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But vain the Sword and vain the Bow,
They never can work War's overthrow.
The Hermit’s prayer and the Widow's tear
Alone can free the World from fear.
illiam Blake, “The Grey Monk”Arne ctrl momen weet
rossing into Falkovnia from Lamordia,
soon noted achange in the atmosphere.
Insteadofthe steady and heavy snowfall
thatplagued my Lamordian travels, only
athin layer of fallen snow now covered
the ground. More importantly, the wind picked up,
howling and chill, bearing the stink of squalor and
unburied corpses, a sure calling card of what lay
ahead. When I crossed into Falkovnia, the border
garrison issued mea set of mandatory travel papers;
fortinately, a few simple enchantments allowed
me toavoid questioning that would have otherwise
caused some unpleasant results. With the slack-
jawed borderguards behind me, my way led onward
to Lekar, capital of the oppressive kingdom of the
Hawk.
falhovnia at a Glance
Cultural Levels Medieval (7)
Ecology: Full
Climate/Terrain: Temperate forest,
hill, marsh, and plains
Year of Formation: 690 BC
Population: 64,300
Races: Human 93%, Halflings 2%,
Half-elves2%, Gnomes 1%, Elves 1%, Other
1%
Human Eth
(100%)
Languages: Falkovnian*, Darkonese,
Balok, Lamordian, Mordentish, Halfling,
Gnome, Elven, Dwarven
Religions: Hala, Ezra
Government: Military despotism
Ruler: Kingfuhrer Vlad Drakov
Darklord: Vlad Drakov
Groups: Falkovnian
Landscape
alkovnia fills the Blacksoil Vale, the
broad basin formed by the flood plain of
the Vuchar River. Gifted with the rich,
black sol that gives the region itsname,
Falkovnia contains rolling lowlands of
fertile fields and vast, lush forests. This natural
splendor once spread from the Sleeping Beast
‘Mountains in the west to the Balinoks in the east.
Following the Great Upheaval and the disappear-
ance of the lands of G'henna and Markovia, the
Balinoks also disappeared, leaving Falkovnia’s en-
tire eastern frontier adjacent to the Shadow Rift.
The wall of the Sleeping Beast spares Falkovnia
from the frigid northwestern winds that plague
Lamordia. Instead, Falkovnia enjoysa climate that
has helped the nation gain its reputation as the
“breadbasket of the Core.” Falkovnia’s year ischar-
acterized by extended and clement spring planting
and fall harvest seasons, Summers in Falkovnia are
long and painfully humid, but punctuated with
enough precipitation to encourage great fecundity.
The Falkovnia winter is not as wretched as that
endured by Lamordia, but still suffers near-con-
tinuous frigid winds as well as thick snowfalls
during the chill, gray weeks. This environment
suits Falkovnia’s role as a prosperous agrarian pro-
ducer. Were it not for the current leadership of the
nation, the majority ofits citizens would ind much
‘more fortune in the use of agricultural resources.
throtgh
i Vour conten f for the mercenary shines
itl litle Me ba itis certainly deserved.
‘The southward flow of the Vuchar River de-
fines the landscape of western Falkovnia. Once an
essential trade conduit for the northern Core, this
broad waterway’s utility has diminished greatly
since the Requiem, Today, Necropolis straddles
the Vuchar River in the heart of Darkon, its deadly
Shroud slaying the local marine life and blocking
river traffic between eastern and westem Darkon,
Because of the Necropolitan blight, the river trafic
and fishing industries along the Falkovnian shores
of the Vuchar have dropped by nearly half, fueling
Falkovnian ill will against the northem domain.
The Vuchar River crosses the border ruddy and
filth-ridden from its journey through Darkon and
Necropolis, even before the run-off of sewage and
offal fom Lela rele the rivet toa
‘The Vuchar's course begins in the northwest:
em-most corner of Falkovnia. Here, the western
bank of the river is home to a thin ribbon of
Falkovnian territory along the entire Lamordian
border. This territory, knownas the Weissfalkund,
consists of the last wooded slopes of the Sleeping
Beast foothills, wherein merchants and bargemen
ply their trades, doing business with fellow trades-
‘men from Lamordia. The Weissfalkund followsthere
curvature of the Vuchar and the Lamordian border
until both reach Dementliew
Beyond the Weissfalkund stretches the
Scythe’s Crescent, Falkovnia’s prime agricultural
region. Beginning just south of the West Timori
Road near Lekar, the waving golden fields of the
Crescent extend southward toward Silbervas and
Aerie. Here, Falkovnia’s peasants work the long
fields of golden wheat and bountiful orchards,
producing the exports Falkovnia supplies to
mainsthroughoutthe Core. Despite the clearingof
‘wooded areas this cultivation requires, thick stands
of Falkovnia’s dark forests dot the region, provid-
ing a haven for wikdlife. The Scythe Road follows
the spine of the region from Lekar to Aerie, and
like all ofthe kingdom's roads, itis corduroy road,
paved with timber.
Eastofthe Seythe'sCrescent, agricultural land
becomes increasingly sparse, yielding to the mas-
sive dark forests of the interior. North of the West
Timori Road lies the Dunkelhertawald, a thick
extension of Darkon’s Forest of Shadows, which
shrouds the region between the cities of Lekar,
Stangengrad, and Morfenzi. South of the Timori
Road, the Scythe'sCrescentgivesway to the equally
dark Seelewald, the ancient forest that encom-
interiorhasneverbeen seen by human eyes, though
Falkovnian peasants tell many tales of woodsmen
who discovered enchanted groves and haunted
ruins within its blackness.
