************************************************************************ * 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 Dallas,* * 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... * ************************************************************************ ATLANTIAN CONTINENT ------------------------------------------------------------- 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 Stirges 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 ------------------ Fishermen(on lake) Hippogriffs Giant Lizards Giant Snakes Giant Bats Giant Beetles Troll Hill Giant Glamored Lizardmen (working for the Witch of the Fens) Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 3) LANDS WEST OF AURORA ACROSS THE TUSKEN ------------------------------------------ The SABRE RIVER cuts across the land above the Caravan Road and dumps into the Tusken just a few miles above Aurora. Just north of the Sabre River, in the crook where it turns east from the Majestic Mountains, lies THE SHIRE. (See Westmarch). Sleeping Giant Caravansary is located in the foothills of the Majestic Mountains. The caravansary is a walled compound for caravans and travelers along the Caravan Road to stop for the night, resupply, and 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 Monks from the Far West on a pilgrimage Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Cyber Knight Glamored Lizardmen (working for the Witch of the Fens) Bugbears Goblins Hill Giant Ettin Stone Giant Troll Ogre (from the forest to the south) Nixie (pool) Fairy/Pixie/Brownie Giant Beaver Giant Snake Giant Bats Vampire Bats Cave Lion (in hills) Cave Bear (in hills) Dire Wolves Wild Sheep Wild Boar 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) ROLLING LANDS 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 from bright colors to darker earth tones, pants for men, pants or kneelength skirts for women, blousy shirts with string-tied V-neck, leather or suede boots. Weapons: hunting spear, bowie knife, hunting sword, axe, short recurve bow, 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. Government: None. Village and town ordinances are decided by popular vote. Most villages will have a sheriff to look after things. All communities will have a militia which includes all people from 16 to 60. Religion: Old Faith, Good Shepherd Good Luck: 4-leaf clover, wishbone for making wishes Wandering Monsters ------------------ Caravan Blue Men(hills) Hill Giant/Troll(hills) Ettin Ogre(forest) Farmers going to market Hunting Party(hunting boar/deer/elk) Hobgoblin Raiders/Slavers Smugglers Merchants Travelers(on the roads) Ork Carnival (in season) Dwarven Traders Gnomish Tinker Ranger Scout Faeriekind Patrol Giant Animal Cave Lion (in hills) Cave Bear (in hills) Dire Wolves Wild Sheep Wild Boar Irish Elk Ruins Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 4a) BRYNNYDWYN(Brandywine in Old Common, founded after The Fall) -------------- Pop: 1750 plus a few hobbits and other demi-humans. Originally, a large lakeside village of the local rustic people, known for making wonderfully good brandies and wines using the water from Lake Plumstil (Lake Plumstil had been renowned since just after The Fall for its unusually good tasting water with the additional quasi-magical property of being able to be distilled into a plum flavored liquor with the right techniques). Also known for its wide patches of giant pumpkins. Within the last century or so, Brynnydwyn has grown in size and scope to become the main market town of the farmers and herders in the region. The people of this region still speak the dialect of Old Common - the traditional language of the Kingdom of Avalon - though they know modern Common which they use with most outsiders. Large harvest celebration in early October(lots of pumpkin ale). The town is overseen by an organizational committee of growers and vintners. There is a giant fair in the fall, just after harvest, attended by people from all over the region. Places in Brynnydwyn -------------------- The Barrelhouse Inn - Inn and tavern for locals and travelers Winehouse on the Water - floating brandy and wine distillery on the lake Sleepy Hollow Beer Brewers(pumpkin ale) 4b) OYSTER SHOALS (founded around 300 CY) ----------------- Pop: 4100+ The only large coastal town of the rustic remnants of Avalon. It is also home to a small number of immigrants from Portown and its environs from across the sea, and has grown considerably since the Princetown Road was run through the area in 497. The town is a fishing town known for oysters, mussels, clams, and other. shellfish. It has a large shrimping fleet, most of the boats and trawlers being built in the local boatyard. Oyster Shoals also has an up and coming music scene due to a recent influx of immigrants from Portown and Carnelian, and a small music studio which is beginning to become fairly well known for recording artists. The town is run by the Blue Water Association, a council made up of representatives from various guilds(Fishermen, Oyster Farmers, Shrimpers, Longshoremen, Merchants, and Sailors) Places in Oyster Shoals ----------------------- Fiddler's - Tavern with a fiddler crab playing a viol as its sign logo Oyster Shoals Recording Studio - musical artists record albums here The Clamshell Inn Temple of Nemo 4c) FINSMOUTH (Founded in CY 355) ------------- *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 Whitefin river(so named because of the large whitefin fish churning up the water) 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(and seem to come from deep under the earth). Shipwrecks on rocky shoals. Occasionally, mysterious gold artifacts of alien design are sold to unscrupulous outsiders. They are, quite possibly, cursed. Originally a colony settlement of Portown. It began as a new trading hub and shipbuilding port for the town. By 410, it was a thriving community with a population of over 2500. And then, the first golden artifacts were found in a sunken sea cave by divers. . . An ancient and almost forgotten Cult of Chaos reemerged, pacts were made, and people mysteriously began to vanish. . .The Earl of Portown sent an expeditionary 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 colony 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 Earl relinquished the town(and the rest of the coast). Outsiders rarely come here now. Those who do are either lost/shipwrecked, fools, or agents of The Deep Ones helping to spread their influence throughout the world. . . 4d) LOST TEMPLE OF EVIL 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 Whitefin 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 - snake staff, 4e) MORRISON'S HOTEL -------------------- Stands close to the forest at the crossroads between Oyster Shoals, Carnelian, and Mazy Top. A large, 2-storey, building of heavy timbers and stone with a central courtyard flanked by 2 wings for guests, stables, a smithy, and store- house. Morrison's is a roadhouse and inn for locals and travelers between the coast and the lake. Merchants, foresters, gnomes, rangers, dwarves, hobbits, adventurers, and local farmers and herdsmen can all be found here. The fire is warm, the beer is finely brewed, the food is comforting, and the best traveling bards play here. Run by Jim(a retired traveling bard), and his wife, Pamela(artist, herbalist, and ex-adventurer). Brynnydwyn fine pumpkin ale on tap. WM -- Caravan Ork Carnival Rangers Minstels/Bards Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 4f) THE HEATH ------------- This is an area of high meadows/moors mostly surrounded by hills. Few people now live here. Most live in the shadows of the hills that border The Heath to the north near or along the shores of Loch Lynesse, a 27 mile long body of water part- ially shown on map. This is an insular, and slowly dwindling group of locals who have populated the area since before the rise of Avalon. They are not unfriendly, but also not overtalkative to outsiders(as they get so few) until they get to know them. There are no inns, as such, but there are pubs and taverns where the locals meet at the end of the day. Sheep graze the northern moors and fishermen in small boats fish the Loch. Loch Lynesse is home to an ancient Plesiosaur which is some- times seen by the local fishermen. There are barrow mounds on the moors - the graves of ancient barbarian kings - as well as more recent arrivals. The ancient guardian spirits bound to these places are the only remaining caretakers of the mounds. Those incautious enough to venture into those restful, hillside burials in search of treasure find themselves quickly growing drowsy and lethargic...sinking slowly...Not to worry, however. Disembodied hands gently and carefully help their guests to one of the lovingly carved stone beds nearby...to sleep deeply for eternity, being cared for as honored royalty. Good Luck: 4-leaf clover, silver cross * The GHOST TOWER is an ancient lighthouse of Avalon which used to guide ships into a large port on the southern bay(now part of the Great Salt Marsh). Ghostly lights and shadowy shapes are sometimes seen in the high windows of the tower and the great lens of the lighthouse itself often glows with an ethereal light guiding who-knows- what across gulfs of Time, through the Astral seas. Wandering Monsters ------------------ Wight Witch Hunting Party Fishermen(on loch) Cleric of Bonz Banshee Dire Wolves Lycanthrope/Werewolf Vampire Vampire Bat Goblin Ogre Bugbear Owl Bear Ghost Irish Elk Troll(Rock) Hill Giant Ettin Stone Giant Nixie (pool) Fairy/Pixie/Brownie Moon Dogs Ent (in the forested hills) Wild Boar Wolf Moon Dog Moon Spiders Giant Spider Giant Rat Giant Snake Giant Lizard Giant Bat Stirges(in marshy areas) Giant Ferret Quicksand Stone Ruins Barrows Plesiosaur(Loch Lynesse) Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 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) Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Ranger Healer (Cleric of Bonz) 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 Stirges(in marshy areas) 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) BLUE SUN 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 66) ----------- Population: 3500+ Many humanoids, some mutants, few demihumans Port town on the Wild Coast Meeting place for Iron Ring Slavers, hobgoblin pirates/slavers, assassins, thieves, mercenaries, torturers, spellcasters and mad scientists, and the people who procure their 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 enigmatic "Spider Queen" and her servants keep enough order so business can get done. The Spider Queen(a dark elf who took over the place sometime in the last century) lives in the repurposed remains of an ancient industrial building on the west side of town. The building is made of a dura-steel alloy and has been converted into a fortress. At the center of the town is a large, domed, cage-like structure 25' high and 50' in diameter used for gladiatorial competitions. Wandering Monsters ------------------ Town Patrol 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Stirges(in marshy areas) 6b) FLOTSAM ISLES (founded ?) ------------------ 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 runs south from the Great White North on its way to Beryl Lake. Minotaur do NOT swim nor are they fond of large bodies of water - especially rapidly moving water. Sabre River: Winds its way through the plains from the Celestial Mountains in the Far West, down along the western border of the Westmarch, and flows into the Tusken River just north of Aurora. 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... Monorail: A sentient monorail runs back and forth along an elevated track from one of the larger cities of the Celestial Empire to the Poisoned Lands. The train is completely automated, run by an ancient A.I.. It is not used by anyone in the empire and its operation remains a complete mystery. 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. Minotaur also raid and skirmish with the wandering tribes of men in the shrublands and rocky canyons to the south. 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. Wolfen: Humanoid dire wolves that live and hunt the Great Northern Plains. Wolfen live in large "den-cities", with cities having overlapping hunting ranges. They use hunting/throwing spears, short chopping swords, and dual bladed, claw-shaped throwing knives. Wolfen do not forge metal but they do cast it. They often have packs of dire wolves in their cities. Wolfen are chaotic good in temperament and are bitter enemies of the Minotaur clans on the prairie. They occasionally trade with the human nomads of the shrublands to the south. Wandering Monsters ------------------ Minotaur Wolfen 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 Badders 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 of any storm being of this type)) Hail Storm (winter) Severe Storm/Tornado War Machine Graveyard Ruins 7A) DEVIL'S TOWER ----------------- * Over 850 foot tall, flat-topped mountain of igneous rock. * An ancient deity may be buried here. * It is avoided by the Minotaur clans. 7B) GREAT STONE FACES --------------------- * 4 Giant stone faces carved into the side of a mountain. * Secret underground mountain complex behind the faces. 8) BERYL LAKE ------------- Once, this area was the center of the great kingdom of Avalon. 620 years ago, a magical cataclysm caused the land to sink to unknown depths and a great, 'bottomless' lake was formed. 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 beneath Fortune City. Most are blocked by ceiling collapses at various points. There is a sunken city on a shelf 1000 feet down. Wandering Monsters ------------------ Fishermen Giant Gar Giant Crayfish Giant Turtle GIANT 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 Water Elemental Whirlpool Weather Anomaly Strange lights(automated craft) are sometimes seen near the flooded tubeway entrance. Ruins - on islands, hillsides City Ruins - far beneath the surface of the lake. 8a) LAKETOWN (founded in CY 203) ------------ **There may be several lake towns at this point** Located off of a peninsula on the southern side of Beryl lake. POP: 6300 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 town is built of mostly Golden Oak and there are oak groves grown and managed on the mainland for this purpose. The sacred mountain isle of Yukizumo Shima (Lucky/Snow Clouds Appearing Island) lies exactly 11 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 417 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 the bay at the mouth of the Tusken River. Following a vision given to the son of their old Daimyo by the Giant Dragon Turtle of the Sacred Mountain Isle, they settled on the Lake, close by. 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 handful of gnomes, 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". Everything has a spiritual component within it. 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 (primarily from the Temple of Orizami) who provide advice, 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, sword, spear, halberd, 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. Both merchant ships and warships are two masted, and square-rigged or square and lateen-rigged, with battened sails, low profile stern- and fore-castles, and carved, wooden railings. Merchant ships have small chasers mounted on the bow and stern for use in repe- lling pirates. 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 compatibility of spirit rather than looks and keep strict client confidentiality in all matters. Companions live and work in "Pillow Houses". The most famous of which is called Willow World. 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 (founded -1500 CY?) -------------------------- Witchmen of the Bottomless Lake - Beryl Lake - Deep green water, lake dragons cavort nearby, citadel is on a peninsula of land on the NW edge of the lake a cyclopean stone keep rises - home to The Witchmen (technomancers?). The lake was very much smaller before the magical cataclysm/curse that destroyed Avalon. 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. 8c) EASTERN GRASSLAND AND FORESTS --------------------------------- East/Northeast of Beryl Lake. Pleistocene Mammals and tribes/clans of people distantly akin to the Blue Men living in the forested hills and the eastern mountains. After the Fall of Avalon, the tribes(and large mammals) slowly expanded their hunting territory; eventually all the way down to the northern shore of Beryl Lake. Population: unknown Rolling fields, woods, and grasslands north and east of Beryl Lake, between the Thunder River and the Green River/Greatwood. Several semi-nomadic tribes of barbarians live in the area, hunting mammoth and other large Pleistocene fauna, and occasionally trading with those of Carnelian by canoe along the Green River, and those of the Western March at Independence and Lakeport. Their only permanent settlement is Ta Na Eas on the Green River. Here, all tribes agree to put aside any disagreements and feuds in order to trade with each other and conduct seasonal celebrations, auguries, and ceremonies. Ta Na Eas is neutral ground for all the tribes/Clans and any breaking the peace receive harsh punishments(typically death). They revere the horse and are some of the most highly-skilled horse warriors on the continent, using bow and light lance with devastating effect. The tribes/clans are seasonal nomads - following the herds of mammoth and other large fauna in the spring and summer, then moving into the hills and forests during winter. During the spring and summer, if a suitable long term hunting location is found, tribes will plant and harvest tobacco(this is who the hobbits originally learned growing pipeweed from). Magic Mushrooms and Cannabis are also cultivated and used in special ceremonies. Exports: furs/skins, ivory/carved ivory, bones/teeth/tusk/horn, plumes/feathers, beads(shell, glass, wood), stone carvings, patterned textiles, jewelry, tobacco. The 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. They are unsurpassed scrimshaw artists. There are many 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 tribes is named after their totem animal: Mammoth, Sabretooth, Horse, Red Elk, Dire Wolf, Cave Bear, Cave Lion, Rhinoceros, Moa, Badger, Treemouse, 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. The tribal shaman will wear a mane of horsehair (dyed white/silver like a pegasus) and feathers from the wings of a pegasus. A Council of Elders(made up of the older male warriors) along with the shaman advises the chief in all tribal matters. Clothing is usually buckskin or similar soft, tanned hide - pants, skirts, vests. Beads are worn along with dyed horsehair manes and eagle or pegasus feathers(for valiant deeds). Body paint and tattoos are common along with ornaments of carved ivory and bone, and torcs, armbands, and bracelets of braided/twisted copper, bronze, and gold. Beads made of porcupine quills, seed pods, clay, stone, antler, bone, shell, coral, and colored glass are often sewn into garments as decoration or made into jewelry. Skin color is typically a medium copper color, though can be lighter. Hair is dark brown, often black. Common eye colors are dark brown, light brown, and dark grey. Hazel is uncommon. Blue is very rare. Weapons: Composite Bow, Spear/Light Lance(on horseback), Throwing Spear, Hand Axe, and Dagger. Tribesmen wear no armor but employ round shields made of hide and decorated with painted symbols, horsehair, and feathers. Most tribes are rather neutral and aloof but may trade or barter with PC's. Local tribal deities, ancestor worship, animism, revere the pegasus as a divine messenger from the Great Spirit. 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. Cannabis and psychotropics are used in religious ceremonies, and occasionally for celebrations. Pegasus Falls falls from a high plateau to the north and is the beginning of Mammoth Spring which winds its way across the land until feeding into the Green River below Ta Na Eas. Religious beliefs are similar to Blue Men beliefs: Great Spirit, reincarnation, ghosts, etc. The afterlife is the "Happy Hunting Ground" and exists far up in the heavens. On Midsummer's Eve, all the clans come together at Skyhorse Falls for a mystical ceremony and week-long festival/party. Houses are a teepee-style, made with a frame of a light wooden poles and covered with tanned skins and colored cloth. Hill Giants and Ettins from the foothills sometimes raid barbarian villages for food, treasure, and slaves. In early summer, mammoth herds, as well as bears and smaller mammals, gather in the forests to eat plum-like, fermented fruit of certain trees. This revelry lasts for several days. TOWER RUINS: Located across the Green River from Fortune City. This was a whitestone, hilltop tower of ancient Avalon built as a lookout upon the Great Eastern Road. It was severely damaged many cent- uries ago by a lightning strike from the heavens. The ruins are said to be bad luck. It is said that anyone who enters the great tower emerges. . .changed, if at all. Electrical storms often occur in the skies above the tower, to this day, and it continues to be occasionally struck by lightning. CITY OF THE ANCIENTS: Ruins of a LARGE CITY** lie 100 miles EAST of the West- march along an Ancient Highway. The Ancient Highway runs east-west, through the land, 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. 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 FORTUNE CITY: GHOST TOWN, once a promising goldmining boomtown, now abandoned and haunted. Original pop:404. It only lasted from CY 148 to CY 150, boom to bust. Wooden houses, stores, saloons, bank. Dirt roads. 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. Wishing Well: In the center of town, at the crossing of the two main roads, sits an old, stone well. The well has a timber beam above it with a wooden bucket tied with a rope. The well looks very old, but neither the rope nor the bucket are rotted. Tossing a siver piece into the well while thinking of or verbally stating one's fondest wish *may* cause it to come true. WM: Ghosts and other incorporeal creatures, things that should probably not be disturbed. Wandering Monsters ------------------ Barbarian Tribesmen - migrating, hunting, war party/raiding, etc) Pirates (along the coast Beryl Lake) Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Mammoth/Mastodon Smilodon Axe Beak Hill Giant Ettin Troll Badders Nixie (pool) Fairy/Pixie/Brownie Giant Eagle Pegasus(sacred, omen if in flight) Giant Beaver Giant Snake Giant Bats Vampire Bats Cave Lion (in hills) Cave Bear (in hills) Dire Wolves Wild Sheep Wild Boar Irish Elk (7' tall at shoulders, 12' antler span, from the woods) Mastodon Graveyard 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 8d) ORK CAVERNS --------------- The Orks of the Caverns live in a mammoth cave complex in the forested hills east of the Green River. This Ork Carnival hits the major cities and towns of Kanza, Kanu, and Cherrick, as well as Carnelian, Marshaven, Princetown, Brynnydwyn, and Oyster Shoals. The Carnival runs for 10 days at each location (Friday through Sunday of the following week). The caverns are composed of brightly colored rock. There are several pools and an underground river in the complex. Colored, electric lights illuminate the chambers and passages. 9) GRAND DUCHY OF TRELANE (founded in CY 487) ------------------------- Established in 501 CY by Count Trelane of the Kingdom of Bonapar 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 the west and the Great- wood to the east, and contains around 75,000 humans, including 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 large town in the Grand Duchy. The grand duchy was created over a century before the kingdom became an empire. The Duke's forces wear metal lamellar, use heater shields, and wield polearm, spear, sword, and crossbow. Most are spearmen, swordsmen, and crossbowmen. There is a small troop of light cavalry which patrol the roads and countryside. The Duke's heraldry is a red lion, rampant, on a gold field. Tabards are navy blue with this symbol. Good Luck: rabbit's foot, wishbone for making wishes 9a) CARNELIAN (founded in CY 489) ------------- * Capital city of the Grand Duchy of Trelane of the Empire(formerly kingdom) of Bonapar. * 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. Major buildings are of gray, tan, and white stone. Other buildings are brick and plaster of many different colors. Tall spires, Cathedrals, balconies with intricate iron railings covered in ivy, hanging ferns, and colorful flowers. Streets are gray pavers and brick. Golden light spills upon the plazas. Many fountains and brick-lined pools. Trees have Spanish moss. * Population: 30,000 humans a few thousand demi-humans, mutants, and humanoids City Wall: none * The descendants of the original Grand Duke have become indolent, corrupt, and decadent...and the Emperor has noticed! One of the Duke's aides is a plant sent by the emperor to keep him apprised of the state of the duchy. Currently, the emperor is only watching, but their may come a time when imperial troops are seen marching into the duchy, and a new, imperial gov- ernor is installed. . . * 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 Hills, and then SOUTHEAST, bordering the western edge of The Disputed Lands, to the Northern Reach of the Kingdom/Empire of Bonapar. * There is some trade with the barbarian tribes to the north via the Green River. * 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 Duke's navy roam the streets. * Some taverns drug patrons to be shanghaied into the merchant or naval fleets. * 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. * Rival Merchant/Noble gangs/families/men-at-arms duel in the streets * Great sea trade. Traders/Smugglers often have a few concealed cannon for those occasional unavoidable situations. * Casinos/Gambling Houses * Opium Den * 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 cemeteries, undead walk on Spirit Night, vampires * thieves, smugglers, and privateers * The Rat King: underground city, lord of the sewers * Vineyards surround the city * Riverboats, Pleasure Barges * Known for its fine Cajun cuisine 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 Carnelian Ferry - crosses the Green River 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 Cathedral of the Good Shepherd Chaos Temple Gambit's - gambling house(mostly honest) 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 Odd House - house of curiosities 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 ------------------ Caravan Mounted Patrol Press Gang Sailors Fishermen(on river or lake) Young Rakes/Merchant Family Men-at-arms looking to cause mayhem with another's household. Hutt Soldiers Hunting Party Noble on Palanquin with Servants Unscrupulous/Dishonest Merchant Unscrupulous/Fake Moneylenders/Muscle ("Moose and Rocko") Pickpockets, Thieves, Con Man Mystic Trader - faux magic shop run by thieves, set up to purloin PC's magic items while selling worthless trinkets, place changes location and appearance frequently, owners use disguises and magical non-detection Vampire Undead (cemeteries) Chaos Priest on secret mission Priest of the Good Shepherd Cleric of Bonz Doppelganger Demon Voodoo Shaman/Witch Doctor Caiman-men(in the swamps near the city) Cultist Vampire Bats Stirges Fish-men raids on the port(only on moonless 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 (founded in CY 521) ------------- Population: 1700 + a number of mutants and dwarves/gnomes/hobbits/half-elves Large village in the northern hills bordering the marsh. Houses are of field or river stone with slate or baked clay shingles. Timbered streets. Marshaven is the only other 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 sword, bow, axe, longspear, military fork, and warhammer. 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 cooked giant crabs anywhere. Government: Rene Fontaine, the descendent of the original governor is the nominal ruler of the town. Mild mannered and thoughtful. He lives with his family in a large, stone house at the northern edge of town. Exports: salt, gypsum, sulphur, amber, giant crabs, giant frogs Places in Marshaven ------------------- Saltmine - inn/tavern, built inside an old worked out saltmine Frogmouth - bar/tavern Red Legs Crabhouse Wandering Monsters ------------------ Town Patrol Crab/Frog Hunters Giant Red Crabs - come in on the tide several times a year Giant Frogs/Toads Axebeak Giant Rats(Marsh rats) Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 9c) TROG RUINS (founded in CY 496, Destroyed in CY 513) ------------- * Original salt mine settlement of the Grand Duchy before Marshaven. * Town ruins in forested wetlands in the southern part of the grand duchy near the Great Salt Marsh. Buildings have windows of highly polished blue/green sea glass, now overgrown with forest, vines, and kudzu. * Abandoned over a century ago as magically 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. 10) GREAT SALT MARSH --------------------- A giant saltmarsh located between the Grand Duchy of Trelane and the Sargossean Sea. 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 Stirges 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 10a) TOWER OF THE TECHNOLOGIST ------------------------------ A Mad Technologist has a lab complex in an ancient sea watchtower of Avalon 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 captures psions and mutants escaping from the Kingdom of Sol to the east or buys them from such as the Iron Ring Slavers to further his experiments. Mutant Frogmen patrol the marsh in circular hover- craft 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. 11) PRINCETOWN(founded in CY 428) -------------- Population: 5500 Some demi-humans and humanoids Founded by the pretender to the throne of an eastern kingdom. Located to 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. This is the main coastal port of trade for goods coming from Portown and other regions to the south and east. Black Market and pirated goods may also be found here, as well as political news and classified information - sometimes for a high price. Pirates and slavers are regulars here and the town will do business with anyone who has something to sell. A number of farms and businesses have sprung up along the coast and the customary 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 Caravan Town Patrol 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 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 13A) MERIDIAN ISLANDS --------------------- * Subtropical archipelago * Home to natives from the southern continent of Antillia, escaped slaves from the Empire of Bonapar, Refugees and escapees from the Theocracy of Sol. * Have dealings with pirates from The Carronades and Trimaris Islands. * Many caves in the jungle hills and along the coast. * Religion: The Lightbringer(rainbow feathered serpent), ancestor worship/voodoo from the continent of Cush across the Atlantian Sea, animism 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 15a) IRONSTAR MOUNTAIN (founded -4000 CY) ---------------------- 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. Dwarves often leave their mountain home to trade with those of Aurora and the Westmarch. 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. A road runs between Hylo and Ironstar Mountain. It runs almost straight through the mountains, sometimes under open sky, sometimes through the heart of a mountain. The road is high and broad and lit by glowing crystals when underground or at night. The entrance to the road in Hylo is at the north end of town and is guarded by an iron portal with a highly complex locking mechanism and magical wards. Only authorized visitors may enter the passageway. 15c) ORK MOUNTAIN (founded?) ----------------- Population: ? Orks The mountain is a tall, flat-topped tower of igneous rock. There is a small river that issues from the side of it in a flume-like waterfall, and continues on, growing in size to become the Tourmaline River. Traveling carnivals are 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. Exp- losives 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 being who taught them the arts of the carnival. THIS Ork tribe has a circuit that includes Aurora and all of the major towns of the Westmarch(including Forts North Shield, Republic, and Summit). The Carnival runs for 10 days at each location(Friday through Sunday of the following week). 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. * Aurora -> Timberway -> Wheaton -> Lakeport -> Independence -> Silver Creek -> North Fork -> Fort North Shield -> Fort Republic -> Shane's Crossing -> Fort Summit -> Garnet -> Whitehill -> Maverick 16) SHRUBLANDS WEST OF THE MAJESTIC MOUNTAINS --------------------------------------------- * Mixture of Shrublands and Rocky Desert. * Mixture of Pleistocene and modern fauna. * Small groups of semi-nomadic barbarian nomads move throughout the area. They raise and herd sheep, goats, Bactrian camels, and giant moa. They are also fierce hunters and regularly move about, looking for fresh pasturage and new hunting grounds. Nomads ride Giant Moa to hunt and use spears with atlatl, throwing axes, and pneumatic weighted net "blunderbuses" to kill or trap game. Personal Weapons also include shortsword and dirk. The nomads are organized in tribes led by a Tribal Chief called the Coach who is advised by a council made up of the most skilled(XP level 3+) male and female warriors, called the Varsity Council. A Team Captain is chosen by the Coach and voted on by the Varsity Council. The Captain is the Warlord of the Tribe who decides the tactics for warfare, raids, and athletic competitions with other tribes and leads the tribe in these pursuits. Varsity members have the symbol of the tribe sewn onto their vests - the Captain has a set of wings sewn above the tribal symbol. The Tribal Chief has a feathered headdress dyed in the tribal colors with markings for battles/competitions won by the tribe. The Chief also carries a thick wooden staff with the victory lineage of the tribe when performing official functions. The nominal leader of ALL of the tribes together is called The Dean. The Dean lives in a 100' tall, square tower of variegated, light beige sandstone, trimmed with limestone and roofed in ivory. The interior is limestone and contains pennants, trophies, and memorabilia of all the tribes through the centuries. A courtyard of ivy arbors, olive trees, and sculpted fountains surround the tower, with the ivy climbing far up the walls of the structure. Representatives of the tribes visit The Dean from time to time in order to settle major intertribal disputes, receive an award, or to seek advice. The Dean is also a sage and oracle for the tribes and may warn the tribes of impending dangers or bestow a quest on a young warrior to find a lost artifact necessary for the well- being of the tribe(s). The Dean is clothed in an ivory colored robe, the hooded cowl of which always cover his? face so it is never seen. The tower is located near the southeastern rim of the Great Rift Canyon. Nomads live in round tents made of animal hide and/or linen canvas on a light, wooden frame. Doors are of carved wood with wooden frames; both are finely stained and decorated. A central post is used to support the roof. A Trophy Pole(Totem Pole) stands at the center of each village on which is carved the entire victorious history of the tribe. It is considered sacred and is quasi-magical in nature. There is no greater shame than having the Trophy Pole lost or stolen. Some have settled into small, semi-permanent villages along the river. These villages will have small herds of various types as well as crops of grains, corn, and orchards of berry bushes. Peyote is also grown and is traded to the nomad groups for use in their rituals and ceremonies. Houses will be constructed of mudbrick and partially subterranean. Roofs are domed. Houses may have low-walled courtyards/patios which are part- ially covered by wooden or canvas awnings. Religion: Nomads worship Nike, the winged goddess of victory and athletic prowess. Nomad Shaman wear wings made of feathers from the desert falcon and rings of gold or platinum with the tribal gemstone set in the center. They lead mystical ceremonies for the clan, provide healing through medicine and magic, give wise counsel to the tribe, and act as an oracle for the essence of the divine to speak through. Nomads use divining rods to find underground aquifers and springs. Nomads have a special reverence for the planet Mars, but none remembers why. Nomads wear little clothing besides leather/fur boots, a leather vest dyed in the tribal colors, loin cloth of the same colors, a weapon harness, and a warm cloak(in the winter), also of the tribal colors, secured with a metal pin bearing the tribal symbol. Neck and arm bands and bracers of iron, steel copper or bronze are often worn. Necklaces of animal teeth and claws are also common. Turquoise, Jasper, Coral, Agate, ivory, and polished shell are often inlaid into jewelry. Both men and women wear beaded or leather or beaded headbands. Beads made of porcupine quills, seed pods, clay, stone, antler, bone, shell, coral, and colored glass are often sewn onto pouches and other items as decoration or made into jewelry. Most nomads are light skinned with hair and eyes being a wide variety of color, though a small percentage have skin tones of a darker hue(brown, gold, copper, etc). Hair is wild and windblown, longish on males. Nomads are VERY competitive. The constantly compete in sports, games, and trials of strength, skill, or mock combat with each other, those of other tribes, and any strangers/non-nomads they meet. Those not competing at the time will wager on the event. "Wanna Bet?" is a frequent expression among these people. They also constantly raid and count coup on other tribes, as they see life as a great game. Prisoners taken in raids or those caught raiding are generally treated well and ransomed for release. There are occasional battles or skirmishes between nomadic groups, but rarely is there open warfare. Nomads along the border are subject to raids by Minotaur tribesmen and there are often fierce battles between the two along the border. * Hill Giants and Red Dragons from the Mountains sometimes raid barbarian villages for food, treasure, and slaves. * Gnoll Sandpeople raid the small villages and nomadic tribes(although, some of the more unscrupulous tribes have dealings with them). * DERVISHES(fanatical religious nomadic tribes) roam the wastes. Led by high-level Clerics of Xazu. Clerics of Xazu have the power to temporarily whip a tribe of nomads(and others) into a religious frenzy. In this state, tribesmen will violently attack all who are not nomads in the belief that they are possessed by the spirits of ancient aliens murdered by a mad gal- actic emperor aeons ago. A nomadic tribe encountering a Cleric of Xazu has a 4 in 6 chance of being swept up in the frenzy for 2D4 days. All others have a 1 in 6 chance. The madness will last until the cleric moves on. Fortunately, Clerics of Xazu are constantly on the move and rarely stay anywhere for very long. * Trader Caravans (some from as far west as the Celestial Empire, beyond the Mountains of Heaven) crisscross the shrublands and desert. Nomad tribesmen when encountered may 1)trade with the merchants 2)remain aloof and not interact 3)hold up the caravan until it pays a bribe to move through the nomads' territory 4)challenge some of the travelers to a competition 5)attack the caravan if under the "Madness of Xazu". * Nomads occasionally raid outlying farms and villages of Marid for livestock and other supplies. * Badders raid small villages and traveling merchants. * Dangerous radiation pockets. * Buried city ruins(Cities of the Ancients). * Ancient tank/war machine graveyard (red mist instills rage). * There is rumored to be a kingdom of the undead somewhere in the western rocky desert areas. Wandering Monsters ------------------ Gnoll Sandpeople Nomadic barbarians/village Dervishes/Cleric of Xazu Traders/Caravan Badders Mounted patrol(near cities)/Air patrol(flying carpet) Traveling Sage/Astronomer Ranger Cyber Knight Cleric of Bonz Pleistocene Mammals(Mastodon, Rhinoceros, Giant Elk/Deer, Giant Ground Sloth, etc) Glyptodont(Giant armadillo-like with rounder face. Some have spiked tails) Camels(Bactrian)/Horses Wild Sheep/Goats Roadrunner(mutant) in desert Wild Aurochs(near grasslands/wetlands/forests) Cave Bear Cave Lion Cave Jaguar Sabretooth Tiger Jackals, Hyenas Djinn/Efreet Elemental (Earth, Air, Fire) Time Elemental Ghouls(at night) - can turn into jackals Mummy Zombie Skeleton Shadow Wraith Sandman Uncontrolled golem running amok Minotaur (northern shrublands) Hobgoblins/Goblins (southeast) Ork Carnival(in season) Krait dragon(in canyons, rocky desert) Basilisk Manticore Roc(in mountains) Dust Digger Gibbering Mouther Giant Snake(poisonous) 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 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(at night) - 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 and pasturelands close to the Majestic Mountains. Last stop on the trade route before crossing the mountains to the Wild Coast. * Became an important provisioning stop for caravan trade by the early 3rd century. * Horses, mules, and Bactrian camels can be bought or traded for for caravans changing between mountain and desert/shrubland travel. Guides can be found here. Repairs, desert/cold weather clothing, supplies, mercs, horses, mules, Bactrian camels. * Note that Bactrian camels can travel in either clime perfectly well. * 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) Ghoul 17) THE WESTMARCH ------------------ POP: 500,000 humans 20,000+ hobbits in shire An unknown number of elves in Lake Luma and other places Some demihumans, mutants, and humanoids in towns and beyond Bordered by the Sabre River on the west, and Beryl lake and Thunder River on the east. The original western march of Avalon. The March had been reclaimed from the wandering bands of ettins, hill giants, ogres, trolls, and direwolves which once roamed the land in large bands. The area is rather sparsely populated, compared to its population before the fall of Avalon, and is made up of scattered, mostly rural, settlements of humans and halflings living off the land and helping each other at need. Everyone between the ages of 16 and 60 are armed, trained, and considered to be a member of the March Militia. This is an old Westmarch tradition that spread throughout the rest of the acquired lands of the March after the fall of Avalon. "A hue and a cry": Anyone within hearing distance will come to the aid of a fellow Westmarcher in trouble and calling out for help - monster attack, thieves/bandits, assault, etc). It's a moral obligation as well as a legal one. The wall and string of forts along the Sabre River were constructed after the Minotaur Incursion of 527-528. (The monument at Fort Monument commemorates a famous stand against the minotaurs out beyond the river. Deirdre Barimen, a young lieutenant at the battle, forms the Blue Wyvern Mercenary Company after the war). The country's northern border is protected by The Shields - an inhosp- itable line of rocky hills. The Thunder River cuts through the hills creating sheer cliffs that run right down to the water's edge in most places. Many hippogriffs nest in the cliffs and hunt along the river. Wandering bands of ettins, hill giants, ogres, trolls, and direwolves began to appear again after the Fall of Avalon, but in fewer numbers. Most have, once again, been killed or driven off, but isolated bands still remain. The March is an independent republic, organized by, and under the nominal leadership of The Steward of the March. Each year a spokesman is elected by all of 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 Thunder River. It is the Westmarch's oldest and 2nd largest town with a population of 7700. It is also one of the original march towns, along with Maverick and Silver Creek. Most of the "new" Westmarch towns were added or built/rebuilt after the cataclysm. Streets in Independence are mostly packed earth and wooden planks. A few of the larger avenues have been repaved with baked brick. Buildings are of wood and heavy timbers with plastered walls and balconies. Fort Independence is here with a force of around 200 light horse riflemen and other men-ar-arms. The fort is what was once the castle of the original Duke of the Westmarch. After the Fall of Avalon, the Lord of the March was one of the only major noble houses left, and it was decided that from the Duke's House would come the nominal rulers - the Steward of all the lands that re- mained until The rightful King should return to claim the throne and restore the kingdom of Avalon). This Steward, resides here in the castle along with his/her family. Architecture: Houses are of sturdy timber with gabled (some dormered) or gambrel(barn-like) roofs, wide porches, and basements. Roads are typically hard packed earth. Stone cobbles or pavers are used in places where the ground is particularly soggy or susceptible to washout. 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. 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. Good Luck: Horseshoe(hung with points up), 4-leaf clover, Places in Independence ---------------------- * 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 * Calico cats are abundant Independence Flea Market Pony Express HQ Fort Independence (ancient castle of the Duke of Westmarch) which garrisons 2 companies of Light Horse Riflemen as well as other men-at-arms and bowman. Westmarch Forum Hall March Bank and Treasury 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: 20,000+ 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. This council is overseen by the Steward and takes place in the Fall, after harvest and just before the Great Fair. It lasts for 2 weeks. 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 the hereditary descendent of the Lord of the March during the time of Avalon, and is the figurehead of the Government, and the nominal Lord of the March. (See notes on town of Independence above) Duties of the Steward: 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 arbitration 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 marshal, 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. These forts, along with a 15' high connecting wall of timber, fieldstone, and brick was built after the Incursion of 527- 528. The wall is wide enough for 2 horses to ride abreast and still have room. It is continually patrolled by the March Cavalry. 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 Summit(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 Horse Troopers wear blued-steel cuirasses with cuir bouilli leg- gings and skirts with metal reinforcement, along with leather-backed, metal vambraces. They wield sabres and technomagic? rifles given them by the Witchmen of Beryl Lake. All troopers wear cloaks/tabards of medium blue with gold lining and trim, wide-brimmed, blue-steel 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(around 100 persons altogether). * Rifles(lever-action rods) are +2 to-hit and do 2D6 damage. 2 attacks/ round. These 'rods' were given to the Marchers by the Technomancers after the great minotaur incursion of 527-528CY. March Militia ------------ 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. 1) Lighthorse is drawn from the areas around Northfork and Maverick. They wear cuir bouilli armor with round shields, and wield long spears, and longsword or sabre. 2) Polearmed Infantry and Archers are drawn from the central farmlands between Shane's Crossing and Wheaton. They wear brigandine, scale, or chainmail tunics and carry short, chopping swords resembling falchions or falcata as sidearms. 3) Axemen come from the forested areas and wear scale or chainmail. 4) Swordsmen from the area around Independence. These hardy types wear mail reinforced with plate, carry heater-style shields, and wield longswords. Some forgo shields in favor of wielding great- swords. These troops will ride horses to the battle but will dismount to fight. ------------ Weather is temperate with occasional tornados in the late spring to mid summer. Snow and hail in winter. The land varies from flat land to rolling hills, and from mountainous to bogland. * Twisters from the Westmarch(and sometimes elsewhere) may pick up and deposit people and animals within Ozlandia, near to Emerald City. 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, pewter products, iron, lead, colored glass, horn, skins /pelts, coal, oil/tar/kerosene CARAVANS: Come from the south LAKE TRADE: with Carnelian, Aurora, Laketown, Kanza, Kanu, and Cherrik, and Mazytop. 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, pewter, topaz), Wheaton(farm town), Tarfield(oil, tar, kerosene,), Garnet (gem mining), Timberway(timber, Loggerheads - tavern). WATER: Sabre River, Thunder River, Silver Creek, Starfall Lake at Northfork. Wandering Monsters: ------------------ Caravan Farmer in wagon going to market Rancher/Shepherd out with herd Cattle Drive (in the Fall) Miners Merchants/Traders Light Cavalry Patrol Ranger Fishermen(on rivers/lake) People of the Old Faith going to/coming from the Henge Blue Men (from the forested hills) 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 Badders Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Ruined Monastery Cyber Knight Stone Giant (rare) Dwarves/Hobbits/Gnomes/Elves Faeriekind Leprechaun Minotaur Warband (raid along the Sabre River) 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 Stirges(in marshy areas) Robotic insect/locust swarm(rare) War Machine Graveyard Ruins Sections of Ancient Highway/Maglev Train Rails Twister (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 (most have been built since The Fall) ----------------------------- * Population of most of these larger towns is usually between 4-5000. Troops of 40-50 Light Horse Riflemen will be stationed in the town forts along with other men-at-arms armed with spears, polearms, or recurve bows. Lakeport: Main port on Beryl Lake. Originally, a small fishing town on the shore of a much, much smaller lake. 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, topaz, iron/hematite, nickel, Pewter Wheaton: Main farming town on west side of March Tarfield: oil, tar, kerosene Garnet: gemstones Timberway: Timber, woodcraft ** Small towns will typically have a town sheriff or marshal wearing leather armor, a tin star(lawman badge) and carrying a techno-magic six-shooter(this will be passed down to the succeeding sheriff), short sword and dagger. Villages and hamlets will also often have a sheriff, though they will be armed with more traditional weapons and wear brigandine or mail. LAKEPORT -------- * Population: 10,000+ * A fair number of Hobbits and Dwarves. A few Half-Elves. * Largest town in the Westmarch. Known for its fine marinaded bbq. * Ships for lake and coastal trade are built at the port. * Stone wall, tall buildings of stone and timber with steep-sloped roofs, wooden piers and quays. Streets are paved with setts (rectangular blocks of stone). * A company(100) of Light Horse Riflemen are stationed at the fort here along with a number of archers and men-at-arms. Places in Lakeport ------------------ Nixie Inn 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 rippling abroad by the Fall of Avalon. It is bordered on the west and south by the Sabre River. 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. Good Luck: 4-leaf clover, wishbone for making wishes 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. Hobbits grow some of the best pipeweed(tobacco) on the continent. This skill was learned from the barbarian tribes of the eastern lands, many centuries ago when most hobbits lived east of the Green River. 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 themselves, though some occasionally take on the spiritual venerations of men, elves, dwarves, or others of the Big Folk they are close to. 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 north of Northfork. They are friendly with the people of the Westmarch and sometimes trade with them. 17c) FROGMARSH -------------- Just north of the Northfork Road and east of the Stone Hills. The ruins of an ancient temple (The Temple of the Frog) of greenish stone(olivine) lies about a dozen miles north of the road. This structure of inhuman design rises from the muck of the marsh and is avoided by the villagers living nearby. It is known that those who wander too close to the ruins often never return, and disturbing, hunched shapes are sometimes seen at twilight hopping between the stones. ** The Frog God(Tsathoggua - The Sleeper of N'kai) awakens again and seeks to have its temple rebuilt and cult renewed. It whispers in dreams and waking imaginings to any of ambitious mind and evil heart. Those hearing its summons will believe it to be their own mind, their own inner voice, as the being disguises the true nature of itself to trap the incautious and unwary. The temple is very slowly being rebuilt at night. Its parish- ioners are able to hop like giant frogs and transform over time into bulbous, humanoid amphibians. "He was very squat and pot-bellied, his head was more like a monstrous toad than a deity, and his whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth." 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. Before it became the Greatwood, much of this area was part of the empire of Lum the Mad over 4,000 years ago. An ancient road runs through the forest from east coast to west coast. It is overgrown and broken in places. The road is paralleled by an ancient set of maglev train tracks just to the south. At the 100 mile mark, the ancient 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) ROLAND'S SHRINE -------------------- 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. There is a small chapel dedicated to the ancient archmage Arkm along the overgrown trail up the hill to Roland's Shrine. 18b) LAKE LUMA (founded ?) -------------- 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 east of the Green River. Revere Oberon and Titania - immortal king and queen of the faerie. 19) PORTOWN (founded around 199 CY) ------------ Pop: 15,000+ Built 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(Antillia). Here, the 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. Arches, cobblestone streets, city wall is of stone, 15' high. Hybrid of old English, Spanish, and Moorish architectures. Portown is known for it's highly skilled shipwrights and intercontin- nental cuisine. It also has some of the best seafood around. Also known for its high quality tequila made from the flora of the Bright Desert. 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 escort and coastal defense. Warships are generally typically armed with 10 - 24 cannon or carronades and 1-4 ballista. Large caravans from the kingdoms south and east of the Bright Desert traverse the mighty jungles 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, molasses, gum, spices, distilled alcohols, drugs, rare woods, fruits, cinnabar, salt- peter, sulfur, coffee, cocoa, fleece, and more. Exports: seafood, whale oil, crafted goods, nautical instruments. Good Luck: Albatross and St Elmo's Fire(for sailors), rabbit's foot Places in Portown ----------------- Green Dragon Tavern/Inn (adventurers meet here) - has a courtyard 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 performances, sailors, adventurers Mother's - bar, jukebox, tattoo parlor, massage, billiards, gaming/gambling Red Kraken - pub Lighthouse - tavern The Amber Room - very high end restaurant The Lizard Lounge - food, martinis, lounge acts, "big jobs" are often planned here over drinks -- 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 Tower Lighthouse - at the entrance to the harbor, 60' tall, white stone, kept by Jopin, a former sea captain 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 Scholars and Sages - a veritable maze of arched chambers and alcoves Ajax's Warriors For Hire - retainers, mercenaries, men-at-arms for hire -- Midas Touch - gold dealers - crafted items of all kinds 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 Cactus Dreams - Tequila distillery -- Trident Plaza - town square area where four main streets meet, old shoppes farmers' market, important announcements are made here Compass Point Bazaar - a market area for foreign merchants Tenement District - mazy streets an alleys, the Thieves' Guild is here Giant Lizard Stables - for those traveling to and from the jungle south. ** An ancient wyvern resides in the cliffs. It is fed by passing ships and has been 'adopted' by the town. "Willa" is fed kernels 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 Caravan Stone Giant Sailors Sahuagin (attacks are common on moonless nights) Snakemen (hidden or in disguise) Jungle Tribesmen/Barbarians Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Cyber Knight 19a) JUNGLE/SNAKE RIVER ----------------------- * Tree Towns - Giant trees with a red-orange heartwood. Large treehouses and plat- forms connected by rope and woodplank walkways. The Dwellers in the Trees trade with the caravans moving along the Snake River Road. * The Seven Cities of Crystal: 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 Stirges(in marshy areas) Megatherium(giant ground sloth) Quicksand Ancient Vine-Covered Stepped Pyramids Forgotten Gods Buried Ruins Steppe Pyramids, Tower of the Sun/Moon Magical Fountains/Streams Ley Line Magic 20) PETTY BARONIES/NEW BARONIES ------------------------------- Formed by self-styled 'nobles' beginning in the late 2nd century after The Fall. The March of Cherrik actually had its beginnings a bit earlier, being partially comprised of some of the barbarian horse clans which had become more settled in the area, though it was the last to become a solidified 'state'. 20a) EARLDOM OF KANZA --------------------- * Established in CY 173, by a wizard adventurer who was a self-styled "Earl", as a bulwark for the local people against the encroaching megafauna and horsed nomads. * POP: 240,000 * The breadbasket of the area. Has the most open land of the New Baronies. * Ruled by the Earl of Kanza. Heredity is through the eldest male. * Government: Cities and large towns have a mayor and all major officials appointed by the Earl. The mayor is advised by a town council made up of prominent citizens. In small towns, villages, and hamlets, the mayor is the local petty noble of the region. This noble is advised by a council of prominent local citizens. * Main Towns: Hawkridge(capital city) and Topaz(port city). * Resources: Grain and Cereal, Giant Sunflowers, Pumpkins, Fruit(cherries, plums, peaches, apples, pears), Cotton, Rubies, Topaz, Silver, Zinc, Coal, Salt(from an underground lake), Horses, Livestock * Residents wear brightly colored garb(reds, yellows, greens, blues), solid colors, striped, parti-colored. Hooded cloaks and furs are worn in inclement weather. Wide-brimmed straw hats and colored kerchiefs(both for the head(women) and face are common). * Topaz has a good-sized merchant fleet and navy. The city has a population of over 11,000 and is very clean and bright. Naval ships have cannon. Ship building facilities are not quite as grand as those of Kanu, but they are still quite impressive. * Armed Forces: Heavy Cavalry with platemail and lance, Spearmen with round shield in chainmail, Archers in leather with steel cap and shortsword. * Militia: Light Cavalry with sword and heater shield, Sword/Shield-armed Infantry in chainmail, Archers in leather with dagger. * Religion: Old Faith, Church of the Divine Law, Freitukk * Good Luck: Horseshoe(pointed up), Sunflowers * 2-storey, clapboard houses painted sky blue, grass green, sunflower yellow and dawn rose with brick chimneys. White picket fences, sunflower gardens, red barns, and streets of brick. Places in Hawkridge ------------------- High Roost Inn Canyon Bridge - just west of town, crosses the Thunder River Places in Topaz --------------- Ruby Slipper - inn and tavern Wandering Monsters ------------------ Farmer in wagon going to market Gentry in Carriage Postal Wagon/Rider Fishermen(on rivers/lake) Miner Shepherd/Rancher Traveling Illusionist/Stage Magician/Performers/Bard Purveyor of Potions/Magical Amulets and Treasures(con man, snake oil peddler) Lawman/Posse on the Trail/Bounty Hunter Barbarian Horsemen(traders or raiders) Gambler Merc For Hire Cattle Drive (in the Fall) Sporting competition among villages(a reconizable form of baseball is played here, among other things) Kids chasing/chased by/ringed around conjured dust devil Pirate(lake/river) Traveling Merchant/Trader Caravan Cleric of Bonz Cleric of the Divine Law Friar of Freitukk Blue Men(in the hills) Badders Ranger Wizard Tower Underground Silo (possibly inhabited) Cavalry Patrol Bandit/Brigand/Rustler Iron Ring Slaver Ork Carnival Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Faeriekind Leprechaun Giant(Hill, Cloud, Stone, Storm) Ettin Troll(under bridges) Ogre(forest) Werewolf(forest)/Lycanthrope Goblin Bugbear(with jack-o-lantern head) Animated Scarecrow Haunted Ruins Burial Mounds Wight(near ancient burial mounds) Ghost Undead(near graveyards and ruins) Vampire Magical Twister/Sentient Whirlwind - may deposit those caught in it in Ozlandia Dust Devil (along roads or fields) Strange Lights(in sky, around hills/water) Magical Rainbow (bridge or portal to...) Electrical Storm (artifact of the Ancients' wars) Robotic Insects/Locust Swarm(rare) Sasquatch Giant Animal Giant Fish Pleistocene Fauna Bear/Cougar/Wolf/Bobcat Deer/Elk/Small Mammals Dire Wolf Blink Lynx Owlbear Pegasus(in flight) Griffin/Hippogriff(in hills and cliffs) Giant Eagle Giant Bee(s) - usually non-threatening. Found around Giant Sunflowers. Stirges(in marshy areas) Moon Dogs (materializing from moonbeams at night) chasing a Hell Beast Wandering Demon 20b) COUNTY OF KANU ------------------- * Established in CY 177, by an adventurer who was a self-styled "Count", as a bulwark for the local people against the encroaching megafauna and horsed nomads. * POP: 225,000 * Open Farmland along with many forests and woods. * Ruled by the Contessa(she has a rifle gifted her by the Steward of Westmarch). Inherited lands and titles pass to the eldest child. * Government: Cities and large towns have a mayor appointed by the Countess/ Contessa who are advised by an elected council. Small towns have a mayor OR a town council which oversees things. Villages and hamlets will have various forms of leadership depending on the village: Sheriff, Local Cattle Baron, Large Landowner, Cleric, etc, who ultimately answers to the Contessa. * Main Towns: Sawyer(capital city), Clearwater(port city/ship building) * Sawyer is known for its beautiful riverboats which are constructed here and its amazing dry rub barbecue. * Rivermen sail trading barges and rafts down the Sawyer and Green River to Carnelian * Clearwater is home to a large merchant fleet and sizeable navy. Naval ships have cannon. Large ship building facilities. * Large Riverboats with steam-driven paddles from to and from Carnelian travel the Sawyer River. * Resources: Livestock, Wheat, Cotton, Fruit(apples, grapes, peaches, berries), Silver, Copper, Potassium Nitrate, Coal, Sulphur, Salt(from an underground lake), Timber, Horses, Fur, Shipwrights/Boatwrights (some of the best large lake ships are built at the Clearwater shipyards). * Residents wear fitted clothing of linen/cotton/wool of generally solid colors (Tan, beige, blue, grey, green, clay red)which are more muted than those of Kanza. Kerchiefs are common here as well as wide-brimmed hats of wool/felt blend. Residents also wear cloaks in inclement weather, though not usually hooded. * Armed Forces: Heavy Cavalry with platemail and lance, , Spearmen with shield in chainmail, and Archers in leather with steel cap and hand axe or longknife. * Militia: Light Cavalry with sword and heater shield, Sword and Shield-armed Infantry in chainmail, Axemen in chainmail, * Religion: Old Faith, Good Shepherd * Good Luck: Horseshoe(pointed up), rabbit's foot * Clapboard houses painted white or stained, covered porches, stone chimneys, red barns, and cobblestone streets. Log houses are found in the more rural areas. Places in Sawyer ---------------- House of Bricks - BBQ joint Smokestack - BBQ joint The Wheelhouse - Restaurant with a view Wandering Monsters ------------------ Farmer in wagon going to market Gentry in Carriage Postal Wagon/Rider Fishermen(on rivers/lake) Miner Shepherd/Rancher Traveling Illusionist/Stage Magician/Performers/Bard Purveyor of Potions/Magical Amulets and Treasures(con man, snake oil peddler) Lawman/Posse on the Trail/Bounty Hunter Hunter/Tracker Barbarian Horsemen(traders or raiders) Gambler Merc For Hire Cattle Drive (in the Fall) Sporting competition among villages(a reconizable form of baseball is played here, among other things) Kids chasing/chased by/ringed around conjured dust devil Pirate(lake/river) Traveling Merchant/Trader Caravan Cleric of Bonz Cleric of the Good Shepherd Blue Men(in the hills) Badders Ranger Wizard Tower Underground Silo (possibly inhabited) Cavalry Patrol Bandit/Brigand/Rustler Iron Ring Slaver Ork Carnival Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Faeriekind Leprechaun Giant(Hill, Cloud, Stone, Storm) Ettin Troll(under bridges) Ogre(forest) Werewolf(forest)/Lycanthrope Goblin Bugbear(with jack-o-lantern head) Haunted Ruins Burial Mounds Wight(near ancient burial mounds) Ghost Undead(near graveyards and ruins) Vampire Magical Twister/Sentient Whirlwind - may deposit those caught in it in Ozlandia Dust Devil (along roads or fields) Strange Lights(in sky, around hills/water) Magical Rainbow (bridge or portal to...) Electrical Storm (artifact of the Ancients' wars) Robotic Insects/Locust Swarm(rare) Sasquatch Giant Animal Giant Fish Pleistocene Fauna Bear/Cougar/Wolf/Bobcat Deer/Elk/Small Mammals Dire Wolf Blink Lynx Owlbear Pegasus(in flight) Griffin/Hippogriff(in hills and cliffs) Giant Eagle Giant Bee(s) - usually non-threatening. Stirges(in marshy areas) Moon Dogs (materializing from moonbeams at night) chasing a Hell Beast Wandering Demon 20c MARCH OF CHERRIK -------------------- * Founded in CY 223. * POP: 170,000 * Similar terrain to Kanu but with more forested hills. This state is genetically an even mix of the peoples of old Avalon and the more settled Horse Tribes of the northeastern wilds. Much of the best crop growing land is found along the Green River. * Ruled by the Marquis. * Government: In cities and towns, laws are passed by a council of prominent citizens who ultimately answer to the Maquis. In small villages and hamlets, new laws are passed by popular vote. The local clan elder will cast the final vote in the event of a tie. * Main Towns: Red Rock(capital. Located atop a large, red mesa), Karzo(port town). * Shipbuilding facilities in Karzo, but not as grand as in Kanza and Kanu. Cherrik ships are well crafted but smaller. * Small mercantile fleet and navy. Naval ships are smaller and employ fewer cannon but they are often supplemented by wizards. Cherrik merchant ships also employ wizards to create favorable weather and lake conditions for trade. * Many cities and towns in Cherrik have a large totem in the main square for magical protection and good fortune. * Resources: Rock Crystal/Quartz, Diamonds, Gold, Tobacco, Sheep/Pigs, Horses, Grain, Timber, Geodes(Green River), Fruit(apples, cherries, plums, peaches, grapes, berries, pecans, figs), Cotton, Fur * Residents wear Fringed Buckskin along with fitted clothes of solid, earth-toned colors. Hooded cloaks are common in cooler or inclement weather. Furs are common in the winter. * Armed Forces: Medium Cavalry with banded mail, sword and longspear, Horse Archers with banded metal armor, Polearmed/Pikemen Infantry in chainmail * Militia: Archers in leather armor and forest-green cloaks with handaxe and longknife, Light Horse with brigandine jack, sword, and shield, Axemen in chainmail, Pikemen Heavy Foot in leather armor and steel cap with shortsword. * Religion: Old Faith, Animism * Good Luck: Wishbone(chicken) for making wishes * Single-storey log houses with stone chimneys. Streets are packed earth and gravel. Many houses in the capital are constructed of red sandstone and are 2-3 storeys. Wandering Monsters ------------------ Farmer in wagon going to market Gentry in Carriage Postal Wagon/Rider Fishermen(on rivers/lake) Miner Shepherd Pigs/Sheep going to market Traveling Illusionist/Stage Magician/Performers/Bard Purveyor of Potions/Magical Amulets and Treasures(con man, snake oil peddler) Lawman/Posse on the Trail/Bounty Hunter Hunter/Tracker Barbarian Horsemen(traders or raiders) Gambler Merc For Hire Sporting competition among villages(a reconizable form of baseball is played here, among other things) Kids chasing/chased by/ringed around conjured dust devil Pirate(lake/river) Traveling Merchant/Trader Caravan Cleric of Bonz Druid Blue Men(in the hills) Ranger Wizard Tower Light Cavalry Patrol Bandit/Brigand/Rustler Iron Ring Slaver Ork Carnival Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) Faeriekind Leprechaun Giant(Hill, Stone) Ettin Troll(under bridges) Ogre(forest) Werewolf(forest)/WereBoar Goblin Bugbear(with jack-o-lantern head) Haunted Ruins Burial Mounds Wight(near ancient burial mounds) Ghost Undead(near graveyards and ruins) Vampire Magical Twister/Sentient Whirlwind - may deposit those caught in it in Ozlandia Dust Devil (along roads or fields) Strange Lights(in sky, around hills/water) Sasquatch Giant Animal Giant Fish Pleistocene Fauna Bear/Cougar/Wolf/Bobcat Deer/Elk/Small Mammals Giant Boar/Wild Boar Dire Wolf Blink Lynx Owlbear Pegasus(in flight) Griffin/Hippogriff(in hills and cliffs) Giant Eagle Giant Bee(s) - usually non-threatening. Stirges(in marshy areas) Moon Dogs (materializing from moonbeams at night) chasing a Hell Beast Wandering Demon ___________________________________________________________________________________ PLACES ON THE CONTINENT BUT 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 northeast 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 (Louisville), an overgrown path runs south/southeast to the Blue Valley, Knoxwood, Kennetuck River - the fabled Land of the Centaurs! The forest road continues on for another 250 miles before reaching(Charleston, WV) the foothills of the Blue/Mirrormyst Mountains. 2) EAST: A road runs east from Carnelian. It winds through the Trollrock Hills (Mississippi), then skirts The Disputed Lands, meandering southeast into the Northern Reach of the Kingdom/Empire of Bonapar (western Mississippi, southern Alabama and the Florida Panahandle). 3) SOUTH: The road along the Snake River from Portown runs south to the Jungle Kingdoms on the SOUTHERN CONTINENT. 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. The lands to the southeast of the Shields are rolling grasslands and woods. Large Pleistocene mammals roam the lands and small, barbarian tribes live here and hunt them. North, beyond the Great Plains(and the Shields), lie the Broken Lands, where the last of the Magelords still battle, and then the Great White North. Far to the north, at 60 degrees N latitude, lies the Land of Black Ice. 6) NORTH: Above the Pleistocene Lands and east of the Shields, are the Poisoned Lands where the Torn Men (irradiated skin peels like paper birch) live. They are rumoured to be "always dying but never dead." There is said to be an enormously wide and deep basin where a vast inland sea once existed before The Burning. 7) NORTH: Northeast of Evermore, and beyond a great lake, lies a great frozen lake/ iceflow. Beyond it lie the White Mountains which are home to the Snow Dwarves. 8) FAR NORTH: The GREAT WHITE NORTH. A land of frozen tundra between the Broken Lands and the LAND OF BLACK ICE. ----------------------------------------------------------------------------------- 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 expansions of various city-states and empires over the last few millennia. The mountains are often covered in a blanket of silvery fog. Mirages, reflections, and visions are often seen within the fog. * Appearance: Ruddy to light tan to copper to deep bronze skin tones. Reddish- brown, brown and black hair that is straight to wavy. Brown, green, and blue eyes are common. * 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 cuir boilli armor, greatswords, composite recurve bows, longsword and shield, spear, hand axe, long knives, round shields(center grip) * 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. * Beads made of porcupine quills, seed pods, clay, stone, antler, bone, shell, coral, and colored glass are often sewn into garments, pouches, and other items as decoration or made into jewelry. * 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(impregnable mountain fortress), etc * Clans are on good terms with the Elves/Faerie. They sometimes clash with dwarves over mines and mineral resources. They are also sometimes at odds with orks over caves for living space and both orks and Bluemen count coup on each other whenever they can. This causes the occasional skirmish between the two, but they usually refrain from outright violence. * Worship: The Great Spirit(m/f sky god, creator of everything), ancestors, animism(spirit in everything), sacred groves/lakes/hills, "Temple of the Falling Leaves", both humans and animals may reincarnate, people go down deep into the earth when they die to be reborn - the earth is repopulated from within itself. * Great Spirit/Great Mystery is: both male and female though it may be referred to in male or female terms, resides within everything, the source of all life and the creator of all other spirits, universal spiritual force that may speak through chosen individuals to provide guidance. * 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 Deep Urth in the Mirrormyst/Blue Mountains * Blue Men were indigenous to much of the central and eastern part of the continent before the coming of those from the west. * Blue Men in the central and western hills are implacable enemies of the Badders. Exports: clan whiskey, crafted goods, feathers, skins/furs, horn, medicines, colored glass, semi-precious stones/geodes, leather goods, leather workers, animal trainers, wilderness guides 2) TRIMERIS (established over 6000 years ago) --------------------------------------------- * Underwater city in the Gulf of Chaka. * An unbreakable glass dome covers the city. * Mermen, giant seahorses, kelp and coral gardens, fish farms. * Merfolk can telepathically communicate with sea life. * Colossal statue of Neptune * Was once a genetics R&D facility bioengineering humans to live underwater. When the scientists re-engineered their own genes and joined their test subjects, a new, transhuman civilization was born. * There are other sea dome cities in the seas - Pacifica in the Great Western Ocean, Atlantis(named after the original legendary city) in the northern Atlantian sea, Kalamar east of the continent of Ophiria. These cities are in various states of evolution and keep in touch with each other via magitech crystal communication apparatuses with viewscreens. * The people of Pacifica are much more human looking(no fish tails, hidden gills, and webbing between the fingers can be retracted into the body). They have a highly technological civilization. 3) RIME ISLANDS(southwest of Portown) ------------------------------------- Far to the south at about 15 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 in -420 CY, 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 Shining Sisters(Muses) - star constellation, 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 way out in the Far 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. Trade from as far away as Neihon and the Celestial Empire. To Rime Islanders, Downunder is just a legend. No one has sailed there in living memory. 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 ---------------------- Begins 250 miles east of the Independence. Runs south 175 miles and east for 160 miles. 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'(Green Arrow) arrows and love to gamble on everything! "Wanna bet?" (a la Roper) is a favorite saying. Centaur compete with each other in sport and game but NEVER war with one another. They love the hunt and manage the population of deer and other forest creatures to provide an reliable supply of game. Centaur also order and cultivate the forests and meadows all around to provide a rich supply of food and medicines. Weapons are made of bronze and natural elements. Centaur use bow, javelin, bola, short sword, dagger, and club. Centaurs are natural bards and love to tell stories, sing songs, and brew a magical bourbon that both heals and intoxicates. Centaur know herbalism and all manner of medicine and healing. They construct and play harps, guitars, banjos, and other stringed instruments, as well as flutes, pan pipes, and other woodwinds. Each herd has a leader(usually male) and a shaman of up to 8th level. Centaur homes are created in forest clearings by bending and shaping young trees in order to create connecting circles of walled and covered paddocks. Homes are communal houses(like Iroquois longhouses, but circular/domed) and are built near streams. The homes will have several hearths constructed of stone for cooking and heating in winter and tall, carved, wooden tables for eating. The ground will be covered with thick mats of soft, woven grass and fur/pelts will be used for blankets, cushions, and rugs. The clearing itself will be surrounded by a protective thicket or brambles to keep wild beasts out. 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 Law: This is the only major religion in Evermore. Its emphasis is on the Word of the Divine Spirit which created order and form from the formless maelstrom of Chaos, causing the universe to spring into being and life to exist. This spirit guides and inspires all who listen to follow a life of order, service, obedience, truth, justice, honesty, strength, courage, courtesy, compassion, generosity, faith, humbleness, honor, and forgiveness. There is an ancient connection between the Church and the Seelie Court. Certain landmarks and natural formations are sacred to both. It was THIS Church, along with the connections to the Faerie Realm which was the religion of Avalon. It still survives here, mostly intact, in what was once the outer border provinces/protectorates of that 'Great Kingdom'. 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. St Carmichael was a legendary bishop of The Church and is rumoured to have been able to fly. He is now the patron saint of those who fighter against the undead, aviators, and those who travel the skyways. He wears an aviator's silk scarf in addition to his priestly vestments, and wields a Mace of Dis- ruption +3. ------ There are Magic-Users in Evermore, but not very 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, badders. 