Powers and Perils

The Western Lands

These lands are an archipelago, a large subcontinent and, as a bonus, a description of the islands where the Sea Elves make their home. There will be an extensive amount of information provided. I hope you find it of interest.

These lands are called the western based on Fomorian terminology, i.e. they are west of Fomoria. Lemasa calls them the Eastern Lands because they are east of them. The Jard call it Jazul. Pasqul calls it Pasnora. Arman calls it Tir Cerna.



The Kor


This area is the home range of a group of Neolithic primitives. Only recently, in areas 1 and 2, have they made any steps toward civilization. In both cases, external forces imposed the change. Elsewhere they continue to operate as scattered bands of hunters and gatherers.

Area One - The Urganakor

A powerful Mountain giant (2x normal size) dwells in this area. He is supported by a major tribe of trolls and obeyed by all Kotothi forces in the region.

One hundred and thirteen years ago, the giant decided harvesting humans from scattered bands was wasted effort. He began an effort to gather the creatures into larger groups to serve as his vassals and cattle.

With the forces at his command, and his magic, this was easy. He forged a strong tribe who worships him as god. They learned true law, becoming cannibals, slavers and rapacious marauders.

Area Two - The Simorakor

The rebellion that led to the formation of the Empire of Jard occurred more than 900 years ago. One of the nobles broken then immigrated into area two. He brought his family (1 man, 2 women, 5 children), forty elite soldiers, thirty women and forty children.

Over the course of twenty years, the group conquered the Kor bands in the area. Those people form the society's slave and peasant caste. The descendants of the invading Jard are the noble elite.


Area One

The Urganakor have five villages (200, 240, 310, 180 and 270). The villages are represented by red dots on the map. Each is near a troll clan, the giant or some other Kotothi power. The total population is 1200.

Area Two

Simor - Simor is a ring fort surrounded by a palisaded village of huts. It is the primary home of the elite. The population is 190 elite and five hundred slaves.

Another seventy elite and 840 slaves are spread around the remainder of the Simorakor territory. Some dwell in large caverns. Most have small villages. Each village has 1D6 elites present. There are twelve slaves for each elite resident. The population of the area is 1600.

Remaining Area

113 bands occupy the rest of the Kor range. Each has 2D10+20 members. One of them (purple dot) wards the resting place of a legendary power. The total population is about 3500.

Military Forces

Area One

5% of the population of each village is the Divine Guard. Its members are armed with stone tipped spears or wooden clubs. The village leader commands them. The giant selects him on the death of his predecessor. (No one has ever held the post longer than ten years.) Each leader has chainmail, a helmet and a high quality metal weapon. He leads the worship of the giant, selects the monthly sacrifices and deals with his Kotothi superiors.

Area Two

Simor has a defense force of sixty. Twenty are elite. Each elite selects two slaves to serve at his side. The unit is well trained. It has metal weapons and leather armor. Eighty militia, from the many villages, patrols the rest of the area. Their equipment and training varies.


None. The men protect the bands. Some, about 10%, have a shaman as well.


Area One

The giant Urga is the living personification of the divine. He is god. The greater gods revered through him are Utgard Geror and Mallen Trow.

Area Two

The Olmarian elite require all citizens of their realm to worship the only true god. That is Gaea. All good forces of the earth are revered by this culture.


The Kor bands are animistic. They have little understanding of the concept of divinity. When such is forced on them, they embrace it fanatically.

Legal System

Among the bands the elder despites what is fair when a wrong is done. The result is public humiliation or shunning the criminal. In extreme cases, they will banish a felon.

In Area One, justice is simpler. If someone commits a crime, he is given to the gods (the Kotothi). Rarely are they ever seen again.

In Area Two the punishment for minor crime is corporal in nature. More severe crimes result in a period of indentured slavery to the people affected. Major crime is punished with death by hanging or as a sacrifice to Gaea.

NOTE - The royal family is descended from the Count of Oltiera. Their title here is Eakul. It means Gaea son. The ruler is Count of Kora and honorary Sangu Mah of Gaea to the elite.


The Kor are less intelligent than other humans. They tend to be emotion driven people who fanatically adhere to their beliefs. When exposed to information they have no knowledge about, they can be gullible. Once their belief is set they are stubborn in the extreme. Rage can result when accepted beliefs are challenged.


Area One

The people accept the superiority of Kotothi beings, especially humanoids, and the divinity of Mountain Giants, especially Urga. They are rapacious, greedy and cruel, as that is what the divine demands.

Area Two

These people tend, more than any Kor, to be placid and thoughtful. The earth mother is all. Her needs, as shown by those who speak for her, are all important. They react with rage against anyone who harms the earth or a child of the earth.


They have no concept of divinity. They revere spirits of nature and ward their band before all else. Where a spirit does good for the band, it is remembered and, as possible, aided.


Area One

They have no economy to speak of beyond raiding the unaligned bands, Lamara or the jungle. The villages subsist through hunting and horticulture.

Area Two

Simorakor trades metal weapons and leather armor to the jungle tribes. They receive spices and drugs in exchange. This income is smuggled into Jard. Various luxury goods are gained as a result. The people engage in mining. They subsist with agriculture and ranching.


The bands are hunters and gatherers. Barter is known to occur. Otherwise they have no economy.


Kor tend to be stocky and heavily muscled. They are not an elegant people. They are tough hillmen and mountaineers. They commonly use clubs and stone weapons. Only a small number of soldiers in Simorakor use the bow. It is unknown to most others.

The Legend

For in the time before time strangeness walked the land and in the weird was wisdom to be found. And a day came when the strange and wise discovered hatred one for the other and to them came a time of death.

And in that time there were those who fell, those who conquered and those who came to know chains. One of the wisest of all the strange is among those who suffers in chains, at rest until freed from her bonds.

A hereditary shaman rules the band. He knows the knowledge of the location of a magic door in an ancient cavern. It is said that the wise one lies behind that portal. In fact, a trapped and warded maze is there. In its center is the sleeping woman. She is a Duchess of the Jinn.

