to legend,
particularly merciless.
entered into Alveran after the First Dragon War.
He worshiped mostly by
mercenaries and fighters who
Branibor with iron wings; a servant of Praios; Dragon
rely more on effectiveness than on honesty. The holy
of Justice
book of Kor, known as the Khunchoman Code, delineates
Darador with hundred colored wings; a servant of
the rights and obligations, as well as the remuneration for
Praios; Dragon of Anti-Magic
military services, of all mercenaries, whether hired alone
Famerlor with the lion’s head; husband of Rondra;
or as a unit.
Guardian of Alveran
Naclador also called Varsinor, confidant of Hesinde;
Levthan, the Rutting Goatman
Dragon of Wisdom
The ram-headed Levthan, considered the son of Rahja,
Menacor, the six-winged Guardian of Limbo
represents unbridled desire and male virility. He is said to
Yalsicor with the goat’s head; friend of Travia; Dragon
be an indomitable troublemaker that has forced himself on
of Friendship
the demigoddess (or goddess, depending upon your view)
Satuaria, who enjoys great veneration among Aventurian
Aves, the Wanderer
witches. To this day it is said that one might spy him
This demigod, who is often
chasing after her at especially magical places on Witches’
depicted as a bird of paradise,
Nights. Many followers of Satuaria regard him in a similar
is regarded as the son of
light as their highly revered goddess, torn between hatred
Phex and Rahja in the
and passion.
faith of the Twelvegods.
He is the patron of
Mada, the Banished
wanderlust, adventure,
The daughter of Hesinde, Mada, is said to have brought the
and travel, and the
gift of magic to mortals. Praios punished her by confining
continent of Aventuria
her in stone and setting her into the sky. Since then, the
is named after him.
silvery moon (called Mada’s Sign or Mada’s Mark) shines in
Aves attributes include

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.

186 Chapter 7: Gods and Demons


Beyond the Creed of the The people of Maraskan believe in the hermaphroditic
twin gods Rur and Gror, and the perfect beauty of the
Twelvegods world (also known as the Gift of Rur, created in the form of
a discus which was then thrown toward Gror, and has been
“Praios forbid! I am aware that people worship other deities. But in transit ever since). The Maraskani usually consider the
you should not forget that the Twelve are the only true gods. It Twelve to be siblings, guardians that accompany the world
never hurts to learn the false idols of foreigners, of course, for discus on its journey. Miracles have no place in this belief,
only then can you be truly prepared, and preparation is half the as the course of the world was predetermined in wise
struggle.” foresight. Maraskani adhere to a strict dualistic worldview
—the Master of Novices at the Temple of Praios in Beilunkia, in which everything has its matching counterpart. They
1040 FB believe in reincarnation and strive to fathom the Sixty-
four Questions of Existence, to which Gror will one day
Although the belief in the Twelvegods is widespread and provide the answers.
has many followers, it is not the only religion in Aventuria.
The Novadi of the Khôm Desert worship Rastullah, who Although the Forest Folk worship the jaguar-shaped god
appeared before them about 300 years ago in the Oasis Kamaluq (Mohan for hand that makes the ground), they also
of Keft to reveal his 99 Holy Laws. Even with no attested fear and honor the spirits of the jungle that surround them
miracles, his worship grew quickly among the desert every moment of their lives. Many peoples in Aventuria
nomads. Rastullah is one of the few gods who is never view shamans and other magically-gifted animists as
depicted in any form. Instead believers invoke individual intermediaries between the world of gods and spirits and
aspects of the god to emphasize oaths (“By Rastullah’s the world of mortals. They believe the world is permeated
magnificent curls!” or “By the all-seeing eye of the All- by a great number of spirits that either must be appeased,
one!”). The only known symbol of Rastullah is a white tent, or which can be petitioned for advice. This belief in spirits
from which he is said to have descended from the heavens. is often accompanied by the worship of gods, as is the case
with the Forest Folk, the Nivese, the Gjalsklanders, the
The Nivese believe in the Fjarning barbarians, and the orcs. Shamans exist in many
Sky Wolves, a divine pack cultures and among races, which regard them as healers
that once ruled the and wise advisors to chieftains and clans.
world. In the language
of the Middenrealm, The druids worship the ancient earth mother Sumu and
the Sky Wolves are seek to heal the wounds inflicted by Los on the body of
named Gorfang (the the goddess. The witches believe that the daughter of
pack leader, who Sumu, Satuaria, is a mediator who is trying to restore the
embodies dominion primordial giantess to new life. Satuaria even plays a role
and revenge), Grispelt in the tradition of the Twelvegods, if only as the object of
(Gorfang’s wife, fertility), Levthan’s desire.
Ripgrief (hunting), Redtail
(cunning and rebellion against rule), Firngrim (the winter There are also schools of thought that entirely reject the
mother), Arngrim (spring), Liska (mediator between works of gods. One such system of belief is the so-called
Nivese and the Sky Wolves), Rangild and Rissa (the eternal wizard’s philosophy which, as the name suggests, is
lovers), Tongja (beauty and grace), and Ranik (who rolls especially prevalent among the magically gifted. Its
the sun across the sky). Grayfang represents retaliation, adherents view the gods as very powerful beings and claim
anger, and revenge. All the other Sky Wolves together are that their power is related to the degree of veneration they
unable to tame him and is considered so dangerous that receive in this world. The Churches of the Twelvegods
even worshipers invoke him only in rare instances. universally condemn this school of thought, for it
postulates that mortals with sufficient power can become
The Norbardes worship the Bee-Mother Mokosha (Alaani gods themselves. Even more disreputable and subject
for “great bee”) as patroness of their traveling society. to the harshest of punishments is Borbaradism, which
Their bustling behavior can be attributed to this deity. takes the basic tenet of wizard’s philosophy a step further.
Mokosha was worshipped by the ancient Tulamydes Borbaradians act according to the teachings of the black
and entered into the pantheon of the Twelvegods, where mage and Demon Master, Borbarad, who said that every
she is sometimes worshipped as the daughter of Ingerimm being must free itself from the bonds of faith and spiritual
and Peraine, and sometimes as the daughter of Ingerimm submission. According to his worldview, anyone with
and Hesinde. sufficient will can shake off the yoke of gods and demons,
with the ultimate goal of controlling one’s own destiny and

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.

Goblins worship Mailam Rekdai, the Great Sow who


excavated the world from the Great Heap (goblinese: puur
mulla), and Orvai Kurim, god of hunting and war.

The gods of the lizardfolk are collectively and reverently


addressed as H’Ranga, but they are so unfathomable and
vindictive that the lizardfolk do not pray to them. Instead,
the lizards try very hard to avoid drawing their attention.
Elves are far removed from the true worship of gods The most important H’Ranga, whom the lizardfolk respect
although they worshipped their own gods a very long time and revere greatly, are as follows.
ago. Elves generally agree that gods are very powerful
beings, but don’t find this a compelling reason to offer Chary’Yzz the quick-tempered, who rules over water
them worship. Modern elves have only two principles: and seas
becoming (in Isdira, nurdra) and fading (in Isdira: zerza). Chr’Ssir’Ssr the irritable, who rules over the skies and
They also revere Creation (in Isdira, dha) and struggle holds dominion
against its eternal adversary (in Isdira, dhaza), which is H’Szinth in the shape of a serpent, whose aspect
loosely equal to the Nameless One in concept. While the is Change
glade elves are more open to the beliefs of their human Kha in the shape of a turtle, the eldest
neighbors, firnelves are downright hostile towards any Krr’Thon’Chh, the bloodthirsty crusher
worship of deities. Ssad’Huarr in the shape of a toad, mistress of the end
of Time and Life
V’Sar, the lord of perfect souls
Zssahh in the shape of a lizard, mistress of new
beginnings and rebirth; possibly an aspect of Tsa
Ppyrr, master of the elements of fire, humus, air,
and ore

188 Chapter 7: Gods and Demons


Churches and Cults weakens when a child turns 13. Children who accept the
faith are then considered full members of the community
of believers.
“The goddess placed us here to fulfill her will. She did not send
us here to argue with those of limited intelligence regarding the
Temples are not merely places for gathering. They are also
interpretation of her will. Yes, there is a time for preservation.
imbued with the power and principles of their respective
And yes, there is a time for sharing. But multiple paths are also
deity. One can feel the presence of Alveran within the
possible. To discover absolute truth, we must always deliberate,
walls of a temple or other holy place. Blessed Ones of the
like the goddess taught us. We must let ourselves be guided by
Twelve always encourage believers to enter the service
divine wisdom and not be blinded by the lust for power or the
of a temple, but service is not an obligation. Most people
desire for influence. Our reward is an eternity in Hesinde’s Grove,
come to the temples to give thanks or to ask for blessings.
not a comfortable life here on Dere. Set aside your narrow-minded
Most temples sustain themselves with money from temple
disputes and remember your duty! Follow the teachings of the
tithes, while particularly magnificent temples owe their
wise and omniscient mistress Hesinde, and learn to live together!”
condition to more generous donations, which believers pay
—Erynnion Quendan Eternalwatch, Prime Abbot of the
directly to the temple. Temple tithes take different forms,
Hesindan Order of Draconites, 1026 FB
depending on the deity. Even though Peraine, the goddess
of agriculture and healing, has many worshipers, gold
The secular aspects of worship are strongly shaped by the
rarely appears in her temples’ offering boxes. Donations to
individual Churches of the Twelve within the creed of the
the Church of Peraine come mainly from rural populations
Twelvegods. Each Church has tangible worldly interests
and are often paid in kind (that is, in the form of baskets of
besides the salvation of the faithful—interests that include
wheat, barley, or other crops, or simple craft items such as
power, influence, and gold.
forks or dinner bowls). One the other hand, a baron who
swears his oath of loyalty to his lord in a temple of Praios
In general, the different Churches and their Blessed
may donate a large sum of gold or precious liturgical items.
Ones treat one another with great respect. Even when
two believers don’t share the same primary deity, they
Blessed Ones agree to serve a deity but they make these
still revere the same pantheon and adhere to the same
decisions on their own, and they are not infallible. Not all
core teachings and ideals. However, the often conflicting
priests are able to interpret the will of their deity correctly,
aspects of the gods inevitably lead to friction between
and individuals sometimes disagree with the will of their
the Churches. The potential for conflict sometimes even
Church leaders. Blessed Ones are also often torn between
grows within a Church. Forms of worship vary by region,
three basic things: the principles of the deity, church
and the worldviews of Blessed Ones vary accordingly, and
politics, and their own personal ideals.
not always insignificantly. For example, Garetians regard
Phex as the god of merchants and thieves and patron of
Blessed Ones enjoy a good reputation among the faithful
the Imperial family, but in the Lands of the Tulamydes,
and their special legal status means that they are almost
Pheqz is the god of magic and a tireless fighter for the
untouchable by secular authorities. Blessed Ones can be
cause of humanity. Middenrealmers worship Rondra as the
convicted only by church courts, even when they commit
mistress of honor and fair combat, while in the Lands of
a secular offense. If a Blessed One of Tsa helps a serf to
the Tulamydes she is also the bringer of storms, mistress
escape, an enraged Bronnjar may not care about who has
of oracles, and lady of elegant combat. Horasians think of
proper jurisdiction over the case. However, in the eyes
Hesinde as the goddess of learning, arts, and magic, the
of the faithful, a physical attack against a Blessed One is
Tulamydes think of her as the lady of eternal change, and
no different from an attack on the deity, and therefore
the Norbards revere her as the patron of the tribes and as
tantamount to blasphemy. Of course, honorable combat
the one who gifted mankind with the knowledge of writing.
with a Blessed One of Rondra, a duel with a priest of Kor,
and an unknowing attack on a covert Blessed One of Phex
Most people who worship the Twelvegods begin initiating
are all exceptions to this rule.
their children into the circle of the faithful at the age
of 12, for the protection afforded by the Birth blessing

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.

Ever since Mada destroyed the Citadel of Power and brought


magic into the world, those who control this power have tried
to understand it. Even though much has been learned over the
millenia, no mortal can ever comprehend magic in its entirety.
Nor can any mortal ever be able to decipher the mysteries
that magic gives us. The mages of the Academy of High Magic
in Punin may claim they understand everything, but this is
complete poppycock! Certain rules make the casting of spells
possible and even simpler one you understand them, but you
should know that there is a significant difference when a guild
mage casts an Ignifaxius, a flame lance, versus when an achaz
crystalomancer or even a dragon uses this spell. These represent
three completely different magical ways to manipulate the
element of fire. Dragons, mighty magical beings in their own
right, employ the most primal and most powerful means of
channeling spells, and only a handful of wizards can even begin
to understand how. Mages know that a crystalomancer focuses
magical power through a gem, even if they do not understand
why the stone can do so. These same mages channel their power
through a spell or so-called thesis, which usually required years
of research to perfect.

The point is this: magic cannot be fully explained, and it frequently


produces effects that will surprise you. This how the world has
decreed it, but that does not mean you cannot learn anything
about it. The goddess Hesinde helps us to learn, and observe, and
identify ways to achieve desired effects. Our minds are powerful
tools, and we can learn about and come to understand magical
power. The only question is, should we conduct research in our
ivory towers, or should we study outside in the world, where
magic occurs on a daily basis?”
—Mistress Kiranya of Kutaki to a new student, 1039 FB

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.