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 northeast of Evermore, beyond a permanently frozen giant lake/iceflow, where they construct toys, games, and fascinating clockwork contrivances for the Yule season. A road runs southwest from the capital city for around 200 miles, where it crosses an ancient highway. Good Luck: 4-leaf clovers Encounters ---------- Ruins of Monastery Bridge Troll Goblins and Giant Spiders in the Goblinwood Ogre(in forest) Hill Giant Mountain Giant Cloud Giant Knight Errant(possibly with a squire) Green Dragon Red Dragon Griffon Traveling Monk/Priest Leprechaun Magical Rainbow Fairy Circle Wizard Tower/Witch's Hut Elf/Fairy Dwarf Merchant Hobbit Magic Spring/Lake Henge/Menhir Stones with spiral carvings 5a ELVES OF THE VALLEY OF SINGING FLOWERS ----------------------------------------- * Elven city of delicately carved buildings in the forested hills to the northeast. 6) BONAPAR(EMPIRE of) ---------------------- Located on the east/northeast coast of the southern continent. Capital is Ponceval. Was founded as the westernmost colony of a short-lived empire on the Hyborian continent in 299CY that became an independent governorship (later, kingdom) in 315CY. Large Renaissance-style, constantly expanding EMPIRE. Was a kingdom until 604 when, in a minor coup, a new empire was born. Flamboyant, brash, colorful and dashing, duels, courtly intrigue, peacock clothing, fencing masters, fine wine/vineyards. Bonapar is highly literate and cosmopolitan. They consider themselves to be the most 'civilized' of the kingdoms around and, therefore, the natural rulers for the continent! It is very 'cultured' and very wealth and pleasure-driven, but also a very martial society. They frown on things like torture, but do glorify war, duty, and heroic death. They love music, art, and sport and have built many theatres and arenas. The Emperor is seen to be the spiritual embodiment of the culture - almost a supernatural figure. It is rumored that the emperor has powerful mystical abilities. Many religions and philosophies are believed in and practiced here, though ancestor worship/veneration is practiced by all - especially those ancestors involved heavily in the colonization of far lands, the acquisition of great wealth, and the martial traditions. East, beyond the Trollrock Hills, along the road from Carnelian is the northern reach(imperial colony), located in what might be central Mississippi, southwestern Alabama, and the Florida Panhandle. Eastern Mississippi - just off the map - is The Disputed Lands, an area which both Bonapar and the Theocracy of 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 pre- sent 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 s. The local rulers are not amenable to encroachment on their lands by clerical posses from Sol looking for escaped 'unhumans', but they also don't feel much inclined to help fleeing refugees either. Slavery is practiced and slaves are taken from the jungles and Bright Desert of Antillia as well as the Gold Coast of the continent of Ophiria where the Empire maintains a large colony for the transport of gold, ivory, salt, slaves tin, ebony/exotic wood, exotic animals, silk, cinnabar, lapis, diamonds, incense, textiles, and many other resources back to the western continent. Several small colonies are located on a northeastern jungle cape/bay and in the shrubland hills north of the desert of Antillia for acquiring new slaves from these parts(as well as exotic hardwoods, animals, herbs, fur, and other resources). Here, slaves are bought from the captives of native warring tribes, raiders, and local slave dealers. The empire also has dealings with the Iron Ring Slavers who operate throughout the area. Most slaves are human, though demi-humans and others will be bought from time to time for special purposes. Good Luck: rabbit's foot, wishbone for making wishes Army: Musketeers(including Blunderbusiers-range of javelins) wear a steel cuirass over a blousy, split-sleeved tunic and jacket of ultramarine blue coloration. They wear a steel morion helmet and also wield side- swords(in a baldric) and daggers. Pikemen in metal cuirass and skirt of plates with morion helmet and sidesword in baldric. Tabards/Surcoats are ultramarine. Cavalry in metal cuirass with tall, red-plumed helms, skirt of plates, greaves, and vambraces. They carry lance, shield, and sidesword. Their armor is covered with ultramarine surcoats and long blue cloaks with crimson lining. The navy escorts the heavy treasure galleons and slow merchant cogs coming to and from the Gold Coast of the continent of Cush, 1500 miles to the east! 6a) ARTAGNA ------------ * Provincial town, poorer nobles, rustic, unrefined manners, old castles * Young hot-headed rakes, duels * Athletic competitions and sports events * Many soldiers, non-coms, and lower level army officers hail from here. 6b) CARILLON ------------ * "City of the Bells" * Old towers and cathedrals * Plazas, Fountains, and Gardens * Large Market * Old, Money-ed Estates * Street Fairs and Carnivals 6c) VINYAMERE (Vineyard by the Sea) ------------- * Founded around 575 CY as a colony town and deep water port. * Population: 15,000 * Main port city of the Bonapar Territories on the northern continent at the mouth of the Kennetuck River. * Resources: Wine, Fruit, Timber, Iron, Shipbuilding, Ivory, Amber, Wool, fur, Cattle 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. Pirates sail out from the islands to harass the trade galleys of the Theo- cracy of Sol and the great treasure galleons of the Empire of Bonapar. The ruins of an 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"/Davy Jones Locker Hydra Wyvern Giant Flightless Water Bird(hunting demi-humans) 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. Blackwyrm Bay - leads out to the Hyperborean Sea to the northeast. Black dragons abound! Volmerung may also be friendly with Fire Giants. 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, with other barbarian tribes in the north, with the Feudal Kingdoms, and with humans living in the northeastern part of the continent. Elves are feared. Humanoids are killed. Volmerung often keep and train Dire Wolves and large war dogs(Mastiffs, Wolfhounds) in their homes. Huskies and other snow dogs are used as work animals. Exports: furs/skins, teeth/tusks/horn/ivory, amber, jewelry, whale oil, shells, nuts, maple syrup Religion: Lords of Chaos/Arioch Wandering Monsters ------------------ Frost Giant Fire Giant(in volcanic areas) 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 WHITE MOUNTAINS -------------------------------------- * Located about where Ontario is today, northeast 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. Snow all year round. * 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, nuts, maple syrup. * Friends with giant Snow Bears. * Use reindeer to pull sleighs/sleds. * Often keep Huskies and Malamutes as pets and as work dogs. 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 Great White North. * 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 far 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) Badders(? may be soldiers belonging to one of the wizards) 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 (water is bitter and often toxic) Stinking cloud/Poisonous cloud Radiation pockets Colorful floating magic 'cloud' - moves toward PCs at 2", has magical effects Ancient Missile Silo(inhabited?) 11) GREAT WHITE NORTH --------------------- * Land of Perpetual Winter. * Tundra. Canada. Ice creatures. "Winter Men". * Mckenzie Bay * Glacier Bay * Hyperborean Sea to the north east. * Once, the Kingdom of THULE, a rival of cursed Acheron, before the land was covered in ice and snow. Wandering Monsters ------------------ Winter Men/Frost Men - frosted skin, can summon ice and snow. Mammoth Riders - ice barbarians, tomb-tunnels in glaciers, magical polar bear is sought as a rite of passage for men and women, there is trade with the northern "Feudal Kingdoms". Blue Bugbears(moving to/from the Broken Lands. They are recruited by mages their as shock troops for their battles, exquisite scrimshaw carvers). Snow Men(magical, animated) Blue Ghouls/Ice Ghouls - semi-transparent skin, internal organs are visible. Frost Giant Fire Giant(in volcanic areas) Fire Lizard/Salamander(in volcanic areas) Yeti Polar Bear Woolly Mammoth Winter Wolf Polar Bear Giant Seal/Sea Lion Walrus Reindeer Artic Fox, Hare, Owl, Vole Whale/Narwhal(ocean) Remorhaz Ice Wyrm/Dragon Lifelike Ice Sculptures (turned to ice) Living Statue(Ice. Embrace causes victim to become an ice sculpture) Magical Auroras Electromagnetic Storms Electromagnetic Creatures 11a) LAND OF BLACK ICE(North of the Great White North) ---------------------- Land of perpetual twilight, periodically lit by strange everburning fires(oil?), Blue-Black Ice. Begins at 60 degrees N Latitude. Beyond this region there is rumored to be a lush jungle warmed by a sun that never moves. This region does not encircle the entire arctic pole of Urth, merely the area north of the Great White North. Wandering Monsters ------------------ Blue-Furred Bugbears(recruited by mages in the Broken Lands as shock troops for their battles, exquisite scrimshaw carvers) Blue Ghouls/Ice Ghouls - semi-transparent skin, internal organs are visible. Black Trolls - can divide into small, independently mobile pools of sludge and then reform. Sludge Blob Sludge Elementals - thought to be created from the interaction between the ancient oil pumps and the Aurora Borealis Tentacled Monstrosities Fire Bats Fire Lizards/Salamanders Sentient Sludge/Lava Flow Everburning Fire(oil/black ice) Oil Wells - colossal metal framework towers from the Ancient Days. A few of the automated pumps still run. Entrance to Earth's Center/hollow earth? Aliens/crashed alien ship Lifelike Ice Sculptures (turned to ice) Aurora Borealis (magical?) Electromagnetic Storms Electromagnetic Creatures 12) MARID (founded in -260 CY) --------- Population: 55,000 humans, many demi-humans, humanoids, and creatures of magic. The arable land around the city has a population of over 245,000. * 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. Buildings of colorful sandstone. 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 centuries ago. The current Sinbad, much like the rest of his lineage, 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. SKYSHIPS trade with ARCADIA, MENAGERIE, WAKANDA, and other far countries. The GRAND 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 Slavers. 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 of the World' 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. Infantry: Cuirass of banded metal with pauldrons or spaulders over a knee- length, mail tunic. Scale or small plates may reinforce other areas. Conical metal helmet with metal spike wrapped in cloth turban. Long spear, or poleaxe/halberd, round shield, scimitar. Archers: Short tunic of metal scale or lamellar. Conical metal helmet and scale keffiyeh. Loose, flowing pants and tall boots with slightly curved toes. Recurve bow, and broad, curved, sword-knife. Cavalry: Chainmail or plate and chain. Bow, lance/spear, scimitar. * 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 Shrubland/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 Bactrian 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 Shrubland/Desert Tribesmen Farmers/Laborers Government Official Ork Carnival(Orks of the Cedar Grove, in season) Badders(village or raiding party) Adventuring Party Monk/Scholar/Pilgrim Traveling Sage Spy/Assassin Shapechanger Djinn/Efreet Dwarf/Gnome Ghouls(at night) Dust Devil Demon Traveling Performers Traveling Circus Priest/Shaman/Holy Man Mad Cleric of Xazu and Dervishes Mercenaries/Soldiers Elemental Undead Jackals Hyena Horses/Bactrian Camels Oxen/Water Buffalo Antelope/Gazelle Giant Viper Giant Rat/Desert Rat Giant Weasel/Mongoose Roadrunner(mutant) OTHER PLACES IN THE SRUBLANDS/ROCKY DESERT ------------------------------------------ 12a) GLITTERING CAVERNS ---------------------- Carlsbad Caverns in the Dune Sea. Dwarves live here. Underground trade routes lead to many places. The Glitter King/Queen rule here. 12b) ELVIS(New Las Vegas) ---------- * Independent town of casinos, high-rise resorts, and neon lights. * Ruled by "The King". * Elvis impersonators perform in competitions to see who will rule the town for the next year. * Rockabilly music is holy. Guitars are sacred instruments. * Metal for coinage is obtained from the Silverado Collective to the west. * New laws and Legal decisions/outcomes may be decided by a toss of the dice or the pulling of a card. * There is a deadly rivalry with the town of Ringlo. 12c) RINGLO ----------- * 350 miles NW of Elvis. * Ruled by The Duchess of the Sapphire Ring. * The Sapphire Ring is an organized crime syndicate, specializing in theft, smuggling, and the slave trade. * Casinos, neon lights, and hot rods. * Museum of wheeled vehicles from the Ancient Times. * Metal for coinage is obtained from the Silverado Collective to the west. * New laws and Legal decisions/outcomes may be decided by a toss of the dice or the pulling of a card. * There is a deadly rivalry with the town of Elvis. 12d) SILVERADO --------------- * Gold and silver mining. * A Collective run by the Miner's Guild. * Supplies precious metals for coin minting to Elvis and Ringlo. * Punishes secret trading with torture and death. * Wields some measure of power over both Elvis and Ringlo. 12e) GREAT RIFT CANYON ----------------------- * 250 mile long, extensive canyons. * The bones of a gigantic prehistoric creature span a narrow portion of the Great Rift Canyon as a bridge for the highway and the Continental Races. 12f) ORKS OF THE CEDAR GROVE ---------------------------- * Large ork village in a valley of the evergreen hills southeast of Marid. * A mixture of treehouses and dome houses of fired brick on the ground below. Rope/vine bridges, ladders, and vine swings. Festooned with brightly colored ornaments and hanging lanterns. * This carnival's route takes it through Marid and its surrounding towns, as well as to Elvis, Silverado, and Ringlo. 12g) CHROMATIC LANDS -------------------- * Brightly colored rocky desert and shrublands east of the Great Rift Canyon. * Colors seem to shift and change. 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, trans-humans, psionics, data crystals, android replicants, stellar travel, teleportation, time machines, matter transmutation, atomic energy... 1) above the shrublands on the Minotaur Plains 2) 100 miles EAST of the Green River, along the ancient highway. "New Chicago". Immaculately kept. 3) Beneath "Fortune City" near "The Arch". 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. 16) KOBOLD MARKET ------------------ * Underground Black Market * Everything can be found here. * The Market is highly regarded as a trusted place of business and trade. * Neutral Territory - No open hostilities allowed. * The Market is very well protected, both by magic and arms. * Market moves around constantly to avoid any. . .unnecessary entanglements. * Ancient and unique Tech items are found here. * Kobolds know quite a lot about the tech items they sell, but are not, themselves, engineers or technologists. * Kobolds rarely venture above ground except, on occasion, to acquire merchandise for later sale, or to examine an artifact or search an ancient tech site for valuable items. 17) FEUDAL KINGDOMS(The Warring States, Border Kingdoms) ------------------------------------------------------- (run from western PA into NY and Michigan. 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! Badders waylay travelers and raid villages. Trade with Ice Barbarians/Mammoth Caravans from the Great White North. Exports: iron, lead, zinc, tin, amber crafts, woodcrafts, nuts, syrups, ales, furs/hides, paraffin, plate and chain armor/armorers, weapons 17a) The U.P. ------------- * Pit Fights/Barbarian Pit Fighters * Badders, Bandits/Raiders, Goblinoids, Slavers 18) CELESTIAL EMPIRE -------------------- * Located in the far northwest of the continent beyond the Mountains of Heaven. * 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). * A sentient(A.I. driven) monorail runs from a river port city across the Plains to the Poisoned Lands. 19) DINOSAUR PENINSULA * Located in the far southwest. Over 800 miles long. Dinosaurs of all kinds. * Gulf of Chaka * Cavemen. Those in the mountains ride pterodactyls. * Pakuni * Volcanoes, hot springs, tar pits, giant ferns and dragonflies, warm and mild climate with plenty of rainfall. * 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. West of these islands is 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. The people of Laketown were originally from here. Their clan was fleeing a lost war by ship when they encountered a Quantum Storm that shifted their small flotilla to Beryl Lake. The Mighty Servant of Sokk-o once protected these lands from the predations of giant kaiju when it the land was still far to the west, beyond the Great Ocean. 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(60' tall) 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. Whirlpool Portal may be found in a canyon river in the "Valley of the Dinosaurs" on the west coast. 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 Sea with a population of over 75,000. The capital is Columbia, at the mouth of the Towmac River very near the coast. A country united from the many petty fiefdoms, tribes, gangs, and free territories of humans/demi-humans/humanoids prevalent along the eastern seaboard for the last several centuries. From Liberty City in the north to Charlesport in the south, and west to the Mirrormyst/Blue Mountains. Charlesport has The Briar Patch Inn. The Foxrun River marks the southern boundary of Aquila. 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 (Ape City, 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 to- gether 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 simultaneously replacing all of the corporeal matter of his body with aethereal matter, thereby propelling him into the role of a hero-deity and removing him from the Prime mat- erial. 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. * The people revere the Great Eagle and the Lady of Balance. * 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. * Banner is a blue field with a circle of white stars. * Griffon Riders - air cavalry who use magical lances that shoot pyrotechnics (explosive fireworks). * 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 blue steel plate armor in emulation of their founder. 26) SAMANTHIA ------------- * A magical kingdom of witches and warlocks * Located along a bay in New England. * Much of it is hidden from those without magical sight, though 'normals' can interact with the mundane 'face' of the town. * Art Deco vibe. * Ruby is a highly prized magical stone used for channeling magical energy. * Cats can speak Common(but only the magical residents hear it as such). To anybody else, they sound like cats. * The land is in phase with the moon. Lunar doorways may provide entrance for 'normals'. * There are many dimensional "ways". * The Cannonball Run begins not far from the mundane town, on the coast. 