The Vigilia Dimortia Forest, so named for its
legendary “sentries of death,” rises to the east of
Morfenziand Aerie. Here, the woods become sparser
and the soil grows increasingly rocky as the land
approaches the Balinoks. The eastern Vigilia
Dimortia’s trees suffer from a strange “blight” that
creates the “sentries of death.” The afflicted trees
lose their leaves and bark, with only a dead, dried
white trunk left behind. Most Falkovnians believe
that these vigilia dimortia, as they call these.trees,
are not actually blighted, but spontaneously com-
bust with every death perpetuatedin Vlad Drakov's
name. I observed the spontaneous combustion of
‘one tree, thanks to Sage Siderous Totenfeld; the
root cause of this phenomenon remains unknown,
but the explanation offered by the peasantry is
unlikely.
Beyond the Vigilia Dimortia Forest lie the
Crumbling Hills. These stony foothills are the
remains of the Balinok peaks ripped away from the.
eastern border during the Great Upheaval. Riddledwith tunnels and caves, The Crumbling Hills suc-
cumb to unexpected sinkholes. Indeed, the entire
region feels unstable, as though it will break apart
and tumble into the Shadow Rift at any moment.
Despite these factors and the tendency of the
surface stone to crumble swiftly, the region is rich
in minerals just below the surface. Thus, much of
Falkovnia’s mining industry is based in the Crum-
bling Hills region.
In addition to the Vuchar River, Falkovnia’s
fresh-water resources include several breathtak-
ingly beautiful lakes. The largest of these, Lake
Kriegvogel, is justly famous for its icy, midnight
‘blue waters and is a notable point on the Musarde
Rivertrading route. Thecity of Silbervasoverlooks
Lake Kriegvogel, its fishing fleets harvesting the
crystal-clear waters. In fact, Kriegvogel’s waters are
surprisingly clear and clean, especially given the
Falkovnians’ typical befoulment of their natural
resources. Thecitizens ofSilbervascredicthe beauty
‘of Lake Kriegvogel to the fact that the lake is
bottomless, allowing eternally fresh watertobubble
up from its elemental depths. While determining if
Kriegvogel is truly bottomless is impossible, the
lake's bed lies out of reach, even at the shoreline.
Fearless divers find that the shores ofthe lake drop
straight down, presenting only sheer stone faces as
far down as anyone has ever reached. Falkovnia’s
other lakes lie along the Vuchar, with the Raptor
Lakes (Lake Falk, Lake Adler, and Lake Eule) near
Lekar, and Lakes Schvort and Beschir near the
Dementlieu border.
Inaddition tothe Vucharand Musarde Rivers,
Falkovnia contains a number of other waterways.
Nearthe Darkonianborderrunsthe Drogach River.
Once; this river poured from springs in the cold
G'hennan wastes, cutting a broad course along the
Darkonian border; since the Great Upheaval, the
Drogach isno more than a trickle asthe G'hennan
springs that fed it have disappeared. Today, the
Grashen River, a tributary of the Drogach, pro-
vides the majority of the river's westward flow,
while the eastern Drogach isa minor tributary ofits
primary course. The Grashen flowsnorthward across
the eastem regions of Falkovnia, where it joins a
tributary known as the Umysher River. The point
atwhich the Grashen meets the Drogach is known
as Grashen Falls and is home to a small village of
the same name. According to Dr. Van Richten, the
fiend Elsepeth entered the Land of Mists here via
the process of transposing bodies with a young
woman by the name of Ammie Weaveron
‘A few short miles south of Lake Kriegvogel,
the Arbket River flowsintothe Musarde. Originat-
ing from a spring at the confluence of the Borcan,
Richemuloise, and Falkovnian borders, the Atbket
defines the border between Falkovnia and
Richemulot. The Arbket’s Falkovnian tributaries
are the Talon River and the Zhukfer River.
Falkovnia’s cities connect via an extensive
and continuously maintained system of corduroy
roads. The West Timori Road links Lekar to
Morfenzi, and the Scythe Highway, running south
out of Lekar, turns east to connect Silbervas and
Aerie before reaching its terminus in Borca. The
poorly maintained Seelewald Road runs through
the backwater region between the smaller cities of
Morfenzi and Aerie. The Lecher’s Road splits off
from the Seelewald, running due east to Lechburg
in Borca. To the west, the Prey’s Road stretches
from the city of Chateaufaux in Dementlieu, con-
necting to the Scythe Highway. Finally, the great
King’s Highway of Darkon passes through
Stangengrad before joiningthe West Timori Road.
Despite Falkovnia’s great natural beauty, the
domain’s settlements lack any aesthetic sense.
Falkovniia's buildings come in two simple varieties.
Thefirst, the style used for common structuressuch
as homes and taverns, consists of squat, cramped,
blocky buildings of unfinished stone and woo,
possessing thatched roofs and bearing the marks of
shoddy construction. More poverty-stricken peas
ants forego these shelters, living out theit lives and
raising families in wattle and daub hovels or con-
structing lean-to shelters from scrap wood, loose
stone, cast-off cloth, and other garbage. The con-
structions of Falkovnia’s military government
employ a second style characterized by impersonal
monolithicbuildings fashioned of gray stone. These
monstrously ugly, wasteful hulks tower over the
surrounding structures, augmenting the oppressive
air of Falkovnian settlements.
Falkovnia’s cities are ill kept, filled with gar
age and dung. Built in a cramped, haphazard
fashion that inevitably leads to overcrowding, with
unpaved streets long since churned into morasses
of stinking, clinging mud, Falkovnia’s cities ate
cesspits of squalor and urban blight that rival the
worst excesses of Nova Vaasan settlements. In
addition, all Falkovnian settlements are fortified.
Imposing stone walls surround larger settlements
such as Silbervas and Stangengrad, while stockade
walls or palisades of sharpened tree trunks guard
rural chorps and hamlets.
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