192 Chapter 8: Magic and Sorcery


Borbarad and the onset of the Starfall ( page 232) have interpret spellcasting and even the world around them.
changed many minds. It is now known that ley lines can be Few Traditions look upon others as equals but some
created and destroyed, can change their course, and can Traditions are more tolerant than others. This section
even lose their ascribed characteristics or gain new ones. presents examples of the best known and most widespread
Of the different types of magical lines, many are limited to Traditions in Aventuria. For details on the rules for many
one locale and of little influence. But there are also those of the magical Traditions discussed above, see the Core
that span the entire continent and may possess unlimited Rules, starting on page 274.
power. Whenever two such lines cross, a powerful magical
site is almost always the result. Those gifted in magic often
make use of such sites for their strong, inherent magical
“Mandra? No, I am not casting a spell. I only
properties. These might include sites for a witches’ dance,
want to shoot this evil-doer. My vision
an ancient druidic sanctuary, or the location for a mage’s
becomes clearer and my mind more focused
academy. It is even said that these nodices (from the term
if I sing this song. That is all. Now step out
nodix, which is Bosparano for node) may be connected by
of the way, and please stop interrupting me.”
troll paths, fairy gates, or so-called dark portals.
—Layariel Treetopglimmer, elven wyldrunner
In contrast to ley line intersections, there are also places
on Dere that are devoid of magic. One example is a temple
or sanctuary of Praios that enforces a karmic Arcanum The race that brings forth the greatest number of mages in
Interdictum, which prevents any kind of spellcasting. Aventuria is certainly the elves. This might be due to their
Another might be a room that is shielded by the anti- origin, as the elves claim they once dreamed themselves
magical properties of Kosh basalt. Many metals inhibit the into existence from the world of light via magic. Elves
flow of arcane energy unless they are explicitly magical view magic as a natural part of the world. They constantly
themselves. Such sites are common in the ore-permeated use their inherent magic to influence their environment,
delvings of the dwarves, which are known as places where and in fact, it is so natural that many elves do not even
the force of Mada cannot flow. realize they are using magic. This is especially true for
their magical songs, often cast by an entire elven tribe in
Magical Traditions the magical community of the salasandra, and they can
achieve almost unlimited effects.
“Which magical Tradition do I prefer? That is a difficult question When Aventurians think of mages, they think of the small,
for most of us who are skilled in magic, as we are often blinded well-trained elite corps of guild mages. This is largely
by our own Tradition. I decided long ago to cast off these mental because guild mages study the world and its inherent magic
shackles and trust in the divine wisdom of Hesinde alone. Just as according to scientific principles. By researching basic
magic is a unique gift that shows the goddess’ concern for humans, principles and noting observations, they derive laws and
Traditions are a gift that shows the goddess’ love for diversity. draw conclusions about how magic functions in general.
Guild mages classify and catalogue; witches feel and crave; elves This scientific approach offers them insights that might
search the world for sense; animists ask their ancestors for advice never occur to other spellcasters, but guild mages often
and enlightenment and even grant them possession of their encounter obstacles in their research, whether due to the
bodies. None of these methods is wrong as long as they do not exhaustion (or complete absence) of financial resources,
endanger the salvation of human souls. We have been sent out or a lack of existing research upon which to draw, or
into the world to live and learn, and ultimately to grow. Perhaps even because a rival with considerably greater influence
one day you will understand.” chooses an entirely different approach.
—Haldana of Ilmenstein, archmage and Magister of
Magisters, 1026 FB

Mages know of a large number of magical Traditions in


Aventuria. Some are ancient, such as the geodes of the “You son of frivolity! I must first identify a
dwarves, the zibiljas of the Norbards, the animists of the concept before I can try to understand it. Only
Forest Folk, and the crystalomancers of the achaz. Elves then can I think of a way to fight such evil.
have always possessed a natural talent for magic. Other Your rash actions will bring trouble upon all
Traditions, such as those of guild mages, witches, and our heads. Don’t draw your axe, Arbosh, that’s
magical dancers are relatively recent discoveries (or, in a demon!”
the case of pranksters and charlatans, fabrications). All —Mirhiban al’Orhima, Tulamydian fire mage
Traditions are similar in that followers adhere to a specific
philosophy that teaches them how to comprehend and

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.

Witches meet once a year at secret places for witches’


dances to worship their goddess Satuaria. There they work
together to prepare the flying ointment with which they
are able to fly on their brooms, barrels, fences, or similar
items.

Some village healers or midwives are in reality witches


who use their abilities for the good of their neighbors.
Nevertheless, Blessed Ones of the Twelve, most notably
those of Praios, still bear many prejudices against witches
and tell tales of hate-filled curses and sinister black
magic. The Daughters of Satuaria are often blamed for
supernatural-seeming tragedies, and angry villagers do not
always hand suspects over to the local legal authorities…
Even so, state-sponsored witch hunts are a thing of the
past, and in some areas (Arania in particular), witches are
even held in higher regard than mages.

194 Chapter 8: Magic and Sorcery


Dwarves very rarely possess the gift of magic but they
possess a magical Tradition that is very closely-related
to that of the druids, namely, the geodes. Practitioners
lead a hermit’s life in the wilderness surrounded by
nature, to which they feel a particularly strong
connection. Geodes serve as priests for their
own people but seldom receive much respect,
because dwarves commonly believe that
Angrosh’s world mechanism has no need of
magic. Therefore, geodes are almost always encountered
far from dwarven delvings.

The magically adept among lizardfolk typically practice


so-called crystallomancy, a special form of magic based
on the properties of gems, although certain individuals’
spellcasting resembles that of witches or druids or even
has strong animistic traits.

A number of cultures have followed the voices of spirits


for centuries. Animists serve as mediators between the
powerful beings that inhabit the Spheres, and can call upon
natural or ancestral spirits and even let them possess their
bodies. The Fjarnings bring forth magical mastersmiths
“You simply have no idea! This is precisely the reason that can bind the power of spirits into weapons; the animal
why we avoid most people. We seek to reawaken Sumu, warriors of Gjalskland call upon their Odûn, animal spirits
so the Primeval Mother can save us one day. For this that grant them strength. The orcish horned warriors and
endeavor we must heal the ulcers wrought by the Defiler the Wolf Children of the Nivese also call upon such powers.
of Spheres upon the body of Sumu.” The worldview of most animists is most closely connected
—Xindra of Sumu’s Cottage, Arch Druid of Tobrien to that of shamans, even though they draw their power
from a karmic source. Animism is particularly widespread
among the Forest Folk tribes of the Far South.
The mysterious druids view themselves as the chosen
saviors of Sumu. They protect Creation and defend Nature,
often against their fellow human beings. Therefore, they
are not regarded as the wise men of the forest, but instead
as the quintessential fairytale villains in quite a few stories.
They live on that which Nature provides. Druids frown
upon the smelting of metals and therefore use daggers
fashioned from flint or obsidian in their rituals, and they
cast spells that focus on the forces of nature and the
elements. But even these reclusive spellcasters, who often
live in the remote wilderness, follow different schools of
thought. The archetypical druids are the Grove Druids, who
usually live far from civilization in harmony with nature
and are considered its protectors; the Guardians of Power,
who also live remotely but usually guard special locations
such as a long-forgotten cult site, a temple of an ancient
god of nature, a nodix of strong magical ley lines, or an
ancient barrow or stone circle; and the Augmenters of Power
who live secretly in cities in order to study the human
mind and thereby accumulate knowledge and power.

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.

The Dark Eye


“I don’t care what wizards call these powerful artifacts, whether simultaneous control of time and space. I have not yet figured out
Optoliths as the Bosparans said, Al’Satafri like the ancient how to do so, unfortunately…
Tulamydes called it, or even Arcanoscopes. Every soul touched by Dark Eyes rarely show exactly what the beholder expects. Whether
Mada’s power desires a Dark Eye. Far too many magically gifted revealing a live view of a distant location or a frozen moment in
people have vainly sold their souls to create one, and too many time, most of these artifacts are uncontrollable and can only be
others lost theirs in the search for one. used when certain constellations are ascendant, or even for just
All of the initiated have heard the legends of the first Dark Eye, also one day a month.
known as the Primoptolith or Eye of Pyrdacor. The Golden Dragon Some Dark Eyes had names that have been passed down through
himself was said to be its master. According to legend it showed its the centuries, even though their fate sometimes remains unknown.
owner events from past and present in every imaginable place in One such orb is the Eye of the Morning, which obeys the will of the
the world. Who has not dreamed of owning something like that? Empress and lends its name to the Secret Order of the Eye. This
No one knows where the Primoptolith is today, for it has been lost particular Dark Eye is portable, but it has rarely been moved from
for millennia. None can find it, and none have been able to create the Empress’ pretty palace, if memory serves. Then there is the Eye
its equal. of the Ogre used by the court wizard Galotta, who unfortunately fell
It is said that a Dark Eye is made from the heart of a fallen star and into disgrace, and the Eye of the Wise, which was associated with
that no spell and no army of the world can move one. They must Rohal the Wise. Both are said to be unusable today. The Obsidian
remain where their essence was imbued, and I mean that literally. Sphere of Khunchom and Rohezal’s Cloudview are, and have been,
Whether they fell from the sky, came from the deepest Endurium far more reliable. I cannot claim the same of my first attempt to
mines, were made from the eyes of an Ancient Dragon, or (in very produce such an artifact, so long ago… Scholars have named my
rare cases) are movable, one thing is certain: all Dark Eyes are creation the Eye of Satinav, or so I’ve heard. Currently I suspect
deep black, roughly spherical shapes that vary only by size. Most the only three Eyes still in use in Aventuria (besides the Eye of the
are about the size of a child’s head, but both smaller and larger Morning, that is) belong to good old Tubalkain, Hasrabal of Goria,
specimens are known. I am afraid that almost all Dark Eyes share and myself. The rest probably rot in dragons’ hoards, ancient
the trait of unpredictability, as if they each possess a will of their tombs, and moldy treasure chests… except, there are rumors…
own. Anyone beholding an Eye must first make it subject to their Well, enough of that. Let me show you how to use this good old
will. The Dark Eye then chooses which view of the past to display, thing here.”
as if it had a mind of its own. Sometimes I wonder if Niobara was —Nahema ai Tamerlein, the Gray Raven, to her student,
right when she postulated that the ultimate magical power is the 1032 FB ( page 238)

196 Chapter 8: Magic and Sorcery


Crimson Eyes are even rarer than Dark Eyes, and very Mages, witches, and any other magically gifted people with
little is known about them. It is said they can track magical the appropriate skills can craft such artifacts themselves.
people and objects. During the Horasian war of succession, Spells like Applicatus or Arcanovi allow casters to bind a
someone nearly razed an entire city to rubble in order to great variety of spells into a large number of materials.
gain possession of a Crimson Eye known as the Sphere of Since spell triggers are set by the enchanter, many magical
Mada. portals require an audibly spoken password, and many
magic rings need only be placed on a finger and rotated to
Significantly more common are the Ivory Eyes, which can activate their stored spells.
store images, sounds, or scents, and are especially popular
among wealthy Tulamydes for entertainment purposes. The failed creation attempts for certain artifacts led to
The wizards of the Dragon’s Egg Academy in Khunchom those items being inhabited by a demon, an annoying minor
are said to be masters in their creation. spirit, or even an errant soul. Such items tend to have a will
of their own. In one case, a powerful magic sword could not
Immediately following Dark Eyes on the list of most be drawn from its sheath until its bearer promised to spill
desired artifacts are the Cauldrons of Primal Forces, the sufficient blood. In another instance, an assassin’s weapon
creation of which is attributed to particularly powerful produced colorful and highly visible sparks whenever it
users of magic. Some claim the cauldrons may even be of was drawn. There have also been stories of boots with soft
divine origin. Thirteen such cauldrons are thought to exist. soles that, once wet, made exaggeratedly loud splashing
According to legend, harpies and other such chimerae noises while the wearer was attempting to sneak around.
were created in them. It is said that the high elf Pardona is
in possession of one such artifact, from which she brought The following are examples of magical artifacts. For further
forth the night elves. Nobody knows what happened to the examples, see the Core Rules, starting on page 269.
other Cauldrons of Primal Forces.

Several mysterious artifacts were made in the past, and it is


uncertain whether their creation could even be attempted
today. Particularly notorious are the Dark Portals which
are said to have once connected all the academies of the
great guilds of mages. It is believed that some of these
portals through Limbo still exist and that the brave who
dare to venture through them can travel long distances
with almost no passage of time. The so-called World Gates
lead to distant continents and even into strange Spheres.
The Durthanish Spheres, complicated aetherlabe devices,
are said to aid travel in the billowing gray of Limbo by
providing a reliable form of orientation.

Certain significantly less powerful artifacts are far more


numerous and sometimes found in the bazaars and
markets of Aventuria, at least in the fairytales of any
good storyteller. These items include flying carpets from
the Lands of the Tulamydes (which, according to legend,
incorporate genuine air elementals), high elven cloaks of
invisibility fashioned from white snake leather or metal-
imbued cotton which make their wearers invisible, and
magical swords that cry out when they strike an innocent
person.

Less legendary artifacts also enter into the stories of


Aventuria: magical feathers that improve accuracy when
used as fletching on arrows, magic keys that can open any
lock, and magic lamps that contain subservient, bound
djinn. All appear as often in Tulamydian tales as does the
legend of the amulet of truth in Praios’ Day school.

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

Belt of Strength The effects of certain artifacts, such as the


Description: This wide leather belt has a buckle of Petrifaction Brooch, vary from the effects of
exquisite ugliness that depicts the face of an angry ogre. ordinary spells. This was intended by the artifacts’
Effect: By simultaneously pressing the eyes of the ogre enchanters, who possessed arcane special abilities
face, the wearer gains enormous powers. The belt serves as that allowed them to alter spells and improve upon
a storage artifact containing 3 Attributo (Strength) spells (SR their effects. For more about these new special
12). See sidebar for an explanation of its effects. abilities, see our upcoming volume on magic in
AE Cost: 48 AE, 5 additional permanent AE Aventuria.
Price: 1,200 silverthalers

198 Chapter 8: Magic and Sorcery


Boots of Sprinting and find their peace. While some cultures worship the
Description: These lightweight boots fashioned from many spirits that dwell in this world, these hauntings and
green leather are embossed with complex patterns of nightmares are considered unnatural and reprehensible to
leaves and flowers. By clicking the heels together, the worshippers of the Twelvegods.
wearer gains supernatural speed.
Effect: Self-charging artifact with Axxeleratus (SR 9, 15 CR); Many free elemental spirits makes their homes in ancient
can be activated once per week; trigger involves clicking forests or the sparkling spray of the sea. Some of these
the heels together. spirits are particularly famous and hold peoples’ lives in
AE Cost: 96 AE, 10 additional permanent AE their hands. The Father of Tides, a powerful king of the
Price: 2,200 silverthalers fairies and one of the oldest of his kind, is mentioned in
many legends and customs of those who live along the
Syronius’ Protective Blade Great River. Pandlaril, the Lady of River and Lake, is also
Description: This long sword, decorated with arcane a fairy and is said to live in Nine Eye Lake. The people of
gravures, functions as a magic weapon and also protects its Weiden revere her in an almost superstitious manner and
wearer from harm. she is almost accorded the rank of a goddess.
Effect: The sword is enchanted with Spellblade and serves
as a magic weapon for the next 60 years. In addition, it is There are many other beings besides fairy rulers. Dryads
a self-charging artifact with Armatrutz (SR 12, PRO 2 for 12 inhabit trees, sylphs live in lakes and brooks, and will o’
minutes). It can be activated weekly. The Armatrutz trigger wisps float along in marshes and swamps, luring careless
involves speaking the key words Syronius’ armor. wanderers to their doom. People know of ghosts and
Costs: 196 AE, 20 additional permanent AE fairies, but less is known about kobolds, which are always
Price: 4,360 silverthaler involved in mischief. They are known to occasionally
kidnap children (preferably redheaded ones) or swap them
Teleportation Ring with kobold children, to raise them up like kobolds. These
Description: A small, night-black onyx is set in this gold so-called changelings often become pranksters whose
ring. The inner surface of the ring bears the engraving, character is influenced by their kobold foster parents and
“Fear the three guardians.” When the ring is rotated on marked by bittersweet mockery and their own strange
the finger, the wearer teleports through Limbo to the understanding of the world.
backyard of the Hotel Elmstaff in the city of Gareth (unless
the wearer is more than 15 miles away from the hotel, in Humans worship or fear quite a few of these magical
which case the spell fails). beings, about which many adventurous and fantastic
Effect: Magic storage with 2 Transversalis (each SR 15); the stories are told. Children love stories about unicorns
trigger involves rotating the ring. that roam the forests and save whole hamlets from great
AE Cost: 62 AE, 6 additional permanent AE distress with the purity of their hearts. The fact that every
Price: 2,150 silverthalers unicorn described in these tales is male leads to discussions
among interested guild mages who ponder the origins of
Magical Beings these proud animals and debate whether they might really
be another creature or spirit in disguise. However, the
“No, I am not crazy to stay close to shore. The Lady Pandlaril may rural population cherishes the protection that a unicorn
be with me, but I still fear Nûranar, Lord of Lampreys, and his provides to their region and rarely asks such questions.
host. Besides, the fire mountain glows in the middle of the lake. I
will definitely not get too close to that!” Dragons view themselves as the paragon of Creation since
—a fisher from Nine Eye Lake, 1036 FB they were (and probably still are) among the mightiest
beings of this world. Not every type of dragon does this
Aventuria is inhabited by a large variety of magical beings tremendous heritage honor, but a giant lindworm or an
which sometimes interfere in the daily lives of the other emperor dragon is quite able to incinerate entire cities and
inhabitants of the continent. For example, minor spirits destroy large armies. Their relatives on the lower rungs,
such as small elemental spirits often manifest when two be it cave or tree dragons, are, fortunately for most people,
elements clash with each other. Sometimes they appear less dangerous. Unfortunately, however, they multiply
in forges where fire, ore, and air combine, or they cavort very quickly and brave heroes are frequently called upon
merrily on the wheel of a water mill where vortices form to stop their depredations and drive them off.
in the river.
On a more somber note, many regions have legends about
Some of these beings are restless souls that are trapped vampires, and even plagues of them, as occurred a few
on battlefields and hope to enter the Realm of the Dead years ago in Weiden. Werewolves are said to roam freely

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.

This may be because a member of the adventuring party is


a mage, or because the group helps desperate villagers deal
with a pack of daimonides or a haunt of ghosts, or because
they set out to save the count’s child from a dragon. Behind
every fork in the path, the next adventure awaits, and such
adventures naturally involve fantastic events.

200 Chapter 8: Magic and Sorcery


The individual Aventurian regions have varying
degrees of magical influence. If your gaming group
prefers a less magical world, choose to play in a region
with few wizards and magical phenomena. If, on the
other hand, your players cannot get enough of magic
in your games, then make magic more commonplace
in your version of Aventuria, introduce more magical
beings into your game, or have your heroes encounter
spellcasters on a more regular basis. You could even
treat magic in a more scientific way, or as even more
mystical. It is your campaign, after all. Do not hesitate
to adjust the level of magic to suit your party’s tastes.

The GM should use the magic, magical phenomena, magical


beings, and other fantastic elements of Dere and Aventuria
to show how the setting differs from the real world. Players
and their heroes should feel invited to discuss, theorize,
and weave legends around such phenomena, especially
if guild mages are involved (their presence always lends
itself to the development of hypotheses, but an elf might
also draw from family legends and songs to understand
why the sight of demonically twisted trees causes her such
great discomfort).

Regardless of the amount of research performed, magic


should remain something unexpected, maybe even
something incomprehensible. It should always hold some
surprises and mysteries even for experienced spellcasters.
Sometimes, things may not be understood immediately
(or beyond the fundamental level). It goes without saying
that the games needs magic rules and numerical values
to give meaning to rituals and spells such as Paralysis and
Ignifaxius at the table. However, on the world of Dere, magic
is beyond all such fixed formulas. It is a decisive power
that exists alongside the power of the gods. Aventurian
scholars may think they have something figured out, but
they do not always find explanations that correspond to
the truth.

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.

Rook: Rooks are a special case and occur


only in campaigns. Within a campaign, a
The Garadan System character marked as a rook plays a defined
Every publication for The Dark Eye divides NPCs into three role and is an important official. This
or four different categories, depending on their importance character appears in several publications
to the official living campaign of Aventuria. To distinguish of that campaign but plays no further role
between the categories, we use symbols depicting the in the official history. Within a campaign,
playing pieces used in garadan, an Aventurian game of a rook corresponds in importance to a
strategy that is equivalent to our chess. This Garadan knight, though the character itself is as
System allows you to easily assess what your heroes can interchangeable as a pawn. A recurring
change in the game while adhering as closely as possible to quest giver within the larger plot of a
the official history of Aventuria. campaign is an example of a rook.

204 Chapter 9: Fame and Infamy


Rohaja of Gareth Khadan Varsinian Firdayon
Empress of the Middenrealm Horas of the Horasian Empire

“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.

Voice of the People Voice of the People


+ “Rohaja is a heroine, a good Empress. I don’t want to hear one + “The Horas does things right. He lets the nobility do as they
bad word spoken about her. My farm would not be standing if please, but he does not ignore the concerns of the middle class.
she had not freed the Realm and saved us all at the Battle of A ruler who has little need to intervene in the fortunes of his
Mendena!” realm certainly has the best advisers and knows exactly what he
− “Heroine Empress? Hah! She shouldn’t be Empress. The idea is doing.”
of a traveling Imperial Court makes it seem as though she is − “He has completely withdrawn to the Sangreal Palace and almost
running away. She ran from her responsibility and effectively never appears in public. What sort of Horas is that? The people do
disenfranchised the nobility. Thank the gods the provincial rulers not need a ruler who hides behind closed doors. They must see
are defying her. How many heirs to the throne do you see around their ruler to love him. Khadan thinks he is above tradition!”
here? None, right? You know what I’m talking about.”

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.”

206 Chapter 9: Fame and Infamy


Albrax son of Agam Abromolosh son of Agam
High King of the Dwarves Angrosh’s Champion

“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!”

208 Chapter 9: Fame and Infamy


Archon Megalon Pardona
Augmenter of Power The Fallen High Elf

“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.”

210 Chapter 9: Fame and Infamy


Emmeran Stoerrebrandt Thorn Eisinger
The Trade Magnate Smith of a Hundred Heroes

“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.”

212 Chapter 9: Fame and Infamy


Vanja Nadaljeff Deriago di Vincetta
The Terror of the Southern Sea Horasian Womanizer

“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.

Being contained the depths of the forests, the heart of which we


now call Sala Mandra, and existed only because Madaya was
present, for it was Madaya who dreamed Being into existence.
Simia, Aldarin, Panlariêl, Orima, and others were there at the
beginning of all things. They began to explore the Being of this
world, a task that lasted an eternity, for the forests had no borders
and Time held no power over the elves. They expressed their
amazement at Madaya’s Dream through sound. And the sound
became song, and the song became language. And so the children
of light began to give names to the things they saw. This is how
the fey’e, the children of light, came to be.

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

Elven legend singers update the Faedhari regularly, and


through their songs and perspectives change its very
foundation incessantly. Though the elves believe this to
be an accurate history of the world, the stone steles of
the dwarven city of Xorlosh tell a very different story.
Similarly, worshippers of the Twelvegods accept the
history presented in the Hesinden annals of the Age of
Gods, the lizard people trust the writings and traditions
of their ancestors, and the dragons rely on the lore in the
magical Hall of Covenant in Drakonia.

Aventurian history is a matter of perspective, and these


are all possible representations of a story which remains
miraculously changeable, partly as a result of the heroes’
adventures.

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.

216 Chapter 10: Myth and History


The Second Age was also shaped by conflict. The myth The great dragons ruled the Third Age, of which little is
of the Twelvegods says mighty titans emerged from known today. However, scholars assume that the direct
Sumu’s body after her death. The titans, in turn, created descendants of the Ancient Dragons who guarded Dere
the dragons and giants. By this time, the children of Los created the first civilization. These peoples raised many
had already divided creation between themselves and had gigantic cities and fortresses during this age. The mighty
chosen Alveran, the radiant Fortress of the Gods, as their fortress of Drakonia in Rashtul’s Wall is believed to have
home. The newborn titans demanded their fair share of the been built during this time.
world and decided to attack the fortress of the gods. Thus
Ingerimm, Efferd, Firun, Peraine, and many other titans The rule of dragons passed, and the culture of the trolls
waged war against Alveran. In a rage, Kauca smashed the rose up, heralding the Fourth Age. These gigantic beings
walls of the Fortress of the Gods and countless glittering occupied the world in large numbers. To this day, the
stones rained down on the world. These shining, blue ruins of their monumental works can be found throughout
fragments are now known as Gwen-Petryl stones. The Aventuria (locals often refer to them as troll castles). Mortals
gods, of course, retaliated—Hesinde wove powerful spells, know little of this Age, too, but many people believe that
Phex cloaked the attacking titans in dense mists, Rahja Ingerimm the titan created the one-eyed cyclopes at this
befuddled them with mindless intoxication, and Rondra time. The Fall of the Golden God, whom we know today as
beheaded Rashtul, the mightiest of the giants. Legend has it the Nameless One, occurred as the Fourth Age drew to a
that Rashtul’s Wall, one of Aventuria’s mightiest mountain close. The effects of this event are still felt, and versions of
ranges, is actually the fallen body of Rashtul. Praios slew it are recorded in the lore of many cultures.
the gluttonous Ogeron with one mighty blow, and from his
remains sprang the race of man-eating ogres. It started when the Golden
God sought to overthrow
While the battles of the Titan Wars surged back and The origin of a mighty the other gods, become the
forth, Chaos saw its chance. The the Demon Sultan entity such as Kha, who sole ruler of the world, and
loosed his hordes on Creation and the creatures we call existed before the gods, is shape it according to his
demons entered the world for the first time. The titan practically ignored in the will. He beguiled the trolls
Tsa and the goddess Travia demanded an immediate end creed of the Twelvegods. and began to subjugate the
to the fighting. For his part, Praios created the Herald, Kha is acknowledged as land with their help. The
Ucuri, from his own substance and sent him to the titans the creator of the Law of gods decided to put an end
to negotiate a peace. Thus, five titans also came to live the World (simply called to his work and destroy all
in the Fortress of the Gods. Six dragons were called to the Mystery of Kha), which mortals, whom they saw
stand guard over Alveran, while six others would defend bound the gods and titans as his compliant servants.
the Third Sphere, the world we know as Dere. Of all after they agreed to make For days the anger of the
the combatants, only the giants received nothing, and peace, but Kha’s fate after gods rained down upon the
they have hated the gods and dragons ever since. The that is not mentioned. Golden God and the world.
dragons could not agree which among them should go In their rage, the gods
to Alveran, igniting the First Dragon War. Large swathes turned the world upside
of the world were devastated by their merciless battles, down and slew every living
until lion-headed Famerlor defeated golden Pyrdacor. thing they could find. When the Golden God was finally
defeated, the other gods stripped him of his name and
The world was organized once more after this massive banished him from the world. ( page 236).
upheaval, and this new order was set down in the Law of
the World, which is also known as the Mystery of Kha. But their victory was not entirely a joyous one. When their
anger had subsided, they lamented the death of the mortals.
Spheres were defined and separated from one another, But Hesinde and Phex, who had always loved mortals, are
and beyond their borders was the Outside, where demons said to have saved twelve-times-twelve creatures of each
roamed in their strength. This structure limited the kind and hidden them in a secret refuge called Thalam
influence of immortals on the mortal world. The Law of the Sora. These lucky few survived the destruction and began
World is now said to rest in the First Sphere in the form to populate the world anew.
of a bastion of pure diamond, one that is connected to the
Fortresses of the Elemental Lords—and it seems the mighty Much of what took place in the Fifth Age is forgotten
gods are bound to it as well. During this time, magic, which today. Every believer in the Twelvegods, however, knows
until now belonged only to dragons, came into the world. the legend of the great sacrilege of the Nameless One, who
Depending on the tradition, this event was either the has sought revenge ever since his defeat. Full of anger at
work of the gods or the result of an act known as Mada’s both creation and the other gods, he gathered terrifying
Sacrilege.

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

In the verdant forests of the Salamander Stones, the


ancestors of modern elves stepped out of the light and
began to spread across the continent. These so-called
high elves worshiped their own gods and built gigantic
elemental cities. But they succumbed to the guile of
Pyrdacor and began to worship him as the God-Dragon. A

218 Chapter 10: Myth and History


from Bosparan, the largest human city in Aventuria at
that time, to explore the continent. The teams of scouts
“What do you humans even know about history? and explorers were usually closely followed by the
We Angroshim always chisel everything in stone dreaded Bosparan legions, to secure new lands. Trolls,
so we shall not forget anything. The dragons dwarves, and goblins faced the invaders each in their
seek our demise, but one day we shall be theirs, turn, but none were able to halt their relentless advance.
by Angrosh’s eternal axe!” The power of the Adamantine Sultanate was waning at
—Arbosh son of Angrax, forge dwarf master smith this time, and cities known today as Punin, Havena, and
Gareth were easily conquered and made into Bosparan
exile land of lizards). The Tulamydes settled on the fertile outposts. The natives were considered barbarians suitable
land of the Mhanadi and established various sultanates, only for exile, enslavement, or assimilation into the fold
claiming what they called the Land of the First Sun for of the Empire.
themselves. A thirst for power among individual rulers
led to the Scorpio Wars. The powerful Mage-Moguls of
the Gadang, who ruled from Fasar, the first named city of “We still sing the Song of Jurga, which
humans, fought against Sulamn al’Nassori, the Sultan of tells of our journey over the Sea of Seven
Khunchom, but his magic defeated them. From Khunchom, Winds. Every child in Thorwal knows it
the new dynasty of the Adamantine Sultanate would soon by heart. Yes, all 104 verses, I say! What?
rule a mighty empire stretching from Al’Anfa to Ysilia. It You want me to sing it to you? I will not,
is said that some of the sultans of the empire’s Late Period by Swafnir’s flukes!”
even used ancient lizard spells to achieve immortality. —Tjalva Garheltsdottir, Hetja from Prem

Around 1,500 b.FB, settlers from distant Gyldenland


reached the coast of what is known today as the Horasian
The Deeds of Geron the One-Handed
Empire. They spread quickly across the continent, and
During the near-mythical reign of Horas, the legendary
many humans living between Paavi and Brabak can trace
hero Geron the One-Handed is said to have accomplished
their ancestry to these settlers. Note that human cultures
his heroic deeds. He was one of Rondra’s chosen and the
already existed in Aventuria at that time. Examples include
first bearer of Sevenstrike, the sword of the gods, which
the Forest Folk in the southern jungles, the Utulu on the
according to legend was forged by Ingerimm at Praios’
Forest Islands, the Nivese in the steppes of the north, and
behest. To this day, Geron’s seven heroic deeds are told
the Tulamydes in Rashtul’s Wall and the Mhanadi valley.
and retold in song in taverns across the land. It is said
However, the culture brought by the Gyldenlandish
that every victory with the sword of the gods increased
settlers had the greatest influence on most people living
his craving for battle. He slew the great serpent of the
in Aventuria today, as it is said that the divine Horas, a
Sikram, the chimerical ogres of the Bosparan forest, the
descendant of the god Praios, founded the Old Realm (with
serpent-shaped sisters of the Yaquir, the demonic beast
its capital, Bosparan) at this time. His adventurous wife,
known as Harodia, and the great worm of Chababia. He
Lamea, and the sorceress Gylduria are said to have played
went on to defeat the Basilisk King, which had destroyed
important roles in this endeavor. Even though it has been
the high elven city of Simyala. The venom of the Eternal
centuries, the Emperors of the Horasian Empire still take
Dragon of Phecadia was his doom, but he still managed
the name Horas as their own and claim descent from him
to defeat the terrible beast (with seven strikes, it is said)
directly.
before he succumbed to his wounds and died.
The Bosparans were not actually the first to arrive in
Aventuria from the Gyldenland. More than a century The God-Emperor, The Peace-Emperors,
earlier, the Hjaldings, ancestors of the Thorwalers, landed and Fran the Bloody
their ships in the Bay of Olport. These brave seafarers, Around 873 b.FB, Belen-Horas, in his pride, declared
trying to escape the clutches of the Gyldenland Empire, himself God-Emperor, thereby drawing down the anger of
were quite shocked to come face-to-face with their the gods onto his realm. Trolls attacked the Realm in force,
oppressors again in Aventuria. and the protracted war depleted the reserves of troops
protecting the extensive borders of the vast empire. Soon,
Legend says that the Horas reigned over the Old Realm ogres—gigantic man-eaters—invaded and pierced as far
for five hundred years. Even after his death, this realm as Gareth, where they held a gruesome feast on the local
of Gyldenlandish immigrants continued to expand, population. This First Onslaught of Ogres was followed by
especially after Geron had slain most of the monsters in numerous orc and goblin invasions, the effects of which
the surrounding regions. Expeditions routinely set out were felt for decades.

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.

Much invaluable magical knowledge from ancient times


was lost, several gods descended into oblivion along with
their congregations, and military conflict and rapid regime
change was the order of the day for many regions. These
days were witness to the flowering of Elem, as well as the
prophet Nemekath’s sermons, which led to a schism in the
Church of Boron. The Great Sultanate in the south actually
gained in power and influence until the meteorite known
as the Star of Selem fell into the bay, and the resulting
tidal wave destroyed its capital. Few facts, and few names
of sovereigns, survive from that era, and the scant written
records that do exist often contradict each other.

“During this time, my people went to war


against the dwarves for cutting down the
forests of the Yaquir Valley. You’ve never
heard this tale, Arbosh? Our legend singers
still recall the pain. Elves and dwarves were
reconciled only when your ancestors stood with
us at Saljeth, which you now call Griffonsford,
against the cursed fialgra—the orcs. Unless I’m mistaken, no new
war has broken out between our peoples since then. Don’t even
think of starting one!”
—Layariel Treetopglint, elven wyldrunner

220 Chapter 10: Myth and History


The Kuslikan Emperors and the Fall of Bosparan The New Realm
It fell to the Kuslikan Emperors to reorder the power
structures and lead the realm out of the darkness. History Emperor Raul and the Wise-Emperors
credits Silem-Horas with numerous cultural achievements. After the destruction of Bosparan, Gareth became the
He established Bosparano as the language of the Court, capital of the New Realm. A young Garethan military
introduced Kuslik Signs as formal writing system, and leader, Raul of Gareth, was crowned its first emperor. To
enacted the Silem-Horas Edict—also known as the this day, the Middenrealm is also called the Realm of Raul,
Twelvegods Edict—in 98 b.FB, which condemned the idol- in honor of his reign. Before his coronation, the nobility
worshipping cults of the Dark Ages. The edict established and priesthood of Praios agreed that he could never hold
the twelve true gods and their followers and introduced the office of Herald of Light in the future. In the past, the
the new standard calendar, which is still used to this day in reigning Horas was appointed as the High Priest of Praios,
lands that worship the Twelvegods. and former Horas-Emperors Hela and Fran also served as
heads of the mage’s guild. They resolved that the power in
Murak-Horas further expanded the borders of the empire, the realm should be split between the emperor, who would
bringing the Old Realm to its largest geographical extent. hold secular power, and the Herald of Light, who would
Murak’s troops defeated the Tulamydes in the Battle of wield religious power.
the Gadang in 17 b.FB, incorporating the Adamantine
Sultanate into the empire. Murak died shortly thereafter After 36 years of intensive, knowledgeable council,
due to an injury sustained on the battlefield. As a result, his including Tulamydes and legal scholars from old Bosparan,
daughter and successor, Hela-Horas, hated and persecuted Raul created a body of law that became the basis for
the Tulamydes all her life. legislation in the New Realm. Published in 39 FB, the Codex
Raulis, as it was called, separated religious ands ecular
Known as the Beautiful Empress, Hela-Horas would repeat power, defined crimes and codified punishments, laid
the mistakes of her ancestor Belen-Horas when—against out terms of fealty and social standing, and established
the fierce protest of the Garethan Blessed One of Praios— the rules of hereditary imperial succession which, in the
she declared herself a goddess. As sign of her power, she face of Hela’s transgressions, was henceforth limited to
summarily burned the rebellious Garethan envoy in the male heirs—it would be many centuries before a woman
public square. People reacted with shock at her arrogance, would wear the title of emperor again. Raul’s successors
and the Garethans sent a citizen army against Bosparan to are recorded in history as the Wise-Emperors—they ruled
hold the Empress accountable for her actions. The Empress’ prudently and wisely, and kept peace in the realm.
troops met the Garethan force at the village of Brig-Lo on
the Yaquir. As Fran-Horas had done before her, Hela called Under the reign of the Wise-Emperors, humans began, in
upon the Netherhells and summoned a powerful demon 247 FB, to settle Maraskan, the eastern island that until
army. that time had been a land of exile for the lizardfolk. About
the same time, the pious Theater Knights of Rondra finally
This Second Demon Battle would have ended as destroyed the goblin kingdom of the mighty shaman Kunga
disastrously as the first if the gods themselves had not Suula in the region now known as the Bornland. The New
intervened. Four shining champions in golden armor— Realm soon stretched farther than ever, from the ice of the
widely believed to be Praios, Rondra, Efferd, and Ingerimm Far North to the jungles of the Deep South.
themselves—defended the Garethans and banished the
screeching demon brood back to the Netherhells. Hela’s The Reign of Terror of the Priest-Emperors
forces retreated in panic, pursued all the way to Bosparan The last of the Wise-Emperors, Ugdalf, died in 333 FB,
by the raging citizen army. Lightning struck a breach but his son Ruda was too young to take up the crown and
into the walls of the Imperial Palace, opening a path for scepter, so a regency council of priests consisting of Blessed
the attackers, and the Beautiful Empress ordered her few Ones of Praios took over the affairs of the state until he
remaining soldiers to attack. As her men rallied for a last could reach adulthood. But the young crown prince was
stand, a heavenly voice proclaimed her reign at an end, cruelly murdered on the day before his 15th birthday. The
and Hela-Horas fell from her throne, dead. Overjoyed at council of priests remained in power and quickly accused
their victory, the Garethans razed Bosparan, city of the the servants of Rondra of Ruda’s murder. Though these
hundred towers, to the ground, and set about plundering allegations were never satisfactorily proven, the temples
the Bosparan Empire. The goblins joined in and completed of Rondra were closed one after the other and her Blessed
the destruction. The Fall of Bosparan, year 0 in the current Ones were persecuted and killed without mercy.
Aventurian calendar, marks the end of the Old Realm and
the beginning of the New. Once such instance occurred at what became known as
the bloody Harvest Feast Massacre in 335 FB in Gareth,

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.

222 Chapter 10: Myth and History


Rohal was allegedly spotted one last time during the Battle independence. In 760 FB, the god Rastullah appeared to
in the Gorian Desert, where he supposedly confronted the Novadi people in the Oasis of Keft in the Khôm Desert.
Borbarad. Many warriors, spellcasters, and Blessed Ones The region now known as the Caliphate was subsequently
followed Rohal into battle, but few of these champions lost to the Middenrealm. The heirless Emperor Valpo,
returned from the desert. who bore the less than charming epithet the Drinker, was
the last of the Almadan Emperors. His death plunged
A significant number of guild mages died in 590 FB in the Middenrealm into the Interregnum, a 30-year war of
a magical catastrophe known as the Disaster of Punin, succession of which 74 self-proclaimed regencies survive
but this did nothing to end the disagreement over the to this day.
succession of the Realm.
Perval, the Imperial Twins, and Reto
A mighty union of wizards announced that Rohal had been An experienced military commander named Perval
one of them, which therefore gave them a legitimate claim finally brought the chaos to an end when he executed his
to the throne. Another group made the same claim and, rivals and ascended to the throne of the Middenrealm in
within a short time, there began a terrible war of succession. 933 FB. Emperor Perval ruled with an iron fist and became
Known as the War of Wizards, it ushered in another dark infamous for his cruelty.
chapter in Aventurian history. The unscrupulous methods
and magic with which this conflict was handled ravaged
entire regions and cost countless human lives and minds. Hmm, Emperor Perval… He must have been
Entire mage academies were obliterated, demons and one tough character! He is said to have
chimeras were sent into battle against djinn, golems, and squeezed his people for everything, but
undead, and common soldiers fell in their thousands on it is also said that he loved tournaments,
both sides. Still, the War of Wizards had no victor. though he prohibited blunt weapons and
had his knights compete against each other
The Decline of the New Realm with sharp blades. To this day we say that a
The Garethan Pamphlet, published in 596 FB, was the result tournament like that is using Perval’s Rules.
of long deliberations between nobles and burghers. It —Geron Bladebreaker, mercenary
specified that a wizard would never again rule the New
Realm. Many mage academies were closed permanently,
influence magic was prohibited, and much magical When Perval died, his twins Bardo and Cella shared the
knowledge was soon lost as a result. regency, as had been his wish, but their excesses brought
the reputation of the imperial family to a new low. Cella
The New Realm had reached the zenith of its power, gave audiences only while bathing in mare’s milk, and
and the orcs invaded once more. The advance of the two Bardo, known as a drunkard, loved to appoint very young
massive orc armies was finally halted at Ferdok. The girls as his ministers, and then muster them, scantily clad,
Second Orc Storm was stopped in 600 FB in the Battle of to his cabinet meetings.
the Bloodfields near Gareth. Eslam of Almada, a distant
descendant of the last Wise-Emperor, ascended to the Their cousin, Reto, eventually ejected the royal siblings
throne in 602 FB, but many provinces—such as Albernia— from the palace and claimed the throne for himself.
seceded from Gareth, which had grown weak. However, a Although Reto was more of a soldier than a patient ruler,
terrible earthquake and great flood destroyed almost the the reputations of the Imperial family and the Realm grew
entire city of Havena, the Albernian capital, in 702 FB, and during his reign. He ruled with a firm hand, and in 988
the renegade provinces were easily brought back into the FB, he reconquered the island of Maraskan to honor the
fold. The Horasian Empire, former seat of the Bosparan memory of his late wife, a Maraskani princess.
Empire, declared its independence with the Oath of Baliiri
in 744 FB and fought to throw off the Garethan yoke for Emperor Haal
eight years. Reto’s only son, Haal, succeeded him in 994 FB, and some
discontented provinces saw their chance to act. The new
In the Kuslikan Peace of 752 FB, the Middenrealm received emperor personally oversaw the quelling of the Tuzakan
only one concession, namely that the Regent of Vinsalt, Uprising on Maraskan, but the wealthy cities of Khunchom
which stood on the ruins of ancient Bosparan, would not and Arania, the breadbasket of the realm, then seceded.
refer to himself as an emperor or Horas. The Realm of Many nobles viewed Haal as too soft and yielding—
Raul then gradually deteriorated. Bornland, Maraskan, a prejudice the emperor struggled to overcome his
Tulamydian cities such as Rashdul, Fasar, and Al’Anfa, as entire life.
well as Brabak and Mengbilla in the south, all declared their

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 Middenrealm was not he only place undergoing change


in Aventuria at this time, however. Between 1007-1009 FB,
two Thorwaler captains, Asleif Phileasson and Beorn
the Blinder, along with their courageous companions,
competed in a legendary sailing race for the title of King of
the Seas, and nearly circumnavigated the entire continent.

224 Chapter 10: Myth and History


of Gareth, the rightful heir to the throne, had already been the Grand Privy Councilor of the Realm (Dexter Nemrod),
crowned king and valiantly led his troops against the orcs and the Swordking (Raidir Conchobair) managed to
to protect his people. But while he was off fighting, Answin capture the self-proclaimed emperor. The Answin Crisis
the Usurper remained in Gareth and strengthened his hold was over. However, the Usurper managed to escape
on the throne. The provinces split over whom to follow before his sentence could be handed down, having spent
and the Middenrealm seemed on the verge of collapse if only a year imprisoned in a dungeon. Brin, who had no
the growing rift between the Answinists and Loyalists desire to assume the title of Emperor after his father’s
could not be mended. disappearance, instead took the reins of the Middenrealm
as the new Protector of the Realm.
Civil war broke out in Albernia in 1011 FB when Isora of
Elenvina, loyal to Answin, incited a revolt against the The Third Orc Storm was still underway. Ashim Riak Assai
then-absent ruler, Cuanu ui Bennain (see below). Tobrian united almost every tribe in the Orclands and proclaimed
insurgents captured the city of Perricum from the himself Aikar Brazoragh—the chosen of the orc gods. In union
Answinists, and an army of Brin Loyalists persuaded the with the Black Marshal, Sadrak Whassoi, and the powerful
Northmarches ducal city, Elenvina, to surrender. After the High Shaman of Tairach, Uigar Kai, he led the orcs against
gods’ judgement before the gates of Punin, Almada also human settlements time and again. The wild hordes of the
sided with the Loyalists against the Usurper. Orclands overran large parts of the Svellt Valley. Lowangen,
the largest city of the Svellt League of Towns, weathered
An army led by rebellious barons gathered on the Silk their siege, and the towns of Weiden and Griffonsford saw
Meadows outside Gareth in 1011 FB, casing many to fear bitter fighting. To everyone’s surprise, the orcs were able
a bloody struggle if they stormed the capital. However, to destroy the Thuran Legion in the Battle of Miststone in
a squad led by the Albernian Prince (Cuanu ui Bennain), 1012 FB, opening a path to the heart of the Middenrealm.

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.

To convince Borbarad to join her alliance, the fallen high


elf Pardona fashioned him a new body, which she brought On the 4th of Efferd, 1020 FB, Borbarad finally revealed
to life with blood gathered by vampires. Borbarad declined himself to the world by speaking through the beak of
the alliance, as he was not about to share his soon-to-be an undead griffon cub, saying “Hear the words of the
limitless power. new master of the world, the Alveranian of forbidden
knowledge, lord of the seven elements and all beings of
The horror began in 1019 FB, when mercenary forces the Seven Spheres. Hear the voice of he who crushed you
began coming ashore near the small village of Sardosk, at Mendena, Ilsur, and Eslamsbridge. Hear the voice of
on Aventuria’s east coast. The Borbaradian Invasion of Borbarad the Eternal. Surrender to me, body and soul, or
Tobrien had begun. Many cities of the Realm fell in the perish!”
ensuing battles. Borbarad’s army fought with magic and
the power of demons, and Aventurians who fell in battle Borbarad, the terror from long-forgotten legends, bound
rose again as living corpses that joined the seemingly the seven-pointed Demon Crown to himself ( page 234)
unstoppable demon army. Mendena was the first city to and began to use his power over the hordes of chaos to
fall to the enemy. Ysilia and Warunk followed soon after. subjugate the entire known world to his rule.