27) THEOCRACY OF SOL (Founded in 581 CY) -------------------- * Located in Georgia, northern Florida, and Alabama. * Capital city is Corona at the mouth of the Foxrun River near the coast. * Has been expanding since its founding in 581. Bounded on the north by the Kingdom of Aquila along the coast, the expanding territories of Bonapar 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. This philosophy was given to the people by The Shining One, a powerful Being of Evil Chaos masquerading as a Lord Of Law. * PURE HUMANS ONLY. All mutants, demi-humans, humanoids, etc are driven off, enslaved, or "purified by fire". Dwarves, e.g. are regularly enslaved as galley oarsmen or in the mines. * This is a society of immediate and unquestioning obedience to The Law. Disobedience, for the vast majority, is unthinkable. * Tiers of Importance: 1A) Clerics** 1B) Aristocracy 2) Soldiers 3) Merchants 4) All other people(humans) and professions 5) Slaves 6) Mutants, Humanoids, Demi-Humans ** Clerics hold all government positions and appointments * Slaves: 1) Debt Slaves - those who owe money to a merchant or the government 2) Human Prisoners taken in war/battle 3) Demi-Humans and Mutants used for specific purposes * Coliseum games, gladiatorial fights, and celebratory events. * 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 to society are killed - usually through experiment- ation and dissection. * The Red Priest on His Radiant Throne. * 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 grimacing masks. They carry rods of control and obedience ("Rods of Landru"). "You are not of The Body". These rods cast something like a powerful Charm Spell on the victim. Reprogramming is used on those who have committed thought crimes or other petty infractions. For those who have committed grave offenses and criminal heresies, the perpetrators are taken to a special room in the depths of the temple to have their minds absorbed and their bodies destroyed. The rods, themselves, are merely hollow tubes that channel the will of the priests. They can also be used to create par- alyzation or cause electrical damage to a foe. Clerics can communicate between temples using a special device in the inner chamber. * For some, the programming doesn't take, and they must learn to live in a dangerous society, always pretending to believe in and go along with the rest of the group. Those who are found out will be taken to the temples for reprogramming. Those who cannot be reprogrammed will be absorbed. * The army is mostly infantry, with smaller units of light cavalry and fights with a Morale of 12. Armor is a red ochre and black-colored, segmented, plastoid which provides an AC of 3 and a movement of 9". It comes with a closed helm bearing a frightening, demonic visage and polarized lenses that enable troops to see in low light. The armor becomes brittle and disintegrates quickly when removed from the body of one of the zombie-like Minions of Sol(soldier). Troopers carry a 'wand' made of a dull gray alloy as their main weapon. This 'wand' fires an explosive heat ray(+2 to-hit, 2D6 damage, range: spear/javelin, holds 20 shots before needing to be reloaded with a new e-clip). A blast from these wands can blow apart wooden doors, metal locks, and similar things. If an adversary is killed by a blast of the ray, the victim's armor is damaged and drops to the next lower armor rating(heavy->medium->light). The wand can also be used to fire a stun 'net' of energy which short-circuits the nervous system and will render a foe unconscious for D4 turns if hit. Other weapons carried are shortswords and iron-shod or spiked clubs. Cavalry is a random mixture of lightly armored irregulars and more heavily armed and armored mercenaries and men-at-arms. Different units operate in different areas, with most of the militiaman units formed in the outer territories along the borders. Citizen cavalry wear brig- andine or leather armor and wield sabre, morning star, and light lance. They are mostly used in demi-human/mutant hunts, border patrols, and as guerilla troops for harassment and terror in the countryside during war. The Navy is made up of many, 2-tiered war galleys rowed by slaves(usually Dwarven because of their natural hardihood). War Galleys are armed with a Sun Lance, a mirrored/lensed device designed to reflect highly focused beams of the sun's rays. Sun Lance: 1) 1 in 6 chance each combat round that the lenses are aligned for a shot on an enemy ship. If focused on attacking a specific enemy, the chance per round is cumulative unless other factors apply(evasive maneuvers, stormy seas, fog bank, etc). Roll to hit against AC 9. The galley will attack as a F:1. Aimed shots will require a higher to-hit roll. If the ship being attacked is a sailing ship, there is a 2 in 6 chance that a sail was hit and is now aflame, causing extra damage to the target. 2) Range is as a composite bow. Hull Damage is 6D6 at close range, 5D6 at medium range, 3D6 at long range. * The Theocracy is currently experimenting with clone technology. Clones are grown in vats in laboratories and may eventually used as special troops in the military. * On the western border(eastern Mississippi) are The Disputed Lands, an area of contention between the Theocracy and Bonapar. Mutants and demi- humans escape west and citizen posses often hunt them into these lands. The Carnelian road is watched/patrolled by both sides. Mutants often can only excape into the salt marsh. 28) IRON CITY ------------- Steel town, Androids, Skyscrapers, NE section of main continent in the hills 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/MONSTER ISLE ------------------------------------------------------- A small, rocky, tropical island hundreds of miles southeast of Neihon in the Great Western Ocean 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 of avg height, stocky, flaxen haired, * Use spear, harpoon, knife, axe, club * Ride mosasaurs in water when hunting fish and whale 32) KINGDOM OF DOWNUNDER(AUS) ----------------------------- The Queen of The Lands Downunder recently(617-) sent an expedition to circumnavigate the globe to map it, find new sea passages/lands, and establish new trade routes. Armada is commanded by a renowned explorer/ fleet captain. * Large island continent with 3 realms: 1) The Outer Realm, ruled by a queen. * People have skin tones ranging from Very light to dark, almost ebony. Hair short, straight and sandy colored to wavy, black and wild. A spectrum of people have mixed here over the millennia. * The people are adventurous, boisterous, irreverent, and jovial. * This is a land of sentient, talking animals and animated trees. All are subjects of the kingdom(to some degree). Fairly peaceful and egalitarian. * The people here have spread to the "Islands of the Pacific". * Master sailors, builders, navigators, and cartographers. * Spice Trade. * Full-rigged ships down to outrigger canoes. Compass and watch. * Ship cannon use complex gear systems to fire projectiles which foul rigging, cut masts and sails, and spear holes in wooden planking. Boarding actions are quick and lively. * Clothing is of deep colors - earth tones to bright. "Tribal" tattoos are common. * Druidic, Clerical, and Illusionist magic are embedded in the culture. As is divination and magic to contact other realms. * Medicine is holistic - natural herbalism, acupressure, first aid, energy manipulations, surgical procedures. * Dreams are interpreted, dream journeys, lucid dreaming. * Spirits live in the large mesas in the central regions of the continent. * Many gods created people and the surrounding environment during a the Creation Period at the beginning of time. Natural landscape features embody, represent, or were created by various deities. They believe that many animals and plants are interchangeable with human life through re-incarnation of the spirit or soul, and that this relates back to the Creation Period when these animals and plants were once people. Gods are: Creation Beings or Ancestral Beings(Ancestral Figures, Ancestral Beings, Ancestral Heroes, or Dreamtime Ancestors) or Totemic Beings/Totemic Ancestors (represents the original form of an animal, plant or other object "totem", as it was in the Creation Period) or all three. 2) The Dreamlands, which is the dreamlike interior of the continent. Its ruler is a diminutive, ancient aboriginal man with a long, white beard, magical staff, and strange powers. Those of the Outer Realm sometimes journey here on quests or to seek answers to intractable questions. 3) Arboria, the lands of the Roo-men, ruled by the Wallaby King. Roo-men sometimes serve as sailors aboard the merchant ships of the Outer Realm. 35) CLOUD CITIES ----------------- Cloud Giants live in giant-sized cities and castles that float on the clouds. Sometimes a cloud will pass close enough to a mountain that it can be leapt upon. Clouds are puffy, soft, and wispy but solid enough to walk on. 36) TURTLE ISLANDS ------------------ * Rocky archipelago west of the continent of Antillia, north of the equator. Cliffs, coral, shrubs, grasses, and small trees, many reefs. * Tortles(humanoid turtles) - 5' tall, MOV:6", normally peaceful. Egalitarian society of natural healers, sages, mystics, and diviners. The Turtle islands are rarely visited by others, though occasionally Tortles will be found among a merchant ship's crew - usually as navigators. Shipwrecked sailors who have beached upon one of the islands may find aid. * Tula is the capital city. It is a huge warren carved from the coral hills. * Pearls, abalone, exotic shells - cowrie, turret shells, conch, olive shells, sundial, moon snail, triton, corals,... * Giant Clams * Large Lizards 37) PANGOLIN ------------- A fantastical country of talking animals in Siam(Burma, Thailand, Malaysia). Ruled by the Monkey King. 38) ISLANDS OF THE SUN ---------------------- Along the equator, southwest of the Rime Islands. * These people may know the location of the Land of Downunder. * People here have a golden complexion and sky blue eyes. * Many-hued Sunflowers, Snapdragons(that actually nip at you), Rainbow-bark trees, etc. 39) EMERALD CITY(in Ozlandia) ----------------------------- * Founded just after The Fall by a powerful illusionist. It is rumored that The Wizard is actually this founder(The Great Ozymandius) who is still living all these centuries later. In actuality, Ozymandius is long dead and The Wizard is a very minor(and somewhat insecure) illus- ionist who is just using the name and appearance of the original. * Population: 15,000 Humans and Gnomes. * Along the Thunder River about 75 miles north of Independence. The small "country" is called Ozlandia. * The land in a 25 mile radius around the city is contained by an illusory barrier that keeps out the large fauna that roams the area. * The road which leads to the city from the border of the Westmarch is paved with yellow stones the size and shape of large bricks. This road passes through forest and around hills. Within 5 miles of the city it passes through a vast field of red poppies. It is perilous to leave the road at this point as the poppies induce sleep(Save at -4. Sleep until brought out of the field by another and wakened. * From a distance seems to be made of lighted green cylinders, flasks, and beakers roughly arranged in the shape of a mountain with small foothills. * The city is surrounded by pleasant little farms and orchards. * Emerald City is surrounded by a 50' high wall with only one entry door. Entry into the city is gained by pulling on the bell rope next to the door. A guard will open a small wicket door within the main door and ask the party their reason for visiting the city. If a suitable answer is given, and weapons left at the guard station, the party will be allowed entry. * There are many magical protections and enchantments laid about the city. There is no way to scry or teleport into or within the city. * All Weapons will be stowed in the guard towers for guests and returned when they leave the city. Most spellcasting is also prohibited within the city and magical castings will summon guards to the location of the caster within D4 rounds. * City is made of green stone lighted everywhere with green flood lights. The street pavement and patterned building accents are gold or slate blue colored. The city is extraordinarily clean and ordered! * Arches of various styles, domes, and towers. * Many parks, courtyards, and flowered gardens with fountains. * Emerald city is ruled by a great wizard(illusionist...or perhaps not) who "Sees all and knows all" and who speaks in a thunderous voice, often without being seen. When seen, the appearance of the wizard is of a giant green face with much smoke and pyrotechnics surrounding it. The wizard is usually not seen and issues decrees through functionaries. Nobody disobeys the wizard without extreme cause. * Any crimes committed within the city walls will alert the city guard who will appear within D4 rounds. They wear tall, fuzzy Cossack hats and carry glaives and mancatchers. Their uniforms are green and decorated with gold collar and cuff trimmings, frog button fasteners, epaulettes, and elaborate braiding. * Punishments for minor crimes are usually confinement in the guardhouse for a set length of time or involve doing some menial or useless task. Major crimes are punished by banishment from the city for 10 years. * Horsed carriages convey guests summoned to see the wizard. * Steampunk magitech. * Twisters from the Westmarch(and sometimes elsewhere) may pick up and deposit people and animals within Ozlandia, near to the city. * Exports: Emeralds, Flowers, Red Poppies, Medicinal Herbs/Potions/Salves/ Ointments/Tinctures, Fine Glass/Crystal, Dyes and Paints(magical and mundane), Magical Potion Components(not shipped, must buy in town), Exotic Plants and Creatures. 40) ATLANTIAN ISLANDS (near or within the DEVIL'S TRIANGLE) ----------------------------------------------------------- The Triangle is an area of the Atlantian Sea bounded by The Lost Isle, and running southwest to the reefs of The Carronades, then southeast through the Sabbatini Islands, and on to Triangle Isle. Sailors avoid this area whenever possible as ships(even flying ones) often disappear here. The area is known for strange lights, sudden fogs, disorienting illusions, failure of naviga- tional equipment, and rogue waves. 40A) THE LOST ISLE ------------------ This small island and its surrounding lslets appears and vanishes at random intervals, and is often impossible to find. A subtropical island with grasses, shrubs, and small trees. It has beaches of pink sand. The Lost Isle is prone to the cyclones that originate off the western coast of Cush. 40B) SABBATINI ISLANDS --------------------- * Jungle islands in the Atlantian Sea. Powder white sand, turquoise waters. * Home to pirates that raid the galleons of Bonapar, merchant galleys of the Theocracy of Sol, and the trade and whaling ships of many other nations. There is a large pirate town on the north side of the islands. * There are many refugees from Sol, escaped slaves from Bonapar(both from the jungles of Antillia and the western coast of Ophiria), demi-humans, and mutants living here. The only known (willing)Dwarven sailors come from these islands. 40C) TRIANGLE ISLAND -------------------- * Tropical and vaguely triangle-shaped. This island is often shrouded in mist. * Strange beasts live here and it is rumored that a pyramid of unearthly metal with magical powers lies somewhere deep in the jungle. * Mirages and reflections are often seen in the mists by passing ships. --------------------------------------------------------------------- ANTILLIA(southern continent) ---------------------------- 1) AMAZONIAN DESERT/DUNE SEA ---------------------------- * Below the jungle. There are city ruins along an old, now unused section of the northern caravan route. Travelers steer well clear of these. * Once a mighty rain forest ages ago. * People from the Ophiria migrated to the Amazonian Desert millennia ago, after the northern deserts of their continent cooled and became more green. * Gnoll Sandpeople raid the small villages and nomadic tribes(although, some of the more unscrupulous tribes and villagers have dealings with them). Desert-robed and cloaked, 1+2HD. * Desert villages are often dug out of the ground. The hole being circular in nature with dwellings dug or built into the sides of the excavation. * Pit Fighters make the rounds, through these small villages, where they fight for gold and local glory. Many are slaves, who may one day hope to be freed if they earn their master enough gold in the pits. Large wagers are placed by the wealthy on the competing fighters at these events, and large losses have been known to trigger tribal warfare. * DERVISHES(fanatical religious nomadic tribes) roam the desert and beyond. Led by high level clerics. They carry 3 explosive bolas each ("Borellian Noman" type). They would reclaim the settled towns for the desert/wastes. Noman were originally formed from the remnants of clans destroyed in ancient blood feuds. As such, they now "live by the feud". Everyone who is not a Noman is an outsider and may be dealt with however one wishes, as they are only "half-human", and therefore of no significance. Nomen do trade with cities and towns just as often as they raid them. * Trader Caravans travel the Amazonian Desert, west of the Dune Sea between Portown on the coast and the interior realms. Gnoll Sandpeople raid merchant caravans for treasure and slaves. Nomadic tribes may sell or buy from the passing caravans, act as guides, charge tolls for moving through their territory(territories of nomadic groups change often), ignore the caravan completely, or attack/raid the caravan. * Band of desert thieves led by ? pillage the Gnolls. They live in a secret cave with a magic door. * Desert Nomads use divining rods to find underground aquifers and springs. Oases and desert springs are sacred places and the spirits of the dead come there to eat and drink. Elemental spirits of the fire and air abound. Nomads herd flocks of sheep, goats, and camels. They play music on long necked, five string instruments vaguely resembling a sitar. Dress is of Bedouin style. Society is patriarchal. Nomads are groups of extended family clans led by a tribal chief. They have a hierarchy of loyalties beginning with the self and moving outward through their immediate household, the households of extended family, clan, etc. They value courage, hospitality, loyalty to family and pride of ancestry. Nomads have strong honor codes and harsh punish- ments for even minor infractions. Tribal bards keep the history and the culture alive for their clans. Tribal laws are a mixture of ancient customs and traditions, religious beliefs, and practical necessity. Religion: A mixture of Pantheism and Animism, belief in ghosts, demonic or malevolent beings, efreet, benevolent beings such as djinn, other elemental spirits, ancestor veneration, holy idols/ objects(the large green meteorite in the valley), and created fetishes and totems of power. The Tribal Chief is also the primary Tribal Cleric. Recently, some of the tribes have embraced a new religion - very much more rigid and extremely patriarchal - the worship of the Lords of Law. The extended tribes rarely all travel together at the same time. Tribal territory will generally cover an extensive area and different families and family-groups will travel as they will within the territory according to their own needs and purposes, usually having to do with finding new pasture lands. Grains may planted along migration routes as future food for traveling livestock. The relationships between different tribal clans may change abruptly and longstanding feuds and rivalries are known to exist. * Slavery is widely practiced: captives taken in battle, abandoned children, people kidnapped from other tribes or from cities and surrounding areas. Slaves may be kept or sold. Many are transported north to be sold in Bonapar or to Iron Ring Slavers who will sell them overseas. * Olives and date palms at oases. Small villages spring up nearby with flocks of semi-wild sheep and camels. Milk and meat are obtained from each of these animals. And there are yearly camel races where tribes compete against each other. * Krait Dragons roam the badland canyons and the Dune Sea. * Buried city ruins(Cities of the Ancients) * Dune Sea - A vast area of high, shifting dunes in the middle of the desert. Nomadic tribes live here as well as Krait Dragons. In the hottest part of the Dune Sea a portal to the fabled Efreet City of Brass is said to exist. Sand skiffs - sailing sloops on long skis - are used by a mysterious folk inhabiting the central