S48(+2)St80(+4)D125(+5)A 84(+4)
C60(+3)MEL14PR14HC 70%
SSNocturnal OmnivoreSIZE 3

Lotiera is MEL18/EL18 in Elder magic. She is a bit more than 8 feet tall in her natural form and can reduce her size as she chooses at no cost. She is divinely beautiful. In her life she was High Dancer to the Court of Eblis and a favored concubine of Cassiel.

When freed Lotiera grants three REASONABLE wishes. If she is influenced, she may do more. If an effort is made to own her, or the greed of her liberator offends her, she will slay.


Lotiera is found nude chained to an obsidian slab. A circle of sigils surrounds the stone. Treasure rests along the walls in the room. To free her:

  1. The wards must be broken without touching her property (the treasure)
  2. The liberator must kiss her forehead making no other contact before doing so
  3. When her eyes meet his, he must speak her name.

If any of the conditions are not met, she, the slab and all the treasure disappear. If all are, she is free.

NOTE - If this adventure is played out well, the liberator can earn her favor and that of Cassiel.



Lamara was once a growing civilization. It is now a cursed realm. Consider the timeline below:

837BP [263SA]

Sotej Lama returned to his clan after years of adventure. With him he brought power, wisdom and a hard bitten company of soldiers.

836BP [264SA]

Lama takes his place as chief of Sotej. Eighteen men with a stronger claim to that right die to make it so.

835 - 827BP [265 - 273SA]

Lama founds Lamara (area 6) and begins the instruction of his tribe. When it stood ready, he conquered areas 4 and 5. In 830BP [270SA] a son was born to him. The three tribes were consolidated into one.

826BP [274SA]

Lama began his second wave of conquests. Areas 2, 3, 8 and 11 fell. The Island Master slaughtered the force sent into area 1.

825 - 815BP [275 - 285SA]

All areas except area 1 were conquered. All were united under the law of Lamara.

814BP [286SA]

Lama raised an immense army to conquer area 1. The night before its attack he was found dead. His heart was gone and the tent smelled of sulfur.

813 - 807BP [287 - 293SA]

War of Succession. Loyal leaders saved Lama II. When he came of age (811BP [289SA]), he led the army in reunifying the realm. As he did, his elder cousin (Barl) sought an answer to the Island Master.

806 - 798BP [294 - 302SA]

Lama II was forced to pay an onerous yearly tribute to the Island Master to rebuild his realm. Hate became his true god.

797BP [303SA]

Barl's return. The warrior returned with a yellow hued woman named Mia. Once her power was clear, and Barl's wisdom accepted, they went to face the Island Master. As they traveled, Lama levied an army.

Two months later the host of Lama reached the lake. As they prepared boats, a stake rose out of the earth. On it was the head of the Island Master. The war was won.

Barl and Mia claimed the island. The rest of the master's realm, and his people, were given to Lama. The King was more than annoyed but allowed it to be so.

796 - 793BP [304 - 307SA]

Lamara was unified and civilized. Much of what it came to be was due to Barl and Mia. Lama fumed. In 794BP [306SA] he hired a councilor (Oralag the Dreaded).

792 - 790BP [308 - 310SA]

Barl and his family accepted Lama's invitation to celebrate the fifth anniversary of the victory. The first night in Lamara Barl, his woman and their infant son were chained and gagged.

In Lama's presence, with the parents forced to watch, Oralag sacrificed the boy to Moloch. Following that, Lama castrated Barl and forced him to watch as Mia was savagely raped.

The pair was taken from Lamara. Over the course of more than a year they were taken to each city. At each, Barl was tortured and Mia was sorely used for a full month.

When they reached one city (area 11) the ruler there refused to play his part. He was executed by torture and the army carried out the month long punishment.

In the next (area 12) rapine claimed the life of Barl's woman. As she died, her gag fell free. Her curse resounded through the hall, ending when the ruler's axe took her head. With the agreement of the escort commander, he had Barl wrapped in chains and buried alive deep in the forest. No one spoke of the curse to anyone.

The escort returned to Lamara and told Lama both died under torture. With this known, Lama moved his capital to the island. As he walked into the palace, a stone fell and shattered his skull. He died after a week of agony. His son (Domar I) took the throne an hour after the stone struck. He had Oralag killed minutes later and did not send any healers to his father.

The Curse

A day will come when Barl sits the throne. Then shall Lamara know damnation.

789 - 302BP [311 - 798SA]

The realm grew.

301BP [799SA]

The ascension of Barl I.

300 - 287BP [800 - 813SA]

On the 13th day of the 13th month at the 13th hour, the heir of area 12 was hunting in the deep woods of his realm. He followed a wounded deer into a thicket as the 13th minute of that hour arrived. Thirteen seconds later, he tripped over a log and fell into a gully recently washed out by heavy rain.

As the man recovered he felt heaviness on his body and immense cold. He opened his eyes to see red eyes burning in a fetid, dirty skull. A moment later his will was gone. He dug the cadaver free of the earth and unchained it. That night he snuck the corpse into the family castle. On the morning, he was the only member of his family still alive. He was also owned by Barl.

He took command of the duchy. That afternoon, his agents left the realm. For the next thirteen years, they gathered items of power and wisdom for their master. He turned them over to his hidden master. The last item gathered was the skeleton of Mia.

Now ready, Barl had the ruler sneak him and his property to the island. He used the bones to raise his love. She came forth as a spiritual Edimmu. That night she took possession of King Barl's queen. Thirteen nights later, her power exchanged the spirits of Barl. The one who was born a king was trapped in a cadaver and died. Her love donned the flesh of a king.

The notables of the realm were commanded to visit the capital. Thirteen weeks after the transfer of spirits, all was in place. A rite of damnation was cast on all who ruled, save only the house of area 11, all who followed their lead and all who sprang from their loins.

Within the month, Lamara's civilization was no more. The commands of their nobles, as received from the King and Queen, and the curse insured that fact. It also insured humiliation, bloody insurrection and heinous evil.

Those torments left the cities in ruins, the people in rags and evil laughing wherever it wished to do so. Lamara is a cursed realm. While the eternal King and Queen remain empowered on their island, it must remain so.

The means to lay the spirits is:

  1. The Queen's bones must all be gathered, taken to an area sanctified for Gavreel's worship and burned to ash.
  2. The King's existence is tied to the royal house of area 12. He is laid if every person with any fraction of the blood of that house is blessed in an area sacred to Gavreel. If any die without such a blessing, Barl cannot be laid until the next generation reigns.
  3. When both rites are done, the enraged spirits must behold the tortured spirit of their son (who must be stolen from Moloch's hell). They turn their ire on Moloch, and leave the mortal realm, when this is fact.
  4. All three actions must be accomplished on the same night at a time when the moon is full. If they are not, the effectiveness of any that are accomplished is eternally negated. It will no longer be possible to lay the spirits. However else they may be destroyed, the curse will remain and they can return.

(Barl's woman was one HELL of a Sorceress.)


All twelve areas of the kingdom are numbered. The light blue dots are the locations of ruined cities. The people who inhabit them can barely be called human any longer. The dark dot is Barl's fortress. Every resident is enthralled to Barl and Mia. They are toys.

 4003100 390011000
* Not cursed while they are not in another part of Lamara. Are affected if they enter another area for as long as they remain there.
** Especially potent curse

NOTE - Before the curse Lamara's population was slightly more than 200,000.

Military Forces

Area One

The King and Queen are protected by 13 ensorcelled and enthralled warriors. All are hand picked and improved by the arts. Their stats are:

Royal Thralls
S40(+2)St33(+2)D8A 10
C50(+2)  PRNAHC 42%*
SSInter. Omnivore
* Any who are damaged automatically heal 1D10+8 points at dusk plus they get a normal healing roll.

SPECIAL - The King and Queen own these warriors. They ward the royals. Nothing else is of any significance to them. All are totally immune to pain, fatigue, fire, lightning and any poison. None require sleep. They barely note sensation. Their skin has been magically toughened. Their sense of sight, hearing and smell is ten times better than normal. Persons affected live 39 months after it takes hold. When that time expires, they die.

The leader of this warrior coven is a half demon owned by Barl's queen. He has 2x the values listed above and is not affected by the time limit.

Areas 2 - 10


Area 11

Elite Guard-80
County Army-320
Constabular Militia-800

The elite guard occupies the city and wards the Count. The army patrols the borders. The militia is a police force. In time of war they are called to join the army.

Area 12

Mercenary Guard - 30

Mia drew the guard from Jard. An utterly vile and unscrupulous magician leads them. Their task is to ward the royal line of the county. Its members are to be kept alive. Whether they are also abused, sane or healthy is irrelevant. Whatever else the guard chooses to do is of no concern to Mia. The magician has sold 131 Lamarans south to Jard at a high profit. He loves his job.


As Edimmu, the King and Queen are servants of the Goddess in Black and Sin. The magician in area 12 considers Aeshma Daeva to be his patron and honors Mephistopheles.

Religion is an exercise in fear for the tormented people (all save area 11). They worship a number of chaos deities to earn a respite from torment. Very few limits exist in what they will do to achieve that end.

The people of area 12 retain the original faith of Lamara. They worship the court of Sammael, especially Sammael, Belial and Mammon.

Legal System

In areas 1 - 10, there is no legal system. The will of Barl and Mia is all. In area 12, the wishes of the magician decide all things, within the limits Mia has established for him. He does as he wishes when he wishes.

Area 11 retains the original system. Community courts decide common crimes. The punishments they may impose are fines, short term imprisonment and mutilation. All severe crimes are the Count's to decide. He may impose any penalty he wishes. Slavery and death are the most common.


The personality of the people is shaped by the curse. In all cases, the curse is empowered by the moon. The stronger the moon, the more heinous the affect on a given night. The following applies:

Area 11

These people are not cursed. They are greed driven individuals who respect power and will say or do anything to achieve it or protect themselves from its wielders. As a rule, they are charming and undependable.

Area 6

The curse has the general affect listed for all others. It also reverses their response to stimulation. Pain becomes pleasure, ecstasy is agony. These people are required to strip in the presence of another person and, if no one is present, see to their own "pleasure" each night. The stronger the moon, the greater the torment they must inflict.

As a result, they are utterly twisted and paranoid. Most seek to avoid people outside their family during the day. When that proves impossible, killing them before nightfall is a definite alternative.

The citizens in the city are descendants of the nobility. They are compelled to revel in torment. All seek out opportunities to hurt and be hurt. When a chance to aim the agony at a foreigner occurs, they seize it gladly. Those they take are kept alive and screaming for months.

Area 12

In addition to the standard affect the curse compels citizens of this area to give obeisance to anyone they encounter. It inflicts pain on any night they are not sexually active once they reach puberty. For common citizens, one sexual event a night negates the pain. For nobles, the city residents, pain comes again if an hour passes without such an event.

Like area 6 these people are twisted. In their case, they are also driven by sexual desire. They will do anything to insure access to contact. This makes them cunning, desperately charming and highly dangerous.

All Others

The nightly curse compels its victims to accept any suggestion. They tend to be hostile to others and paranoid. Except for city dwellers, people of these lands tend to hide in the night to avoid the impact of the curse. When encountered in the night, slaying those who come before they can speak is common.

NOTE - The curse on those from areas 6 and 12 is a constant. It remains wherever they are. For the others, the curse wanes if they leave Lamara and do not ingest food or drink from it. Should they leave and eat or drink nothing from home for a year, the power of the curse disappears. It will reassert itself should they return or dine on produce from Lamara.


Except for area 11 the people of this region operate on the subsistence level. The most they can do is hunting, gathering and minimal agriculture. Scrounging and theft are a necessary part of daily life for them all.

The people of area 11 have trade with the jungle tribes on their border. Mines in their region produce high quality tin, copper, silver and stones. Their leading citizen runs a yearly caravan to Jard. He deals in these commodities and slaves. The magician in area 12 is his partner in the slave trade.


Lamarans have the general appearance common to this continent. They are among the most elegantly beautiful. Most tend to be tall, wiry individuals.

These people commonly use bladed weapons and often use bucklers. Crude bows also exist. Those who have armor are generally outfitted in leather and/or ring mail.

Notable Citizens

The Magician - Area 12AGE43SEXMale
Mana Lvl15Casting148Mana Regen7

The Magician is a lustful sadist driven by greed and hedonistic pursuits. There is nothing he will not do.

The Merchant - Area 11AGE35SEXMale
Mana Lvl13CastingNAMana RegenNA

The Merchant's goal is to amass the greatest fortune in history. He plans to own the ruler of area 11. As he profits greatly from selling tormented Lamarans, he is not interested in finding a cure for the curse. If it were ever shown to be in his interest financially, he would.


The "fortress" with the yellow dot is Kril Bes, the capital of Besam. Those with a grey dot are dwarf Krils. The lords of those forts accommodate themselves to their insane cousins and accept the way of the realm. Given the wealth in the mountains, it is the least they can do.


Area 1

This is the home realm of Bes. He is often present at his Kril. The laws reflect his nature and are as suitable for Besamar (see creatures). The occupants of his home Kril are Besamar and humans. Normal dwarves who mine and defend the mountains occupy the other Krils. The mountains have been ruled in this manner for millennia.

Area 2

See timeline:

343BP [757SA]

Birth of Mokar Harn in Aratad. Father is a wealthy shipwright and architect.

325BP [775SA]

Mokar is ordained as a priest of Finvarra and goes to study in Ticasi.

317BP [783SA]

Mokar leaves Ticasi and inherits his father's wealth. He sells the businesses and begins a quest to redeem the Sea Elves.

316 - 311BP [784 - 789SA]

He adventures in the Eastern continent seeking knowledge and gaining converts. In 311BP his troupe arrives in Fomoria.

310BP [790SA]

With his followers, Mokar steals an ocean going freighter and sets out in search of the Sea Elves.

309BP [791SA]

Harn makes his redemption proposal to a Sea Elf Captain. The resulting battle leaves him unconscious and his vessel badly damaged. The vessel is battered in a storm, breaking up on the shores of Besam. Twenty six men, three women and one child survive. They are left with nothing but rags and a few weapons.

308BP [792SA]

Twenty four survivors (22 men, 1 woman, 1 child) are found by the Besamar. They are given the hills north of the mountains.

307 - 297BP [793 - 803SA]

Over the years, the Besamar bring seventy refugees to Harn's settlement. With the population at 103, he begins a ship to continue his effort on the Sea Elves.

296BP [804SA]

Harn's vessel is launched in a driving rainstorm. He catches pneumonia. Three weeks later he is dead.

296 - 288BP [804 - 812SA]

Rule of Bloody Jason. Dictatorial rule in the city. Vessel is used to travel the coast, raid villages and bring slaves to the city. City population quintuples. Besamar demand an end to the evil. Jason poisoned.

287BP [813SA]

Rule of Leering Marta. Ten months of debauchery, vile practices and evil lead to a rebellion. Marta is imprisoned as the year ends.

286 - 279BP [814 - 821SA]

Rule of Saint Horace. Strict adherence to the precepts of the faith demanded of everyone. The vessel of Harn is burned as a sacrifice to the gods. All who fail to adhere to dogma are imprisoned.

278 - 275BP [822 - 825SA]

Second rule of Leering Marta. She and thirty prisoners escape from prison and kidnap Horace. After three battles place her in the city, she demands that he marry her and name her Queen. He refuses. She executes him most heinously after a year of humiliation and abuse fail to change his mind.

274 - 229BP [826 - 871SA]

Rule of Holy Laird, grandson of Harn. Laird leads a surprise uprising, personally killing Marta. Demands and receives the support of the faith. House Harn is named the royal line. Sends teams of gatherers to bring people to the city. Rebuilds the relationship with the Besamar. Builds a fleet of three small ships to further the gathering effort. He dies after 45 years on the throne.

228 - 86BP [872 - 1014SA]

Rule of White Laird the Wizard. The second son of Laird is voted to the throne. His power, and a reign of more than a century, takes the city from a hut assemblage of 600 people to a walled city of 4000. Builds a number of villages in the hills to expand the hold of his people. In 181BP [919SA] the city and land are named Harn.

85 - 13BP [1015 - 1087SA]

Rule of Iron Laird. Though not as strong as his father, the king was a wizard. He was dedicated to gaining people and expanding the hold of his realm. In 13BP [1087SA] his policies led him to execute 32 people for failing to heed his will. That night he died at the hands of his young wife. (Two of those he killed were her father and uncle.)

13BP [1087SA] to present

Rule of Lara the Beautiful. The Queen is a lustful woman with firm beliefs. As she is not a magician, she vowed to surrender the throne to any mage who proved worthy of its weight and her love. None was come. Should one ever come, and prove himself, she will keep her vow. If not, she has had three bastards (1 son, 2 daughters). One will rule on her death.

Area 3

An ancient race of barbarians dwells here. They ward their area, and heed the law of Besam, in exchange for privacy. As part of this agreement, the Besamar take humans who enter this area out of it. The residents have the right to slay any who are not saved in this manner. It is their land. It is not a place where humans are welcome.

Area 4

This zone has been part of Besam for eight years. It is ruled by a group of Nar'morel and human émigrès. They accept the way of Besam in exchange for a chance to live as they choose to live. Their leader is a powerful warrior.


Area One

Kril Bes is home to 250 Besamar and 150 humans. They control twelve lesser villages in the mountains with a total population of 600.

Each of the dwarfs Kril is home to 200 warriors and 20 Rune masters. Lesser dwarf settlements in the region have a total population of 2000. In addition, there are a number of small human settlements. The population of these is 800.

Area Two

The city of Harn has a population of 4400. The elite, some 300 citizens, trace their lineage to one of the Aratad founders. The population of rural Harn resides in 19 villages. There are 2600 people there. The nation's total population is 7000.

Area Three

The residents are called the Diumag. They reside in six villages and are not found in any other part of the world. Their total population is 1000.

Area Four

These people have one central village and three satellites. The central village is home to 20 men, 30 Nar'morel males, 25 women and 15 Nar'morel women. There are also 12 human children and 7 Nar'morel. Each satellite village has 40 residents (15 men). One is human. The other two are Nar'morel. Boris Yem, a Marentian mercenary who came to the west through the Caldera, rules them. The total population is 229.

Military Forces

Area One

The dwarf forces are as stated. The Besamar can field 100 Besamar and 50 humans when needed without making a call to the villages. Another 50 are available if they ask the villages to help.

Area Two

Royal Guard-50 Elite foot.Chainmail, sword and shield.
Navy-100 sailors and marines.Leather, sword.
City Army-100 Foot.Leather, spear.
National Army-200 Foot.Leather, spear, bow.
  50 Horse.Sword or mace.

The guard and city army are found in the city and guarding the peninsula. The national army patrols the rest of the nation. The Navy is the crew for the four vessels in the nation's fleet and a guard for the docks.

All forces have good training. The guard and navy have exceptional training.

Area Three

The Diumag field 150 warriors.

Area Four

Every man in the realm can fight. So can half the women. If all must fight, the nation can field a force of 130.


Area One

Most worship Bes. The dwarves worship their gods and deign to respect the "crazy" Bes.

Area Two

The original gods were Finvarra and Donel. In the centuries since the city was founded, that has changed. The people worship Sidh gods. The most influential at this time are Mathgen, Manannan and Rhiannon.

The vast majority of the citizens are descended from people brought by the Besamar or taken in raids. All publicly adhere to the Sidh faith of the land. Many secretly practice the rites of their homeland as well. The secret cults of Domiel and the panther are tolerated. The cult of Ahriman is not.

Area Three

The Diumag worship Girra and Keiran. They believe they were born of sacred flame and meant to preserve its purity.

Area Four

The Nar'morel worship Cernunnos. Humans worship whoever they like that isn't Kotothi as long as they don't make waves. If someone's faith causes problems, they die. There are no exceptions.


Area One

As stated for Besamar or Dwarves.

Area Two

The rulers of the land tend to be pragmatic. They prefer to resolve problems without violence. Kindness, reason and understanding are the preferred tools. When that doesn't work, they kill.

Other citizens mirror this nature to some extent while retaining much of the nature of their homeland. Given this fact, the only thing that keeps this nation from being anarchy is the strength of its ruler.

Area Three

Diumag are dour individuals with fiery tempers. Anyone who crosses one is killed.

Area Four

The people of this area enjoy two things above all else - hedonism and adventure. On one hand they are charming, salacious and personable. On the other they are capable of exceptional deadliness. They should be handled with care at all times.


Area One

The base economy is as normal for the races present. The humans subsist with a bit of agriculture and herding. Their wool is prized in area two.

Area Two

Raiding and trade with area one are the lifeblood of the economy. They have agriculture, ranching and mining. The mines in the western part of the nation produce high quality gold and quartz. Those in the south have iron and coal. There are no major mines in the east.

Area Three

The Diumag survive by hunting. They are carnivores. What trade they have is internal and uses the barter system.

Area Four

Most of the area's food comes from the human satellite village and the main village. It is supplemented by hunting and gathering. Much of the quality goods they have are gained from treasures found by adventuring. They have no trade to speak of.


Area One

See the creature descriptions. The humans present are as normal for the area.

Area Two

About 1% of the citizens are white. The remainder have the red hue common to this area. Those with a pale hue are considered to be blessed and beautiful, whatever their base appearance may be. The physical size and other factors vary with the homeland of the person's ancestors for 70% of the populace. The remainder are a light red with solid builds and average height.

Area Three

Diumag have knobby reddish brown skin and no hair. An average male is seven feet tall and weighs 350 pounds. A female is 6'6" and weighs 250. The eyes of most are varying shades of orange. 1% have deep red eyes. Those who do are raised as a chief. The color is god's sign that they are masters. All Diumag have EL4 immunity to fire.

Area Four

The humans present have white, brown or black skin. The Nar'morel are as stated in the creature description.


Lara the Beautiful Queen, Area TwoAGE31SEXFemale
Mana Lvl15CastingNAMana RegenNA

Lara has white skin and the palest of blond hair with piercing blue eyes. As the people of Harn see such things, she is beautiful beyond description. (The rating of those with white skin is DOUBLED in this area. Hers is 190 to her people.) In her years on the throne she has added skill with a sword and as a public speaker to her talents as a dancer and eroticist. She is not a person to be taken lightly be anyone.

Boris Yem, Lord of Area FourAGE40SEXMale
Mana Lvl8CastingNAMana RegenNA

Boris has been a soldier and adventurer since the age of twelve. He is deadly with a blade. While he is not arrogant, he will have things his way. When he can't, he leaves or kills the person who is in his face. He has two flaws, as some would see it. He is a devoted hedonist and he knows little beyond the skills needed to adventure.

The Illon


The Illon tribes have, as their myth states, resided in the holy jungle since the panther leapt from the sun. They had little interest in any other life until Jard and Lemasan traders came. Since then, the tribes have faced change and adversity. It is a land in turmoil.

Population, Military Forces, Religion

No.NameEliteOtherPop. Worship
21Illarey403604000Ahriman's Court
* They also revere the Pantera.
** Have lost faith in the panther. Heavy pressure from slavers.

Military Notes

Area 2

The elite forces are Lemasan trained soldiers. They serve the Lemasans by serving as gatherers for the slave trade and scouts. The other forces are thugs controlled by the village priests.

Area 13

The elites pass through five tests of worthiness in seeking the right to be one of the sacred 300. In the fourth, they must best someone who is a member in combat. In the fifth, the panther must accept them. Either test can be fatal. They are a fanatical and deadly force.

Area 23

This tribe is influenced (owned) by the merchant from Lamara's area 11. The elite are well equipped soldiers. One hundred are a temple guard force. The others are trained militia. The merchant's wife is the eldest daughter of the tribe's ruler. All his sons have died in the six years since the couple married. This makes her four year old son the heir of the Illama. If the ruler were not as agreeable as he is, he would have already had an accident.


The elites in the other areas are fraternal sodalities. When a warrior earns a good enough reputation as a hunter and fighter, he is invited to join. There is an initiation but no extra testing.

Religious Notes


The Pantera are for a group of intelligent black panthers that appeared some thirty years ago (a creation of Abnaric Elgar). They are man's intermediary with the divine and judge of all that is good in the jungle. The basic thrust of the faith is Shamanic Elder.


The faith is centered on Illionarga, promoted by them and supported by all Pantera. Its followers worship life and continue to honor the Panther. A more Druidic form of worship is evolving. The faith is gaining acceptance in most Pantera areas.


These tribes have been ravaged by slave traders. They worship anything that gives them a meaningful defense. Where no such deity is known, they worship nothing.


The tribe has been converted to the Lemasan faith.


They worship that god and honor demons. Human sacrifice is common. So are orgiastic rites. It is a frenetic faith.


The ruler of the tribe believes he is the son of Ahriman. A Jard merchant/magician his people captured four years ago convinced him. He is worshipped as a godling for the sake of his father. The practices he demands are more than vile, especially where women are concerned.

Ahriman's Court

The tribe has been converted to Jard's faith. See Jard.


The tribe worships Gartun. They revel in sacrificing ritually paralyzed enemies. They also honor great apes and are cannibals.


The fact that they worship a god of deceit and lies lets one know the nature of their faith. They amorally strive for personal good and the good of the divinity they believe is their protector. Each clan is ruled by a demigod in service to Belial (a Pseudothei).


Pantera and Cernunnos

The people tend to be friendly stoics with reverence for life and the natural law of the jungle. When pressed, in ways that defile either, they respond with violent fits of rage.


The people are doubters with a tendency toward paranoia. They do not trust anyone. If they cannot avoid foreigners, they do what they can to kill them. If someone earns trust, they are friendly and kind people.


The leaders are self serving, arrogant and mostly evil. The people have an overweening respect for authority, fear of their gods and pride for the leaders (who shield them from the divine).


Area 2 serves Lemasa. Areas 21 and 23 engage in the slave trade and have trade ties with foreign realms. The other tribes are enemy to foreigners and/or their victims. The people use hunting, gathering and horticulture. They have extensive knowledge of the drugs and spices in their area. Trade between the tribes uses barter. It mostly occurs within the family grouping, i.e. the Illionarga primarily trade with tribes with the Illion prefix.


The Illon are extremely beautiful people, especially in their youth. The best of them are greedily sought as for training as pleasure slaves.


Dreb, Paramount of IllionargaAGE37SEXMale
Mana Lvl9CastingNAMana RegenNA

Dreb is blessed by the panther. He can change into a double normal black panther at MEL20/EL10. He is behind the effort to unite the jungle and spread the worship of Cernunnos.

Ahri Onakor, God of IllonakorAGE25SEXMale
Mana Lvl8Casting38Mana RegenNA

A magician convinced him he was the son of god. When the faith was in place, and he learned magic, he sent the magician to visit his father. (The sacrifice took four days to complete.) Ahri is utterly insane.

Mogas, Ape Brother, Area 4}AGE47SEXMale
Mana Lvl6CastingNAMana RegenNA
Weight 335lbs

At age 16 Mogas was cast out for rape and murder. He returned 15 years later as a worshipper of Gartun. The touch of his left hand can be used three times a day to inflict MEL8/EL4 Paralysis.



The Narbeall are a creation Abnaric Elgar seeded in this area. The pale blue fort in area 3 is the original settlement and capital. They have friendly relations with the dwarves in the mountains and, to a degree, oversee the human barbarians. They do not wish to rule either.

The red barbarians have lived in this realm for millennia. The white arrived four centuries ago. They tend to be more than a bit biased toward each other. The rise of the Narbeall has reduced the bloodletting between them.

Population, Religion, Color

 1200260010000   Red
* Western coastal settlement is the city of Fort Lokar. The area they control is on the verge of civilization.
** No one god dominates. People worship who they will. Most choose the Sidh or Elder god who helps best at the moment.
*** This is a secret faith. Publicly they give lip service to Domiel.


* Area 6 also has 200 committed to the support and use of a fleet of seven small, crude vessels. They are primarily used for trade but do engage in raiding now and then.



Hunting, horticulture and mining.


As normal for dwarves.


Hunting and gathering predominates in most areas. Were possible, they also fish. All white cultures have crude weaving and the ability to make iron weapons. Groups with a population greater than 400 also mine. Area 6 has the beginning of agriculture around their city. Areas 1 - 3, 5+6 have varying degrees of trade with the Aleor. Areas 2 and 3 trade with Valera, Baobhan and the Caldera.



The average male is seven feet tall and weighs a bit less than 300 pounds. Women are six to seven feet tall and weigh 200 to 250 pounds. All Narbeall have tan skin, physically perfect bodies, pale blond hair and piercing blue eyes.

Narbeall Male*Domiel
S45(+2)St40(+2)D20(+1)A 15
SSInter. OmnivoreSIZE3
Narbeall Female*Gaea
S30(+1)St45(+2)D30(+1)A 28(+1)
SSInter. OmnivoreSIZE2

* Narbeall males use an average CEL of 8. Females have an average of 6. That value is used instead of AHP to figure OCV and DCV.

Narbeall are attuned to mountains and hills, as the Nar'morel are to the desert. They see equally well in day and night. Their PR is calculated as for dwarves due to their tie to the earth. They are born with the ability to use weapons commonly used by dwarves at their maximum EL.



These people are fair skinned and commonly have red hair. Their appearance is akin to that of the Armagh in Goidan. They use spears, swords, axes, daggers and bows. Armor from chainmail down is possible. Bucklers are common.


Blocky, squat and muscular people with black hair. They generally use spears and clubs. Leather armor is sometimes found. Shields are not.


Naron, Narbeall First MaleAGE25SEXMale
Mana Lvl11CastingNAMana RegenNA
Lotar I, King of Area 6AGE63*SEXMale
MDV14MEL5  EnL77HC25%
Mana Lvl11Casting48Mana Regen4

* Possesses a ring that allows him to appear 1/3rd his age and operate as if he truly was. If it is removed from his finger the shock will kill him. He is an elementalist with powers of earth and fire. He came to Narbeall 14 years ago. His home was the city of Adula in Pasqul.

Amalisha (Witch), Daughter of Allatu (11)AGE33SEXFemale
MDV17MEL7  EnL82HC45%
Mana Lvl13Casting74Mana Regen6

Amalisha is known as a herbalist with some healing ability. She has Pain (MEL7/EL4) as an Innate Power and is the hereditary high priestess of the faith in her land.

The Aleor (Elfheim)


1100 years ago Finvarra promoted Lord Aleon to the rank of Duke of the Western Lands. The hill he took over was in sad shape. Hordes of goblins and trolls assailed it. Over two centuries, he corrected that state of affairs.

900 years ago he began his campaign of war. Over the course of four hundred years, Kotothi enemies were driven from out or exterminated. His realm, Elfheim, was cleansed of filth.

432 years ago hordes of humans moved into the area. He responded by raising his army. When he attacked a human village, everyone knelt and bowed low. It was the same in every village his forces entered. The invaders were a powerful race that worshipped elves and their gods. Aleon had no choice but to accept them.

At the current time the Aleor are a large tribe ruled by an elf and half elf elite. Duke Aleon is an aged warrior overseeing the land from Elfheim, his hill. The other rulers are his children (his libido increased as he aged. He is something of a lecher these days).


E (White Dot)-Elfheim
1,3,5,6,8 (Pink Dot)-Ruled by Aleon's daughters
2,4,7 (Green Dot)-Ruled by Aleon's sons


The main hill of the land is on a forested peninsula surrounded on three sides by the river. It is a large, well-designed, fortress. 900 elves, 100 half elves and 200 select humans (70% female) reside there. The rest of the area is home to 1100 elves, 500 half elves and 3000 humans. The total population is 5700.

In the table below the first block are the population at the area's hill. The other is rural population.

Total140030030026001700 31700
Total Realm6000260035200

Military Forces


Elfheim is home to an elite force of 250 elf riders. Due to Aleon's age, his eldest son commands. A force of 200 foot defends the fortress in time of war. The remainder of the area fields 150 elves, 50 half elves and 600 humans. Ten of the half elves are Children of the Wood.

In the table below the first block are the forces at the area's hill. The other is rural forces.

Total2205050380250 5660


The force at Elfheim is an elite cavalry force that has been in existence for a thousand years. Many of its members have served it for more than half that time. They consider themselves to be invincible when Aleon leads.

A half elf sodality called the Children of the Wood exists. It has 39 members. Joining requires notice for combat skill, mastery of elven arts and completing seven rites of passage. Those who succeed are deadly warriors with fanatical devotion to the Elf Sidh.


Elves and half elves worship as normal for Elf Sidh. The human element worships Elf gods. Those are Nuada, Brigit, Numa, Daenn, Aster, Finvarra and Donel. Many honor other Sidh gods also. A few (especially in area 5) have begun worshipping Payan as well.

Legal System

All elements of the society are governed by the Elf legal system. Elf nobles have the authority to ejudicate any and all crimes. When no elf is available, a half elf leader has the right.


Elves have their subsistence needs met by the human population. They engage in the hunt, arts, craftwork and whatever else interests them. The human populace prizes their woven goods.

Half elves are more a part of human society than elven. They have a born right to lead, as humans see it. Most engage in hunting, some mine and just about all are tribal leaders.

Humans subsist with hunting, light agriculture, herding and horticulture. They also produce good quality linen. Many of the hill areas have mines. The greatest of these is an immense silver mine in area 5. Others produce gold, copper, tin, lead and iron. Area 5 has extensive trade with Arman.



As normal.


These people combine the elegance of the elf with the powerful physique of humans. They are strong, beautiful people, in general. They prefer to use elven weapon forms.


The humans are tall, muscular people who tend to have red or brown hair and fair skin. They are cousins of the people of Arman. Most are strong, agile and handsome. They tend to use bows, heavy swords and heavy axes as their weapons. Only the elite use chainmail. Others commonly have banded ring. The common shield is a buckler.


Aleon, Duke of the WestAGE88(1763)SEXMale
MDV27MEL19  EnL124HC50%
Mana Lvl17Casting305Mana Regen6

Except for Constitution and Appearance, his physical abilities have been reduced 20% for age. His weight has increased 20%.

Finbor, Heir of Aleon, Eldest SonAGE29(584)SEXMale
MDV21MEL9  EnL100HC47%
Mana Lvl16Casting135Mana Regen7

Commander of the elite unit and Lord of Elfheim.

Mirolia, Queen of Area 5, Half ElfAGE30SEXFemale
Mana Lvl12CastingNAMana RegenNA

Mirolia is the daughter of Aleon and the Baobhan Countess Baline. She was given area 5 as her domain four years ago. She is a talented archer and very good with daggers.

Sarel Aleoman, Leader Children of WoodAGE38SEXMale
Mana Lvl12CastingNAMana RegenNA

Sarel is the son of Aleon's third son and the second daughter of a priest in area 8. He lives in the woods NW of Elfheim. Anyone who seeks to be a child of the wood must seek him out. Winning his approval is the first challenge.



Armani legend speaks of a place called "the Holy Realm." According to their belief, they dwelled in this sacred realm for many millennia. It was heaven but it was not forever.

Evil came. After centuries of war, the sacred land was ravaged beyond hope. The people who served the sacred were forced to leave. Most, the Arman and Aleor, sailed west. A smaller group, the Armagh, chose to travel west.

The refugees reached the western continent 450 years ago. They found wild forests and hills. Knowing it to be a place intended for them, and suitable to their needs, the Armani landed en masse. The Aleor continued up the coast and a smaller group headed south.

When the boats were empty and sacrificed in thanks to Manannan, they began colonizing. The few humans resident in the area were driven out, killed or added to the culture. None were allowed to retain a hold on the new Holy Realm.

After 90 years, the Armani held all they required. The expansion stopped and consolidation began. The remnants of the old race remain in Cimor. They and the Armani often fight border wars. Arman has also had skirmishes with Tolneg and Zandilor. As war is part of true life, Arman does not mind the challenges.


AreaCity NameCity Pop.Rural Pop.

All four areas have hereditary Counts. The nation's King rules from his palace near Arman. This man must be a renowned warrior, superb hunter and man of true wisdom. On the death of a King, the druids administer a challenge to select his heir. The people choose those who may challenge for the crown. The winner becomes King. Other challengers, who survive, become champions of the faith. They serve the High Druid until they die.

Military Forces

AreaCavalryInfantry/ArchersRural Militia

County forces are drawn from the area the city is in. Their Count leads them. Royal forces are drawn from Arman as a whole. The force in parentheses is allocated to guard the sacred groves. The rest are used as the King wishes. The Count rules the county militia. It may only be raised on the King's order.

Hernora and Cern have ocean going fleets of curraghs. Arman and Gwydios have river curraghs. The number the Count controls is: Hernora 20, Cern 45, Arman 30, Gwydios 15.


The most revered gods of Arman are Cernunnos, Herne and Nua. They are a druidic culture. Other gods that are commonly worshipped are Mathgen, Figol, Gwydion and Morrigan.


The nation is known for forestry, extensive agriculture, woven goods, wine and distillation of intoxicating beverages. Gwydios is also noted for its iron mines and high quality weapons. The nation trades with Zandilor, Pasqul, the Aleor and the Caldera. Once a year, with permission of the King and the High Druid, they also trade with the Tolneg city.


Armani are boisterous energetic people. They take great joy in the challenges of life, especially those that serve their gods. They enjoy telling tales of adventure, over a good cup, and a good fight. When provoked, the anger of an Armani can be something of legend itself.


The Armani are beautiful people with fair skins. The majority of the citizens have red hair. They are cousins of the Armagh of Goidan.


Yorik Woodson, King of ArmanAGE63SEXMale
Mana Lvl12CastingNAMana RegenNA

Yorik is old and has a wasting disease that has thusfar proved incurable. His physical abilities, PA and MR have been reduced 50%

Black Erik, Likely Successor as KingAGE29SEXMale
Mana Lvl13CastingNAMana RegenNA

Erik is the younger brother of the Count of Gwydios. He is a militia Colonel. He is also noted as an adventurer, among other things. He wants the crown badly.

Alevan Homan, High Druid of ArmanAGE71SEXMale
MDV26MEL16  EnL116HC38%
Mana Lvl18Casting258Mana Regen8

Alevan began service to the wood at the age of eight. He was anointed a Druid when he was seventeen and became High druid at the age of fifty. There is little about the sacred or the wood that he does not know.

The Cimor


The Cimor are an ancient race. All the lands that are now Arman, and much of what is Zandilor, were once theirs. They were driven out, and back to their sacred mountains, in a number of wars.

These people have no love for any other race. When chances to damage those who have harmed them arise, they are seized. Otherwise they concentrate on defending the sacred homeland. It is all they have left.


The total population of the Cimor clans is 14000. Three thousand dwell in and around the fortress at the end of the mountain pass. The plain it leads to is the sacred home. They kill any foreigner they find on this land.

The other marked population centers are near cavern entrances. Each is also a sacred place. One thousand Cimor live in and around these areas. The remaining 9000 Cimor are spread in small bands around the land.

Military Forces

The Cimor field 2800 for war. There is an elite sodality of 300. It is responsible for warding the places of the sacred. Two hundred are at the fortress. Fifty are at each of the caverns.


The public face of Cimor religion is an animistic faith that reveres the Earth Mother (Gaea). Seasonal ritual sacrifice to her is a normal feature of their year.

As a result of their losses, a darker cult has taken route behind the scenes. It worships Kotan and the Chaos Goddesses Astaroth and Sin. The worship is done to gain power and advantage without harming the sacred truths. A Cimor enemy captured by these people faces true horror.


Hunting, gathering and horticulture are used to survive. The Cimor do not trade with foreigners. Barter is used internally.


Cimor are quiet, tenacious individuals. When fighting to defend something important, they are fanatical to the extreme. Nothing short of death will drive them back.

The new wave of Cimor is cultivating cunning. They place success and personal desires above all things. Nothing is too low if it serves a desired end, as they see it.


Cimor are a red race with raven black hair. They are broad, blocky and have a common appearance. Short legs and massive muscular torsos are not uncommon. In war they use spears, clubs and stone axes. They "dress" in blue and white dye in battle. Otherwise they are naked. (The gods must see their truth if they are to decide the day.)


Stoneheart, Warlord of CimorAGE42SEXMale
Mana Lvl5CastingNAMana RegenNA

He is leader of the elite and champion of the earth mother.

Ladalema (Witch), Earth Mother of CimorAGE50SEXFemale
MDV20MEL12  EnL104HC33%
Mana Lvl14Casting119Mana Regen6

The earth mother is ruler of the society. Unless the omens from the goddess speak against her, Ladalema's word is law.

Ladamori (Witch), Daughter of LadalemaAGE31SEXFemale
MDV22MEL10  EnL73HC31%
Mana Lvl17Casting151Mana Regen5

As the earth mother's eldest daughter, Ladamori is her heir. She is also High Priestess of Kotan, Blessed Sister of Astaroth and Partner of Sin. Is she supplants her mother there will be change.



2019BP [-919SA]

Foundation of the city of Zandilor, oldest city in the Western Lands.

2019 - 1901BP [-919 - -801SA]

Expansion up the peninsula.

1900 - 1707BP [-800 - -607SA]

Overthrow of the dark faith. Reign of the 1st Dynasty. Expansion toward the far mountains. First battles with the Cimor.

1706 - 1693BP [-606 - -593SA]

Civil War

1692 - 1339BP [-592 - -239SA]

Reign of the 2nd Dynasty. