************************************************************************ * WORLD MAP 1 covers part of the central area of the large, northern * * continent in the western hemisphere of Urth. The map is 900 miles on * * each side and runs from about 25 1/2 degrees to 38 and 1/2 degrees * * north latitude. Aurora is set at the exact center at 32 deg north * * latitude and 96 degrees west longitude, about the location of Fort * * Worth, Texas in our world. Population listed for towns and areas * * typically refers to Human population unless otherwise stated. * * * * It's been 620 years since the silver towers of Avalon fell... * ************************************************************************ 1) THE GREENMARSH ------------------ East of the fields and plains of Aurora. It is a vast, freshwater marsh and swamp inhabited by tribes of Lizardmen, giant reptiles and amphibians, and the Witch of the Fens (MU:19, ILL:10, DR:11) who travels about in a Baba Yaga hut according to her own mysterious designs and whims. The Lizardman tribes serve the Witch and are completely loyal to her. She is sometimes helpful and sometimes not, and she will occasionally employ adventurers to retrieve special items in exchange for aid or information. The Greenmarsh is safest to traverse in winter, when most of its more dangerous denizens have reteated to the swampy interior, which is artificially kept heated by the Witch. The Lazy River slowly winds its way through the fens from Mazytop until it reaches the Tusken River. Wandering Monsters ------------------ Lizardman (servants of the Witch of the Fens) Lizardman Patrol or Raiding Party Ciful Shambling Mound Will O' the Wisp Hydra Stirges Mudmen 2-Headed Dragon Ettin Axe Beak Giant Ants Giant Beetles Giant Leech Giant Bats Vampire Bats Giant Frog/Toad Giant Lizard Giant Snake Giant Rats Giant Alligator Quicksand Strangle Vines Ken - an alligator mutant sunning himself on the Lazy River Ruins - partially sunken 2) HIPPOGRIFF HILLS -------------------- Rocky, craggy hills on Beryl Lake at the beginning of the Tusken River. Wandering Monsters ------------------ Hippogriffs Giant Lizards Giant Snakes Giant Bats Giant Beetles Troll Hill Giant Glamored Lizardmen (working for the Witch of the Fens) 3) PLAINS WEST OF AURORA ACROSS THE TUSKEN ------------------------------------------- Population: unknown * After the fall of Avalon, the Plains Nomads were pushed further east and then south, across the river, by encroaching Minotaur tribes on the Great Northern Plains. They live in relative safety now, since Minotaur are not fond of water and do not have the aptitude for, or interest in, any form of engineering. Rolling fields and grasslands between the Tusken River and the Majestic Mountains. Several semi-nomadic tribes of barbarians live in the area, hunting mammoth and other large Pleistocene fauna, and occasionally trading with those around Beryl Lake and the caravans which regularly ply the trade routes. Their only permanent settlement is Ta Na Eas on the border of the great lake. Here, all tribes agree to put aside any disagreements and feuds in order to trade with each other and the settled peoples. Ta Na Eas is neutral ground for all the tribes and any breaking the peace receive harsh punishments (typically death). Exports: furs/skins, ivory/carved ivory, bones/teeth/tusk/horn, plumes/feathers, beads(shell, glass, wood), stone carvings, patterned textiles, jewelry The steppe tribes are highly skilled craftsmen, working with fabrics, leather, hide, bones, horn, stones, wood, glass, shells, copper, bronze, and occasionally with precious metals such as silver and gold. Jewelry often depicts stylized representations of animals found on the plains. There are several large tribes spread about. Alliances continually shift and even friendly clans may count coup on one another. Sub clans related to one of the larger clans may start trouble between the main tribes, leading to open hostilities. Each of the major tribes is named after their totem animal: Mammoth, Sabretooth, Horse, Red Elk, Dire Wolf, Cave Bear, Cave Lion, Rhinoceros, Moa, Badger, Raptor, Snake, etc. A carved wooden totem will stand in the center of each camp/village near the fire. Each tribe is led by a chieftain who wears a large headpiece made from the skull of the totem animal of that tribe. Most tribes are openly friendly with Laketown, Westmarch, and Aurora. Some are hostile and attack caravans or are indifferent. Local tribal deities, ancestor worship, animism, revere the pegasus as a divine messenger. Pegasus Falls, where Pegasus come to drink, is a particularly sacred place to all the tribes. Truce between the clans is also kept here, on pain of death. Each clan has a shaman (male or female) who wears a long headdress of dyed horse hair. Cannibis and psychotropics are used in religious ceremonies, and occasionally for celebrations. Houses are a type of yurt, made with a frame of a light wooden poles and covered with skins and colored cloth, felt, and canvas. Doors are often framed and made of carved wood. Nomads ride moa to hunt. Those living in the hills may also ride pterodactyl. Mammoth Spring and the Thunder River on the northern border generally protect the human tribes from Minotaur attack, as the bull-men do not swim, though some raiding does occur when the rivers are low or when the bullmen decide to brave the forested hills of the north. Hill Giants from the foothills sometimes raid barbarian villages for food and slaves. In early summer, mammoth herds gather in the eastern forests to eat fermented fruit. On Midsummer's Eve, all the clans come together at Skyhorse Falls for a mystical ceremony and week-long festival/party. Clothing: Men wear loincloths, boots and cloaks, tooth/tusk necklaces, bracelets or anklets of copper/bronze, beaded headbands, copper/bronze torcs and armlets, dyed feathers, and face/body paint of intricate design when going into battle. In winter they wear a vest and leggings of fur. Their clothing is often intricately tooled with tribal designs and animal motifs. Women wear short skirts of colorfully dyed cloth and beadwork. They may wear soft leather vests connected with delicate chains or be bare chested and painted with tribal symbols. In winter they add fur leggings and cloaks or warm vests. Women will often fight in battle alongside the men. Arms and Armor: Usually bare-chested, oval hide shield, recurve bow, javelin, sling, spear, club, hand axe, obsidian or copper/bronze dagger...steel weapons which have been found or traded for, pneumatic rifles which shoot weighted nets, AC 6 (shield). -------- Sleeping Giant Caravansary is located at the beginning of the eastern foothills for the Majestic Mountains. The caravansary is a walled compound for caravans and travelers along the Caravan Road to stop for the night, resupply or make repairs. Rangers are known to frequent the inn and tavern as it is a good place to get news and information. Lil(R:6) runs the place and takes care of anything that needs taking care of. The caravansary contains: 1) Trail's End Supplies and Feed Store(repair shop out back)- run by Cariadoc, a gruff but friendly werebear. 2) Sleeping Giant Inn 3) The Giant's Club - tavern (attached to Sleeping Giant Inn via a covered walk) 4) Chapel of Bonz - stone building with bell tower, tech inside but with a rustic feel, run by Doctor Leonard Holliday (LG, R:4/CL:10, single 6-gun in holster, also a skilled veterinarian, has secret stash of Saurian brandy for those in need and a fine ear for listenin'). Wandering Monsters ------------------ Caravan Ork Carnival (in season) Dwarven Traders Gnomish Tinker Ranger Scout Adventuring Party Barbarian Traders Barbarian Raiding Party Monks from the Far West on a pilgrimage Cyber Knight Glamored Lizardmen (working for the Witch of the Fens) Bugbears Goblins Hill Giant Ettin Stone Giant Troll Ogre (from the forest in the south) Nixie (pool) Fairy/Pixie/Brownie Pegasus Pterodactyl Giant Beaver Giant Snake Giant Bats Vampire Bats Cave Lion (in hills) Cave Bear (in hills) Dire Wolves Wild Mustangs Wild Sheep Wild Boar Mammoth/Mastodon Moa Herd Smilodon Irish Elk (7' tall at shoulders, 12' antler span, from the woods) Demon/Howling Demon/Banshee Moondogs(materializing from moonbeams at night) chasing a Hell Beast Insect Swarm - robotic, self-controlled locust swarm- left over from the ancient wars, much more rare these days, they are brought down with emp pulses broadcast by villages surrounding old radio towers, they can do terrible damage to crops. Mosquito drones can kill livestock and people if caught in the open. Both cycle through every few years and are fairly predictable. Some swarms...are not. Sentient? Whirlwind Electrical Storm (artifact of the Ancients' wars(1 in 6 chance)) Hail Storm (winter) Severe Storm/Tornado War Machine Graveyard Ruins 4) PLAINS EAST OF AURORA BEYOND THE GREENMARSH ----------------------------------------------- Population: unknown Rolling hills and woodlands. Scattered small settlements of rustic folk - farmers, herdsmen, fishermen, and the like. Those about Lake Plumstil(named after its color) make a strong plum brandy that is known far and wide. They are generally peaceful folk that keep to themselves and prefer to be left alone by the other powers and city-states. They are canny and clever and can pretty much craft whatever they need. They occasionally trade with the Blue Men in the hills or with the caravans coming and going from Carnelian and Princetown. Clothing is solid colors and plaids, earthtones, pants for men, pants or kneelength skirts for women, v-necked or square- necked shirts. Hunting spear, seax longknife, axe, shortbow, javelin. These free lands extend east to the road running from Carnelian to Princetown. Many of the folk live east of the road, in the area which is considered part of the Grand Duchy of Trelane, and their future is uncertain. The southern coastline receded during the Fall of Avalon, and a number of port towns and cities sunk beneath the waves. A few may still be visible...and accessible. Wandering Monsters ------------------ Bugbears Goblins Trolls Owl Bears Ettin Hill Giant Stone Giant Dire Wolves Irish Elk Nixie (pool) Fairy/Pixie/Brownie Treant Dwarven Trader/Gnomish Tinker Ork Carnival (along roads in season) Wild Boar Giant Spiders Giant Rat Giant Snake Giant Lizard Giant Bat Giant Ferret Moon Dogs Banshee Ruins 5) WILDWOOD ------------ Bordered by the Majestic Mountains to the west and the Wild Coast to the east, this strange wood extends south for many leagues. Wandering Monsters ------------------ Bandits Iron Ring Slavers Hobgoblin Pirates Hobgoblin Slavers Adventurers Mercenary Company Fort/Town Mutant Village Hidden Colony(mutants, escaped slaves/prisoners, refugees...will be wary of outsiders) Ranger Healer (Cleric of Bones) Cyber Knight Cultist/Cult Leader/Madmen Green Man Druid Vegepygmies (will attack regardless of the odds if tech is visible) Gnome Autogyro/Dirigible Technologist/Lab Robot/Cyborg (near tech area) Wizard/Iower Mad Golem Run Amok Madman - victim of the Theocracy's mindsifter Glamored Lizardmen (working for the Witch of the Fens) Spy for Wizard of the Volcano Sasquatch Demon Giant Spider Giant Beetle Giant Rat Giant Snake Giant Lizard Giant Bat/Vampire Bat Giant Ferret Moon Dogs Blink Lynx Wild Boars Treant Hill Giant Ettin Ogres - wild dance at night (forest clearing) Trolls Stone Giant Green Dragon Wyvern Carnivorous Plant Manticore Owl Bear Bugbears Carrion Crawler Nixie (pool) Fairy/Pixie/Brownie Lycanthrope Invisible Stalker Elemental Gibbering Mouther/Ochre Jelly/Black Pudding/Grey Ooze(near tech areas) Wolf/Bear/Cougar Poisonous Cloud Derelict Tech (may have Scrap Rats) Weather Anomaly Meteor Shower(at night) Strange Lights UFO St Elmo's Fire Weird Magic Area Ancient Battlefield: Fog Of War, Battle madness(saving throw), Fog takes human shapes, human shapes/shadows move about in it. Energy Monster (from tech areas originally) Ruins 5a) TECH RUINS -------------- "Blue Sun for a brighter tomorrow" - powered by the Blue Crystal Skull. 5b) CAVE(S) OF TIME ------------------- A Network of caves in some forested hills within the Wildwood, each leading to different ages past (Old West, WW1, Age of Pirates, United Earth-Space Federation, etc). A stream runs from the caves and connects to the Tourmaline River - the Stream of Time, which may have strange, temporal effects if swum in or drunk from. 5c) WIZARD OF THE VOLCANO ------------------------- ??Wizard of the Volcano, Stone Giant's Wife enslaved to sing away the Black lotus nightmares?? Secret teleporting passage from the Iron Maiden in the wizard's torture chambers to the town of Random Mad Wizard who has taken over an ancient laboratory in an extinct volcano. The lab complex was still in use until fairly recently when the mutant creations broke free and killed the scientists. He is trying to magically replicate the work done to create mutants/life and has employed hobgoblin slavers and the Iron Ring to seek out mutants for research and biological experimentation. Chamber of the Live Ones - grotesque attempts at creating life, vivisection, genetic mutilation. The lab itself is inside the cone of the volcano. It is a large, round room with many windows atop a column rising from the complex. The wizard feels that the windows give an airy lightness to the grim proceedings... 6) WILD COAST ------------- 6a) RANDOM (founded in CY 366) ----------- Population: 3000+ Many humanoids, some mutants, few demihumans Meeting place for Iron Ring Slavers, hobgoblin pirates/slavers, assassins, thieves, mercenaries, torturers, spellcasters and mad scientists, and the people who procure such services. The Wizard of the Volcano or his servants may be found here on occasion as well. This is a highly dangerous place for most scrupulous people. The only law here is that of the "Spiderqueen" and her enigmatic servants keep enough order so business can get done. Wandering Monsters ------------------ Hobgoblin Pirates/Slavers Iron Ring Slavers Bandits/Thief Assassin/Bounty Hunter Cleric/Cult Leader Humanoids Mutant/Psion Wizard of the Volcano (usually his servants) Giant Rat/Giant Snake Hill Giant Special - Invisible Stalker, Doppelganger, Demon, Medusa(in disguise), Kobold Market Ruins 6b) FLOTSAM ISLES ------------------ Population: Unknown. Many hobgoblins. Located at the southern end of the Wild Coast. Mazy network of hundreds of islands and tiny islets. Largest island city is Jetsam which is a Hobgoblin Pirate stronghold. The entrance to Jetsam harbor is through a maze of magically confusing caverns. The isles are located at the northern end of the SEA OF STORMS. Hobgoblin pirate ships have cannon. 6c) CULT OF THE BLUE OYSTER (not on map1) ----------------------------------------- In caves near Sea Of Storms. Satellite AI(partially sentient). Deep Ones, amphibian race. 7) GREAT NORTHERN PLAINS ------------------------ A vast area of grassy plains inhabited by a wide variety of large, Pleistocene mammals and tribes of man-eating Minotaurs ruled by powerful khans. Orginally, these tribes lived and roamed much further to the west, but since the Fall of Avalon, have drifted further and further east. Thunder River: A wide, tumultuous, whitewater river winding through the plains. It joins Mammoth Spring on its way to Beryl Lake. Minotaur do NOT swim nor are they fond of large bodies of water - especially rapidly moving water. City Of the Ancients: City of pearlescent domes and towers of blue glass having the strength of steel that touch the sky, pyramidal and spherical structures, monorails, trans-humans, psionics, data crystals, android replicants, stellar travel, teleportation, time machines, matter transmutation, atomic energy... Ancient Highway: A CANNONBALL RUN type of event takes place every 2 years involving drivers of refurbished ancient hovercars/landspeeders in a timed race across the entire continent along the remnants of ancient highways. It begins on the northeast coast of the empire and ends at the dinosaur infested coast of the Western Ocean. The race is highly dangerous (and illegal in the Empire). The road runs through the Grandwood, north of the Westmarch, and on through the Great Northern Plains before turning southwest to cross the desert and the Celestial Mountains... Minotaur Tribes: Tribes/herds of Minotaur warriors led by Khans who fight amongst themselves but occasionally have a Great Ka Khan to organize them They are man-eaters and raid along the border of the Westmarch for food and slaves. When organized under the leadership of a Great Khan, they will attack the human lands in great numbers. The last such invasion was the Minotaur War of 527-528. Weaklings/runts are treated cruelly and often driven from Minotaur society. They are considered to be "dead" by the tribe and any Minotaur caught helping them is killed cruelly. They have no magical or clerical abilities. They view healing magic as a weakness, unnatural, and shameful. Only the strong should survive. The worst crime/taboo is to fall in love with a human. Minotaur hate humans more than any other race. Minotaur believe themselves to be a special race who came from the stars, and the strongest and most worthy race to inherit the earth. Their origins may indeed lie outside the bounds of Terra, or may be the product of genetic experimentation in the long ago past. Minotaur hunt the giant fauna of the plains with spears and traps and live in yurts made of the hides and bones/ivory of these beasts. Minotaur typically fight with heavy spears, large knives/shortswords, glaives, morning stars/spiked clubs, and double-bladed axes. They wear no armor though many carry large wooden shields decorated with the painted skins and scalps of humanoids. They use no missile weapons except for throwing spears. When Taurus rises with the sun at the Spring Equinox, sacrifices are made, celebrations abound, deadly games of endurance and battle prowess are played, new bullocks are conceived, and the world begins anew. Wandering Monsters ------------------ Mammoth Mastodon Smilodon Giant Rhinoceros Baluchitherium Gnolls (in rocky hills along the edge of the desert) Minotaur Raiders/War Party Cyber Knight Direwolves Cave Lion (in hills) Irish Elk Giant Ground Sloth Cave Bear (in hills) Giant Boar Giant Armadillo Giant Snake Giant Rats Giant Bats Moa herd Axe Beak Wild Mustangs Wild Sheep Pterodactyl (in the high cliffs) Demon/Howling Demon/Banshee Moondogs(materializing from moonbeams at night) chasing a Hell Beast Insect Swarm - robotic, self-controlled locust swarm- left over from the ancient wars, much more rare these days, they are brought down with EMP pulses broadcast by villages surrounding old radio towers, they can do terrible damage to crops. Mosquito drones can kill livestock and people if caught in the open. Both cycle through every few years and are fairly predict- able. Some swarms...are not. Hill Giant Ettin Troll Sentient? Whirlwind Electrical Storm (artifact of the Ancients' wars(1 in 6 chance)) Hail Storm (winter) Severe Storm/Tornado War Machine Graveyard Ruins 8) BERYL LAKE ------------- Once, this area was the center of a great kingdom called Avalon. 