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

226 Chapter 10: Myth and History


Realm, Helme Haffax, defected to the enemy. The brilliant father, Haal, still harbored much hatred, and Borbarad’s
strategist quickly conquered the island of Maraskan for war gave him the perfect opportunity to seek his revenge.
the Demon Master, despite the fact that the Middenrealm Bereft of leadership, the Allied forces faltered against the
had not eradicated all of the rebel troops during their hordes of the Demon Master, but the Bearers of the Seven
occupation of the island. Haffax led the charge that sealed Signs turned the tide of battle. The Third Demon Battle
the doom of Ysilia, the Tobrian ducal city, which is now raged on for two days, and the Allies conquered the Wall
the site of dark Yol-Ghurmak. Borbarad also unleashed of Death despite heavy losses, giving the Bearers time to
the Omegatherion, the many-legged beast that had been reach Borbarad’s command tent and stop his ultimate
cut apart during the Nameless Age. It changed water to heresy—the shattering of the boundaries between Spheres.
blood and caused acid to rain from the sky, and in its wake Sevenstrike, the re-forged sword of gods, shattered the
livestock birthed malformed beasts across the Empire. By Demon Crown, casting shards in all directions. Borbarad
the end of 1020 FB, nearly one quarter of the Middenrealm was hurled to the end of time, an event dubbed the Rapture
had fallen to the Borbaradians. Entire armies of undead of Eternity. His annihilation sent severe shocks echoing
arose and fought under the banner of the Demon Crown throughout every Sphere.
against their former comrades. To this date, few can speak
openly of the horrors of the war against the Defiler of So great was the quake that shook the world that even
Spheres, including many seasoned veterans. Conflicts such magical ley lines shifted and the night sky warped. In
as the Battle at Ox and Oak, and the Battle at the Vallusan the days that followed, it became clear that the Wall of
Fields were hard-won victories, the news of which spread Death marked the new border of the Shadowlands, as the
fear and terror among Borbarad’s followers even outside territory occupied by Borbarad’s heirs came to be known.
the Middenrealm. Though the Allies’ losses were heavy, the Demon Master
had finally been defeated. This battle commonly marks the
Finally, the Middenrealm and the Horasian Empire formed beginning of the Twelfth Age in Aventurian history books
an alliance against their common enemy in 1021 FB. The ( page 235).
Bornland joined in these efforts as well, even though
it had not recovered from suffering heavy losses at the The Time of the Heptarchs
hands of Borbaradian troops. The Bearers of the Seven The Middenrealm and its allies were so weakened by long
Signs convinced the old races of elves and dwarves to fight years of battle and deprivation that they could do little
alongside the humans, and even the brave Amazons joined. against the newly created Heptarchies, the kingdoms
An army of trolls is said to have come down from the peaks established by those who obtained shards from Borborad’s
of the mountains to fight the ancient evil. Thus, at the Wall shattered crown (see below). The war against Borbarad
of Death, the Ogre Wall between the Trollpeaks and the had claimed many lives, and many cities in the occupied
Black Sickle, the Allied armies gathered to determine the territories were considered lost. Brin of Gareth had fallen
future of Aventuria in a monumental battle. in battle, and his heir, Rohaja, was still too young to rule,
which left the Realm of Raul without an emperor. Brin’s
Borbarad’s ally, Galotta, assassinated Brin of Gareth, wife, Emer ni Bennain, eventually took control of the
Protector of the Realm, on the Day of Weaponsmiths (21st fortunes of the Middenrealm as Regent of the Realm.
of Ingerimm), 1021 FB. The former court wizard of Brin’s
The struggle against the Shadowlands started out slowly
but gained momentum, spreading from Perainesford,
Perricum, and Beilunk. However, success was often short-
lived and the influx of refugees from the east rose steadily.
In 1026 FB, orcs invaded the Realm yet again and were
defeated only by a joint effort.

Without warning, in 1027 FB, the troops of the Ancient


Black Dragon, Rhazzazor, broke through the Wall of
Death and the Endless Ranks of the Dead poured into the
Middenrealm. They met little resistance until the
Battle of the Field of Mythrael, which took place on
the 24th of Peraine, 1027 FB, near Warhome, the city
with the strongest defenses in the Middenrealm. The
united armies of the Realm finally defeated the Endless
Ranks of the Dead only to witness the appearance of
Heptarch Galotta’s Flying Fortress in the skies overhead.

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.

Galotta, the former court wizard of Emperor Haal,


who was driven mad by his desire for revenge. He
constructed the mad demon city Yol-Ghurmak
in Transysilia with the power of the Agrimoth
Shard and ruled over the demon kingdom as self-
appointed emperor. The mad genius Leonardo the
Mechanicus acquired the shard after his death.

Helme Haffax, the traitorous Marshal, obtained


the Shard of Belhalhar. With its power, he made
himself Prince-Commander and ruler of Maraskan,
and conquered Tobrien after Xeraan’s fall.

Dimiona of Zorgan, the renegade witch princess


of Arania, split her homeland with the help of the
Belkelel Shard, and created the Moghulate Oron,
where perversion and cruelty knew no limits.

Xeraan the Hunchback, a mage with an immense


lust for gold, secured the Shard of Charyptoroth.
This dreaded war machine employed world fire—a mighty He appointed himself head of the newly founded
invocation of the archdemon Agrimoth—to level Warhome Church of Borbarad in his capital, Xeraania, and
and kill most of the army before flying on unopposed to hoarded gold like a dragon. He eventually lost the
threaten Gareth, which housed a quarter of a million shard to Darion Paligan, former admiral of the
people at that time. Al’Anfan Armada and notorious pirate, who then
went on to haunt the Blood Sea on his floating
At the last moment, several heroes boarded the Flying demon ark, the Plaguebringer.
Fortress and slew Galotta. His fortress fell from the sky,
unfortunately destroying New-Gareth and burying the Glorana the Beautiful, a mighty witch, ruled over
Imperial Palace and the City of Light under its wreckage, her kingdom of ice from her palace in Paavi with
but the city’s inhabitants were saved. The next day, the the Shard of Nagrach. She ruled the north without
Black Dragon bound the Regent of the Realm, Emer ni pity and was responsible for the eternal winter,
Bennain, to the Golden Pyramid of Warunk with mighty which turned even her subjects’ hearts to ice.
chains and promised to return within the year.
Rhazzazor, the undead dragon, kept his hoard in
Warunk. With the help of the Thargunitoth Shard,
he secured control of Warunkia and environs.
“A nice anecdote about the effect of morale in
The walking dead outnumbered the living in the
battle: Emperor Haal is said to have personally
Nightmaremarches, as his realm was called. The
appeared on the field. By riding against the
Warunkan Council of Necromancers seized the
enemy at the troops’ side, he granted courage
shard after his demise.
to those who were present. What a nice story. I
wish it were true. Well, maybe it is. I have heard The Shard of Azfuloth disappeared early on, and
that some of my old comrades believe it…” its whereabouts remain unknown.
—Geron Bladebreaker, mercenary

228 Chapter 10: Myth and History


The Year of Fire swept over the Middenrealm. The powerful
Duke of the Northmarches, Jast Gorsam of the Great River,
began managing the affairs of State when the heir to the
throne, Rohaja, went missing after the Battle for Warhome.
Instead of uniting to defeat their common enemy, old feuds
started anew in many provinces. Around this time, Answin
of Ravenmouth—who had been thought dead for years—
returned and liberated the city of Griffonsford, which was
under siege by orcs. Once again, the question arose as to
whether he could enforce his claim to the Griffon Throne.

The last major confrontation of the Year of Fire took


place at the gates of Gareth. Rohaja of Gareth returned
from Warhome and battled Answin of Ravenmouth for
the crown and sovereignty of the Middenrealm. In what
became known as the Battle of Three Emperors, which
occurred on the 15th of Phex, 1028 FB, the missing Emperor
Haal suddenly reappeared and rode into battle under his
granddaughter’s banner.

Rohaja’s troops triumphed over Answin of Ravenmouth,


who for the second time in history had come within inches
of securing the Griffon Throne. The old enemies, Haal and
Answin, both died in the Battle of Three Emperors when
the now-undead dragon, Rhazzazor, returned and made
good on his threat. Many brave heroes put their lives
and sanity on the line to destroy the beast. Thus, shortly
after Galotta fell, Rhazzazor—the second Heptarch—was
also vanquished, but the demonic power of the shards of
Borborad’s Crown was far from broken.
among Borbarad’s heirs. In early 1028 FB, brave Aranian
Those who did not hesitate to use the powers of the shards troops had already defeated the Moghulate Oron and put
soon appeared in the Shadowlands. an end to Dimiona’s rule, and even with the threat from
outside kingdoms, the Heptarchs were never on good terms
Following the turmoil of the Year of Fire, a grand court with one another. After the deaths of Galotta and Rhazzazor
meeting was arranged at Castle Ruda’s Shield in Rahja, 1028 at Gareth, it was only a matter of time until someone made
FB, to reorganize the Middenrealm. Rohaja’s coronation a move to take control of everything. In 1029 FB, Prince-
was set for the coming month of Praios, but her younger Commander Helme Haffax invaded the Pirate’s Coast to
brother Selindian Haal—of all people—now disputed her establish a secure base from which to launch his planned
claim to the throne. He fought the changes to succession military campaign against the Middenrealm. When the
their father had implemented to favor Rohaja, and Heptarch Xeraan perished while attempting to exploit the
reminded the people that since the era of Hela-Horas, no city of Ilsur’s sacred springs, muchs of Xeraania fell under
woman had been allowed to ascend to the Griffon Throne. the control of the Prince-Commander, who established his
Perhaps unwisely, Rohaja made drastic concessions to the capital at Mendena.
Middenrealm’s nobles in the Oxenblood Charter, to gain
the support of the provinces. She was crowned on the 1st People on the other side of the Ogre Wall did not remain
of Praios, 1029 FB and immediately founded the Traveling idle. The Middenrealm’s troops were able to retake
Imperial Court to stay close to her subjects. However, that Misamouth County. The Thorwalers bravely fought against
very same month, her brother was crowned Emperor Haal the Heptarch Glorana under the leadership of the Highest
II in Punin, and from that day forward reigned as Moon- Hetwoman Jurga, who had lost her father Tronde in the
Emperor in Almada. The two siblings’ struggle for the fight against the Ice Witch. In the east, the former Noble
Griffon Throne lasted until Selindian’s death in the year Marshall, Thesia of Ilmenstein, led a military expedition
1034 FB. against the Realm of Ice but disappeared without trace
in the realm of Nagrach. It was not until much later that
Struggles for dominion were not limited to the Horasian Glorana was dealt a devastating blow and met her demise
Empire or the Middenrealm, for there were also conflicts at the hands of the orcs, of all people. Scholars presume

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.

230 Chapter 10: Myth and History


Chapter 11:
Mystery and Arcana
“Of course there are secrets in the world. And yes, I know many
of them. But what makes you think I would simply share them
with you?

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!

This section of the book is intended for GMs only and


includes more about the NPCs and locations presented in
this book, as well as information about the Starfall, the
Shards of the Demon Crown, and current and upcoming
events in Aventuria. You will also find in-depth background
material and practical suggestions for developing a shared
gaming experience in Aventuria, such as adventure hooks,
backdrops, generic enemy stats, and GM tips.

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

232 Chapter 11: Mystery and Arcana


“Angrosh’s hammer! The world may change, but we shall not!
Flames, we were created to be immutable like stone—the world
Effects of the Starfall
Focus Rule
should follow our example. As long as we live, we shall ensure
everything remains as it is. Your fears are entirely unfounded.”
—Xolgorim son of Xaraf, Preserver of Power, high priest of The clearly visible changes of the Starfall also impact
Angrosh, 1040 FB the actions of the heroes in terms of rules. Every check
related to astronomy, especially navigation (at sea), the
Effects of the Starfall summoning of demons, the invocation of spirits and
At the onset of the Starfall, a shock went through the elementals, and the creation of horoscopes should have an
Spheres. But the Sphere structures and starry sky were not increased difficulty of 1 until the hero becomes accustomed
the only things to change. Magical ley lines also shifted, and to the new circumstances. How long this takes is at the
with them, the mythical and magical network pervading GM’s discretion. Specifically, this includes all checks on
the continent. The casting of spells also changed—witches Astronomy, Stellar Cartography, and Calendars.
and druids now feel the quake of Sumu’s body, and elves
hear the variances in their magical songs. Resourceful guild Starfall and the Feeling of the Game
mages form new working groups to analyze and calculate This section introduces some variants of the Starfall theme
the magical innovations. and explains how it may impact your players’ experience
in Aventuria.
Naturally, ley lines and nodes still exist, and many lines
that span the continent, including exceptionally strong We have chosen to state definitively whether the Starfall
lines with illustrious names such as Satinav’s Chains, was triggered by the destruction of the Charyptoroth
Basilius Lines, Witches Band, or Elemental Hexagram, Shard, or if it was simply a natural event that accompanied
hardly change at all. Yet other lines vanish, new lines the Turning of Ages, or even whether it was due to the
appear, and some lines —such as the mighty Council Line, Nameless One shaking his chains and thus causing stars to
which runs from the peaks of the Iron Edge to Brabak— fall from the sky. All three approaches have their charm
change their path. and we plan to introduce all three variants as possible
explanations in future publications. For now, this major
Of course, these changes also affect node points of magical event produced a great number of theories, the most
power, as well as some troll paths and fairy gates. Even the common if which we have collected here along with their
mysterious Dark Portals (see page 197) may now lead to consequences. Use them as you wish for color, or if your
entirely different places. playing group decides it would enjoy addressing these
theories in-game. Of course, feel free to combine these
The structure of the work of gods has also been shaken. The ideas in any way, or devise your own. It is probably best
fight against archdemons and their human servants, those if you set the narrative tone that appeals most to your
who possess the Shards of the Demon Crown, has taken gaming group, or discuss with your players which playing
a great toll on churches as well as gods. In recent years, style they would prefer.
many churches have discovered new liturgical chants, lost
sacred artifacts, or even unearthed new ones. Trial: Perhaps the gods are silent because they wish to
test the mortals and determine the chosen race for the
Some Blessed Ones feel a stronger connection to their coming age. Set between doubt and trust in the gods,
deity, while others feel increasingly isolated. In either case, the tone of this variant is very mystical—but may also
the fact remains that the divine karma flows through them be marked by temptation and heroism.
in a different way than it did before.
End Times: The Nameless One has triggered the
The most obvious change in Aventuria, however, is related Starfall by pulling at the chains that have long bound
to the night sky. Constellations change, and wandering him. This variant conveys a strong apocalyptical
stars now move slower or faster over the firmament. feeling, which makes mortals and Twelvegods seem
Some constellations shine brighter, others simply stop powerless at first. Heroes must wisely use the time
shining, and still others are extinguished in a shower of remaining before the impending doomsday to prepare
stars. Therefore, it has become particularly difficult to their stand against the forces of chaos.
determine prophecies and horoscopes, choose the correct
constellation for summoning and invocation purposes, Heroic: The gods have chosen the heroes to defend
and—perhaps most importantly—navigate at sea. their world order. This conviction might originate
solely from their upright faith or come from signs and

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

Your heroes can now experience firsthand the events of the


Twilight of Shards, which have strongly shaped Aventuria
as a setting over the past few years, in adventure modules.
For a summary of the events surrounding the fight against
the heirs of Borbarad, see Chapter 10: Myth and History, on
page 227.

After the fall of the first Heptarch, a few Shards of the


Demon Crown found their way into the hands of people
who consciously renounced the temptation of their
power. The shards were analyzed, and people prayed for
enlightenment—yet it remained unclear what they should
do with such powerful, demonic artifacts. With each passing
day, the risk increased that someone might succumb to
their promise of power—as had happened before.

Khadan-Horas, son of the emperor dragon, Shafir, finally


accomplished the impossible and destroyed the Shard of
Charyptoroth in early 1039 FB. But this destruction did
not have the intended result. Shortly after the Horas’
expedition into the Khôm Desert, initiates began to wonder
if the shard’s destruction threw the world out of balance.

234 Chapter 11: Mystery and Arcana


Current Status of the Shards of
Borbarad’s Demon Crown
The Turning of the Ages
(Pages 104, 114, 227, 228)
Agrimoth: This shard was destroyed in 1039 FB, an
event which the Heptarch Leonardo did not survive.
A Karmakortheon is a time of great change that brings
However, the city of Yol-Ghurmak acquired an
conflict and uncertainty. Nobody knows for sure how
indestructible, demonic aspect when the essence
long the transition period between ages, also known as
of the shard fully merged with it. This Portal of
a Turning of Ages, can last. It may be years, decades, or
Horror, with a direct connection to the Netherhells,
even centuries. Yet, this time, it seems it is up to the mortal
is currently the largest archdemon sanctum in
races to determine the outcome of this era. Indeed, when
Aventuria.
the fate of the continent, and perhaps the entire world, is
Azfuloth: Since the fall of Borbarad, this shard
decided, mortals will be the ones to tip the scales.
has been in the possession of an ancient and little-
known snake-like chimera, the Serpent of Maraskan.
Malicious tongues claim the gods are too preoccupied to
The story behind this shard is not addressed in the
help their chosen people in this time. Each Turning of
Twilight of Shards, and few mortals even know that
Ages reignites the conflict between gods for their seats
the Serpent of Maraskan has the Shard of Azfuloth.
in Alveran, the Fortress of the Gods. Only the mightiest
Maraksan’s various races fight bitterly against the
of them prevails against their competitors and secures
shard’s chaotic influence, making the jungle an even
their place in Alveran. But the events of the Twilight of
deadlier place than it already was.
Shards grant the Netherhells an opportunity to inflict
Belhalhar: Since the Nameless Days of 1039 FB-
considerable damage upon Creation. Also, the Nameless
1040 FB, this shard has been embedded in Ayla of
One is pulling at his chains, trying to take advantage of the
Shadowground’s body. The former Sword of Swords
conflict of gods and the changing world to usher in his new
banished the power of the shard with the power
beginning.
of her own soul. To this day, the Church of Rondra
disagrees about what should be done with Ayla’s
But mortals do not only fight against chaos as champions
body—currently, it is preserved at a secret location
of the gods, they also fight for themselves and their own
in the foothills of the Salamander Stones.
destiny. For each Turning of Ages determines which mortal
Belkelel: The faithful of the Twelvegods have kept
race holds dominion over the next Age.
this shard safe since 1037 FB when it was enclosed
intact in an Urn of the Unknowable, a powerful
According to prophecy, this will be the age of the so-called
magical artifact made by the Horas specifically for the
short-lived races; however, this does not necessarily mean
purpose of containing the shard. Its current resting
humans will triumph, for other non-elven races, such as
place, whether the Palace of Mirrors in Zorgan,
the orcs, are more than eager to prove themselves.
the Sangreal in Horasia, or the hoard of Shafir the
Emperor Dragon, is a well-kept secret.
“This is no simple change. This is the consequence. All promises
Charyptoroth: This shard was destroyed in 1039 FB
and trade agreements are now called in. Phex knows how to hide
in the Khôm Desert by Khadan-Horas and a group
his faithful in the heavens, so that no one, neither god nor demon,
of powerful mages and Blessed Ones. However, only
may abduct them from his fellowship.
part of the shard’s essence was sent back to the
Netherhells. Some scholars have begun to view this
Do we know if the old three—Efferd, Firun, and Ingerimm—are
event as a possible cause of the Starfall.
really fighting on our side? Or do they simply want to claim the
Nagrach: This shard, which remains intact, is
legacy of the titans and seize the throne of the world against
secured in a mighty dungeon of spirits in Firun’s
everything we have been taught about the unity of the Twelve?”
Wall, guarded by a circle of wise and powerful orc
—Mharbal al’Tosra, the Voice of the Moon
shamans.
Thargunitoth: This shard was destroyed in 1038
FB by the supreme Blessed One of Peraine, Leatmon
Phraisop, with the strong support of heroes. “This is our hour! Chaos rushes through the
The shard’s essence returned to the Netherhells, Starless Void as the Twelvegods fight among
depriving the archdemoness of her powerful anchor themselves. Behold what shall happen now.
to the world. A portion of the shard’s power went Remember what still needs to be done!”
to the nine-horned demon, Nirraven, who last —Arraloth Westfal, Hand of the Nameless One
possessed it.

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

The gods must trust the mortals to do their work in the


world as they must fight on other fronts to defend their
position as ruling pantheon, maintain their place in
The Intrigues of the Nameless One
(Pages 101, 138, 183, 218)
Alveran, and preserve Creation itself.
“HIS name was fragmented into thirteen parts. They are scattered
Three of the Twelve have already prepared their churches
throughout the world and still carry the power of the true lord.
to enter into this new era. Praios tested his Fellowship of
Even you might find them, the parts of the Tridekarion, because
Light with the Quest of Quanion and gave his Blessed Ones
you have been chosen by HIM to serve. But know this: HIS name
the burden of responsibility, as befits his principles. Hesinde
is more than the syllables of a word. Every single one holds faith,
purified her Church, the Vault of Perpetual Gifts, after it
hope, anger, power, promise, and a thirst for revenge. Beware of
suffered great losses, and established proportionality as
the guardians who watch over them on behalf of the nefarious
one of her new tenets. Peraine commanded her Servants of
Twelve. May the power of our lord enable you to defeat them.”
Life to advocate for diversity and vehemently fight against
—excerpt from a pamphlet entitled The True Power of the
diseases, famine, and all threats to salvation.
Golden, seized in Gareth, 1039 FB
Firun, Rondra, and Boron are on the verge of implementing
There is only one who profits greatly from the strife of
similar plans for their churches. But all three are currently
gods during the Turning of Ages: the Thirteenth, the god
locked in conflict with other immortals, to secure their
without a name. His goal is domination over Creation,
positions beyond the Turning of Ages. The situation is
which was denied him by the other gods. He will stop at

236 Chapter 11: Mystery and Arcana


Conspiracy Theories Involving the Nameless One
Time and time again, the question arises as to whether
nothing, even if it means destroying and reorganizing the
the Nameless One truly does influence the fate of mortals,
world according to his will. He even attempted to force
either directly or via the agency of mortals, demons,
the creatures from the chaos of the Seventh Sphere to do
or his chosen servants. If you like to spin conspiracy
his bidding. The events of the Starfall play into his hands,
theories, sprinkle evidence of the secret works of the
as many mortals begin to doubt their gods and traditions.
Thirteenth God throughout your game. The following
Whether the Nameless One prepared long for this chance
suggestions are explicitly for GM eyes only, as even the
or decided to seize the opportunity inherent in the current
highest servants of the Nameless One do not necessarily
upheaval, one thing in certain: he will not remain idle.
know this information. Examples of historical Aventurian
His mortal servants work with fanatical zeal to restore his
events that can likely be attributed to the actions of the
former power and shatter his chains once and for all.
Nameless One are as follows.
According to the myths of the Twelvegods, the Nameless
Murak-Horas allegedly died in 17 b.FB from a never-
One will not bring about the chaos of the end of the world
healing wound inflicted by a shimmering purple
until the 13th Age, but an entity with such power will
lance. In retaliation, his daughter Hela persecuted all
not waste this opportunity—even if he is in chains. The
Tulamydes with blind hatred after arrogantly turning
Thirteenth is anything but squeamish in his choice of
from the gods, and her actions ushered in the Fall of
methods and does not rely only upon mortal servants. He
Bosparan with the Second Demon Battle.
also commands a number of his own demons, created to
The Blessed Ones of Rondra were blamed for the
serve him alone. He sent his powerful servants, known as
death of the Middenrealm heir to the throne, Ruda,
the Thirteen Eyes of the Nameless One, to roam throughout
in 335 FB, which led to the long and bloody reign of
Dere and report all that they observe. Among his most loyal
terror of the Priest-Emperors. It looked as though a
followers are Pardona the elf, known as the Mouth of the
lion had torn the prince to pieces, and his wounds
Nameless One and herald of his will; the human supreme
had a purple sheen to them. Such wounds could be
Blessed One, Arraloth Westfal, known as the Hand of the
attributed to the work of the invisible demon of the
Nameless One; and the Nameless One’s incarnate son,
Nameless One, Grakvaloth, which takes the shape of
Tionnin Madaraestadin, who according to prophecy, will
a lion.
lead the servants of the Nameless into a new era.
The Nameless One commanded his legate, Pardona, to
create a body for the resurrected Borbarad in 1016 FB
To outsiders, the Nameless One appears to be a dark god;
as an offering to convince him to join their alliance.
but to his followers, he is the bringer of influence, power,
Fortunately for the world, Borbarad, that equally
and justice. His Blessed Ones often portray him as the
powerful and haughty Alveranian of Forbidden
oldest and mightiest of the gods, cruelly cheated of his
Knowledge, declined.
right by the other gods, and they preach the new order he
A brotherhood of Al’Anfan conspirators was blamed
will purportedly establish after he shames his adversaries’
for the death of Amene-Horas, but in fact, she was
false creation.
poisoned by a follower of the Nameless One in her
immediate vicinity. Her death plunged the Horasian
Blessed Ones of the Nameless One are archetypical villains
Empire into the War of Dragons (1028-1030 FB),
for one reason alone: logical arguments cannot convince
during which her heirs fought bitterly for the throne.
these deluded fanatics of their wrongdoing. Fervent
followers of the Nameless One wish to destroy the existing
order and bring about the kingdom of their lord. Some cults
strive for nothing less than the end of the known world.
They want to see creation destroyed, as they believe they
alone know the truth and are the only ones who can see
past the lies spread by the faith of the Twelvegods.
Many of them would prefer death from torture
rather than renounce their lord and submit to the
false idols who stole the power of their god.

Despite their relentlessness, cults of the Nameless


One do not act in clumsy and brutal manners to achieve
their goals. Not all are secretive, cloaked figures who
perform human sacrifices in dark dungeons. Many are
masters of deception who masquerade as sophisticated
burghers, wise rulers, or even as the Blessed Ones of other

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.

238 Chapter 11: Mystery and Arcana


The Wall of Efferd is in fact still intact, and Myranians can Rohaja of Gareth, Empress of the Middenrealm
only reach Aventuria by way of creative detours through The Empress (*1008 FB; hot-headed knight
Dark Portals, Limbo, or a passage through the Eternal Ice of shaped by Rondranian ideals; strong-
the north. God-fearing Aventurians seem to be able to pass willed sovereign) is a confident
through the wall in both directions without any trouble, and energetic young woman.
and Gyldenlanders aboard Aventurian ships are said to She can appear anywhere in the
have successfully made the passage. The curse of the sea Middenrealm if she chooses to steer
god seems to focus upon Myranian vessels alone. her traveling Imperial Court in that
direction. She is quite popular among
Secrets of the NPCs the common people and many nobles, as well as young
knights, who try to emulate her heroic example. Long-
“Everyone has secrets. Usually, they are easily deduced, as they standing noble families often view the Empress’ position
are related to their keeper’s essence. However, it is far worse to far more critically, especially in regard to her modest
face something unknown—such as when all you know is that the diplomatic manner and the ways she fulfills her duty to
person you face is an enemy and you must win by any means the realm. The Middenrealm’s laws of succession were
necessary. I tell you, the fight is not over yet! It will only end when changed specifically for her, and she has not yet born an
we defeat the Serpent of Maraskan. No, the Serpent is not just heir. Indeed, due to a serious injury she suffered during
a fairy tale that Maraskani mothers use to scare their children the Year of Fire and a curse by the black mage Asmodeus
into obedience. She is very real—and that makes her even more of Andergast, she might never conceive another child. A
dangerous!” few close confidants know she has a son, Albiron (*1027
—Kerime al’Kadim, Draconite Arch-Abbess of the South, FB), from a premarital relationship, but he is not in line
1038 FB to succeed her. In fact, Squire Albiron was raised by foster
parents and does not even know Rohaja is his real mother.
All characters in the game have their own motivations, Therefore, many place their hopes in Rohaja’s twin sister,
dreams, and wishes, and follow their own agendas. Yppolita, regarding matters of succession. Yppolita is the
Adventure modules and other publications include details mirror image of her sister and is a trained mage. She only
such as the secrets, desires, and plans of NPCs so you can recently returned from exile in Bornland, where she was
present them as inhabitants of the world in a credible sent as punishment for a plot from her younger days.
fashion. Since her return, the young sorceress seems to pursue her
own interests and has no intention of marrying to further
The NPCs presented in this book all play a large, even vital, political goals.
role in Aventuria’s living history. This section presents
background information to help you understand what Rohaja’s husband, Rondrigan Paligan, is very devoted to
makes these characters tick and how they might affect the her, though it pains him that she does not love him to
heroes’ lives, whether directly or indirectly. Note that we the same degree. As Grand Privy Councilor of the Realm,
are presenting only basic, surface-level information about Rondrigan unconditionally backs his wife’s rule and often
their personal history because we do not want to give too makes the hard decisions so as not to burden the Empress’
much away. Each NPC’s relevant publication or adventure conscience.
reveals the role they will play in the official history of
Aventuria. The Empress In-Game: even attempting to meet with
Rohaja might be an adventure in and of itself. The best
opportunities to do so are at the Great Imperial Tournament
in Gareth or during a visit with the traveling Imperial
Court, where the Empress grants audiences. If the heroes
This section provides additional information for various perform a great service for the realm, the Empress rewards
NPCs. An asterisk (*) denotes the NPC’s year of birth, them generously and likely asks to use their services again
which is followed by a description of their profession in the future. It is far more likely, however, that the heroes
and any special characteristics, such as physical would meet Rondrigan, who, in his role as head of the
features, defining advantages or disadvantages, or secret service, prefers to rely on hired specialists.
adjectives that describe the NPC’s personality.

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

240 Chapter 11: Mystery and Arcana


this dual role he is regarded as the unifier of the orc tribes. The Horned Tower ( Pages 49, 206)
However, one should not assume this unification came This mysterious tower, under construction since 1022
about peacefully—rather, the Aikar typically subjugated FB, is located in the hills at the headwaters of the Bodir
the tribes by unceremoniously slaying their chieftains. It is in an almost circular valley surrounded by craggy cliffs
his goal to make Brazoragh the most powerful of gods and nearly 500 feet tall. The asymmetric Tower has a diameter
to restore his followers’ divine power. For this reason, he of 363 feet at its base and already towers over the valley
led the orc tribes to war against the humans many times walls below. Two powerfully magical ley lines intersect
and recently began construction on the mighty Horned inside the tower while a third, which points straight to the
Tower at the headwaters of the Bodir River. Thanks to him, heavens, seems to have formed for the moment. Discharges
old cult objects such as the mace Xarflesh, the Fleshrender, of magical energy have been occurring more frequently
was recovered from the hands of humans during the Orc around the tower’s spire ever since the Starfall began. The
Storm and returned to the lands of his fathers. The Aikar, tower’s more than 20 floors contain storehouses, prison
who has lived an exceptionally long time for an orc, cells, sacrificial chambers, barracks, kitchens, armories,
believes in fate and follows old prophecies which tell of the and, at the summit, the Aikar’s private sanctuary. Many
success of his plans. So far, he has not been successful in ballistae protect the Horned Tower, which the orcs call
his far-reaching plans, but he remains undefeated in battle “Moon Spear of Brazoragh.” A few years ago, a group of
and is seen as a truly formidable foe. heroes and a shaman by the name of M’Darrsla managed
to severely damage the tower, but today it appears to be
The Aikar In-Game: The Aikar is a powerful antagonist, nearing completion.
whose powers are nearly limitless. Heroes will hopefully
not encounter him personally, though they may encounter dragon’s influence long ago, succumbing to the promises
one of the champion’s envoys—such as his Red Moon Guard of power and glory.
or perhaps shamans of Tairach who work to decipher
old orcish riddles to further the Aikar’s plans. Captured Though dwarves may not understand it now, Arombolosh’s
scholars or Blessed Ones are sometimes brought before decisions serve only one purpose: he has seen signs of the
him and could give a report of their meeting—provided coming Heroic Age in the flames, and together, he and his
they survive it. brother build alliances with other races to prepare for the
fight against the foul dragon brood.
Albrax and Arombolosh, sons of Agam
Arombolosh (*738 FB; extraordinary Albrax and Arombolosh In-Game: Arombolosh regularly
smith; deeply devout Blessed One; sees visions in the flames of the forge. However, since he
wise and prudent sovereign) is highly is often needed in his Mountain Kingdom, he frequently
respected as Mountain King of Forest dispatches heroes to investigate situations. Albrax also
Watch. He also serves as the forge gladly welcomes the support of energetic heroes, as he still
dwarves’ supreme Blessed One of appreciates brave companions such as he had in his days
Angrosh as well as their chief judge. as a mercenary leader. The High King is rarely seen on the
His verdicts are as renowned for their field of battle today, but he has been known to set out into
wisdom as his hand-forged, masterful blades are for their the world from time to time, especially to fight against
sharpness. dark magic or dragon power.
The title of High King of all Dwarves was
originally granted to Arombolosh, but Elodiron Crystalglimmer, the Huntress
he surprisingly declined the position The firnelf Elodrion (*904 FB; determined
in favor of his younger brother but often melancholic; master archer)
Albrax (*757 FB; passionate fighter; roams restlessly through the expanse
hot-headed but responsible leader). of the North, trying to forget the
The experienced mercenary leader many atrocities she has witnessed.
and long-time commander of Kor’s In 987 FB, during Emperor Reto’s
Fellows was certainly a good choice for the Heroic Age. The military campaign on Maraskan, she
conservative ore dwarves of Xorlosh regard Albrax’ choice led the archers of the Albernian Guard into
of residence—the old troll fortress Okdrâgosh, in the battle for the sake of her lover, Albernian Prince Halman ui
Trollpeaks—as a grave insult. Even moderate Angroshim Bennain. But the resulting carnage caused her to turn her
were surprised when he refused to smash the black back on the realms of men. Without her tribe, which she
carbuncle of the undead dragon Rhazzazor, and instead lost to an attack by a glacier worm, she is now a solitary
placed it under lock and key in an anti-magical chamber wanderer. Her half-human daughter, Madayra (*986 FB),
made from Kosh basalt. Many fear he fell under the accompanies her from time to time, She may occasionally

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,

242 Chapter 11: Mystery and Arcana


The Shakagra ( 26, 28, 44) to achieve his goals. However, he usually acts behind
Millennia ago, in her hubris, Pardona created a race of the scenes, revealing himself only after his plans have
people who worship only her as both goddess and creator. succeeded or failed.
In the Heaven’s Tower, a gigantic pinnacle in the Hoarfrost
Wastes, using the same cauldron that produced Borbarad’s Ashtarra Okharim
body, she created the shakagra—or night elves—from Ashtarra (*985 FB; friendly even in
elves and demons. The shakagra are probably her most difficult situations; good observer;
dangerous servants, and they still haunt the Eternal Ice master of magical signs) is Khadil’s
to this day. Because they cannot bear the light of the exceptionally talented daughter.
sun, the shakagra inhabit cities that were discovered She tries to make up for her
at the bottom of the ocean by Pardona’s scouts. She has natural shyness with selected public
frequently experimented on the shakagra, and there now appearances, but she feels most
exist several generations whose abilities differ from each comfortable in a scholarly environment in
other. Currently she is working on reducing the shakagra’s which she can pursue her research. Her duties as head of
sensitivity to daylight. the academy, however, rarely grant her time for that. She
effectively leads the largest magical business enterprise
on the continent, and is in constant competition with
Archon Megalon
her brother, Nabatil, who sees himself as the true family
Archon Megalon (*955 FB; brilliant
heir. Ashtarra collects information on trading partners
druid and influence mage; excellent
and academy graduates alike, building up a network of
judge of character; strong-willed
obligations which she can call upon when the need arises.
and calculating) changes his name
Even though she is said to be blessed by Phex, like her
and residence frequently. He likes to
entire family she primarily worships Hesinde, the bringer
conduct his research in disguise as a
of knowledge and mistress of all magical signs. She is also
private scholar in Havena, especially
good friends with the Draconite Kerime al’Kadim, the
after discovering an artifact in Nahema’s
expert on the doings of the lizardfolk in the Lands of the
Tower that provides an excellent trigger for any kind
Tulamydes.
of anxiety disorder (see page 246). Heroes might even
encounter him at the Count’s court in Elvenhus, or
Ashtarra In-Game: Ashtarra analyzes magical items for
in Elenvina or Ridgerock, where he is known as Alrik
payment and can create almost any artifact imaginable.
Smallsmith or Elgor of Brownsbeard, respectively. Since
Heroes might meet her at the academy in Khunchom
he does not obtain all of his information in a strictly legal
or at social events in the city on the Mhanadi River. She
manner, he often absconds to different cities for a time, to
does not share the fear that many Tulamydes have of the
avoid legal entanglements.
lizards’ strange secrets, and often hires external specialists
to investigate them. She also frequently requests help
As a scholar interested only in the discovery of new
to combat intrigues launched by her brother, a trained
knowledge, Archon regards moral restraints as a sign of
battle mage who is jealous that she was made head of the
weakness and narrow-mindedness. His research on the
academy instead of him.
subject of fear now follows a new (and to him, fascinating)
theory that says the underlying reason for human primal
Raxan Shadow Wing
fears is a common fear of something much, much greater,
Raxan Shadow Wing (*989 FB; brilliant
and he intends to discover what that unifying thing is. He
oracle and raven witch; slight of
obtains his numerous research subjects—for that is how he
build; often talks in an otherworldly
views fellow humans and other races—where he prefers
manner) is the speaker for the
to conduct his research, namely in or near war zones and
Realmwood witches’ coven. Blessed
other sites of slaughter. People that witness great horrors
with the gift of prophecy, she
make ideal subjects for his work, and the lack of security
always appears somewhat absent-
means it is unlikely anyone will notice if one or two people
minded and unkempt. She lives with
go missing…
her familiar in a ruined castle on the outskirts of the eerie
Realmwood. People often visit her to ask for advice or get
Archon In-Game: This druid is an unscrupulous
rid of a curse, interpret their dreams, or tell their futures.
researcher who would not hesitate to enmesh heroes in
Like her deceased friend, high witch Luzelin of Bluefir,
scenarios where they face their greatest fears. He is even
Raxan tries her best to achieve unity among the Daughters
known to manipulate unsuspecting heroes into spreading
of Satuaria, which is no easy task. The dark visions of
fear and terror. Archon acts friendly or mysterious and
recent days particularly cause her great worry.
authoritarian—he can ask politely or threaten in order

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.

244 Chapter 11: Mystery and Arcana


Baba ben Ali, The Wind of the Desert Vanja Nadaljeff In-Game: The heroes might encounter
Baba (*unknown; shrewd; very competent captain the pirate captain in any port of the Southern Sea looking
of thieves; expert in desert survival) for new recruits for her crew, selling goods, or bartering
cultivates his reputation as the son of a alliances with other captains. In a worst case scenario, the
sultan, as this entirely fictitious story heroes might meet her during an attack at sea. However,
garners him great respect among the Vanja is savvy enough to avoid gambling her crew’s lives
Novadi. Baba usually presents himself away when facing strong resistance, unless she wants to
as hospitable and always keeps his make an example of her enemies. Depending on the heroes’
word, once given. He encourages reputations, she might ask them to enter into an alliance
rumors that he alone is responsible for or procure a new play for her, and may even ask them to
all bandit attacks in the Khôm Desert, and as a result, the abduct its author.
simple mentioning of his name has saved his thieves the
hassle of quite a few fights. No wanted posters show Baba’s Deriago Vincetta, Horasian Womanizer
face, so he is able to walk through the bazaars of Mherwed Deriago (*1015 FB; charming; forgetful; stylish; perfect
and Rashdul undetected. Any member of his thieving band manners; exaggerated gestures) was born the son of
could assume his role if he were to be captured or killed, a simple vintner, near Kuslik. From a young age, his
for in truth, Baba has never been a single person, and only encyclopedic knowledge of wines won
he knows how many different personalities and character him the hearts of quite a few older
traits he possesses. ladies, who in turn introduced him to
high society. Ever since, he has used
Baba In-Game: Baba will most likely serve as the heroes’ his gods-given advantages to live off
antagonist. Perhaps they set out to catch him, or his band the generosity of his current lover.
attacks the caravan they have been hired to escort. Or, they The fact that his complicated web of
might meet him under more peaceful circumstances—for lies usually leads to trouble does nothing
instance, when he brings much needed food to an oasis. to keep him from trying the same thing again. After all,
he never deceives his beloved with malicious intent, and
Vanja Nadaljeff, Terror of the South Seas every moment of his undivided attention and affection is
Apart from Efferd, Vanja (*1008 FB; capricious and genuine.
eloquent pirate; superstitious; outstanding
actress) is the only person to whom Deriago Vincetta In-Game: The heroes might encounter
the crew of her ship, the Bloodray, Deriago anywhere in the Horasian Empire, and beyond—
is accountable, as her word is law. anywhere there are beautiful and wealthy women to be
Her practice of resolving conflicts found. He is constantly looking for new liaisons (as well as
via duels arises from her years in seconds or champions to assist with his countless duels), or
the Horasian Empire’s navy. To keep on the run from angry husbands.
a duel from being a matter of life and
death, she prefers honorable duels to first
blood or, better yet, duels of rude insults, at which she
Mysterious Places
excels. She loves the Horasian theater and keeps books of “I may be bold, yes. I may be cunning and shrewd, yes. And
countless plays in her cabin, from which she likes to have perhaps Phex shields me with his protective hand. But I am not
passages read to her. True connoisseurs of the theater crazy! So put that idea right out of your mind. We will not row
world recognize quotes from famous stage productions out there and lose our minds in Nahema’s Tower like so many
intermingled with colorful curses, in her eloquent tirades. adventurers before us. I have no desire to end up as a drunken
She seeds rumors along the coast of the Southern Sea wreck in a greasy harbor tavern—if we even survive!”
that emphasizing her ruthlessness and cruelty. However, —Carolan Calavanti, Vinsaltan vagabond, modern
anyone with the courage to face her discovers that a large
portion of these stories are just well-chosen propaganda. There are countless mysterious places in Aventuria
It is true, however, that she fled her domineering mother where heroes may find treasures or rediscover long-lost
and was involved in a mutiny against the infamous pirate knowledge. This section presents one such place in greater
captain, Dagon Lolonna. She was also never a slave, and detail. As GM, you can introduce Nahema’s Tower in an
she lost sight in her right eye from constantly staring ongoing adventure in the city of Havena, or even make it
into the sun in her role as a navigator. Being a pirate is the focus of an adventure. This section also includes a few
Vanja’s true calling and at the same time, its fulfillment. brief descriptions of other mysterious locations to provide
She would not exchange the freedom her life affords her inspiration for other adventures.
for anything, and she would never subject herself to a
hierarchy that did not place her at the top.

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

Ways Into the Tower


The heroes must either swim or rent a boat to reach the
tower, as very few fishers are so bold as to row out to the
cursed tower themselves. An extremely menacing aura
emanates from the building and the closer one gets, the
stronger it becomes. Upon reaching the tower walls, each
hero immediately receives the condition Fear at Level 1
(Uneasy, all checks -1.) Gaining access to the tower is not
easy, as follows.
The arrow slits are too narrow to crawl through.
The slightly tilted area of the crown offers no support
for a grappling hook. Furthermore, the roof is solid—
there is no way to get inside from there.
The front door is entirely submerged. It was made
from reinforced stone oak wood and is remarkably

246 Chapter 11: Mystery and Arcana


intact, despite the salt water. However, because the
heavy mounting is so rusted, the door cannot easily
be opened. It has 150 structure points and only impact
weapons or two-handed impact weapons can damage
it. However, those weapons inflict only 1/4 of their
DP underwater. A maximum of two heroes at a time
can try to break it down and must make Swimming
(Diving) checks as well.
A cave-in about 48 feet away has exposed a former
escape tunnel that provides entry. This tunnel, which
lies 16.5 feet below the surface of the water, is partly
clogged by mud (Cramped). Furthermore, it is flooded
and, of course, dark (visibility modifier of Level 3). The
numerous sludge eels that dwell here are quick to bite
(AT 13, PA 7, LP 12, PRO 0, INI 13+1D6, DP 1D6+1) and
then disappear into a crack in the wall. Swimming
checks here are almost impossible without a source
of light, due to modifiers. The familiar blue glow of a
Gwen-Petyrl stone is a good choice, as its light helps
drive off the eels.

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.

A spiral staircase set into a shaft in the wall leads out of


The First Floor
the cellar to the ground floor above. Scattered about on
The first floor is dry, but the remains of deceased
the steps are numerous human, elven, and dwarven
adventurers lie scattered about the floor in strangely
skeletons—the remains of adventurers who met their
contorted poses, partially mummified, with hands still
dooms in the tower.
gripping their daggers. Cause of death is not clear from the
bones.
The Ground Floor
The ceiling of the ground floor is about 13 feet high, but
Very little light passes into the room through the mildly
this level is filled with about 10 feet of water. The air is
opaque glass that has been set into the arrow slits. This
stale and the heroes’ throats become more constricted with
room appears to have been the bed chamber of a young
every breath. Additionally, the heroes get the feeling that a
woman: the four-poster bed, dresser, wardrobe, bookshelf,
horrific entity is lurking close by (each hero gains another
and large mirror are covered with dust but otherwise in
level of Fear.) Everyone must make a successful Willpower
good shape. The air is stale and smells of decay.
(Face Threats) -1 check or risk losing consciousness and
sinking.
The wardrobe contains moldy, moth-eaten clothing that
was once elegant and magnificent. The jars and vials sitting
This room bears the obvious signs of having once been
near the mirror contain hard, dark clumps, their scent
a kitchen and servant’s chamber. A spiral staircase in
gone entirely. Several valuable books sit among others on
another shaft leads up to the next floor; however, access to
the bookshelf, and despite the climate, they seem to be in
the staircase is flooded. A successful Swimming (Diving) +1
reasonable condition.
check allows the heroes to swim through the short passage
to the stairs.

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…

248 Chapter 11: Mystery and Arcana


The Demon Fallows ( 32, 33)
The Demon Fallows, the site of the First Demon Battle,
begins just a few yards from Gareth, the largest city on
the continent. Old villages rise from its eerie forests and
withered wastelands. Like a cancer, the Demon Fallows eats
into the edge of the city, and its wild bramble has already
conquered several buildings. The sane avoid the place, for
they know the powers of the Netherhells are still present
and still corrupting plants and animals.

Hermits, sinister wizards, outcasts, and bandit gangs hide


in the Fallows to escape punishment for their nefarious
deeds. The grave of Hlûthar, a saint of Rondra, is located
here, as are the black towers of the wizard kingdom of
Ash’Grabaal, where people once worshiped beings from the
Netherhells. Tales are told of Phygius the chimerologist,
who created blasphemous hybrids of plants and animals, of
the damned guard of Fran-Horas, and of Harkola, a forest
spirit born of an unholy union between human and tree.
The wizard Balphemor of Punin is said to have planted
cursed oaks in the Fallows to corrupt the heart of the
Continent. Gargoyles fly constantly around the summit of
Splintered Mountain, the monstrous remnant of Heptarch
Galotta’s Flying Fortress that has lain in the north of this
vile stretch of land since the Battle in the Skies. A journey
into the Demon Fallows can bring one knowledge, fame,
and fortune, but is any of it it worth the dire risk to body
and soul?

Two shrines of the Church of Boron—one for Golgari and


one for Marbo—are said to be the only refuges in the
Fallows where a traveler can spend the night in safety. But
who would even consider such an endeavor, unless they
had taken leave of their senses?

The Ruins of Arivor ( 40, 137)


The city of Arivor stood in the Horasian Gerondrata region
until Rahja 1039 FB, when catastrophe struck. The impact
of a falling star east of the city caused many caverns
below Arivor to collapse, and countless buildings fell
into the resulting abyss. Your heroes can experience the
destruction of this famous city in the adventure module
Arivor’s Doom.

The city once held more than 12,000 inhabitants, but


few survived, and the city is now all but deserted. A
few farmers still live on the edges of the ruins, and only
isolated buildings, all of them now empty, protrude from
the crater at the center of the old city. Heroes who search
the crater and the ruins may find cash boxes, jewelry casks,
statuettes, paintings, weapons, and armor—things the
burghers left behind as they tried to flee.

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.

Dwarves from every clan, Blessed Ones of Ingerimm, and


thieves from Phexcaer have all organized expeditions
into the Eternal Ice to search for the diamond. Some
astronomers believe the star fell from the sky, creating the
Starless Void. Spherologists consider it part of the Mystery
of Kha, and many worshipers of Rastullah see it as a sign
from their one god.

Naturally, the search for Heaven’s Diamond is a daunting


challenge. The Eternal Ice is a hostile region and a hero’s
safe return hinges upon good preparation and nerves of

250 Chapter 11: Mystery and Arcana


steel. Besides the many inherent hazards of the Eternal Against the Shadowlands!
Ice, heroes may also encounter glacier worms, shakagra, The Duke of Tobrien (alternately: the Church of Rondra, or
white-furred orcs, yetis, or the infamous ice urchins. Often, the Church of Boron) is mounting an expedition to combat
competitors set out at the same time and the mission the legacy of the Shadowlands. While the Duke musters
turns into a race with exciting conflicts between the two his army, he dispatches riders to identify possible sources
expeditions. of danger along the marching route. As expert scouts, the
heroes discover the army of a wizard who has made pacts
Off With His Head! with demons, undead, and daimonides. With no time to
An Almadan magnate from the Amhallassih mountains send for reinforcements, they must stop the wizard before
(alternately: a vizier of the Caliph, or a rich merchant from he can carry out his dark ritual and recruit even more
Rashtul) has placed a bounty on the infamous desert bandit, revenants into his service, otherwise the Duke’s expedition
Baba ben Ali, and his thieves. It is now up to the heroes will end in disaster.
to set a trap for the clever outlaw. They can only hope he
has not yet heard of their plans through his network of The Route to Uthuria
informants, or he will surely hunt the heroes mercilessly The great naval powers of the Horasian Empire, Bornland,
through the Khôm Desert. Al’Anfa, and Brabak still hope to discover a safer, shorter
passage to Uthuria. Scouts are constantly on the lookout
Ancient Knowledge for heroes daring enough to take the perilous journey
A lecturer from the University of Al’Anfa has decided to across the Southern Sea and skilled enough to map the
take a closer look at the Starfall. He needs the old star route accurately. Eternal fame and a hefty reward await
charts of the lizard people for his research, but these items those who discover new commodities on the southern
must be recovered from an old, overgrown temple pyramid continent. The Land of the 12,000 Gods is home to the
guarded by a tribe of achaz in the rainforest. Once the Rose of Immortality, which can allegedly grant eternal
tablets are interpreted and the ancient glyphs transcribed, life to any who find it. Besides the mundane but very real
clues lead the heroes to, of all places, the Lizard Swamps dangers of sea travel, countless pirates and freebooters
near Selem Sound, where the Star of Elem crashed down sail the Southern Sea in search of rich plunder. The heroes
from the sky centuries ago. The heroes must now venture might be taken prisoner after the unexpected mutiny of
into the swamps to find yet more clues. a disgruntled crew, or possibly even find themselves as
captain and crew of their own ship.
Trials and Tribulations
A Middenrealm noble seeks upstanding heroes to save his
abducted son. At first, the crime seems obvious: an envious
Human Opponents
neighbor took the young man hostage and demanded Heroes probably encounter humans more often than any
a ransom. However, after one or two failed attempts to other race during their adventures. This section presents
rescue him, the heroes do some research and discover four human archetypes for use in such encounters.
that the so-called victim is actually madly in love with the Equipment varies according to region; in these examples,
neighbor’s daughter, and the two were intercepted when we list typical clothes and armaments for residents of the
they tried to elope. Neither the girl’s father nor the noble Middenrealm. The following archetypes use an experience
who hired the heroes is excited about this unexpected love level of Ordinary, although conversion notes for Experienced
affair. The heroes eventually find the young man and his and Competent levels are provided as well.
young lover in jail (in separate cells, of course). It is now up
to the heroes to liberate the two lovers and lead them away
to prevent a feud between the two noble families. Perhaps
they can even help the two lovers live happily ever after.

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

252 Chapter 11: Mystery and Arcana


Bandit
Heroes might face bandits and highway robbers more Bandit
often than other types of foes because bandits often try to COU 14 SGC 11 INT 13 CHA 10
ambush travelers, or because heroes are often called upon DEX 13 AGI 12 CON 12 STR 13
to eliminate groups of bandits. LP 30 AE – KP – INI 13
DO 6 SPI 1 TOU 1 MOV 8
Unarmed: AT 12 PA 6 DP 1D6 RE short
Sabre: AT 12 PA 6 DP 1D6+3 RE medium
Battle Axe: AT 12 PA 5 DP 1D6+4 RE medium
Short Bow: RC 11 RT 1 DP 1D6+4 RA 10 / 50 / 80
Light Crossbow: RC 11 RT 8 DP 1D6+6 RA 10 /
50 / 80
PRO / ENC: 0/0
Actions: 1
Advantages/Disadvantages: Negative Trait
(Greed for Gold)
Special Abilities: Forceful Blow I (Unarmed,
Sabre, Battle Axe)
Skills: Body Control 3 (12/12/12), Climbing 4
(14/12/13), Empathy 4 (11/13/10), Fast-Talk 4
(14/13/10), Feat of Strength 5 (12/13/13),
Intimidation 5 (14/13/10), Perception 4
(11/13/13), Self-Control 4 (14/14/12), Stealth 6
(14/13/12), Swimming 3 (12/12/13), Willpower 3
(14/13/10)
Number: 1, or 1D6+2 (highway robbers), or 2D6+6
(bandit gang)
Size Category: Medium
Type: Intelligent, humanoid
Loot: depending on bandit, random loot of 2D6
silverthalers
Combat Behavior: Bandits prefer to lay traps.
Typically, they begin an ambush with ranged
attacks before they close in on their opponents.
They usually shy away from Rondra-pleasing,
one-on-one duels, and attack only when in the
majority.
Escape: Individual; attempt to flee after suffering
Pain II
Experienced: AGI 13, CON 14; LP 33, INI 14, DO 7;
Saber AT 13 / PA 8, Battle Axe AT 13 / PA 7;
additionally, SA Feint I; Body Control 5, Climbing 6,
Fast-Talk 5, Feat of Strength 7, Intimidation 8,
Perception 6, Self-Control 5, Stealth 9, Willpower 5
Competent: AGI 13, CON 13, STR 15; LP 37,
INI 14, DO 7; Unarmed DP 1D6+1, Saber AT 15
/ PA 9, Battle Axe AT 14 / PA 6 / DP 1D6+5;
additionally, SA Feint I, Forceful Blow II;
LP Loss Pain Body Control 7, Climbing 7, Fast-Talk 7, Feat of
23 LP (¾) +1 Pain Strength 9, Intimidation 10, Perception 8, Self-
Control 7, Stealth 12, Willpower 7
15 LP (½) +1 Pain
8 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

254 Chapter 11: Mystery and Arcana


Cultist Cultist
The cultist serves the Nameless One or another sinister COU 14 SGC 11 INT 13 CHA 12
entity, but is only a fanatical follower, not a Blessed One. DEX 12 AGI 12 CON 12 STR 12
Though they are not battle-experienced, cultists use their LP 29 AE – KP – INI 13+1D6
courage and determination to stand up for their beliefs. DO 6 SPI 1 TOU 1 MOV 8
Unarmed: AT 11 PA 6 DP 1D6 RE short
Basilisk-tongue: AT 12 PA 5 DP 1D6+2 RE short
Mace: AT 10 PA 4 DP 1D6+4 RE medium
PRO/ENC: 0/0
Number: 1
Special Abilities: None
Advantages/Disadvantages: Personal
Weakness (Arrogance)
Skills: Body Control 4 (12/12/12), Climbing 3
(14/12/12), Empathy 5 (11/13/12), Fast-Talk 6
(14/13/12), Feat of Strength 3 (12/12/12),
Intimidation 4 (14/13/12), Perception 3
(11/13/13), Self-Control 5 (14/14/12), Stealth 5
(14/13/12), Swimming 3 (12/12/12), Willpower 4
(14/13/12)
Number: 1, or 13, or 2D6+6 (mob)
Size Category: Medium
Type: Intelligent, humanoid
Loot: depending on cultist, random loot of 2D6+4
silverthalers
Combat Behavior: Cultists usually protect
the life of their leader above everyone else.
Depending on the situation, they may behave
defensively or fight only when attacked.
However, if given the command to attack or
faced with what they regard as blasphemers,
they throw themselves at their victim with
fanatical zeal. Fortunately, they are quite
uncoordinated and usually rather useless in a
fight.
Escape: Roll a D6: most cultists are either so
motivated that (1-3) they fight to the death, or
(4-6) flee if their LP fall below 50%. As long as
their leader is still alive and has not run away,
they usually do not flee.
Experienced: COU 15, STR 13; LP 31, SP 2,
INI 14; Unarmed AT 12 / PA 6, Basilisk-tongue
AT 13 / PA 6, Mace AT 11 / PA 5; additional
SA Feint I, Forceful Blow I; Body Control 5, Feat
of Strength 5, Intimidation 4, Perception 5, Self-
Control 7, Stealth 7, Willpower 6
Competent: COU 16, INT 14, STR 13; LP 33, SP 2,
LP Loss Pain INI 14; Unarmed AT 12 / PA 6, Basilisk-Tongue
22 LP (¾) +1 Pain AT 14 / PA 6, Mace AT 13 / PA 6; additional
SA Feint I, Forceful Blow I; Body Control 7, Feat
15 LP (½) +1 Pain
of Strength 6, Intimidation 8, Perception 7, Self-
7 LP (¼) +1 Pain Control 10, Stealth 9, Willpower 8
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.

256 Chapter 11: Mystery and Arcana


It is best to discuss with your group exactly how closely Absolute freedom of action is not really compatible with
you wish to adhere to the official Aventuria. Not all the Aventurian background. In order to update the living
defining events affect all regions of Aventuria in the same history, adventures need a fixed ending so we can advance
manner. So, you may choose to closely follow a plotline the story. Too many variables create situations where you
in Thorwal because you enjoy that narrative, and only can only cryptically guess what actually happens. As GM,
mention the latest developments in the Horasian Empire you need specific information about the past to plan future
on the sideline. We hope this helps you better assess the adventures, and the same applies to the authors who
leeway you have as a GM in an adventure you have created continue to tell Aventuria’s story. Therefore, even though
yourself or have adjusted for your party. an adventure module might have three possible endings,
only one makes it into the official Aventuria (though with
some adjustments, it is often possible to reconcile the
other outcomes with the official history, if desired).

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!

Aventuria is a dangerous place. Lurking behind every corner may be treacherous


monsters, exciting adventures, or an ill-humored comrade who challenges you
to a duel. Gather your weapons, armor, and magic spells! Acquire unique skills
and surprise your opponent with unexpected tricks!

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

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