portion of the Dune Sea. They wear brown desert robes and are rumored to have strange mind powers. Some may have bionic or cybernetic augmentations. Wandering Monsters ------------------ Gnoll Sandpeople Nomadic tribesmen/village Dervishes Traders/Caravan Dromedary Camels/Horses Lions, Jackals, Hyenas Djinn/Efreet Elemental (Earth, Air, Fire) Time Elemental Ghouls(at night) - can turn into jackals Mummy Zombie Skeleton Shadow Wraith Sandman Hobgoblins 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 Single Dwelling(farmstead, fortified compound, witch's cottage, "Beorn's house", outlaw hideout, "Procrustes'" house, frontiersman cabin, hermit hovel on stilts, woodcutter, abandoned/burned out homestead) 1a) CANYONS/BADLANDS -------------------- Wandering Monsters ------------------ 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 Lizard Giant Ant Giant Beetle Giant Centipede Giant Tarantula Giant Viper Desert Rats 1b) SAVANNAH(south of the desert) ------------ Once part of a mighty rain forest ages ago. Some of the ancient tree and earth spirits still reside within the small copses and single trees of the savannah. They have turned malevolent and hostile over the ages and now attack and bedevil any humans(only) found nearby. Herds of dromedary camels and other grasslands fauna as well as Pleistocene megafauna can be found all over. Puma-kin/Pumafolk HD:2 AC:8 MOV:15" #AT:1 DAM:D6 STR +1, DEX +2, Balance/always land on feet from fall/throw Anthropomorphic puma that roam the northern savanna of Antillia. They live in rocky dens the size of small villages and in large grass huts with many rooms or clusters of many smaller huts arranged very near each other when not on the move. When following the herds, they will usually form a circular 'cat-pile' around a wide-spreading tree or actually up in the branches of the tree if there is reason to suspect that there is danger about. Puma-kin stand 6' - 6'2" on average with short, tawny fir, feline heads, and hands/feet which seem to be some- where between those of a human and a mountain lion. They have ropey, 2' long tails and speak a catlike language of their own, although they under- stand, and can speak the Common Tongue. They sometimes trade camels and small trinkets with the caravans and city dwellers. They also sometimes raid those same caravans and the small towns found on the savanna. Each village has a witchdoctor/medicine man and chieftain. PUMAFOLK/PUMA-KIN are extremely territorial and will demand tribute from those passing through their territories. Failure to pay may result in the travelers being hunted for sport by the Puma-kin or having items stolen in raids or through extortion, or dangerous practical jokes, or counting coup in some way. Puma-kin behave much like cats. They are chaotic and temperamental, and care most about hunting, mating, grooming themselves and each other, playing/sporting/cavorting, and controlling their territories. They can turn from playful to deadly in the blink of an eye. Puma-kin love shiny, colorful things as well as things which rustle or make soft sounds, and will often decorate themselves with the like. Besides that, they wear little other than their weapon harnesses. Puma-kin hunt with spears/ javelins with atlatls, throwing clubs, bolas, and 5-bladed 'Krull knives' which are thrown. They also wear a set of metal war claws(kasa) on their hands when going into battle. Weapons are usually constructed of ironwood, bone, obsidian, or cast metal(iron, bronze). They ride sabretooth cats without saddle or bridle and hunt everything from birds and small game to megafauna on the savanna. Village dens will have many treasures such as rugs and tapestries of fine workmanship, crafted bowls and drinking cups, ornate furniture and cushions to climb and lounge on, and other bulky items of value. 1c) EMPIRE OF HY BRASIL ----------------------- * In the savanna and light jungle south of the desert and west of the Zuma River. The lands around the major cities are highly cultivated, and trade extends throughout the entire continent. * Elaborate, advanced architecture. * The inhabitants are not highly warlike, but they seek to expand their influence and dominion in all directions. 2) PLUMA ROSA ------------- Built in the savannah near a small lake surrounded by desert roses and birds with pastel red plumage. What was originally a large village where merchant caravans could trade llamas and horses for dromedary camels to cross the desert, buy supplies, and hire caravan masters and animal handlers, has grown into a large central trading hub with a population of almost 20,000. Buildings are made of peach, pink, and red sandstone and capped with domed roofs or flat, walled tops. Rooftop gardens are common featuring desert rose bushes and exotic greenery. The city is overseen by the "Lord of the Market", a semi-hereditary position, and patrolled by loyal guards wearing steel plate over desert robes and bright sashes. They carry curved swords, with bows or spear and shield. 3) JUNGLE with barbarian tribes in treehouses, snakemen, and ancient stepped pyramids. Rainbow Falls. Seven Lost Cities of Crystal. 4) PARISI(humanoid parrot people). They live high up in the tall treetops and cliffs on the northern coast. 5) ANTMEN, they tend large fields of sugarcane for trade. Located in the shrubland hills south of the jungle. 6) EMPIRE OF BONAPAR on the northeastern coast. Ponceval is the capital city. * Diamond, ruby, sapphire, emerald, topaz, quartz, gold, iron. * The town of Artagna is a provincial center southeast of Ponceval, on the road leading to Kestrel. The aristocracy, though not as wealthy, educated, or finely mannered as those of the capital, are nevertheless intensely proud(and often boastful). They are known to sometimes be quite hotheaded, and "duels of honor" can occur with the slightest provocation. The town itself was named after a legendary swordsmen who was one of the king's guard centuries ago and all the best swordsmen come from here (just ask them, they'll tell ya). (Artanya) * Carillon, City of the Bells, is southeast of Artagna, not far from the Orkwood. It is a city of "old money", bells ring from cathedrals and towers, and there are colorful gardens, fountained plazas, large markets, and fairs throughout the year. * Coliseum games, gladiatorial fights, and celebratory events. 7) CHAKRA. They are stone carvers and build megalithic structures, enormous (walking?) statues, and cities of stone using large Pleistocene creatures as construction tools for digging, breaking, inscribing, and hauling stone. Located in the jungle mountains beside Azure Lake. * Hillsides have terraced farming. * The people of Chakra are friends with the Stone Giants in the mountains. * Skin color is sienna to coppery-red to dark bronze. Hair is dark brown or black. Eyes are almond-shaped and usually brown, russet, amber, grey, hazel or green. Hair is long and often braided. Clothing is brightly colored, often with intricate patterns. Beards are almost never worn. * Chakran masons can create Living Statues. * Opal, Chrysocolla, Chalcedony, Fire Agate, Quartz, Basalt, Granite, Zinc, Gold, Silver, Lead, Tin, Sulphur, Coal, Saltpeter. * Cotton and wool textiles * Llama are used as pack animals and for food. * Giant Axolotls (highly intelligent salamanders with feathery gills, and the ability to regenerate body parts) live in Azure Lake. They are venerated by the natives of Chakra. 8) CALDERA CITY built inside/atop a dormant jungle volcano. Large trading fleet. Many exotic plant species, tended gardens, very colorful. There are geo- thermally powered steam elevators in the city and ziplines are used to carry people and freight up and down between the city and the sides and rim of the volcanic cone within which it lies. Fire Opal, Serpentine, Olivine, Topaz, Sunstone, Onyx, Obsidian, and Tourmaline(pyroelectric and piezoelectric). Zinc, Tin, Antimony, and Lead, Sulphur, Saltpeter(bat caves), Basalt, Talc. * Cotton and wool textiles * Many fine works of art and small trinkets are beautifully crafted by the locals from the colorful volcanic glass found in the area. * Dragonriders: On Sky Dragons. Dragonriders' primary weapon(besides dragon fire) is a orichalcum wand tipped with a sapphire and ruby. The device can be used to shoot either a red beam(Dam:2D6, roll to hit) or a blue beam(sleep effect, REFLEX or TOUGHNESS saving throw to avoid). The wands hold up to 50 total charges and are keyed to the any Dragonrider DNA, so can only be oper- ated by a Dragonrider. Dragonriders have dark, coppery skin, long, light brown hair, and amber eyes. 9) ARCADIA. Located in the southern hemisphere atop a high plateau ringed with mountains. Skyships trade with MARID, MENAGERIE, WAKANDA(on the continent of SAFARUM), and other far countries. Arcadia is a fantastical city of pale, golden stone and turquoise domes in a high valley of colorful trees and plants. Towers, columns, arches, rotunda, azure lake. Orichalcum, turquoise, zinc, tin, copper, lead, platinum, sulfur, saltpeter(bat caves). 10) THE GLITTERING KINGDOMS ---------------------------- * KING AND QUEEN OF DIAMONDS(diamonds - Diamant/Diamas) KING AND QUEEN OF RUBIES(hearts - Carmine) KING AND QUEEN OF EMERALDS(clover/clubs - Viridia/Esmaralda/Esmeraude) KING AND QUEEN OF OPALS(spades - Opalus) * Located in the lowlands, south of the mountains of Arcadia, down to the cape archipelago. * Monarchies. * Precious metals and gemstones are the primary resources. * Diamonds, Emerald, Aquamarine, Alexandrite, Ruby, Spinel, Amethyst, Fire Opal, Black Opal, White Opal * The four kingdoms are fierce rivals and frequently war against each other. * Each kingdom has a powerful merchant fleet. Merchant ships are armed with cannon. * Their are great sporting events among kingdoms with large wagers placed on the competing teams. * Archers: Colorful padded silk doublet(quartered), hose, open faced sallet helmet, composite bow and short sword. * Billmen: Steel cuirass over colorful padded silk doublet(quartered), open faced helmet, heavy gloves, high boots, bill, short sword * Cavalry: 3/4 fluted plate armor, gauntlets, open faced burgonet with plume, colorful tabard(quartered), heater shield, lance, sword 11) MYR(mur) ------- * City-state. Located along the Zuma River in the savannah southeast of the Bright Desert. Gossamer and aquamarine stone. * City of the Dreaming Spires * Scholars, libraries, wizards, colleges, knowledge * Tourmaline, aquamarine, malachite/azurite, lapis, agate, quartz, topaz, chrysocolla, opal, zinc, tin, silk textiles. 12) KINGDOM OF CALLISTA ----------------------- * Main city is the beautiful PORT ZAFIRO on the Atlantian Sea. * Nautical traders and navy. * Beautiful, terraced gardens and well tended/manicured orchards. * Sapphire, Gold, Copper, Garnet, Jasper, Carnelian, Aquamarine, Emerald, Quartz. * Silk, satin, muslin textiles. * Art and artists. 12a) ELVES OF THE SINGING VALLEY OF RED AND GOLD located in the forested hills west of Callista. 13) MAIA(city-state) -------- * In a valley between two mountain ranges on the west coast. * The City of Gossamer Lights. Fantastical city. Matriarchy. * Jaguar River runs through the valley. * Lapis, topaz, garnet, citrine, amethyst, fluorite, serpentine, olivine, agate, tourmaline, lead, gold, silver, granite * Cotton and wool textiles * Skin color is sienna to coppery-red to dark bronze. Hair is dark brown or black. Eyes are almond-shaped and usually brown, russet, amber, grey, hazel or green. Hair is long and often braided. Clothing is brightly colored, often with intricate patterns. Beards are almost never worn. * Llama are used as pack animals and for food. * Stone sculptures and carvings 15) KESTREL ----------- * Large city in the eastern desert along the Zuma River. Mighty stone statues, temples, pyramids, domes, gardens, canals. The buildings are made of a golden sandstone/limestone from the mountains nearby and are topped with brass or bronze and Lapis. * Worship Oloron, Lord of the Skies, whose symbol(and emissary is the red- brown, desert falcon. * Many of the finest copper, bronze, and brass craftsmen can be found here. * Muslin, Silk, Wool, Cotton Textiles * Coliseum games, gladiatorial fights, and celebratory events. 16) ORKWOOD ----------- Orks have a city among the trees, large traveling Ork Carnival, strange lights and sounds, smoke and mists. The orks here are also known for their complex and artful topiary skills. 17) KINGDOM OF ZINGARA ---------------------- * Capital city is CERVANTES on the river. * The town of Bravados is where the best swordsmen are found(Just ask them!). * 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. * Grand cathedrals, beautiful palaces, cities with wide plazas and low, sprawling buildings with archways. 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. * 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. * Nautical traders and navy. * 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. * God's Eye Peaks - tall mountain range on the western border. * Exports: black powder, fine steel/armor/weapons, illustrated books and maps * Resources: iron, tin, red gold, jasper, carnelian, fluorite, limestone, talc, coal, wool and cotton textiles 18) IXTLAN ---------- * POP: 6000 * Town at the edge of the jungle near the border of the Bright Desert. * A mixture of jungle tribesmen and hillman from the desert border live here. * Pack animals and mounts are switched out here - dromedary camels from the desert and giant lizards from the jungle. Guides and pack handlers can be hired, and all manner of necessary caravan supplies and services found. * Complex pulley systems utilizing jungle vines are used for loading and unloading pack animals. * Dwellings are in and among the giant trees and consist of a mixture of timber treehouses, wooden houses, stores, and sheds on low stilts, and grass huts with earthen pens, corrals, and storerooms. Wooden walkways and suspended vine and plank bridges connect them all. Roofs are covered with bright green moss. * The town is ruled by the Komodo Rez(King/Lord of the Giant Lizards) who can speak the language(s) of reptiles. * There is a small Chapel of Bonz built of fieldstone which provides medical services as needed. 19) CALICO ----------- * City-state in the grassy hills between MYR and the God's Eye Peaks to the north. * Buildings are of white, orange, brown, and black sandstone from the mountains just to the west. * Calico is known for its exquisite figurine carvers who utilize the marvelously striated rock of the Calico Mountains nearby. * Jasper, obsidian, carnelian, chalcedony, agates, calico cotton and wool textiles 20) ORO -------- * "City of Gold". Located in the desert along the Zuma River between Myr and Kestrel. * Vast goldmines and copper mines in the mountains nearby. * The city is known for its premier gold and brass smiths. * Brass crafts are so superior it is rumored that they come from the fabled City of Brass itself(some may in fact). * Coliseum games, gladiatorial fights, and celebratory events. 21) MEGO -------- * A small town built surrounding(and within) an ancient plastic toy factory near the Zuma River. The factory itself is a 10-storey building of tan and ivory Durablock and blue-tinted glasteel. The machinery still runs, is self-repairing, and is understood by the workers because of holovid tut- orials contained within the system A.I.. * The factory is surrounded by a park of living plastic trees and plants. * The town trades in colorful plastic beads, jewelry, and crafted items. 22) PAINTED SANDS ----------------- * A sprawling town among low hills and mesas of multi-colored, packed sand. * Known for its colorful sand sculptures, sand paintings and sand in glass ornaments, and blown glass/sand crystal crafts and decorations. * Buildings are multi-colored pueblo-style. Earthen streets. The town spreads out in an organic, non-patterned way. * There is a vibrant Illusionist community here. 23) SHEBA'S WELL ---------------- * Large town(4000) and trade center in the Amazonian Desert at the northern crossroads. * Many oases with tall palms, colorful flowers, and azure pools. * Pueblo style buildings, flat roofs, domed roofs, arches, towers. * Sky Dragons from Caldera City and dromedary camels from the desert, guides. * Perfumes, Incense, and Silk/Satin/Muslin Textiles are made and sold here. RIVERS: SNAKE RIVER, SAVAGE RIVER, ZUMA RIVER, JAGUAR RIVER, SETI RIVER(from Arcadia to Cape Carillon) ------------------------------------------------------------- HYBORIA(northeastern continent) ------- 1) EYRE/EIRE ------------ * A large island just to the northwest of the continent of Hyboria. It is a verdant land of fields and pastures, forested hills and heather-covered moors, mossy springs and mirrored lakes. * Home to all varieties of Faeriekind. The separation between the worlds is very thin here and there are many doorways between the two. * Rustic human hamlets, villages, and towns. * Small hobbit shires. * Tom Tildrum, the King of the Cats, lives here. His royal guard is made up of 9 Kilkenny cats(F:9, plumed hat, cape, boots, and cup-hilted rapier). * The frozen lands of Hyperboria are north of Eyre, across the Hyperborean Sea. 2) REMORA(The Eternal City) --------------------------- * Remus reborn and triumphant over his brother. * Large city which controls the land for hundreds of miles around. * Ruled by a Lich King * Dark gods are worshiped and there is an entrance to the Land of the Dead. * Death Cults, Pit Fights, Coliseum battles, * There are miles of catacombs beneath the city filled with monsters and undead. * Ruins of a Secret Library known to house magical relics and arti- facts, body parts of ancient gods and their powerful servants, histories and writings from the Time of the Ancients. 3) ARKANDIRA ------------- A city-state of a late bronze age culture north of Menagerie across the Middle Sea from Menagerie. It is one of several in the region. Galen was from here. 4) NOVA ------- A large free city on the western coast of what was once a large island in the Middle Sea. Large merchant fleet and navy. Trade hub. 5) ? (alpine lands) ------------------- * Pop: Many * Gnome mountain nation. * "Platinum Mountain" - large bank and treasure storage facility for the wealthy of the continent. Treasures and artifacts may be stored in highly secure vaults indefinitely...for a fee. Run by Gnomes. * Flying Dirigibles 6)? (large dwarven kingdom) --------------------------- * Pop: several hundred thousand Dwarves * Known for the clockwork mechanisms created by its inhabitants. 7) LABYRINTH ISLANDS -------------------- ----------------------------------------------------------- OPHIRIA(southeastern continent, below Hyboria) ------- * Separated from Hyboria by the MIDDLE SEA. * The Sahara, once a vast desert, is now mostly savannah and shrublands. LIONMEN live here, roaming the vast area in small prides, though several large cities are said to exist. * Lapis Lazuli, Malachite, Azurite, Gold, Silver, Platinum, Diamonds, Ivory, Pearls, Cinnabar, Perfumes, Pigments, Incense, Silk, Muslin, Textiles 1) MENAGERIE ------------ * Located at the top of the southeastern continent of Ophiria(about where Tunis is in our world). * Large seaport, important trade center. * Skyships trade with Wakanda, Arcadia, Marid, and other far countries. * Vast merchant fleet. * Magical/fantastical city of around 200,000 humans, humanoids, and exotic interplanar races. * Magic As Technology * The largest library on the continent * Ruled by a secret council of citizens representing all walks of life. Heads of noble houses and guildmasters are not candidates, as they are deemed to have their own agendas and special interests. The council members are known to each other but not to the general populace. When a member is needed (to replace one who has died, for instance), the council will select and vote on candidates. The Lord of Menagerie is the only visible member of the council that is seen and known by the general population of the city. They are the 'face' of government, and enact the edicts decided upon by the greater council. The Lord is the one to interact with foreign ambassadors and heads of state. The Lord is also available to the public to give an ear to the problems, challenges, and grievances of the citizens. * 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. 2000 miles wide in the northern hemisphere (somewhat less in the southern). People of Note(Menagerie) ------------------------- * Danloff - Cleric of Thoth 16, MU 11 Scholar/historian/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 mid 40's but is over 100, olive-skinned, brown, wavy hair and short beard, hazel eyes that shine, fez, wide sash and vest over scholar's robes, lapis and orichalcum rod (conceals a slender sword blade +3), jovial disposition, ankh holy symbol which can be used once per month to raise the dead. 2) TANIS(located near Cairo?) --------- A city near the mouth of a long river and the Middle Sea, far to the east of Menagerie. A city of priest-kings, dark magicks, sun worship, snake worship(cult), mummies, undead armies, scorpion kings, pyramids that send psionic energy beams/transmissions, colossal stone statues, Queen of Cats, hyena-men, savannah caravans, buried/hidden knowledge. 2a) BURIED CITY OF XANDER ------------------------- * An ancient city buried in the sands near the northern coast? * Rumored to contain a vast library complex, possibly watched/guarded by AI and humanoid robots. 2b) VALE OF KARNAK ------------------ * Necropolis? * God magic? 3) LEMURIA (Isle of the Lemur People) ------------------------------------- * A long, tropical island off the east coast of the continent of Safarum. * Many Lime Trees. * Pirate Haven 4) WAKANDA ---------- A fantastical kingdom within a secret jungle valley in the eastern/central region of the continent of Safarum. * Located in the area where South Sudan, Uganda, Kenya, and Ethiopia would meet. * People are of eastern African descent. * Jungle, savanna, tall mountains, powerful rivers, spledid waterfalls * The country is hidden from other kingdoms on the continent and can only be reached by secret paths known to few. * High magi-tech * Many natural resources(gold, diamonds, vibranium, palladium, adamantium) * Great Library and store of ancient knowledge. * Skyship trade with MENAGERIE, ARCADIA, MARID, and other far countries. * Animals from this region can talk. * Hereditary monarchy, although the heir must be trained from childhood to pass a series of very challenging tests(mental, physical, spiritual). The monarch is also the spiritual leader of the kingdom. * Meritocracy government and culture. * The Panther Cult is the state religion of Wakanda. Other cults are also worshiped(Crocodile, Gorilla, Lion) * The Bright Desert is to the north(The Hyena Clans come from here - nomadic, thieves and scavengers). * Lemuria is to the east, across a wide strait. 5) GOLD COAST COLONIES ---------------------- Territories of the Empire of Bonapar located on the western coast. 6) LIONMEN OF THE NORTHERN SAVANNA/SHRUBLANDS --------------------------------------------- * Strong and fierce, though not evil. * Roam the lands in large prides. * Use no weapons. * BOTH HELIOS and TANIS seek to expand into Lionman territory in order to control and protect the trade routes to the kingdoms to the south and west. 7) LANDS OF SHEM ---------------- * Ancient lands of the Sons of Shem - 13 ancient tribes. * Cities in the light forests, hilly pastures, and coastal regions to the south of the Lionmen and north of the central jungles. * Trade with all countries. 8) HELIOS --------- * Similar to Tanis. Possibly at war with same. Once part of the same empire. 9) ZEPHYR --------- * Mighty city where ancient Baghdad once stood. * Djinni, magical items and shops. * Ruled by the Sultan of the Four Winds. * Located in the fertile land between 2 great rivers. RIVERS: ADAMA RIVER, MBINJI RIVER ----------------------------------------------------------------------------------- _____________________________________________________________________________ ---------------------------------------- STRANGE AND WONDROUS PLACES (AND EVENTS) ---------------------------------------- Dragon Palace - far to the west beyond the Pearl Sea and a mountainous island chain(Neihon) - the people of which are warriors, poets, and fisherman - lives the Dragon King Court of the Crimson King - Beyond the Gates of Dawn. Anvil of the World - where mighty artifacts were once forged by the gods. 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 located in a valley at the end of an extra- dimensional, magical path. The path can only be found and accessed with a special key. The well itself is 50 feet across and has a staircase that spirals around the perimeter of the well leading down to landings with portals to other worlds and planes. It is composed of an unknown, dark rock that is indestructable. Occasion- ally, things come out of the well and into the world. Plains of Pesh - The high plateau 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). The plain is surrounded by rocky cliffs and buttes and the sun is frozen at sunrise with the full moon always in the west over cliff passage leading west to the valley of the Wind Dukes of Aaqa. Nothing lives on the plain. The battle was fought in the twilight of dawn on a plane that was originally flat. With the ending of the battle, the plane began to spin, becoming a globe as it turned. The sun rose and set, and there was day and night...and Balance. 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. The Wind Dukes and their crystal spires are impervious to magic or to harm of any kind. The Wind Dukes are powerful djinn-like humanoids with angellic wings. They have great power over the air and can raise winds and call lightning. Shrine of the Three Kings Silver Mountains Temple of the Apes - built by intelligent apes, baboons Islands of the Sun - west of the southern continent of Antillia, along the equator. 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. Land of Jade - Ruled by the Jade Emperor. 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. The bones of a gigan- tic prehistoric creature span a narrow portion of the Great Rift Canyon as a bridge for the highway. Race cars have powered jacks for leaping obstacles wide creeks, and cracks in the road, buzzsaws for clearing away small trees and shrubs, and the ability to become amphibious in order to cross rivers and lakes. The FIRST CANNONBALL RUN took place in 11 CY. Nearly 1/3 of the drivers made it back alive. A success! The race doesn't happen every year, though almost! _________________________________________________________________________ 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, spirit residing within everything, Horned God/Triple Goddess, Faeriekind - Oberon/ Titania. A "Church of Neutral Alignment". Location: Found throughout the Westmarch and surrounding areas. This was one part of the twin religion of Avalon. Int- erconnected with the Land of Fairy. This faith is 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 a sect of the Church of the Divine Law(see Kingdom of Evermore) which was the other part of the twin religion of Avalon. The sect rose to prom- inence after The Fall and is still connected to the Old Faith, though more loosely than its parent church. Many of those who worship one also worship the other as they are not incompatible. 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, give charity to the needy and sanctuary to refugees and the outcasts of society. They also protect their "flock" from the predations of wild animals, monsters, and bandits. 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 to ques- tions from higher planes, and find lost people and things. Adventuring clerics will wear no armor but a steel cap and fight with a crooked staff of ironwood or sword. Their cross serves as a magical shield (+2 to AC). 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. Clerics are "traveling country doctors". 4) Nemo (Old Man 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 Bonapar 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 Law: See entry for the kingdom of EVERMORE. St Carmichael was a legendary bishop of The Church and is rumoured to have been able to fly. He is now the patron saint of undead fighters, aviators, and those who travel the skyways. He wears an aviator's silk scarf in addition to his priestly vestments, and wields a Mace of Disruption +3. 11) Great Spirit: All knowing, all seeing, benevolent creator of the universe. M/F. Revered by the Blue Men. 12) Arioch, Lord of Chaos: Head of a pantheon of Chaos Gods worshipped by the Volmerung. 13) Oloron, Lord of the Skies: Worshiped by those in Kestral. Originally from the eastern lands of Cush. Oloron is male and female, and is ALL THINGS. Oloron's symbol (and emissary) is the red, desert falcon. A falcon feather is considered to be a good luck charm. 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 being who came from a far realm/dimension and was said to be a shapechanger with strange powers over time and space. 3) Nuwanda: 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) Roland: A legendary knight of Avalon who fell in The Last Battle, now a demi-god. Revered by Rangers and honored by Prismatic Dragons. His symbol is the Evening/Morning Star. There is a shrine in the forested hills south of Lake Luma. 5) Nike: Goddess of victory and athletic prowess worshipped by the shrubland tribes in the southwest of the main continent. 6) Sequined Cathedral: A relatively new 'faith' centered on money, extravagance, and flashy exhibitionism. Found only in Carnelian. 7) Temple of the Irrefutable Doctrine: A morally rigid and self-righteous Church Of Law honoring Voltas, His Preponderant Radiance, Lord of the Light of Truth. This Religion has few followers, but those few 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 un- believer's eyes. They are eternally at odds with The Fellowship of the Shepherding Staff and continually seek to count coup on, stymie, or otherwise disrupt or embarrass the organ- ization. They also continually add onto their cathedrals to make them taller and more osten- tatious than the F.O.T.S.S.. Their cathedrals are found all around the map, but are mostly ignored by everyone. 8) 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 disrupt or embarrass the organization. They also continually add onto their cathedrals to make them 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) Evil Chaos: Worship of an ancient, alien force of Chaos and Madness. Shrines, chapels, and temples may be secreted almost anywhere. Kidnappings and human sacrifice are prevalent. 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, They seek to chemically alter all life on the world. There is a connection to the Blue Sun Tech Ruins. 4) The Green Man(green crystal skull head) * Mad Druids, Sentient Chaos Plants, Vegepygmies * Mad Druids are fanatical followers of the Green Man who want to destroy all human(oid) life(except for things like vegepygmies). They view humans as a blight upon 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 also see themselves as part of the in- festation. 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 and sea cave dwelling creatures who follow its directives(or as much as they can understand of its transmissions). The "oyster" is not actually sentient and just broadcasts message fragments still stored in its memory logs from ages ago when it was actually an operational transceiver. 6) Cult of the Frog God: See Frogmarsh in the Westmarch, 17C. 7) Kilroy Religions and Cults Found Elsewhere in the World ------------------------------------------------ 1) Oloron: Great Spirit of the shrubland nomads to the south and west. 2) Skyfather, Earthmother, and Moon Daughter: found in Calico/Aragon. 3) Thoth: Found in the city-state of Menagerie. God of Knowledge. Teacher of the gods and mankind. Ibis-headed. Temples are great libraries and archives. The Ibis is a sacred animal/symbol. Holy symbol is a silver ankh which can be used to raise the dead once per month. 4) Suhuy: Found in Menagerie. See Minor Deities above. 5) Valeria: Goddess of shield-maidens. Temples are usually small rotundas with a central brazier of ever-burning, ethereal fire. Wood-panelled walls set with weapons of all types, and a steel forged altar with many candles -- some lighted. The altar is watched over by a female statue of ivory and silver, wearing a winged helm, scale armor, and holding a hand-and-a-half dao sword. Priestesses are always leveled Fighters and refer to each other as "swordsister", the head priest- ess is the "Swordmother". Found in Menagerie and elsewhere. 6) Liki and Tiki: Twin, brother-sister Water and Fire gods of the indigenous people of the Rime Islands. Opposites blend. Yin-Yang. 7) Children of Set: Opposed to Thoth. Cult of Chaos. Black hooded robes and en- venomed, wavy-bladed daggers(fangs of Set). Assassination, deception, disorder, destruction of knowledge. Giant venomous snakes and human sacrifice figure into their worship. Eye of the Serpent(artifact). Clerics can shapechange into large, venomous snakes. They can hide, sneak, use diguise, and summon and control snakes. Clerics often wear studded leather or pale gold and black scale armor under their hooded robes. 8) Tuor: A legendary Paladin from the far northeast, now a demi-god. Instrumental in the recent formation of the country of Aquila. Shrines can be found all along the east coast, from Liberty City in the north to Charlesport in the south, and west to the Mirrormyst Mountains. _________________________________________________________________________ PEOPLE ------ Cassiopeia(Mischief) - MU/ILL: 23/12, fights as F:9 with sabre, rapier, or smallsword. AL:CG. shoulder-length dark brown hair, grey eyes, height:5' 5", born: 510 CY, apparent age: 45, speaks: prismatic dragon, elemental, djinn, faerie. Weapons: magical cup-hilt rapier, magical boomerang. Magical artist/lyricist/musician. Explorer and adven- turer, a driven seeker of magical knowledge and power. Jewelry: gold and orichalcum, intricately designed, jasper and turquoise. 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, planar cosmology and travel. 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. ____________________________________________________________________________ MINOR DEITIES/IMMORTALS ----------------------- ARKM (Demi-god) AC: -3 HP: 150 MOVE: 18" ATTACKS: 2 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: 100% SIZE: M(6'2") ALIGNMENT: NG WORSHIPER'S ALIGNMENT: Wizards, scholars, seekers of knowledge SYMBOL: Lantern glowing with a pale blue light PLANE: See below CLERIC/DRUID: 23rd level druid MAGIC-USER/ILLUSIONIST: 25th level magic-user/21st level Illusionist PSIONIC ABILITY: I ATTACK/DEFENSE MODES: All/all S:16 I:23 W:23 D:20 C:21 CH:20 -------------------- * Within a tall, extra-dimensional tower rising from the high cliffs overlooking an endless western sea, dwells the wizard-sage, Arkm. * Attired in robes with varying shades of blue and indigo. Tall and lean with long, golden hair and a short, aristocratic beard. Penetrating blue-grey eyes. Many magical pockets and pouches containing a plethora of useful things. * Arkm was a mentor and advisor to the founding king of Avalon over 1600 years ago. * Arkm is related to Morgan Star by some distant kinship. * Arkm's "tomb" is alternately said to be somewhere in the Majestic Mountains and on a misty isle in the middle of a hidden lake. * There are no temples to the archmage nor any clergy. There is a small chapel halfway up the hill along the overgrown trail to Roland's Shrine. TYOR (Quasi-Deity) AC: -5 HP: 135 MOVE: 15" ATTACKS: 2 DAMAGE/ATTACK: 2D6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 100% ALIGNMENT: Lawful (good) PLANE: Partial Prime FIGHTER: 17th level paladin MONK/BARD: 8th level monk/8th level bard SIZE: M(6' 1") PSIONIC ABILITY: III ATTACK/DEFENSE MODES: All/all S:20(+3 +8) I:19 W:20 D:18 C:20 CH:18 CO:17 ------------------------ * Tall and muscular with deep brown skin, curly ebony hair, and eyes of russet brown. * Appears to be in his early 30's. * Carries a round shield +5 made of adamantium which can be thrown as a weapon and will always return to his hand on the following round. Ricocheting attacks can be made and the shield will do 2-12 damage plus strength bonus. The shield is indestructible and will give protection against all physical attacks including energy weapons and similar devices or powers. * Tyor has a comfortable abode on a small, hidden, partial plane. His residence is known to have a magi-tech Danger Room and an extra- dimensional library containing a vast collection of media of all types. ------------------------ KNOWN WORLD IMMORTAL -------------------- RANK: Celestial 2 SPHERE: Matter SYMBOL: Round shield with concentric rings of red and white with a white star in a blue center NISA (Quasi-Deity) AC: -2 HP: 100 MOVE: 15" ATTACKS: 2 DAMAGE/ATTACK: By weapon type SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 40% to all spells and spell-like powers regardless of caster level ALIGNMENT: Neutral PLANE: Partial Prime FIGHTER: 12th level THIEF: 20th level MAGIC-USER/ILLUSIONIST: 5th level Illusionist SIZE: M(5'6") PSIONIC ABILITY: III ATTACK/DEFENSE MODES: All/all S:16 I:17 W:13 D:19 C:18 CH:19 CO:19 -------------------- * Athletic and curvy with the grace of a dancer. * Olive skin. Almond-shaped, light brown eyes. Hair as dark as midnight. * Appears to be in her late 20's. * Pirate queen, treasure hunter, sensualist. * Clothing of flowing, patterned silk and soft muslin - turquoise, lapis, indigo, pearl, and deep lilac. Low leather boots with upturned toes, wide, sash. various jewelry and colorful ornamentation. * Tulwar and dagger matching set (+5) * Bracers of Defense AC 2, constructed of mithril inlaid with electrum. * Found a mythical artifact and used it to become an immortal. --------------------- KNOWN WORLD IMMORTAL -------------------- RANK: Celestial 2 SPHERE: Energy SYMBOL: Black pearl resting beside a spilled wine goblet Magic Item - Nisa's Sash of the Sea: 1) Breathe Underwater 2) Move naturally underwater and swim at 24" 3) Wall of Fog once/day GALEN (Quasi-Deity) AC: -1 HP: 125 MOVE: 24" ATTACKS: 3 DAMAGE/ATTACK: By weapon type SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 50% ALIGNMENT: Neutral (good) PLANE: Partial Prime CLERIC/DRUID: 14th level druid FIGHTER: 17th level ranger THIEF: 10th level SIZE: M(5' 11") PSIONIC ABILITY: VI ATTACK/DEFENSE MODES: Nil/nil S:18/76 I:18 W:20 D:21 C:20 CH:16 CO:17 ------------------------ * Appears to be in his late 20's. Roguish appearance. Dark hair, mustache, penetrating eyes(true seeing). * Green felt and brown suede woodland clothes and cloak, Bracers of Defense AC4, longbow that can shoot to the horizon, longsword +5, hand axe +3. * Roams nearly all climes of the Prime Material. * Figurine of Wondrous Power(Blink Lynx). * Moves through any terrain as if it were open road. * Lives in a treehouse home in an extra-dimensional forest. * From the city-state of Arkandira on the eastern continent. ------------------------ KNOWN WORLD IMMORTAL -------------------- RANK: Celestial 2 SPHERE: Matter SYMBOL: bonsai tree _______________________________________________________________________________ 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. Massive colony ships depart to found new worlds across the cosmos. And then...a global catastrophe occurs which brings an end to civilization and plunges the world into darkness... * 6000+ * 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 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.