620 years ago, a magical cataclysm caused the land to sink to unknown depths and a great, 'bottomless' lake was formed. Wandering Monsters ------------------ Pterodactyl(lake cliffs) Giant Gar Giant Crayfish Giant Turtle DRAGON TURTLE (protects Laketown from invasion) Lake Dragons (near Citadel of the Witchmen) Lake Pirates (from the lake islands with the ancient ruin) Lake Patrol (sailing ships from Laketown, Lakeport, or Carnelian) Merchant Ship Fishermen Water Elemental Whirlpool Weather Anomaly Strange lights(automated craft) are sometimes seen near the flooded tubeway entrance. Ruins - on islands, hillsides 8a) LAKETOWN (founded in CY 277) ------------ **There may be several lake towns at this point** Located at the western end of Beryl lake. not part of the Western Marches. POP: 5900 Built on wooden pilings and platforms out in the Lake and connected to land by a long, wooden bridge. Many wooden connecting walks, ramps, bridges, and quays. Town is lit by painted oil lanterns which give a stained glass effect and interesting interplay of light and shadow. Floating Gardens and fisheries surround the town. The sacred mountain isle of Yukizumo Shima (Lucky/Snow Clouds Appearing Island) lies exactly 13 miles to the northeast. It is, essentially, one giant, snow-capped mountain ringed by a few dozen yards of forested beach. It is a holy shrine and seat of the gods for the people of Laketown. A giant dragon turtle lives in a seacave beneath the mountain and will come forth in times of need to protect the town from invasion or a large scale attack. The creature is honored and revered by the town. Laketown was built 343 years ago by refugees from an island chain in the Far West (Neihon (Nayhon) - Land of the Setting Sun) whose ships were caught in a Quantum Storm as they rounded the Dinosaur Peninsula, and materialized in Beryl Lake. Led by the son of their old Daimyo, they settled on the Lake. Upon a tiny, rocky island, the first structure was built - a temple to Orazami Ryujin, a great dragon god of the waters. From there, the town spread out into the lake on all sides. The population is almost exclusively human except for a smattering of hobbits, dwarves, and half-elves. Elves occasionally visit but do not live there. Fishermen, farmers(floating gardens), horticulture, craftsmen, artists, sailors, warriors. Laketown is ruled by a hereditary lord. There is much trade between it and the Westmarch, Aurora, the dwarves of Ironstar Mountain, and gnomes from Mazytop. A bit of trade also goes on between Laketown and the steppe tribes to the west/southwest,though some are hostile. Dress tends to be of soft, flowing materials of neutral colors sometimes inlaid/embroidered with intricate patterns. Hair is worn long and sometimes elaborately tied. Skin color is light ivory to golden brown. Religion is based in Animism and the veneration of Kami and the ancestors. This is an "Honor Culture". Low-level magic use and sleight of hand exists within the culture, though magic-users are uncommon. High-level magic use is very rare and unsettling unless necessary to fight against evil beings of great magical power. There is a very strong division between good and evil magic. Powerful magic-users are usually reclusive and live ashore or on small islets in the lake. They do have clerics (primaril from the Temple of Orizami) who provide healing and magical aid to the people of Laketown. Soldiery is made up of infantry wearing medium armor of metal lamellar or pieces of plate mixed with light chain and leather, oval shield, sword, spear, glaive, and bow. Both men and women serve as fighters. Clothing/cloak colors: thrush brown, dark goldenrod, maroon. Swords are crafted from "Dragon Steel" and give a +1 non-magical bonus to-hit. These swords never rust(even from Rust Monsters) and never lose their edge. All citizens are trained in the martial arts from a young age, including weaponry, and are considered to be 1st-level fighters. The Laketown also has a small navy that patrols the lake and escorts merchant ships. Companions (professional courtesans) are highly respected in Laketown. They are highly educated as well as skilled at many forms of entertainment, sexual play, music/the arts, languages, psychology, and martial arts. They often act as ambassadors, diplomats, and mediators. Companions choose their clientele primarily based on compatability of spirit rather than looks and keep strict client confidentiality in all matters. Jail is only a temporary holding place for criminals apprehended by a magistrate until sentencing. Minor crimes are usually resolved with a forfeiture of money or working off the debt in some suitable - and sometimes ignoble - fashion. Major crimes are usually resolved with a forfeiture of life - usually by beheading. Arsonists are burned alive on the lake. Beryl Lake is known for its lake dragons, sudden storms, and exotic fauna. Dangerous pirates roam these waters as well. Naval sailing ships have cannon which fire a variety of iron and stone shot. A less flammable, technomagic variety of gunpowder is used. Recently, some farms have begun to spring up on the lakeshore around the long bridge leading to town. There a mixed feelings from the people about this, but expansion will eventually be necessary regardless. Exports: crafted goods, woodworkers, fish, timber, carved horn/bone, amber, bonzai trees, pottery/ceramics, knitwear, giant spider silk, puzzles, fireworks 8b) WITCHMEN OF BERYL LAKE -------------------------- Witchmen of the Bottomless Loch - Beryl Lake - Deep green water, lake dragons cavort, at the NE edge of the lake a cyclopean stone keep rises - home to The Witchmen(technomancers?). Witchmen are secretive and their motives nigh inscrutable. They are rarely seen outside of their keep - If they are, it usually means something momentous is about to happen(They may bear warning of it). People wandering in the area have been known to disappear (sometimes forever). Some return but are .....changed. The lands of the Witchmen are avoided by all but the most foolhardy. The area is patrolled by ancient, mechanized vehicles (6-wheeled or tracked "wagons", noisy-rattling, smoky, pincer arms, 2 BRIGHT round lights - like insect eyes - on front). The machines primarily observe but may attack with raybeams shot from the two round lights if they are attacked, injured, or tampered with. Beams shoot paralyzing rays, sleep rays, and heat/disintegration rays. The rifles wielded by the Westmarch cavalry were gifted by the Witchmen. The Witchmen are known to have "mind powers" and ancient technological devices of great power. They have been here since before there was a lake, even before Avalon. 9) GRAND DUCHY OF TRELANE (founded in CY 375) ------------------------- Established in 375 CY by Count Trelane of the Kingdom of Ponceval who sold his lands and titles to fund an expedition of exploration and conquest across the Sargossean Sea. The Grand Duchy is bounded by the Green River on the north, the Great Salt Marsh to the south, the road to Princetown on west and the Greatwood to the east, and contains around 50,000 people, not counting those residing in its capital city of Carnelian. Most of the population lives near the city, along the river and main roads to the southeast and to Marshaven, which is the only other main town of the Grand Duchy. 9a) CARNELIAN (founded in CY 379) ------------- * Carnelian is built over a demon-haunted city of purple towers, dark sorcery, and snake cults. (POST high-tech era). It is a sophisticated port town of riverboat casinos, expensive brothels, illegal trade, sultry music, slave auctions, manicured gardens, haunted crypts, flamboyant brigands, escaped convicts, duels at dawn, magic practitioners, demonic Powers, and lost souls. (Ghostly party barge sails the river at night!), con artists/merchants - faux treasure/illusions/brothels with human looking inhumans or monsters, vampires, masked balls, festivals, parades along the Promenade to the palace. * Port city on the Green River Delta and Beryl Lake * Population: 25,000 humans a few thousand demi-humans, mutants, and humanoids City Wall: none * Carnelian is NOMINALLY overseen by the ruling house of the hereditary Grand Duke and troops of the duke are garrisoned in the city to maintain order, uphold local laws, and keep the taxes flowing to the city's coffers. The garrison primarily deals with crimes against any important citizens/assets dwelling there. It also maintains a small spy network to feed important information back to the Duke's seneschal. Otherwise, it leaves petty/local matters to lesser officials and the city watch. The garrison is ensconced at The Citadel and the Captain-General reports to the Seneshal directly, the King and Queen out of courtesy, and The Syndicate out of necessity, because it is that body which truly runs the city. * Once a year, at the week long Festival of Lights in February, a new "King and Queen" is voted on by the festival goers. The participants in the pageant are taken from the attractive youth of the city. The King and Queen are then nominally in charge of running the city in all local matters. They have very little real power, but make beautiful figureheads. (Very occasionally, when the people, or some power is displeased, the figureheads may lose their heads at the guillotine, for the pacification and entertainment of the crowds. But, this hasn't happened for some time.) * The Syndicate: This organization (think Jabba the Hut**) has its hand in most of the business and trade of the city, as well as running smuggling operations and the black market. Much of the local and imperial law enforcement are in their pocket. Even the Grand Duke owes them some rather large favors, and has often used their services for special ventures. The Syndicate writes many of the trade laws of the city and has informants everywhere. Nothing important comes into or leaves Carnelian without their say, or at least their knowledge. ** The Huts are believed to be natives of one of the small moons in orbit around Urth. * Carnelian runs the gamut from the very wealthy to the miserably poor. In the city is a mix of wealthy merchants, traders and bankers, tradesmen and artisans of all kinds, manual laborers, domestic servants and slaves, demi-humans, humanoids, and mutants, street performers, gangsters and moneymen, sailors and pirates, fishermen, wizards and bizarre beasts, and strangely marked priests of frightening cults. * Many domestic servants have been brought from the empire by the wealthy or are descended of those brought at the founding of the colony and since. A thriving slave market exists and Iron Ring slavers bring in new acquisitions regularly. * A road runs EAST, at the northern border of the Great Salt Marsh, through the Trollrock Mounds, and then SOUTHEAST, bordering the edge of The Disputed Lands, to the Northern Reach of the Kingdom/Empire of Poncival. * The wealthy dress in fine frippery - the more outlandish the better. * Buccaneer haven, buccaneers and hobgoblin pirates are rivals * Thriving Black Market - most anything can be found here for the right price. * Thriving slave trade * Press gangs for the imperial navy roam the streets. * Ships for lake and coastal trade are built at the port, along with a few larger carracks for lengthy ocean travels. Carnelian has a few ships-of-war, as well, as lake pirates abound. * Great sea trade. Traders/Smugglers often have a few concealed cannon for those occasional unavoidable situations. * Casinos * The Ork Carnival is popular here (this carnival comes from some area in the south) * Sizeable mutant and psion population * Many humanoids * Houses of brick, wood, colorful plaster, stucco, rooves of slate. Streets are brick. * City of Lights - Colored electric lights and magical flames light the city * Haunted cemetaries, undead walk on Spirit Night, vampires * thieves, smugglers, and privateers * The Rat King: underground city, lord of the sewers * Vineyards surround the city Exports: rum, molasses/syrups, spices, cotton, dyes, fine clothes, wine/brandy, timber, peat, coal, slaves, beads/colored glass/trinkets, black powder, fish, magical talismans, medicines, psychtropics, fruit Places In Carnelian ------------------- Palace - King and Queen of the Festival of Lights live here for a year The Basilica - where local justice is administered The Citadel - large fortress where the duke's troops are garrisoned, high profile prisoners are held here, also has a river entrance Grand Cathedral of the Rainbow Serpent - Light and Dark, opposing cosmic forces, serpent/magical rituals brought from the island colonies of Ponceval. Sequined Cathedral - money, extravagance, hedonism Moon Temple - Celia(priestess, LVL:15), moon, secrets, love/sex, occult Temple of Bonz Chapel of the Good Shepherd The Majestic Playhouse - widely renowned for its amazing performances Museum (and library) of Fabulous Beasts - fantastical, magical, cryptozoological creatures, records and information of, biological studies, magical uses Florimel's - Formal wear, evening wear, and fashion accessories. Concealed weapons, scabbards, holsters, purses and pouches for the woman/man-about-town. Perfumes, colognes, soaps, lotions, candles, and fragrances. Mockingbird Records - records and turntables sold, recording studio Pandora's Books Book Attic Tower of Stars - magic-user school Gasconade - colorful dress and ornamentation Antoinette's - beauty salon Belle's - ball gowns, masks, jewelry, perfumes, accessories Wheelhouse - nautical instruments and charts, maritime supplies Talismans - magic shop, magical paraphenalia, occult books and supplies, magical items, charms and potions Dashing Rogue Fencing Salon Gumby's - seafood restaurant, spicy local dishes Clamdiggers - seafood restaurant Odyssey Inn/Tavern - moving murals of mythical adventurers/adventures, decor from around the world The Octopus Lounge - Bar/Tavern, trippy, underwater grotto theme Vlad's Castle - dark, gothic, dance club, fetish, sex dungeons, run by a vampire Under the Bed - Humanoid bar/nightclub, brothel, live bands The Guillotine - music venue, guillotine(harmless) entrance, ballroom dress Wax Museum - music venue, wax statues of real people who were boiled in wax for displeasing an ancient monarch Bluebirds - nightclub, music lounge Pixie Dust - brothel run by illusionists, sex with anyone you can imagine, walls sparkle with embedded glitter Cozy Clam - brothel, pearlescent walls, soft silk and satin, velvet tapestries, clam-shaped beds, exotic drinks, liqueurs, and dishes Areas of Carnelian ------------------ Palace Square - located in the Old City, near the river and the Promenade. The Promenade - wide atreet leading from the Palace Square to The Basilica City Fair and Boardwalk - rides, food games, colored lights, every night Guillotine Square - occasionally kings and queens are beheaded here when the people are displeased with the state of the city management Haunted Cemetery - ghosts, spectres, and undead Garden Quarter - hanging gardens, ivy, delicate iron railings and trellises, flowered walks, hanging lanterns/hurricane lamps Fountain Square - street performers, artists Riverside - well-to-do merchants and businessmen live here, upscale stores Port District/Harborside The Warren - the poorest area. thin, mazy streets and alleys. dangerous Canal - gondolas, delicate arching bridges Love Street - brothels Wandering Monsters: ------------------- City and Outskirts ------------------ Press Gang Sailors Young Rakes Undead (cemetaries) Cathedral of the Good Shepherd Cleric of Bonz Doppelganger Demon Voodoo Shaman/Witch Doctor Caiman-men(in the swamps near the city) Cultist Vampire Bats Fish-men raids at the port on dark nights Ruins Parade of Lights (at night) Green River ----------- Cursed Pleasure Barge - save or be overcome with longing to join the phantom party barge and slowly waste away/become a wraith. 9b) MARSHAVEN ------------- Population: 1700 + a number of mutants and dwarves/gnomes/hobbits/half-elves Large village in the northern hills bordering the marsh. Houses are of mudbrick, wood and riverstone with wooden shingles. Timbered streets. Marshaven is the only large town in the Grand Duchy of Trelane and contains many salt mines. It also has its own militia. Armor is chitin based. Weapons are longspear, bow, axe and hammer. Refugees from Sol who have made it alive through the Great Salt Marsh wind up here. The town helps as much as they can. Known for the best giant crabs anywhere. Exports: salt, gypsum, sulphur, amber, giant crabs Places in Marshaven ------------------- Saltmine - inn/tavern, built inside an old worked out saltmine Frogmouth - bar/tavern Red Legs Crabhouse Wandering Monsters ------------------ Giant Red Crabs - come in on the tide several times a year 9c RUINS -------- * In forested hills in the east of the grand duchy. Buildings with windows of highly polished blue/green sea glass, now overgrown with forest, vines, and kudzu. * Abandoned over a century ago as infected inhabitants devolved into Trogs and disappeared into the forests, and, later, the Underdark. * There are descending passageways in the ruins leading down into the deeps. 9d) CHARM (Founded in CY 375) --------- Innsmouth Population: 400+ Most are humans in various states of metamorphosis. Dilapidated shrimping town where hybrid humans are slowly morphing into Deep Ones via magical, genetic-altering rites conducted in undersea caves. The Deep Ones worship (Father)Dagon and (Mother) Hydra. Esoteric Order of Dagon (cult in Charm). The Avon river runs from the hills near the Lost Temple, through the center of town, and into the sea. There is much low lying marshland and scattered woods nearby. No farming, some herding... of strange, albino cow-things that can speak. Shipwrecks on rocky shoals. Occasionally, mysterious gold artifacts of alien design are sold to unscrupulous buyers from outside. Originally the first town of the Grand Duchy of Trelane. It began as a new trading hub and shipbuilding port for the new duchy. By 410, it was a thriving community with a population of over 3000. And then, the first golden artifacts were found in a sunken sea cave by divers. . . A Cult of Chaos reemerged, pacts were made, people mysteriously vanished. . .The new Grand Duke sent constables to investigate. 66 people were arrested and brought to trial. . .That's when the Deep Ones came, breaking them out of the courthouse and purging the town of those who were resistant. Many people were killed. Those who could be saved and evacuated, were. The incident was hushed up. Ships stopped coming and the Duke relinquished the town(and the rest of the coast), and moved his focus to Beryl Lake and building up Carnelian as the major port and trade hub of the grand duchy. . .Outsiders rarely come here. Those who do are either fools, or are agents of the Deep Ones helping to spread their influence throughout the world. . . 9e) LOST TEMPLE OF ELDER CHAOS -------------------------------- Old Ones Constellation Hydra connection Gateway to the Deep Ones of the UnderUrth Subjugation of humanity Insanity and Death Sea Hydra * Temple entrance built into the hill. * The Avon River bubbles up from a deep source far beneath the temple hill. * Oddly bloated trees near the entrance. * Black veined red stone. * Floor is worn smooth by the tread of countless feet. * Footsteps echo alarmingly in the vaulted halls, even when trying to move quietly. Extreme care must be taken to muffle footsteps in order to remain undetected. * A a shrill piping may be occasionally heard, barely perceptible even if the party is absolutely silent and listening. * Zombie guards. Clerics turn as ghouls. * Protection From Good. * Wall of Stars in hallway. Save vs Magic or be drawn slowly into the wall . . . * Floor is mosaic checkerboard of red and black. * Tapestry - black landscape, barren trees, black shapes in silhouette holding aloft a struggling human. Wisps of purple clouds. * Touching objects on altar = save or become a servant of Chaos and return to the temple in week. * Great bell sounds if one attempts to destroy these objects. * Acolytes' Chamber, rust color * Adepts' Chamber * Inner temple - red translucent stone, great black iron bell with mallots, pews, dais, throne, chaos sigils, curse, draperies of deep purple, puce, black candles alight upon entry, shapeless forms of purple, jaundice yellow, and sickly green dance and sway on wall - save vs spells or be mesmerized into chanting a hymn of chaos, if 3 voices are raised a magical iron bell will sound bringing. . . * Evil Priest Chambers - snakestaff, 10) GREAT SALT MARSH --------------------- Located between the Grand Duchy of Trelane and the Sargossean Sea. An evil Technologist has a lab complex on a small peninsula of broken land at the south end of the marsh. He has been financed by an imperial prince to create a "secret weapon" for the prince's return to power. The Technologist buys psions and mutants from such as the Iron Ring Slavers to further his experiments. Frogmen patrol the marsh in circular hovercraft to keep out intruders and capture those mutants escaping through the marsh from Sol. The Trollrock Mounds run at an angle at the northern border of the marsh. Wandering Monsters ------------------ Frogmen in hovercraft Iron Ring Slavers Refugee Camp(renegade wizards/mutants/psionics/clerics/escaped prisoners) Sahuagin(Seadevils, 2HD, MV:12/24, webbed and scaly, trident/nets, can survive out of water for up to 4 hours) Shipwrecked Pirates Sunken Ship on reef or sandbar Sunken Town Flightless Bird/Axebeak Ettin Ciful Giant Salt Water Crocodile Giant Crab Giant Bat Giant Lizard Giant Electric Eel Salt Hunters from the village of Marshaven (at northern end) Cleric of Bonz Crabmen Sea Troll Gibbering Mouther Black Ooze Giant Beetle 11) PRINCETOWN(founded in CY 453) -------------- Population: 5100 Some demi-humans and humanoids Located at the southeast of Aurora, on the coast, Princetown is a. A bolt hole for political exiles, royal pretenders, cult leaders, and others who may be unwelcome or hunted in their own lands. Mercenaries, assassins, and other troubleshooters for hire. Port of trade (Black Market and pirated goods may occasionally be found here, as well as political news and classified information - sometimes for a high price). A number of farms and businesses have sprung up along the coast and the customery farmers, sailors, tradesmen, and the like can also be found in town. Princetown is ruled by a petty lord who was once a prince of a major kingdom/empire. Order is reasonably maintained but the Watch can be easily bribed to look the other way for most things. Places in Princetown -------------------- The Handsome Prince Bar/Tavern The Basilisk Eye Bar/Tavern - mercenaries Chapel of Bonz Wandering Monsters ------------------ Mercenaries Adventurers Merchant/Trader Pirates/Smugglers Iron Ring Slavers Guard Patrol Ranger Wizard/Illusionist Assassin/Bounty hunter Political Refugee/Demagogue Spy/Agent Noble in exile Cleric/Cult leader Humanoids Sailors Familiar/Pet Lizardman (on errand for the Witch of the Fens) Ork Carnival (in season) Giant Rat/Giant Animal Special - Kobold Market, Invisible Servant/Stalker, Doppelganger 12) MAZYTOP (founded in CY 72) ----------- Population: 2000+ Gnomes GNOMES live in a forested hill south of Beryl Lake called "Mazy-top". It was riddled with a maze of tunnels, galleries, and chambers at the top of the 600' tall hill when the gnomes found the place ages ago. This has been added to over the years since. Gnomes are self-organizing and egalitarian. They have no leader per se but do have an elected Committee For The Preservation Of Knowledge which keeps and protects archives of knowledge and inventions. Old gnomes are highly respected for their knowledge and achievements in life. Gnomes worship no deities, per se, though they do venerate legendary crafters and makers of complex clockworks and the like. A few of these have become almost deified. As to origin stories, there are several. 13) SARGOSSEAN SEA ------------------- Warm water sea similar to the Gulf of Mexico. Encounters ------------------ Merchant Ships/Convoy Warship/Patrol Hobgoblin Pirates Buccaneers/Corsairs (near the Carronades) Ghost Ship/Flying Dutchman Gnome Submarine(steam driven) Ranger Sailing Skiff(at night, Rangers will have the advantage of surprise) Wyvern (near Portown) Pteranodon/Griffon/Hippogriff - sea cliffs Whale (Humpback, Blue, Sperm, Fin, Right, Orca) Dolphin Group Shark/Giant Shark(Megalodon) Giant Devilfish/Manta Ray Sea Dragon Sea Serpent Sea Giant Kraken (deep sea) Water Elemental "Deep Ones"/Kuo Toa - near Innsmouth Sahuagin - near Portown Strangleweed (sentient seaweed) Storm/Squall "Triangle Effect" - sea and sky seem reversed, lost for D4 days Waterspout/Whirlpool Strange Weather Pattern Area of Extended Calm(Doldrums) Exceptionally Strong Currents Strange Lights St Elmo's Fire Meteor Shower(at night) Ocean Mirage Automated Water Craft(from the Ancient Days, very rare) Ancient Marker Buoy Black Ooze(sentient sludge) Fog Bank 14) SEA OF STORMS ----------------- Encounters ------------------ Merchant Ships/Convoy Warship/Patrol Hobgoblin Pirates Buccaneers/Corsairs Ghost Ship/Flying Dutchman Storm/Squall Cyclone Waterspout/Whirlpool Tsunami/Tidal Wave Quantum Storm(objects can shift location by thousands of miles or even exchange locations with other objects in a similar storm in another ocean) Strange Weather Pattern Area of Extended Calm(Doldrums) Exceptionally Strong Currents Sudden Winds/Shifting Winds/Sentient Winds Shoals/Sandbars/Partially Sunken Island Coral Reef Strange Lights St Elmo's Fire Meteor Shower(at night) Ocean Mirage Strangleweed (sentient seaweed) Shark/Giant Shark Dolphin pod Whale Giant Devilfish/Manta Ray Water Elemental Kraken (deep sea) Sea Dragon Sea Serpent Sea Monster Sea Giant Dragon Turtle Mermen on Giant Seahorses "Deep Ones"/Kuo Toa Automated Water Craft(from the Ancient Days, very rare) Ancient Marker Buoy Black Ooze(sentient sludge. Can be on fire.) 15) MAJESTIC MOUNTAINS ---------------------- The mountains range between 7,000 and 14,000 feet above sea level. The main pass taken by most caravans is at an altitude of just over 8,000 feet. Wandering Monsters ------------------ Dwarves fron Ironstar Mountain Trader Caravan Cleric of Bones Ranger Bandits Gnomes / Gnome Flying Machine Cyber Knight Lycanthrope Invisible Stalker Sasquatch Chimera Griffon Hippogriff Manticore Great Red Dragon(rare) Elemental Sphinx Giant (Hill, Ettin, Mountain, Stone, Storm,) Troll Ogre Bugbears Goblins Elves Treant Giant Eagle Giant Viper Giant Bats Giant Lizard Rock Lizard Mountain Lion Bighorn Sheep Wolf/Bear Pteradactyl UFO Entrance to Hollow Urth 15a) IRONSTAR MOUNTAIN (founded 1500 years ago) ---------------------- Pop: 20,000+ Dwarves The site of an ancient meteor impact in the Majestic Mountains. Dwarves have lived here for 3000 years mining the Star Iron from a giant impact crater. There is much trade with the lands around and Dwarven smiths, artisans, traders, and gadgeteers travel widely. Dwarves are inherently lawful and self-organizing though they do have a King-Under-The-Mountain who is the at the heart of all the families/clans and who decides on important issues that concern the entire realm. Old Dwarves are highly respected for their crafting skill and knowledge. Clan/Family heads are likewise respected. Dwarves wear plate and chain with open-faced helms in battle**. They tend to wield large warhammers, axes, and shortswords, repeating crossbows and grenades. Some carry shields. ** Dwarven helmets are tall, wide, and ornately decorated. They act like a knightly surcoat crossed with a tribal totem. The designs give the personal, house, and clan heraldry as well as the history of momentous battles attended and victories of same. Visitors are usually only allowed into the upper levels as the dwarves are quite secretive about their crafting. Most visitors are there on official (or private) business. Religion/Origin: Dwarves revere "The Maker" - the Artisan of the World. Dwarven healers use natural minerals and earth in the healing of their kind, as they come from the earth. Some of these healings may work for other humanoids and creatures. Exports: crafted goods, magical items, artisans, precious stones, gold and silver items, fireworks 15b) HYLO (founded in CY 560) ---------- Population: 300 Dwarves, 50 Stone Giants This is a small trading village in the Majestic Mountains along the Caravan Road where it is met by the road to Ironstar Mountain. The village presents a face for Ironstar Mtn and the several Stone Giant villages in the area. The dwarves and the giants get on quite well and the town is quite a merry one. The MOUNTAIN HEART INN is a large and welcoming place for travelers of all types and has facilites, workshops, and stables for merchant caravans as well. Just beside the inn, half carved into the mountain, is WETBEARDS, a lively tavern with several stone fireplaces, excellent food and drink, stories, entertainment, and good cheer. The Stone Giants are amazing artists and painters, glass crafters, stone crafters, and architects. They also sell magical charms, trinkets, and small, enchanted items. There is a Chapel of Bonz here and travelling clerics and Rangers are often encountered at the inn and tavern. 15c) ORK MOUNTAIN ----------------- Population: ? Orks Traveling carnivals, occasionally dangerous but very popular, Ork tribes compete for best carnival, The king of the winning tribe is paid tribute by all the losing tribes for 1 year. Madam Zork - seer, mystic, magic user, sage, healer, Mother of the Tribe - every tribe has one. Orks can be surly, sarcastic, and occasionally combative but are generally of neutral alignment, and are often quite witty. Orks can use "Carnie-speak" to confuse or charm, they carry magical, constricting bands which take a STR of 21 to break, and may use a tactic known as The Shell Game to get behind foes for a backstab (must be 3 or orks or more to use this tactic) Many colored electric lights illuminate both the inside and outside of the mountain. In battle, Orks typically wear dark colored leather with metal bands or plates(medium armor) and colored borders, collars, belts, and straps, and carry round, centergrip shields. Shields are decorated. Favorite weapons are: shortsword, bolo knife, spear, polearm, hand axe, warhammer, crossbow, lasso, and throwing blades of various shapes and sizes. Explosives and flash grenades are also often employed. Various types of knuckledusters are concealed on the body for "unarmed fighting". Ork tribes can communicate with each other over vast distances by means of something that appears as a large scrying mirror. It is an object of Technology created in the Ancient Times. The device may also be used to transport small groups of people (foreign dignitaries, a king and his retinue, etc) between tribal lairs. It is always located in a large cavern at the beginning of a processional passageway, on the upper levels, which leads to the banquet hall and throneroom at the heart of the lair. When it is decided that tribe has become large enough that some will break off to form a new tribe in a distant land, a small piece of the original 'mirror' is removed and given to the care of the new tribe's chief. Upon arrival, the piece will be grafted into the wall of a cavern in the new home and grow, over time, into a full-sized version of the original. The original mirror/portal will also be healed at this same time, restoring it to an unblemished state. Orks will also know of any underground tube transit stations nearby, where the tubes lead to generally, and how to operate them. Orks pay homage to The Merry One/Merry Wanderer, a mythical ancient one who taught them the arts of the carnival. THIS Ork tribe has a circuit that includes Aurora, Kingstown, and all the major towns of the Westmarch. MORE INFO: --------- * When traveling along a road or in open country, the Ork Carnival can cover 3 times the normal distance in a day of an unencumbered person(around 60 miles)**. The Carnival rapidly covers ground while seeming to move at a normal gait. Non-orks traveling with the Carnival will move at the same rate without any extra exertion or sense of faster movement. ** This only applies to the traveling carnival. A single ork, or group of orks not traveling with the Carnival will move at the normal speed of 20 miles/day. * Ork Tribes/Carnivals are very competitive with each other. However they will always help out a fellow ork from a different clan if in need or in danger. * Ork carnivals keep in touch with each other through the crystal ball carried by each Madam Z. * Madam Zork knows divination spells, protection spells, healing spells, True Seeing, Speak with Dead, Dream Travel, Astral Projection, Audible Glamor, Phantasm, Affect Normal Fires, Curse/Remove Curse, Concealment, Find Object, and other such useful spells, including cantrips. Any of these spells are usable D4 times per day(roll each day for each spell). Madam Z casts as an 11th level Wizard. Also knows herbalism, alchemy, and the construction of small charms and talismans. 16) DESERT/DUNE SEA -------------------- * Gnoll Sandpeople raid the small villages and nomadic tribes (although, some of the more unscrupulous tribes have dealings with them). Hyena-headed, desert-robed and cloaked, 1+2HD * Fanatical religious nomadic tribes, "dervishes" roam the wastes. Led by high level clerics. They carry 3 braces each of explosive bolas ("Borellian Noman" type). They would reclaim the settled towns and Marid for the desert/wastes. * Trader Caravans (some from as far west as the Dragon Isles, beyond the Celestial Mountains. ** The Dragon Isles are a land of warriors, artisans, and fishermen) * Band of desert thieves led by ? pillage the Gnolls. They live in a secret cave with a magic door. * Dangerous radiation pockets * Buried city ruins(Cities of the Ancients) * Ancient tank/war machine graveyard (red mist instills rage) * Dune Sea - A vast area of high, shifting dunes in the middle of the desert * There is rumored to be a kingdom of the undead somewhere in the western portion of the desert. Wandering Monsters ------------------ Gnoll Sandpeople Nomadic tribesmen/village Dervishes Traders/Caravan Mounted patrol(near cities)/Air patrol(flying carpet) Traveling Sage/Astronomer Ranger Cyber Knight Noble Hunting Party Cleric of Bonz Camels/Horses Lions, Jackals, Hyenas Undead Djinn/Efreet Elemental (Earth, Air, Fire) Time Elemental Ghouls - can turn into jackals Sandman Uncontrolled golem running amok Minotaur (northern scrublands) Hobgoblins/Goblins (southeast) Ork Carnival(in season) Krait dragon Basilisk Manticore Roc(in mountains) Living Statue Dust Digger Gibbering Mouther Giant Viper Giant Scorpion Giant Centipede Giant Tarantula Giant Beetle Giant Ant Giant Rats/Desert Rats Oasis Dust Storm/Sandstorm Dust Devil Electrical Storm at night - artifact of the ancients' war(1 in 6 chance) Radioactive area(glows green at night) Mirage War Machine Graveyard City of the Ancients Ruins 16a) CANYONS/BADLANDS --------------------- Located in the desert. The Whitewater River runs through them, disappearing into the canyon walls and reappearing in another part of the canyon, Gnoll Sandpeople live here and raid passing caravans. Wandering Monsters ------------------ Whirlpool (in Whitewater River) Gnoll Sandpeople Ghouls (can turn into jackals) Cyber Knight Desert Threll (used as mounts by Gnoll Sandpeople) Krait dragon Wyvern Hippogriff Griffon Carrion Crawler Dust Devil Basilisk Manticore Giant Scorpion Giant Gar (in Whitewater River) Giant Lizard Giant Ant Giant Beetle Giant Centipede Giant Tarantula Giant Viper Desert Rats 16b) FARPALM ------------- Population: 3100 * In green oasis land close to the Majestic Mountains, last stop on the trade route before crossing the mountains to the Wild Coast. * Horses are traded for camels, and vice versa, for those going east or west. Guides can be found here. Repairs, desert/cold weather clothing, supplies, mercs * Mudbrick houses, half subterranean * 15' high mudbrick wall surrounds the town * All able-bodied citizens are part of the militia. * Dates, palm groves, olives, kumis, Arkhi(milk vodka) wells, pools bath house, shepherds/sheep, ice boxes(ice brought down from mountains), wild mustangs, camels Wandering Monsters ------------------ Shepherds Horse/Camel Herders Laborers/Ice Climbers Caravan/Traders Ranger Caravan Guides Cleric of Bonz Mercenaries Jackals/Wild Dogs Hyena Giant Snake(venomous) 17) THE WESTMARCH ------------------ POP: 400,000 humans 15,000+ hobbits in shire An unknown number of elves in Lake Luma Some demihumans, mutants, and humanoids in towns and beyond Bordered by the Sabre River and Beryl Lake on the west, the Greatwood/ Green River on the east, the Broken lands to the north, and the Green River and Grand Duchy of Trelane to the south. This area was once part of the great kingdom of Avalon, and had been reclaimed from the wandering bands of ettins, hill giants, direwolves, ogres, and trolls which once roamed the land before. After the Fall, it became known as the Westmarch to most as it was the last bastion of civilization before crossing the Majestic Mountains and a buffer against the cannibalistic minotaur of the Great Northern Plains. The area has been rather sparsely populated since the fall of Avalon with scattered, mostly rural, settlements of humans and halflings living off the land and helping each other at need. The March is an independent republic, and every year, a spokesman is elected by all the people of each of the regions to represent them on the Council of Westmarch. The population is very spread out with a mixture of small villages and hamlets, open cattle ranges, and isolated farmsteads. Men and Hobbits live together in some of the towns and villages. The capital of the Westmarch is the town of Independence, located in the eastern central section along the Rapid River. It is the Westmarch's oldest and 2nd largest town with a population of 7300. Streets are mostly packed earth and wooden planks. Fort Independence is here with a force of around 300 light cavalry. The fort is what was originally the castle of the Duke of Westmarch. Architecture: Houses are of sturdy timber with gabled (some dormered) or gambrel(barn-like) roofs, wide porches, and basements. Roads are typically packed earth. There is a large, stone henge in the grassy hills north of town where ceremonies are undertaken, the heavens are observed, and the old gods are honored. A road runs east from Independence, across the river. At the 40 mile mark, a well maintained road connects and runs northeast to the kingdom of Evermore. Much trade happens along this road. An ancient Highway runs east-west, north of the Westmarch, from the east coast to the west. A Cannonball Run event occurs every 2-3 years. An old maglev track runs through the Greatwood just below the ancient highway. An ancient underground tubeway track runs between the lake and the ruins of Fortune City. Much of it is filled/half-filled with water. Other underground tubeways lead east from Fortune City. Most are blocked by ceiling collapses at various points. Places in Independence ---------------------- * Rivermen sail trading barges and rafts down river to Carnelian * Calico cats are abundant * If someone doesn't have or can't make an item requested, they will gladly point you to someone else who can * large variety of shops and artisans Independence Flea Market Pony Express HQ Fort Independence (ancient castle of the Duke of Westmarch) Hall of Records for the entire March - historical records and documents from ancient times, heraldry, genealogies Church of the Good Shepherd Museum of History Calico Jack's Saloon - poker, piano bar Maple Barrel - restaurant Redrock Inn - carved out of an enormous red rock Calico Inn - because of the linens and the cats The Hayloft - inn, brothel The Stablebarn - riding tack, feed, outdoorwear, tools, and supplies Leather Stampede - leather armor, leatherware, accessories Thunderbolt Ironmongers - smithy, iron and steel items Belle's Pegasus Flights - Belle (cowgirl, winchester, F:7) flies passengers to Portown or the Forts and all points in between. Runaway Rapids Rafting Co. - Getcha up/down river for a fair price. (Mick, F:8, +3 Dagger that lengthens to shortsword size. Double damage to reptiles, amphibians, and water dwelling creatures). Rafts can be paddled upriver as quickly as down. Sweetleaf Tobacconist Goldfingers - metalsmith, Rollo - "dwarf" human from the North who studied smithing with the northern dwarves, can make very intricate metal items People are hardy, rugged, and capable. They are also friendly and helpful. Out here, things can be tough and people pull together. The primary language is a rather archaic form of Common. Many demi-humans live in the March. Hobbits are well liked. They seem like smaller Westmarchers. Dwarves are well liked and their craftsmanship is well respected. Elves are beautiful and fascinating but also strange and unsettling. Gnomes are liked but many of their inventions are not understood. Orks: the Ork Carnival is enjoyed by most. Goblins and Mutants are distrusted at first but may be accepted. A large Hobbit Shire is located within the boundaries of the March. Population: 15,000+ hobbits Government: Once a year, representatives of each region come together at the Council of Westmarch in Independence to settle any regional disputes and make any necessary arrangements for the coming year. Takes place in the Fall after harvest at the Great Fair. The Steward is elected at the Fair every 7 years. The representatives are elected by popular vote every 4 years in the Spring to represent those regions at the Fair. The Steward of the Western March is elected by popular vote every 4 years. Duties: 1) Receives ambassadors from other lands, presides at ceremonies, presides at annual meeting of regional representatives and has power of arbitration and makes the final decision if an agreement cannot be reached, presides at the Council of Westmarch also with powers of arbitation and decision. 2) Master of the Moot(the calling together of the freeholders and townspeople in times of emergency) 3) Captain of the Muster of Westmarch(the militia called up in times of emergency) 4) Chief-Captain of the Westmarch Cavalry. Appoints its commander. 5) Appoints a Postmaster - head of the pony express/messenger service 6) Appoints a Chief Judge to hear appeals from circuit/town court cases Towns elect a new town mayor every 4 years in the Spring. The mayor appoints a town marshall, a circuit judge for the town and surrounding territory, and any other necessary town officials and administrators if these positions have been vacated or have been abused by the previously chosen official. Popular measures are usually voted on by everyone in the town/territory and the mayor sees to it that they are implemented. The mayor is also in charge of the local muster and moot. There is a string of forts along the Sabre River to guard against minotaur incursions, and an established Pony Express for letters and parcels. A 15' high wall of timber, fieldstone, and brick was built between the forts after the Incursion of 527. The wall is wide enough for 2 horses to ride abreast and still have room. It is continually patrolled. Fort Lookout Fort Palisade Fort Timberwolf Fort Monument - across the river from the site of a famous battle which took place during the Minotaur War of 527-528. Fort Republic Fort Majestic Fort Sabre Fort North Shield(most northern fort, located in the Shields, a long line of stone bluffs that runs to the northeast) Fort Beryl(southernmost fort near Beryl Lake, has a small port village) Fort Intrepid Each fort has around 200 soldiers with supporting staff and craftsmen. There are also forts within or near each town on the map. All major roads and paths are patrolled, though the frequency of passing patrols depends upon the distance from the nearest fort. Some areas may see a patrol twice/day, some twice/week. The bulk of the common soldiery here are F:1 (with noncoms being level 2-3), unlike the most kingdoms where they are commonly 0-level. Most towns and villages are also guarded by local militia, which are generally well trained and well equipped. A Ranger presence is also known to exist in the March. Light Cavalry/Troopers wear metal cuirasses and cuir bouilli and wield sabres and technomagic? rifles given them by the Witchmen of Beryl Lake. All troopers wear cloaks/tabards of medium blue with gold lining with wide-brimmed metal hats and carry large, forward-angled knives. Banners are gold horsehead with gold rifles crossed below it and the company unit number above on a medium blue field. A company contains 80 troopers, 8 sgts, 4 lts, 1 captain with co. sgt, standard/flag bearer, and herald/bugler. * Rifles(lever-action rods) are +2 to-hit and do 2D6 damage plus, if a 6 is rolled for damage, roll another D6 and add it to the damage total. 2 attacks/round. These 'rods' were given to the Marchers by the Technomancers after the last great minotaur incursion of 527-528CY. Homesteaders use longswords, falchions, hunting spears, knives, axes, hammers, and longbows. They wear leather, brigandine, or chain armor - often with round shields - and fight as trained militia troops. Everyone capable of bearing arms is considered a "militiaman". Some volunteer as supplemental troops to augment the garrisons along the border and elsewhere. Some are hired to man the smaller keeps and watchtowers constructed throughout the March. Weather is temperate with occasional cyclones in the late spring and early summer. Snow and hail in winter. The land varies from flatland to rolling hills, and from mountainous to bogland. Occasional locust swarms - robotic, self-controlled - left over from the ancient wars - much more rare these days - they are brought down with emp pulses broadcast by villages surrounding old radio towers - they can do terrible damage to crops. Mosquito drones can kill livestock and people if caught in the open. Both cycle through every few years and are fairly predictable. Some swarms...are not. Religion: Many Marchers revere the Old Gods(spirits in everything) and there are a number of large stone henges where gatherings, rituals, and seasonal celebrations take place. The Fae are often observed (by the perceptive) at these events. The Church of the Good Shepherd has a prominent place in Independence and Lakeport and small churches and chapels can be found throughout The March, as can the henges of the "Old Faith". ** ** In the Great Kingdom of Avalon, the religion of the Good Shepherd and the Old Faith(and Faerieworld) mixed and mingled and were intertwined to a large degree. Moonshine is made backyard stills. Natural herbs are grown. EXPORTS: horses, animal trainers, livestock, wheat, corn, wool, cotton, tobacco, gemstones/geodes/garnets, textiles, flax oil, fruits, vegetables, whiskey, wine, timber, salt, tin, silver, gold, copper, iron, lead, whale oil, colored glass, horn, skins/pelts, coal, oil/tar/kerosene CARAVANS: Come from the south, across the Green River, from the Evermore to the northeast, and from areas in the south. LAKE TRADE: with Carnelian, Aurora, Laketown, and Ta Na Eas. SEA TRADE: Princetown, Portown, Rime Islands, others... TOWNS: Independence(capital), Lakeport, Silver Creek(silver mine), Maverick (mustangs, Cloverleaf - inn/tavern), Northfork(cattle, Stone Giant Inn, Raceway Tavern), Shane's Crossing, Whitehill(tin, iron/hematite, magnetite,), Wheaton(farm town), Tarfield(oil, tar, kerosene), Ruby (gem mining), Fort Green(at the southern border along the Green River). WATER: Sabre River, Green River, Silver Creek, Withydwindel River(from The Shire), Starfall Lake at Northfork CITY OF THE ANCIENTS: Ruins of a LARGE CITY** lie 100 miles EAST of the Westmarch along an Ancient Highway. A road runs east from Independence, across the river, and then NE to cross the Ancient Highway and continue on to Evermore. The highway is in various states of maintenance. In some places it may be blocked, impassable, or completely gone. The area surrounding the city is immaculately cut and pruned, with orchards, grassy parks, and managed woodlands. It continues east until it reaches the coast. ** New Chicago Wandering Monsters: ------------------ Farmer is wagon going to market Rancher/Shepherd out with herd Cattle Drive (in the Fall) Miners Merchants/Traders Light Cavalry Patrol Ranger People of the Old Faith going to/coming from the Henge Blue Men (from the forested hills of the Greatwood) Sporting competition among villages(a reconizable form of baseball is played here, among other things) Kids chasing/chased by/ringed around conjured dust devil Cleric of Bonz Cleric of the Good Shepherd Druid Blue Men (eastern hills) Cyber Knight Stone Giant (rare) Dwarves/Hobbits/Gnomes/Elves Faeriekind Leprechaun Minotaur Warband (continually raid the western border) Ork Carnival (in season) Bugbear Raiding Party Bandits/Cattle Rustlers/Horse Thieves or Victims of Lycanthropes (forest) Sasquatch Vampire Undead (near gravesites and ruins) Cattle/Sheep/Swine Bear/Cougar/Wolf/Lynx Wild Mustangs Deer/Elk/Small Mammals Dire Wolf Manticore (in forests) Owl Bear Pegasus Ogres (in forest at night) Hill Giant Ettin Stone Giant Cloud Giant Ents/Treant Moon Dogs (materializing from moonbeams at night) chasing a Hell Beast Blink Lynx Griffins/Hippogriffs (in hills and cliffs) Giant Animal (weasels, beavers, snakes, rats, spiders, bats) Giant bee(s) - usually non-threatening/Giant Sunflowers Giant Ravens Giant Eagles Robotic insect/locust swarm(rare) War Machine Graveyard Ruins Sections of Ancient Highway/Maglev Train Rails Cyclone (possibly sentient, magical, or a planar/time vortex) Dust Devil (along roads or fields) Ancient Burial Mounds Wights/Wight Mounds Haunted Area (Ghosts, Spirits, Phantoms) Underground Silo (possibly inhabited) Strange Lights(in sky, around hills/water) Magical Rainbow (bridge or portal to...) Electrical Storm (artifact of the Ancients' wars) OTHER TOWNS IN THE WESTMARCH ----------------------------- * Population of most of these towns is usually between 4-5000. Lakeport: Main port on Beryl Lake, stone wall, buildings of stone and timber, some plaster Maverick: Horse ranches, wild mustangs, entry arch is 2 leaping horses coming together, buildings of timber, some stucco Silver Creek: Silver mine, copper, turquoise, silversmiths, buildings of timber Northfork: Cattle town, ranchers, leatherworkers, buildings of timber Shane's Crossing: Whitehill: tin, iron/hematite, nickel, aluminum, other Wheaton: Main farming town on west side of March Tarfield: oil, tar, kerosene Ruby: gemstones Fortune City: GHOST TOWN, once a promising goldmining boomtown, now abandoned and haunted. Original pop:404. Just east of the town is a tall arch of stainless steel rising from the ground. It may be a part of a far larger structure, but the part that is visible is 60' tall by 60' wide by 15' thick. There appear to be wide, glass panes along the top of the arch on both sides. There are stories involving strange energies and interdimensional travel surrounding The Arch. There may be a City of the Ancients fossilized in these hills. WM: Ghosts and other incorporeal creatures, things that should probably not be disturbed LAKEPORT -------- * Population: 8500 * A fair number of Hobbits and Dwarves. A few Half-Elves. * Largest town in the Westmarch. Known for its fine bbq joints. * Ships for lake and coastal trade are built at the port. Places in Lakeport ------------------ Nixie Inn House of Bricks - BBQ joint Chuck Wagon - steak and bbq Mother Heifers - steak and bbq Tasty Cakes - Hobbit bakery Blue Wyvern Tavern - sister to the Blue Wyvern in Aurora, magical means of communication exist between the two The Shamrock Pub - run by "Lucky"(a wee gent), rainbow-colored drinking glasses, bardic performances Temple of Bonz Church of the Good Shepherd Faerie Ring - curios, books/scrolls, crystals, fairy glass, chimes, elven and magical adornments, shiny things, potions, candles, incense/fragrances, art, occult supplies... people often lose track of time when visiting. Ruby Slipper - Bordello Bookworm - books of all kinds Elegant John's Fencing Salon Emerald Tower - Wizard school(only one in the Westmarch), crystalline green stone Wandering Monsters ------------------ Sailors Ranchers/Cowboys (during cattle drives) 17a) THE SHIRE (founded in CY 9) -------------- Migrated here from the east because of unrest caused by the fall of Avalon. There is a large, sprawling shire within the borders of the Western March. The Shire is home to over 15,000 hobbits. On the outskirts is a tall (metal composite)tower(conning tower of a buried battleship) which is used as a lookout post for the area. The Shire is autonomous but on very good terms with the humans of the West March. Archers and slingers have often been sent to aid the Westmarch in times of unrest. An inn called the Hill House takes good care of travelers. The Hill House is also a good place to leave messages or mail for outsiders/ travelers. The Hobbit Postmasters deliver all mail throughout the Shire. Mayor (chosen at the Fall Fair every 7 years): Presides at ceremonies Head of the Shire Watch - small body of 'police' that settle minor disputes, keep cattle from straying into fields, protect the locals from trespassers, warn of monsters/creatures moving into the area from outside the borders Postmaster-General of messenger service Master of the Shire Moot - the calling together of the populace in times of emergency Captain of the Shire Muster - the militia called up in times of emergency Hobbit Shirrifs: Volunteer job, raises the shire in case of attack, patrols the borders, catches stray cows and the like, protects residents from outsiders, feather in cap, leather armor, club, small knapsack of useful things. First Shirriff answers to Mayor of the shire Heads of family-clans are very respected but do not 'rule' the clans. Shire militias wear cuir bouilli, brigandine or metal lamellar armor. They carry shortswords or hand axes, spears, and round shields. Missile troops use short composite bows or slings. Hobbit healers use many natural herbal remedies, 'magical' plants, and 'healing foods'. Hobbits celebrate the beginning of each season with a 3-day festival. They also have smaller celebrations midseason and enjoy large birthday parties throughout the year. Hobbits are not religious of themselves, though some occasionally take the spiritual venerations of men, elves, dwarves, or others of the Big Folk. Places in the Shire ------------------- Hill House - Inn, see above Bywater Brewery - bar/tavern, lively, bawdy songs "The Tower" - conning tower of a buried battleship, used as a watchtower 17b) HILLHOME ------------- Stone Giant village in the Stone Hills just north of Northfork. They are friendly with the people of the Westmarch and sometimes trade with them. 18) GREATWOOD -------------- Bordered on the west by the Green River, on the north by Evermore, east by the Blue Mountains(Mirrormysts) and on the south by the Blue Valley and Kennetuck River. The forest has many redwoods and other gigantic trees. An old road runs through the forest from the river east of Independence. It is overgrown and broken in places. The road is paralleled by an ancient set of maglev train tracks just to the south. The road runs all the way to the Blue Mountains and possibly beyond. 40 miles along the it, another, well maintained, road runs Northeast, to the Kingdom of Evermore (northern Indiana/western Ohio). At the 100 mile mark, the old road passes a City of the Ancients (New Chicago). At around the 250 mile mark, an overgrown trail leaves the road, meandering south/southeast to the Knoxwood and the Kennetuck River. This is Centaur Country! 18a) SHRINE OF ROLAND --------------------- Ranger shrine dedicated to a hero of the Last Battle at the Fall of Avalon. The shrine is atop a small, wooded hill 10 miles west of Aurora. A pylon of unknown metal containing relics(Roland's 2 sandalwood gripped revolvers) inside it rises in the center of the small clearing. A crystal prism-like key touched to a specific spot on the pylon opens it. The clearing is concealed and its ways confused by elven magics and protected by dwarven runes. The whole hilltop has a Protection From Evil spell laid upon the area and morale of those friendly to rangers is raised by +2 while those who are not have morale lowered by 2. A spring of clear, healing water bubbles from a rock crevice on the summit. Healing power is doubled when the Morning/Evening Star is in the sky (chance of 1-2 on D6 if near dawn or dusk). A prismatic dragon is sometimes found coiled around the base of the small monolith. 18b) LAKE LUMA -------------- Population: unknown, many Elves and Faeriekind A shining elven city appears visible to non-elves in the twilight before dawn and after dusk. These is the only times non-elves can see the city to enter it without an elven guide. Elves and other Faerie-kind live in the woods and meadows around Lake Luma. Ruled by an elven King and Queen Atop a tall hill are the "Moon Stairs" - 3 ancient stone steps that on nights of the full moon become a ghostly stairway to the Moon. Time runs differently here. PCs may seem to have been with the Faerie for only a few hours but, when they emerge, days may have passed...or only a few minutes. Located southeast of the Shire and just west of the Rapid River in the Western March. Revere Oberon and Titania - immortal king and queen of the faerie. 19) PORTOWN (founded around 220 CY) ------------ Pop: 10,000+ Built 400 years ago as a joint venture between people of the northern and southern continents to encourage trade between the two regions. The Viscount Di Rollo was hereditary lordship of the town and area surrounding it, and the family still holds that position today. Port town is at the northern end of the southern continent. Here, the jungle caravans from countries far to the south stop and send their wares across the Sargossean Sea. The town is ruled by a hereditary lord. Portown is built on a much older, pre-human city. There are low hills/sea cliffs to the west(sea caves below) along with the town graveyard and a ruined tower which once belonged to a magic-user before being engulfed in green flame. Large keep with 200+ men-at-arms - chain and plate armor, longsword, and polearm/spear or recurve bow. Tunic colors are shell white trimmed with sea green. A moderately sized and well trained navy patrols the Sargossean Sea. Streets are cobbled and lighted by magical streetlamps (unlike the rest of the March towns which use oil lamps). Buildings are mostly of white, dressed stone or plaster with terracotta shingled rooves. Some stucco as well. City wall is of stone, 15' high. Hybrid of old English and Spanish architectures. Portown is known for it's highly skilled shipwrights and seafood. Many types of ships are built in the yards, with the large CARRACKS, GALLEONS, and BARQUES for heavy sea trade being the specialty, along with ships designed for convoy excort and coastal defense. Warships are generally typically armed with 10 - 24 cannon or carronades and 1-4 ballista. Large caravans from areas south of the great jungle bring many things to trade for, including gold, silver, copper, tin, zinc, gemstones, amber, exotic flora/fauna, patterned fabrics, oils and dyes, crafted goods, sugar, spices, distilled alcohols, drugs, rare woods, fruits, cinnabar, saltpeter, sulfur, coffee, cocoa, fleece, and more. Exports: seafood, whale oil, crafted goods, nautical instruments Places in Portown ----------------- Green Dragon Inn (adventurers meet here) Topgallant Inn -- Crow's Nest - surf n' turf restaurant atop the Topgallant Inn. 360 deg view of town Whale Tales - tavern, blue whale on sign, bardic performences, sailors, adventurers Mother's - bar, jukebox, tattoo parlor, massage, billiards, gaming/gambling Red Kraken - pub Lighthouse - tavern The Amber Room - very high end restaurant -- Temple of Bonz Grand Cathedral (dedicated to the "Lightbringer") - an ancient deity of crafts and civilization, the rainbow-feathered serpent is one symbol of the deity, an angelic being who came down from the sky/ arrived in a winged ship is another symbol Temple of Nemo (Old Sea God - patron of sailors), frequented by mariners, whalebone framing, shaped like giant nautilus shell. Hidden Chapel of Suhuy - God of portals, doors, keys, locks, and hidden ways. Beneath the hidden chapel is an ancient tubeway tunnel which runs under the Sargossean Sea and Atlantia Ocean to reach another station located beneath a forgotten temple(to Suhuy) in the Free City of Menagerie. Very few know of its existence, and fewer, still, use it. The station was built by the ancients as a prelude to the construction of an entire city. When the prehuman ruins were discovered, the project was abandoned and the new station sealed up. Millennia later, it was reopened by worshippers of Suhuy of The Ways after the building of Portown. Ruins of the Tower of Zenopus(magic-user) near the sea cliffs to the west of town Earl's Castle Commodore Playhouse Mariners' Lodge (get a berth and find work, Mariner's Guild) Wizard's Lounge - comfy old English furniture, MU's meet and share news, spells, adventures, and magical drink recipes Portown College of Sages -- Glass and Compass - nautical instruments, maps Fire Forge - blacksmith, weapon and armor smith (Dougal - Dwarf) Far Horizons - Adventurer supply shop, run by a kindly Ogre Leatherback - leather clothing and armor Leather Rose - Fine leather clothing, items, and accessories Midnight Star - Bordello -- The Trident - market area where four main streets join Compass Point - a market area in town Mariners' Lodge (get a berth and find work) ** An ancient wyvern resides in the cliffs. It is fed by passing ships and has been 'adopted' by the town. "Willa" is fed kernals of cooked 'siege corn' (giant popcorn) by catapult. The giant corn is traded for with the Stone Giants living in the nearby Hills. Travelers may spot a 'dragon' circling ships in the Sargossean Sea near town. Wandering Monsters ------------------ City watch Stone Giant Sailors Sahuagin (attacks are common on moonless nights) Snakemen Jungle Tribesmen/Barbarians Cyber Knight 19a) JUNGLE/SNAKE RIVER ----------------------- * The Seven Cities of Myr: Arranged in the shape of the constellation of Orion as it was millenia ago. The constellation was called 'The Lightbringer' and represented an ancient being who brought learning, order, and civilization. Each city is said to be constructed of a single type of gemstone (ruby, emerald, sapphire, diamond, topaz, amethyst, and orange garnet...). Each was rumored to have a Crystal Skull of the same color and unique powers at the heart of the city. These Crystal Skulls formed a barrier to the meddlings of the Lords of Chaos. Over long ages, the skulls were scattered and the 7 cities slowly overgrown and forgotten. The Green Man: An evil druid makes a pact with the Lords of Chaos to help him find the skulls and destroy them so that the "World of Men/Order" can be brought down and the Powers of Nature rule the world once again. Unknown to TGM, this will allow the LOC to reenter the plane and rule unre- strained, as they did at the beginning of the world. The Green Man has corrupted the once peaceful vegepygmies to be his fanatical servants in this quest. Jungle Tribesmen/Barbarians (tall and strong with dark bronzed skin and dark hair, tattoos and bright quetzal feathers) Snakemen (elder race, most now serve Chaos, the "higher ones" do not) Mutant Colony Demon Mad Priest of Ancient Gods Vampire Jaguarmen(Lycanthropes) Vegepygmies/Green Man Feathered Shaman Mudmen Wild Boar Jaguar/Panther Carnivorous Plants Flightless Bird/Axebeak Stirges Giant Snake Giant Lizard Giant Bat Vampire Bat Coatl Purple Dragon Displacer Beast Gibbering Mouther Rock Baboon Megatherium(giant ground sloth) Quicksand Ancient Vine-Covered Stepped Pyramids Forgotten Gods Buried Ruins Lost Cities of Gold Crystal Skulls Magical Fountains/Streams Ley Line Magic ___________________________________________________________________________________ PLACES OFF THE MAP ------------------- GENERAL INFO --------------------------- 1) EAST: A forest road runs east from Independence in the Westmarch. At around 40 miles, a well traveled and maintained road heads northeat to Ever- more (northern Indiana, western Ohio). at the 100 mile mark, it reaches a city of the Ancients (New Chicago). At about the 250 mile mark, a hidden path runs south/southeast to the Blue Valley, Knoxwood, Kenne- tuck River - the fabled Land of the Centaurs! 2) EAST: A road runs east from Carnelian. It winds through the Troll Hills(miss- issippi), then skirts The Disputed Lands, meandering southeast into the Northern Reach of the Kingdom/Empire of Poncival (western Mississippi, southwest Alabama and the Florida Panahandle). 3) SOUTH: The road along the Snake River from Portown runs south to the Jungle Kingdoms. 4) WEST: The Caravan Road runs west from Aurora, crosses the Majestic Mountains, and then the desert, finally reaching the great city of Marid. 5) NORTH: North of the Westmarch, the Shields, a line of stone bluffs running northeast from Fort Northshield, divide the Westmarch from the Great Northern Plains. The Shields eventually dissolve into the Poisoned Lands. North, beyond the Great Plains, lie the Broken Lands and then the Land of Black Ice. 6) NORTH: Above Independence, and beyond the Shields, are the Poisoned Lands where the Torn Men live. There is said to be an enormously wide and deep basin where a vast inland sea once existed before The Burning. 7) NORTH: Above Evermore, lie the White Mountains, beyond a giant, permanently frozen giant lake/iceflow, which are home to the Snow Dwarves. 1) THE BLUE MEN / MIRRORMYST MOUNTAINS(BLUE MOUNTAINS) ------------------------------------------------------ Celto-Amerindian clans/tribes that live in the mountains. Some are friendly and trade with the townsfolk, some are hostile. Clans compete with, steal from, and count coup on each other and clan alliances are often shifting. Skirmishes are not uncommon although outright war is. These are one of the peoples indigenous to the eastern side of the continent who were pushed farther up into the hills and high moors by the migrations of other peoples over the centuries. The mount- ains are often covered in a blanket of silvery fog. Mirages, reflections, and visions are often seen within the fog. * The mountains range from 2,000 feet to about 7,000 feet in elevation. Mirages, reflections of distant times and places, and spiritual visions are often seen in the silvery, diaphanous mists that roil in the valleys and cling to the peaks. Sound, too, does strange things in this environment. Filmy bridges to other realms have been seen and, occasionally, crossed. Strange, glowing clouds at night and round, flying craft have been sighted rising from mountain lakes or the valley floor. Ghosts and banshees wander the recondite corners of the forested canyons. * Live in extended family-clans which are ruled by a Clan Father/Mother * Each clan has a shaman/medicine man * Clothing: soft deer/lamb skin, feathers, beads, metal ornaments, woad designs painted on skin or tattooed. Before battle they will paint themselves all in woad(mild psychoactive, deadens pain and allows them to fight down to -D6 HP. * Armor and weapons: brigandine or leather armor, greatswords, composite recurve bows, longsword and shield, spear, hand axe, long knives, round shields * Each clan has a mystical totem(at home) and a banner they fly in the field. * Some clans trade with townsfolk. Some can be hired as scouts, trackers, or mountain guides. * Like rare furs/pelts, metal, jewelry and precious stones, glass ornaments/beads * Clan women make intricate embroideries which are often sold in the town markets * Each clan distills its own special whiskey * Clan names are descriptive: Red Feathers, Crow Fingers, Eels(amazing swimmers), Mighty Rock(almost impregnable mountain), * Clans are on good terms with the Elves/Faerie * Worship: ancestors, Kami(spirits in everything), sacred groves/lakes/hills, Temple of the Falling Leaves * There are ancient stone circles and menhir stones built/raised by their ancestors and still used today for ceremonies * Some clans ride giant eagles. * Psychotropic ceremonies * Plesiosaur in Loch * Cave entrance to Hollow Urth in the Mirrormyst/Blue Mountains * Blue Men, and their 'distant cousins', the Steppe Nomads, were indigenous to much of the central and eastern part of the continent before the coming of those from the west. Exports: whiskey, crafted goods, feathers, skins/furs, horn, medicines, colored glass, semi-precious stones/geodes, leather goods, leather workers, animal trainers, wilderness guides 2) MENAGERIE ------------ * Located at the top of one of the eastern continents (about where Tunis is on this plane). * Large seaport, important trade center. * Vast merchant fleet. * Magical/fantastical city of around 150,000 humans, humanoids, and exotic interplanar races. * Magic As Technology * Magocracy * Many plants, fountains, rooftop gardens, canals, decorative architecture. * No standing army but a multitude of magical defenses. * The Dead Parrot Society (a.k.a. Companions of the Divine Parrot), an organization of famous adventurers in the mid 6th-century, was once based here. * A subterranean tube car system operates from the sub-basement of a forgotten temple in the city. One of the tubes connects to an area of the undercity in Portown via the seafloor of the Atlantia Ocean##. It is unknown and unused my most in the city except for a few adventurers, explorers, and technologists. ## The Atlantia Ocean is approx. 1000 miles wide in the northern hemisphere (quite a bit less in the southern). People of Note(Menagerie) ------------------------- * Simba - archmage, scholar/magical archaeologist, vast storehouse of occult and extra-planar knowledge, curator of Museum of Magical Artifacts and Antiquities, longtime friend of Morgan Star in the last century, appears to be in his late 40's but is well over 100, olive-skinned, black wavy hair and short beard, dark piercing eyes that shine, fez, wide sash, lapis and orichalcum rod(conceals a slender sword blade), jovial disposition (MU:21, CL:12 - Cleric of Skeltanis Suhuy: god of keys, doors, portals, hidden ways) 3) RIME ISLANDS(385 miles southwest of Portown) ----------------------------------------------- Far to the south at about 20 degrees N. latitude. The islands are a hub of international trade. Population is concentrated mostly on the several main islands, though some are scattered among the hundreds of tiny islets. The capital city has a population of around 11,000. Island-built SCHOONERS and trading BARQUES are the fastest and most seaworthy ships around. They are commissioned for trade by many countries in this part of the world. Their captains and navigators are second to none and are in great demand by other nations as well. Inhabitants - two different ethnic groups which have intermarried to a large degree and merged their traditions (think Pacific Islanders meet 1960's California Surf Culture) 1) Indigenous peoples: shorter with light gold to deep copper skin and light amber to dark brown eyes, strong magic/illusion tradition, tattoo artists, sculptors, music (percussion, woodwinds) and stories, gods of water and fire Liki and Tiki), stories written in the stars/constellations, escrima, skilled deep divers(for shells and pearls) 2) Immigrants: migrated from a sinking land on the western coast of the main continent over 800 years ago, taller with golden-blonde to light brown hair, skin is light peach that tans deeply, blue to gray/silver eyes, art/musical traditions(guitar, ukelele), consumate seafarers, follow the Muses, skilled surfers, psychtropics, alchemy/chemistry Mages(Illusionists) there can create magical tattoos, paintings, sculptures, songs Great Stone Heads Natural Crystal Energy Ship captains have detailed knowledge of the stars, ocean currents, winds, shoals, weather patterns. Unlike many other seafaring cultures, they do not follow the coasts, but instead, head out into the open sea. Sea Dragons are common and are friendly to the islanders. The Rime Islanders are the only people who can sail the seas without fear of being attacked by the Sea Dragons. Sea Dragons have even been known to aid ships of the islands against other aquatic threats like Sea Serpents and the Giant Kraken! Religion - The Muses/Pleiades, animism, Liki(goddess) - sea, rain, sea travel. Tiki - god of fire and volcanoes. Legend of the isles "sailing" east, to this location, from their original position far out in the Western Ocean. Powerful sea witches live scattered among the smaller isles and islets. They are rarely met in the settled areas. They have blue, or seagreen eyes and tawny, wavy hair. They are friendly to the islanders but are somewhat reclusive and pursue their own interests. It is said that they often become dolphins and cavort in the bow waves of ships. Some may take an islander they fancy as a mate for a season or even for life. No standing army or navy. All islanders are trained to fight if necessary. Weapons include 2-H spiked clubs, short swords, butterfly knives, cutlasses, boarding spears, throwing spears, hand axes, short composite bows, throwing blades and others. Islanders often fight Florentine-style with 2 of the same weapon type. Armor worn is usually linen treated to serve as medium armor. It is often dyed lapis blue-aqua-seagreen and may have accents of bright red or yellow. Primary Language: The indigenous tribes have their own ancient language which is not taught to foreigners. They will speak Common when talking to visitors. The "newcomers" speak a dielect of Ancient Common sprinkled with idioms and phrases from the ancient language of the tribes. Exports: artisans, ship captains and navigators, linen fabrics, cotton fabrics, shells, shell jewelry, books, vellum, musical intruments (strings, percussion, woodwinds), fruits, sugar, sweet potatoes, dyes/inks, natural crystals, exotic flora/fauna, psychotropics, (magical)tattoo artists, shipwrights 4) LAND OF THE CENTAUR ---------------------- East of the central part of the Westmarch. South of the Greatwood. West of the Mirrormyst Mountains. In the Blue Valley and Knoxwood, southwest of the Kennetuck River, lies the Land of the Centaur.The grass and foliage is a strange blue-green/ ultramarine. Centaur clans roam the forests and grassy meadows, they shoot 'trick' arrows and love to gamble on everything! "Wanna bet?" (a la Roper) is a favorite saying. Centaurs are natural bards and love to tell stories, sing songs, and brew a magical bourbon that both heals and intoxicates, It is said that they originally came from a city of gold and platinum in the distant past. A lost fortress of gold is rumored to exist somewhere near the Mirrormysts. 5) KINGDOM OF EVERMORE ----------------------- A fairytale-type kingdom located in what might be Indiana, western Ohio and southern Michigan in this world. Large feudal/Renaissance kingdom. King Pennalore has died, the Princess Rayne is missing, and her evil uncle, Prince Despil, has usurped the throne, framed one of the Warring Kingdoms for the death and disappearance, and beggared the country for his wars of conquest and other vainglorious pursuits. Gallant knights in shining armor on prancing steeds, fair damels, tall castles, jousting tournaments, colorful surcoats and pavilions, fluttering pennants, pageantry, Dwarven ale, rings and steel. Knights are chivalrous, gallant, brave, and generous. Archers/crossbowmen, infantry with steel helmet, cuirass, and polearm, sidesword. Kings are crowned in the sacred circle of standing stones in the heart of the old grove AND in the Cathedral of Highsmeet by the Archbishop. In the Circle, a representative of the Faerie garbed in glowing, moss green and silver attire, and wearing tall antlers presides over the ceremony and places the crown on the head of the new king before the official crowning at the cathedral. This represents the granting of authority by the Fairy Realm to the new king to preside over the land and be the recognized royal authority, in the World of Men, of the Elves and Fairy living within Evermore. Church of the Divine Spirit: This is the only major religion in Evermore. Its symbol is a white dove and its emphasis is on a divinity which created everything in the beginning, and now connects all of creation through its divine spirit. This spirit guides and inspires all who listen to follow a higher truth, practice kindness, and become a 'better version of self'. Values are compassion, honesty, courtesy, generosity, strength, courage, faith, humbleness, honor, and forgiveness. There is also an ancient and mystical connection with the Fae and the nature spirits of the wood. The Church is led by an Archbishop based in the capital city. Royal Blue robes with gold trim. Carved wooden staff with sunstone headpiece. Reflecting pool. Ivy/vine-wrapped pillars. Altar with brass candlesticks and bowls. Incense. Bishops wear pearl robes with royal blue trim. Church buildings can vary from simple, rustic affairs, to the Great Cathedral in the capital. Services are held every Sunday morning for those who wish to attend. Fighting Clerics can use any armor but typically wear mail or plate when going into battle. When wearing mail they will usually employ a shield. They fight with mace and sword. Spells: These clerics have quite a few spells and are closest to the standard D&D cleric with several levels of divine spells. Their domains include healing, divination, protection, creation(food and water), bless and ceremonies, banishment of extraplanar creatures, a few spells for rain or good weather, and a few spells of battle. Most village clerics are around 3rd level. They are the protectors of, and the ones who stand up for, the people. New children born to those in the village are blessed by the cleric(bishop) and baptized in a local pool, river, or lake which is known to be sacred to the Fae. There are Magic-Users in Evermore, but not many. There are no magical schools here. MU's are widely known by reputation. Earthen mounds - burial mounds of the first kings. Enchanted Forest. Miracles, enchantments, magic wells, cloud giants, witches. Giants, trolls, dragons, ogres, goblins. Hobbits live in out of the way shires, elves and fairies in the forests and meadows, dwarves in the Echo Hills. The Snow Dwarves live in the White Mountains to the north of Evermore, beyond a permanently frozen giant lake/iceflow, where they construct toys, games, and fascinating clockwork contrivances for the Yule season. 6) PONCEVAL ------------ East, beyond the Troll Hills, along the road from Carnelian. Large Renaissance-style kingdom. Powerful nobles/weak king, flamboyant, brash, colorful and dashing, duels, courtly intrigue, peacock clothing, fencing masters, fine wine/vineyards. Partially located in what might be Mississippi, southwestern Alabama, and the Florida Panhandle (this is the Northern Reach of the kingdom). Also includes a large island offshore, and an area on the east coast of the southern continent. This is a kingdom on the verge of becoming an empire. Gallant knights in shining armor on prancing steeds. Arquebusiers, crossbowman, pikemen, plumed helmets, cuirass, sidesword or rapier. Arquebuses have wheel locks. Eastern Mississippi is The Disputed Lands, an area which both Poncival and Sol lay claim to. On the eastern and northern borders of the Northern Reach of this empire, is the Theocracy of Sol. Many mutants, demi-humans, and humanoids escape west through the Reach. Dwarves, Elves, Hobbits, and the like are allowed to stay, but as this is a developing colony/march, they are relegated to certain areas. Most humanoids are killed when found, as they usually present a danger to the settlers. Mutants - those with 'powers' and 'animal folk' are encouraged to keep moving west. They are not welcome to settle and are pushed towards the Great Salt Marsh or the Trollrock Mounds. The local rulers are not amenable to encroachment of their lands by clerical posses from Sol looking for escaped 'unhumans', but they also don't feel much inclined to help fleeing refugees either. 7) THE CARRONADES ----------------- Southeast portion of main continent. It is what is left of a once great peninsula, mostly sunken beneath the waves. island chain, sunken treasure ships, spaceport, old coral castle, bronze cannon, mangrove swamps, sandy beaches, nixie pools, "Pool of the Black Ones", seaweed/Sargasso Sea, Bermuda Triangle, aliens/UFO's, sea elves, Voodoo, Deep Ones Wandering Monsters ------------------ Buccaneers/Corsairs Witch Doctor Escaped Slaves/Mutants/Demi-Humans/Humanoids Giant Frog/Toad Giant Lizard Faeriekind Spriggan Nixie Will O' The Wisp Giant Alligators Alligator Men Lizard Men Swamp Thing Stirges Kuo Toa/Deep Ones Morkoth Electric Eels Ciful Shambling Mound Carnivorous Plant Water Weird Living Statue "Drowned Ones" Hydra Wyvern Giant Slug Sea Elves Weather Anomaly (sea and sky reversed, waterspouts, freak wave) Seaweed Shoals/Reefs Shipwrecks Flying Dutchman Strange Lights/UFO's St Elmo's Fire 8) VOLMERUNG SNOW BARBARIANS ---------------------------- Far to the northeast, along the coast of the main continent. Located in what would be Nova Scotia. Wild sea raiders from Grendel Bay, These snow barbarians ravage the northern coasts with their fire-breathing dragonships. Flights of Black Dragons are known to raid south with the barbarians in the Spring. Many small jarldoms loosely ruled by a "king". Weather Magic (can be cast by 5 Volmerung working together or a Cleric of Arioch) Runic 'alphabet' Value individualism, martial prowess courage in battle, and physical strength. They live mostly by fishing, hunting, farming, trading, and, especially, RAIDING! They are also maritime explorers and have sailed to - and raided - many places. Dragonspine Mountains - sharp, black spines, geothermal vents, volcanos Ice bridge in winter crosses a narrow neck of sea to the eastern continent Icy fjords, hot springs, giant fir/spruce, volcanic black sand beaches "Fog" or "steam" on the sea may be a screen for Volmerung Dragonships. Somehow, they can command the fog. leather, skins, black dragonscale armor, oval center-grip shields, broadswords, wavy-bladed spears, double-headed axes, composite bows(long) There is some trade with the 'Snow Dwarves' of the mountains. Elves are feared. Humanoids are killed. Exports: furs/skins, teeth/tusks/horn/ivory, amber, jewelry, whale oil Religion: Lords of Chaos/Arioch Wandering Monsters ------------------ Frost Giant True/Storm Giant Elves/Dark Elves/Faerie Yeti Ice Trolls Great White Wyrm Black Dragons Cave Bear/Polar Bear Dire Wolf Winter Wolves Remorhaz 9) SNOW DWARVES OF THE NORTHERN MOUNTAINS ----------------------------------------- * Located about where Ontario is today, just north of the U.P., in the White Mountains beyond a permanently frozen great lake/iceflow. * Tall, snowy peaks and great forests of fir, pine, and spruce. * Build many magical items, toys, games, and clockworks for trade. * Wear bright colored clothing and lavishly decorate their homes in winter. * Lights, bells, sequins, ornaments. * Exports: toys, games, crafted goods, Yule decorations and colored lights, clockworks, music boxes, fireworks. * Friends with giant Snow Bears. * Use reindeer to pull sleighs/sleds. 10) THE BROKEN LANDS --------------------- Begins about 42 deg North Latitude, above the Great Northern Plains, and is located about where western Michigan, Wisconsin, and Minnesota would be. Once a green and beautiful land of vast forests and clear mountain lakes, now a Bare and broken land pockmarked with smouldering craters, wild magic areas, victim of endless war between insane wizards * Located above the Westmarch and below the Land of Black Ice * Once many lakes and rivers, now craters and dry ravines. * Wizard Wars which have lasted for centuries over long forgotten disputes/insults/grievances * Blue Bugbears from the Land of Black Ice just to the North are hired as mercenaries for the Wizard Wars. * Land is dark, desolate, and pockmarked from battle. A thick, smoky haze hangs in the air, smoking craters, hot springs * Steam Mecha graveyard - from ancient wizard battles Wandering Monsters -------------------- Blue bugbears(might be mercenaries or deserters) Blue ghouls(feeding on ....) Automatons/juggernauts Doppelgangers Undead Demon/Elemental/Summoned being Uncontrolled demons from a summoning Invisible Stalker Cyber Knight Woolly Mammoth (often used by wizards to pull war machines Dire Wolves Wild magic/antimagic areas Steam-mecha graveyard from wizard wars Hot spring Smoking craters/cenotes Stinking cloud/Poisonous cloud Radiation pockets Colorful floating magic 'cloud' - moves toward PCs at 2", has magical effects Ancient Missile Silo(inhabited?) 11) LAND OF BLACK ICE(North of the Broken Lands) ----------------- Land of perpetual twilight, periodically lit by strange everburning fires(oil?), Blue-Black Ice. Begins at 55 degrees N Latitude. Wandering Monsters ------------------ Blue Bugbears(recruited by mages in the Broken Lands as shock troops for their battles, exquisite scrimshaw carvers) Blue Ghouls/Ice Ghouls Frost Giant Yeti Polar Bear Woolly Mammoth Winter Wolf Remorhaz Ice wyrm/Dragon Everburning Fire(oil/black ice) Entrance to Earth's Center/hollow earth Aliens/crashed alien ship Magical Auroras Lifelike Ice Sculptures (turned to ice) Cyber Knight 12) MARID --------- Population: 45,000 humans, many demi-humans, humanoids, and creatures of magic. The arable land around the city has a population of over 225,000. * Thousands of visitors from around the world come to study at the Great Library or trade at the Bazaar each year. * City Wall: 40' high(stone) Located in the Desert/Dune Sea west of the Majestic Mountains. Ancient Persian/Arabian style city-state. Domes, columns, onion-shaped spires, minarets, arches and arabesque frescoes, murals, and tiling, hanging gardens, roof gardens. Built between two large rivers which empty into a bay 200 miles to the south. The city is run by a merchant prince who is advised on important matters by a Merchants' Council. Merchants are the nobility here. The current prince is Sinbad, the 24th generation descendant of the original Sinbad who, with his hardy crew, founded the city centures ago. The current Sinbad, much like the rest of his linneage, is brave, jovial, generous with his wealth, and will stop to hear any story of high adventure and derring-do. He will on occasion, as did all the rest, sneak out of the castle in disguise, and sign aboard, as one of the crew, a ship he thinks may be heading for unknown waters or seeking a great treasure. Giant Skyships, supported by buoyancy tanks which hold propulsion rays(8th wavelength of light), are used for intercontinental trade. They take off and land from the old space port. Skyships are armed with several radium cannon. The Cinnabar and Lapis Rivers run through here and have been utilized to irrigate the plains between the river and the bay creating rich farmland. They have gentle seasonal floods which replenish the nutrients in the soil. Ancient power source under the city. Many magicians, conjurers, sorcerers, mystics, sages, philosophers, scholars, craftsmen, artists, musicians, writers, performers, and adventurers. Efreeti, genii, elementals. Flying Carpets. Educated general populace. Music and Dance, Storytelling and Poetry are highly regarded. Hospitality is highly important. Guests are treated graciously by their host. Being perceived as generous/magnanimous and not miserly, family loyalty, personal honor and reputation, courtesy, revenge for dishonorable treatment are all highly important within the culture. Well to do merchants and nobles will have servants/slaves of various stations with a variety of skills and abilities. Some are paid bit of coin and may eventually buy their freedom or be released upon the death of their master for faithful service or as a good deed to be seen by the stars above. New slaves typically arrive by skyship from abroad and are auctioned at the slave market. Unscrupulous merchants have been known to buy from the Iron Ring Slevers. The Iron Ring will often try and slip kidnapped victims from more local regions in with the slaves brought from afar - manifests are doctored, bribes are paid, etc - though it is illegal to do so and punishable if discovered. University specializes in Astronomy/Astrology, Mathematics, Physics, Alchemy, Engineering, Architecture, Poetry/Literature, History, The Arts. Temple of the Zodiac - Sacred Astrology/Astronomy/Mathematics. The 5 known planets and the moon and stars are worshipped. The temple houses a large reflecting telescope with a 40 inch mirror/lense. World Famous Zoo Great Library and Museum Trade routes, east, over the Majestic Mountains to Aurora and west, across the desert, to the Celestial Mountains and beyond. Trade is also conducted by airship to other parts of the world. Large Merchant Fleet and Navy. Naval ships are of the sailing type and carry magical cannon. Traders sail south, west, and north. Army is composed mainly of heavy infantry(cuirass of banded metal with pauldrons over a knee-length, mail tunic, scale or small plates may reinforce other areas, conical metal helmet wrapped in cloth turban. long spear or poleax, round shield, scimitar), archers(short tunic of metal scale or lamillar, recurve bow, sword), and light cavalry(armored as infantry. bow, lance/spear) * Exports: crafted goods, perfume/incense, cedar, spices, incense, glassware, fine steel blades, ceramics, inks/dyes, magical items, vellum parchment, books, medicines, fruit, dates, olives, leather, silk, fine carpets, patterned textiles, crafted goods, jewelry, cinnabar, lapis lazuli, pearls, games(many chess/checkers variants, backgammon, and other board games) Places In Marid --------------- Palace of the Sultan Ancient Spaceport - still powered University of Marid Temple of the Zodiac Spaceport Cantina (many air/sea captains, sailors, and creatures from foreign ports - including other dimensions and worlds) Ali Baba's Marvelous Treasures - imports/exports, will buy or sell anything - no questions asked Zoo (exotic animals from around the world) Great Library/Museum - books, scrolls, and marvels from around the world, many books and scrolls rescued from the ruins of Avalon as well as several Cities of the Ancients Bazaar of the Bizarre - many strange and wondrous things Wandering Monsters In Marid ---------------------------- Noble Merchant/Traders Thief Thug/Brigand/Slaver City Watch Wizard Magician(tricks, sleight of hand, rope trick, snake charm) Street Performers/Story Tellers Adventuring Party Spy/Assassin Servant Government Official Sailors Sky Pilot/Airman Adventuring Party Monk (Kwai Chang Monastery/From beyond Celestial Mountains) Mercenaries/Fighters Prostitute(Companion) - held in high esteem here Ork Carnival(in season) Demon/Imp/Familiar on an errand Djinn Monkeys Laborer/Peddler/Vendor Tradesman/Artisan Gnoll(magically disguised) Dwarf/Gnome Desert Tribesmen Kobolds Shapechanger Humanoid(Goblin, Ork) Scholar Cleric of Bonz Ghouls(at night) Giant Rats/Desert Rats Djinn/Efreet Circus Celebration/Festival Parade/Procession Oxen/Water Buffalo Camels/Horses Runaway Elemental/Waterweird(in fountain) Undead Caryatid Columns/Living Statue Unseen Servant Summoned creature Horse Race Wandering Monsters Near Marid ------------------------------ Flying Carpet(w/nobles or travelers) Flying Carpet Patrol Skyship Cavalry Patrol(Light or Medium) Noble on horseback Merchants/Traders/Caravan Desert Tribesmen Farmers/Laborers Government Official Adventuring Party Monk/Scholar/Pilgrim Traveling Sage Spy/Assassin Shapechanger Djinn/Efreet Dwarf/Gnome Ghouls(at night) Dust Devil Demon Traveling Performers Ork Carnival (in season) Traveling Circus Priest/Shaman/Holy Man Mercenaries/Soldiers Elemental Undead Jackals Hyena Hoeses/Camels Oxen/Water Buffalo Antelope/Gazelle Horses/Camels Giant Viper Giant Rat/Desert Rat Giant Weasel/Mongoose 13) CITIES OF THE ANCIENTS --------------------------- Cities of pearlescent domes and towers of blue glass having the strength of steel that touch the sky, pyramidal and spherical structures, monorails, transhumans, psionics, data crystals, android replicants, stellar travel, teleportation, time machines, matter transmutation, atomic energy... 1) above Wastelands on Minotaur Plains 2) 100 miles EAST of the westmarch, along the ancient highway. "New Chicago". Immaculately kept. 3) Below "Fortune City" in the Westmarch 4) Out beyond the Dune Sea(Albuquerque) 14) APE CITY ------------ In the NE of the continent, 20 miles SW of an ancient, irradiated, coastal city where deformed mutants worship the last of the atomic bombs. CLERICS OF ZAIUS are from here. 15) GRAND DUCHY OF CALICO ------------------------- * POP: 50,000 Capital: Prospera (pop:6500) Port: Newport (pop:4750) Towns: Threshold (pop:1500) in the foothills of the Majestic Mountains * Settled a few decades back by a nobleman from Aragon who was known as an intrepid explorer and treasure hunter. Ruled today by his grandson, Laurentis de Calico III and his wife, Isabelle. * The Grand Duke's personal guard are called The Companions and number 50 highly trained humans and demi-humans from various lands around. Their tabards are burgundy with gold trim. They wear metal cuirass, helmet (metal, open-faced, wide brimmed), ride medium warhorses, and wield musket, pike, basket-hilted broadsword, and dagger. * Men-at-Arms have metal cuirass, helm and round shield. They wield pike, or partizan, basket-hilted broadsword, flanged mace, and crossbow. * Religion: worship the Skyfather(stern, ordered, inflexible, sun) and the Earth Mother(nature, growth, change, child birth) Moon Daughter (moon, love, romance, secrets of the heart, magic, spontaneity) * Exports: gold, gems, timber, exotic flora/fauna, dyes, black powder 15a) KINGDOM OF ARAGON ----------------------- * Feudal state, class-based but some mobility, swashbucklers abound. * Hereditary Dynasty supported by the great, noble houses * Power shifts back and forth depending on the relative strengths of the Great Houses and independence and ambition of the king or queen, but remains *mostly* stable. * Temperate(near the coasts). Arid to sub-tropical, inland. High mountains receive snow. * Religion: See Duchy of Calico. Skyfather and Earthmother. * Herbivore dinosaurs from over the mountains may be used as beasts of burden, and occasionally in warfare. * Grand cathedrals, beautiful palaces, cities with wide plazas and low, sprawling buildings. Mosaics, frescoes, bas relief. * Stucco houses painted in earthen colors, porticos, courtyards, patios, terracotta floors and shingles, wide windows with shutters, sculptures and carved planters, gardens and balconies. * Hillsides have terraced farming. * Orkwood (similar to Ork Mountain, but forest) - strange lights and sounds, smoke and mists * Elves of the Valley - in alpine valley * Known for very fine quality steel, intricately crafted armor and swords. * Known for very high quality and delicate silver and gold crafting. * Culture is known for great poetry, romances, art, music, and philosophy. * Books are meticulously detailed and lavishly decorated. Copying is all done by hand - often in monasteries - even though printing technology exists. It is felt that mechanizing the production of books "destroys the soul" of the piece. Each book is a unique creation. * Festival of Lights Cervantes - capital city Puerto Zafiro (Port Sapphire) - main seaport Calico River Heavenspire Mountains 16) KOBOLD MARKET ------------------ * Underground Black Market * Neutral Territory - No open hostilities allowed * Market moves around constantly * Tech items 17) FEUDAL KINGDOMS(The Warring States, Border Kingdoms) ------------------------------------------------------- (run from western PA into NY and beyond. There is a great lake and mountains to the north. Each year, the battles stop* and a great tourney is held at Fairfield, and much trade happens between the kingdoms, the snow barbarians of the north, and the Westmarch. Knights wear plate and chain armor, fight with lance and sword, and ride drek*. Infantry in chainmail, archers in ring mail. * These feudal states continually fight amongst themselves for land, political dominance, and personal glory. Occasionally, they will raid the northern marches of the Kingdom of Evermore. They are also sometimes attacked by Volmerung and other bar- barians. *Drek are something of a "lizard-horse". The legs are not splayed out like a lizard but feet are clawed. Drek have a small "sail" that runs along the back of the neck for its length. They live in the hills and scrubland and can be domesticated for battle, but retain their wildness. Giants wander the forested and mountainous northern lands above the kingdoms! Exports: iron, lead, zinc, tin, amber crafts, woodcrafts, nuts, syrups, ales, furs/hides, paraffin, plate and chain armor/armorers, weapons 18) CELESTIAL EMPIRE -------------------- * Located in the far northwest of the continent beyond the Celestial Mountains * Heavenly Emperor and Bureaucracy of the Sun and Moon * Talking animals (apes, lions, tigers, bears, baboon king...) * Elemental Dragons * Beginning of the Silk Road, trades across The Wasteland to Marid * Jungles, Deserts, Plains * Great Wizards, Sages, Philosophers, Clerics, Monks * Ordered/Lawful, Strong ties to the Ancestors and Tradition * A Great Wall runs along the southern border to keep out the dinosaurs from the peninsula. A few of the larger ones are trained as beasts of burden, to carry canopied howdah, or as beasts of war(triceratops). 19) DINOSAUR PENINSULA * Located in the far southwest. Over 600 miles long. * Cavemen * Volcanoes, hot springs, tar pits, giant ferns and dragonflies, warm and mild climate * Ruins of ancient troglodyte/sleestak cities. Murals are of a civilized, educated, and technologically advanced(crystals) reptilian humanoid society - quite unlike what inhabits the ruins now. A ravenous 'god' inhabits a sacrificial pit in the center of the mazy ruins. 20) NEIHON (Nayhon) -------------------- Land of the Setting Sun) - island chain in the Far West off the coast of the main continent. A land of fishermen, warriors, and poets. East of these islands are the Pearl Sea and the Dragon Isles. A myth, similar to the one told in the Rime Islands tells of a time long ago when the island chain was "blown" or "sailed" to its current position from far to the west. This legend involves the (elemental)dragons of the air. 21) ELOI and MORLOCKS ---------------------- Human species split into two over time, divided by economic classes: 1) Decadent, apathetic, surface species dedicated to idleness and gratification. Physically weak and timid. Terrified of the dark. Slight and pale with large eyes, small ears, noses, and mouths. Only eat, play, mate. Low intelligence. Too apathetic to even help each other in times of danger. "Hedonistic livestock". 2) Degenerated subterranean species (once the menial class) that keeps the surface race fed and all of its needs taken care of. They maintain ancient machines they no longer know how to build. Physically more powerful and monstrous in appearance. Shambling gait, grey-green skin, wide noses and wide mouths with large, blocky teeth. Shaggy hair on head, arms, back, and legs, Dress is minimal and of rough skins. They periodically abduct the surface dwellers for food on moonless nights. 22) PETRIFIED PARK/BALLROOM ----------------------------- A Medusa once lived in a cave here beside this clearing. There are petrified creatures arranged as if dancing at a ball. 23) BLUECASTLE -------------- * Near the Cobalt Hills * Blue cobalt castle at the end of Looking Glass Lake * Exports cobalt blue crafted glass items * Towering mech at the center of town. Has enough in the power cell to operate one set of arm cannons. 24) WHIRLPOOL TO AYLA and the VALLEY OF THE DINOSAURS ----------------------------------------------------- Clear/White Crystal Skull is in her possession 25) REPUBLIC OF AQUILA (Founded in 576 CY) ---------------------- Located on the east coast of the main continent from southern PA down through SC. Capital would be about where Washington DC is located today. It is now a large port city on the Atlantian Ocean with a population of over 75,000. The Blue Mountains/Mirrormyst range along the west and the Blue Men live there. To the south is the Theocracy of Sol...and conflict. To the north are some free cities, feudal kingdoms, and an ancient irradiated zone near the coast (where the Clerics of Zayuss hail from). A ways beyond them are the Snow Barbarians and Volmerung. The Knights of the Starred Shield, formed in 558 by a paladin named Tyor**, were instrumental in the founding of the Republic. ** Tyor was a self-styled 'questing knight' who wandered the lands between the years 541 and 564, seeking out evil and injustice to battle and protecting those who could not protect themselves. His charisma and resolve were so great that he became almost magically empowered (or perhaps he was granted these stupendous abilities by the Powers that inhabit the universe and watch over all beings as an aid to his trials and reward for his dedication). In 558, he formed the Order of the Starred Shield to gather together like-minded individuals who would continue the good fight. In 564, during an assault on the fortress of a fiendish archvillain, Tyor was struck by energy rays of the 9th spectrum, released during the destruction of the laboratory which transported him into the Astral Plane while simultaneosly replacing all of the corporeal matter of his body with aethereal matter, thereby propelling him into the role of a quasi-deity and removing him from the Prime material. Tyor became the immortal patron of this order of paladins which went on to help found the Republic of Aquila in 576 CY. They protect the realm to this day, acting as a beacon of light and hope to many in need. * Greco-Roman architecture. * Worship the Great Eagle and the Lady of Balance. * Griffon Riders - air cavalry. * Led by a Senate and Consul as Chief Magistrate. The Senate also has representatives of demi-humans, mutants, Blue Men, etc, who live within the borders. * Order of the Starred Shield - Knightly order of paladins formed in the Kingdom of Aquila in 558 CY. They quest through the land, helping all those in need and fighting evil wherever it rears its head. There symbol is a round, red and white shield with a white star in a central blue circle. All knights are at least 4th level and wear blued steel plate armor in emulation of their founder. 26) A MAGICAL KINGDOM OF WITCHES AND WARLOCKS ---------------------------------------------- * Located in New England. * Much of it is hidden from those without magical sight. * Art Deco vibe. * Ruby is a highly prized magical stone. * Cats can speak Common. * The land is in phase with the moon. * There are many dimensional "ways". 27) THEOCRACY OF SOL (Founded in 581 CY) -------------------- * Located in Georgia, northern Florida, and Alabama. * Has been expanding since its founding in 581. Bounded on the north by the Kingdom of Aquila along the coast, the expanding territories of Ponceval on the west, and the Centaur Lands to the northwest. The Blue Mountains/Mirrormyst range along the west and the Blue Men live there. * SOL = The Sun * P.O.E. - Purity Of Essence philosophy/theology which re-emerged in 539 CY. * PURE HUMANS ONLT. All mutants, demi-humans, humanoids, etc are driven off, enslaved, or "purified by fire". Dwarves, e.g. are regularly enslaved as war galley oarsmen or in the mines. * Only "Clerical Magic" is sanctioned. Magic-Users are closely watched and regulated. They are also given training which will channel their intellect and magical abilities in ways that will be useful for the state. Those born with psychic abilities are trained to be clerics if they have the aptitude. Otherwise they are given drugs to suppress their natural abilities if they can be useful in other ways. Those deemed not of use are killed - usually through experimentation and dissection. * Temples ARE the government. They control the countryside. * Clerics have psionic powers which are used on the populace for mind control, punishment, and information gathering. * Clerics wear long flame-red robes and phoenix masks. They carry rods of control and obedience (Rods of Landru). "You are not of The Body" * Weapons are of an electrical nature that disrupt the body's electrical system. * On the western border(eastern Mississippi) are The Disputed Lands, an area of contention between the Theocracy and Poncival. Mutants and demi- humans escape west and clerical posses hunt them into these lands at times. 28) IRON CITY ------------- Steel town, Androids, NE section of main continent 29) SEAREACH ------------ Stone Giant Village on the coast. The Stone Giants here are master shipwrights, sailors, navigators, and explorers. 30) ISLE OF THE GUARDIANS/COLOSSAL STATUES ------------------------------------------ A small tropical island in the Southern Seas known for a collection of 7 giant monster-ish statues in the interior. Some of the statues are nearly 400 feet tall (Godzilla, Mothra, Rodan, Anguirus, Manda, Kumonga, and Gorosaurus). 31) HYPERBORIA --------------- (Greenland-y) * Blue-white glaciers, low shrubs and lichen, aurora borealis, Land of the Midnight Sun, polar bear, seal, whale, reindeer, musk ox, woolly mammoth, arctic cat/leopard, wolf. * Inhabitants are avg height, stocky, flaxen haired, * Use spear, harpoon, knife, axe, cudgel * Ride mosasaurs in water when hunting fish and whale 32) CLOUD CITY -------------- 33) GLITTERING CAVES -------------------- _____________________________________________________________________________ ---------------------------------------- STRANGE AND WONDROUS PLACES (AND EVENTS) ---------------------------------------- Dragon Palace - far to the west beyond the Pearl Sea and a mountainous island chain - the people of which are warriors, poets, and fisherman - lives the Dragon King Court of the Crimson King Anvil of the World - where mighty artifacts were once forged Chamber of the Gods - lobotomized gods tied to technomagical machines provide power for Spikards Throne of the Gods (at the Roof Of The World) - carven from the heart of a majestic mountain Great Stone Face Seven Cities of Glass - located somewhere in the jungle south of Portown. The Crystal Skulls originated here. Sunken Isles Sea of Grass - earthboats sail the waving seas of tall grass Living Forest - the trees move and speak Plain of Glittering Stone Agartha/Shambala - hollow Urth, subterranean utopian civilization Well of Many Worlds (7000 miles east of Aurora, beyond the Plains of Pesh). The well is 50 feet across, with stairs leading around and down. It is composed of an unknown black stone. Plains of Pesh - where the Lords of Law battled the Lords of Chaos at the beginning of the world. low, green grass, gigantic standing stones (most are heavily weathered and unrecognizable, some have identifiably monstrous shapes and visages - titans/ gods/primordial creatures of chaos(Godzilla-sized), plain is surrounded by rocky cliffs and buttes, sun is frozen at sunrise, full moon always in the west over cliff passage which leads west to the valley of the Wind Dukes of Aaqa. Nothing lives on the plain. Wind Dukes of Aaqa - just west of the Plains of Pesh. tall, slender towers of pastel-colored, translucent crystal. Wind Dukes were allies of Law in the great battle at the beginning of the world. now they stand facing the east, dormant, as statues in their crystal palaces awaiting the call to the final battle at the end of time. dukes and palaces are impervious to magic or harm of any kind. Wind Dukes - powerful humanoids with djinn features and avian wings, they wield rods/staves which control the winds and cast bolts of lightning. Shrine of the Three Kings Silver Mountains Temple of the Apes - built by intelligent apes, baboons Islands of the Sun Tanelorn - Eternal City and the City of Rest, located at the pseudo- centre of the Multiverse, Due to it's importance in the Multiverse, many manifestations of Tanelorn have been battlegrounds for cosmic forces. Lyonesse - City Behind/Beyond the Veil, time has stopped. all in suspended animation or magical slumber, stopped in mid activity?, Dust of the Ages is found here. Continental Races - A Cannonball Run type of event takes place every 2 years involving drivers of refurbished ancient hovercars/landspeeders in a timed race across the entire continent along the remnants of ancient highways. It begins on the east coast of the continent and ends at the dinosaur infested coast of the Western Ocean. The race is highly dangerous (and illegal in some places). The road runs through the Grandwood and on through the Great Northern Plains before crossing the Celestial Mountains and ending at the Dinosaur Coast. _________________________________________________________________________ RELIGIONS, CLERICAL ORDERS, CULTS --------------------------------- Urth is, for the most part, a fairly secular world. Most inhabitants of Urth, at least in this part of it, would not consider themselves to be particularly "religious", although there are a number organizations and cults dedicated to following or emulating certain legendary figures, both mortal and divine. There are also a quite a number of cults dedicated to everything from pleasant or benevolent to extremely hostile or destructive creatures, forces, and philosophies. Listed below are a few of the ones most likely to be encountered on this part of Urth. Main Religions of the Areas Found on Aurora Continent Map 1 ----------------------------------------------------------- 1) Old Faith/Old Gods: Nature Gods residing within everything, Horned God/Tripple Goddess, Faeriekind. Location: Found throughout the Westmarch and surrounding areas. One part of the twin religion of Avalon. Interconn- ected with the Land of Fairy. This faith ancient in the extreme. Spheres: harvest, hunt, birth/death, protection of home/hearth, sex/love/marriage, luck, health, cycles of nature/time Worship: Festivals on Solstices, Equinoxes, and Cross Quarters; Usually celebrated at ancient stone henges. Personal offerings, customs, etc. Clerics: Perform marriage, birth, and death cere- monies. Lead festivals/revels, perform divinations. Clerics speak Fae/Elvish, know alchemy and herbalism. They wear fur, leather, horn, silk, bronze and semi- precious stone jewelry. Carry staves or wands they craft. 2) Church of the Good Shepherd: Based upon the teachings of a benevolent man-god who once came to Urth to teach of love and of the brotherhood of all beings. He healed the sick, fed and clothed the poor, and gave santuary to refugees and the persecuted. He took all of the sorrows of the world away into the heavens, so the Urth could begin anew. Location: This was the other part of the twin religion of Avalon. It is still connected to the Old Faith, though more loosely than before. Many of those who worship one also worship the other as they are some- what complimentary. This faith is also found throughout the westmarch with small chapels and churches as far away as Portown. Spheres: True seeing/Truth, Healing, Death/ Afterlife/Finding Lost Things, Prot- ection from Harm, Charity, Ethics. Worship: There is a large Spring festival cele- brating the event of the Good Shepherd removing the sorrows from the land. Bells ring, food and drink are shared, vows renewed, friendships made. Churches are open everyday for visitors to medi- tate quietly, make sacrifices, ask for aid, seek advice. Clerics: Perform ceremonies - marriage, birth, death, heal the sick, give aid and com- fort, quiet the undead, offer advice, visit the needy. Clerics typically wear white robes and a necklace with a small wooden cross medallion. They have the power to heal injuries, cure diseases, create food and water, turn the undead, see with truesight, protect from harm, divine answers, and find lost people and things. 3) Temple of Bonz: This faith venerates a visitor from the stars, ages ago, who taught the science of medicine and performed miraculous healings. He went back to the stars, but his teachings were passed down and expanded upon throughout the ages, with new techniques and new technologies. A Temple of Bonz is a house of healing. All clerics are trained in scientific diagnoses, surgical procedures, medical technology, and magical healing spells, as well as herbalism, chemistry, and veterinary sciences. Clerics wear a blue tunic and carry a medical tricorder and full medkit at all times. They also can make a fine Saurian Brandy - strictly for medicinal purposes. 4) Nemo (Old God of the Sea): Patron of sailors. His temples are shaped like giant nautilus shells, with sea glass windows. Clerics are expert sailors, navigators, and shipwrights. They can harness the wind, mend the rigging, create potable water, and make the waves swell. Temples to Nemo are found anywhere that is connected to water and sailing. 5) Temple of the Zodiac: Sacred Astrology/Astronomy/Mathematics. The 5 known planets planets and the moon, sun, and stars are worshipped. The temples house large reflecting telescopes along with intricate star charts and astronomical codices containing calculations and observational records and notations. The Music of the Spheres quietly permeates the domes, porticos, and arched chambers. Clerics wear dark robes that shimmer like the Milky Way. They are experts in astronomy, astrology, physics, mathematics, and magic. 6) The Lightbringer: An ancient deity who, it was said, came to the people ages ago, from an advanced civilization deep under the Urth to teach them the arts of crafting and civilization. This deity is sometimes portrayed as a rainbow-feathered serpent, and as an angelic being who came down from the sky(or arrived in a winged ship). This was one of the central deities of the 'jungle barbarians' that has become incredibly popular in Portown within the last two gener- ations or so. 7) Grand Cathedral of the Rainbow Serpent: Light and Dark, opposing cosmic forces, magical rituals, involving serpents, brought from the island colonies of Ponceval to Carnelian. It is related to The Lightbringer religion but has morphed with added infusions on its journey from the southern continent, through the island chain, and into the north. It is rumored that undead and zombification of the living through drugs and magical rites are a dark feature of this system. 8) P.O.E.: Purity Of Essence. Headquartered in the Theocracy of Sol, this repressive faith preaches of the superiority of all 'Pure Humans' and of the struggle against, and eventual destruction of, all of the inferior, degraded humans (mutants, demi-humans, humanoids), and others not 'Of the Body'. 9) Moonmaiden: Goddess of the moon, luck, mysteries, secrets, romance, wild sex, wanderers, the occult. Domes and rotundas, gardens of Moon Flowers, gossamer curtains, silk vestments, electrum altar pieces, moonstones, magical pools 10) Church of the Divine Spirit: See entry for the kingdom of EVERMORE. Minor Deities of the Areas Found on Aurora Continent Map 1 ---------------------------------------------------------- 1) Freitukk: is an old god of harvests, bounty, growing things, the cycle of birth and death, generosity, and hospitality. His friars wear a brown, woolen robe and sandals. They are known to brew unsurpassed ale and mead. 2) Suhuy: God of portals, doors, keys, locks, and hidden ways. This is an ancient deity that few now remember. There is a nameless, buried and forgotten temple in Portown, and another, barely used, in Menagerie, across the ocean. Suhuy was a dwarf human who came from a far realm/dimension. 3) Nuanda: God of wine, revelry, song, and sex. Offerings of poetry, art, and music. Young lovers often meet here. (Cave system) located just west of the Kwai Chang monastery near the Tusken River. 4) Sequined Cathedral: A relatively new 'faith' centered on money, extravagance, and hedonism. Found only in Carnelian. 5) Liki and Tiki: Twin Water and Fire gods of the indiginous people to the Rime Islands. Opposites blend. Yin-Yang. 6) Temple of the Irrefutable Doctrine: A morally rigid and self-righteous Church Of Law honoring Voltas, His Preponderant Radience, Lord of the Light of Truth. This Religion has few followers, but those who do are fanatical in their belief. The T.O.T.I.D. builds stupendous cathedrals and their clerics can cast spells such as the Blinding Light of Truth, and quite often do, right into the unbeliever's eyes. They are eternally at odds with The Fellowship of the Shepherding Staff and continually seek to count coup on, stymie, or otherwise embarrass the organization. They also continually remodel their cathedrals to be taller and more ostentatious than the F.O.T.S.S.. Their cathedrals are found all around the map, but are mostly ignored by everyone. 7) Fellowship of the Shepherding Staff: A morally rigid and self-righteous Church Of Law glorifying the doctrine of Saint Uthgood the Unwavering, who was a fervent follower of Voltas until a minor disagreement with his deity, Voltas, over some doctrinal minutiae compelled him to seek the road to divinity himself in order to correct this error and demonstrate the True and most correct path of righteousness to the rest of the fellowship. A Great Schism Occurred. The Clerics of the F.O.T.S.S. believe in using stern methods, physical punishment, and self deprivation to motivate followers to keep to the straight and narrow path. Clerics will often try and outdo one another by wearing the most physically irritating attire or sitting in the most uncomfortable positions to demonstrate their resoluteness, devotion, and superior spiritual fortitude. This religion has few followers, but those who do are fanatical in their belief. The F.O.T.S.S. builds stupendous cathedrals and their clerics carry Staves of Striking, which they use to keep their flock in line, or to protect their flock from those who would beguile and lead them astray. They are eternally at odds with The Temple of the Irrefutable Doctrine and continually seek to count coup on, stymie, or otherwise embarrass the organization. They also continually remodel their cathedrals to be taller and more ostentatious than the T.O.T.I.D.. Their cathedrals are found all around the map, but are mostly ignored by everyone. CULTS ----- 1) Elder Chaos: Worship of an ancient, alien force of Chaos and Madness. Shrines, chapels, and temples may be found almost anywhere. 2) The Lawgiver: Clerics of Zayuss wander the land preaching the superiority of Simiankind and its eventual triumph over and extinguishing of Humankind. Non-simian clerics wear leather/studded leather and carry truncheons. They may be lead by sentient apes(orangutans). Clerics who ARE simian will also carry carbines(10 shots, dmg D6+1/2D6) in addition to their other equipment. 3) Seekers of the Blue Star - mutated by toxic chemical waste in the ancient past, Seek to chemically alter all life on the world. 4) The Green Man(green crystal skull head) * Mad Druids, Sentient Plants, Vegepygmies * Druids are fanatical followers of the Green Man who want to destroy all human(oid) life(except for things like vegepygmies). The view humans as a disease on the earth and destroy all items of technology they find. When the earth is cleansed of these infestations, they too will destroy themselves as they are also part of the infestation. 5) CULT OF THE BLUE OYSTER: worship the Blue Oyster, an ancient underwater transmitter shaped somewhat like a giant clam. It is worshipped by a cult of undersea creatures who follow its directives(or as much as they can under- stand of its transmissions). The "oyster" is not actually sentient and just broadcasts message fragments still stored in its memory from ages ago when it was actually an operational transceiver. _________________________________________________________________________ PEOPLE ------ Cassiopeia(Mischief) - MU/ILL: 23/12, fights as F:9 with sabre, rapier, and smallsword. Weapons: magical cup-hilt rapier, magical boomerang. AL:CG. shoulder-length chestnut hair, hazel eyes, height:5' 5", born: 510 CY, apparent age:45, speaks: prismatic dragon, elemental, djinn, faerie. Magical artist/lyricist/musician. Explorer and adventurer, a driven seeker of magical knowledge. jewelry: gold and orichalcum, intricately designed, jasper and chrysocolla. Lives in a sprawling clifftop palace surrounded by wondrous gardens on a rocky island Sage: magic, magical history, mythical lands and creatures, magical languages and glyphs, occult, artifacts and relics, the planes. Orphaned in Carnelian - origin unknown, lived on the streets, picked up magic from a variety of sources, studied at the Logrus in Aurora(age 17-20). Companion of Morgan's during those years. ____________________________________________________________________________ HISTORICAL ---------- It has been 620 years since The Siver Towers of Avalon fell. Many things have been buried or lost. The World has moved on... * Avalon is said to have lasted for over 1000 years. A golden age of relative peace and prosperity, civilization, stability, and innovation. The realms of Man and the Fae were intertwined. * The Ancient Ones. Thousands of years ago.* Cities of pearlescent domes and prismatic towers of glass having the strength of steel that touch the sky. Data crystals, android replicants, stellar travel, teleportation, time machines, matter transmutation, the elements are harnessed, the powers of the mind are developed. And then...a global catastrophe occurs which brings an end to civilization and plunges the world into chaos... * 5,000 - 6,000? * Between these eras, a long, tumultuous age. Sorcery and superscience wax and wane in prominence. Mad Technologists play at creating and modifying life. Human/ animal hybrids are genetically engineered, as well as various kinds of cyborgs and "mechanical men". Prehistoric beasts once again roam the earth and normal creatures mutate and grow to enormous size. Giant war machines walk the earth and massive colony ships depart to found new worlds across the cosmos. Mighty magics are born and powerful artifacts created. Technomagic arises as a fusion of the two. The ancient Ways and portals to the Realms of the Faerie are opened once again. Deep in the earth the dwarves, and other more terrible things are awakened. Many kinds of humanoids and monsters begin to appear in growing numbers. Vast empires arise and fall, brought down from without by barbarian hordes or devoured from within by vile rites and sacrifices to insane and malevolent alien beings. Things of nightmare are created or summoned and some of these still linger beyond the edges of the world, waiting only for the stars to align and the right words to be spoken... * A Common Tongue was created by The Ancients thousands of years ago. It has changed much since then and little would be understood by speakers of modern Common.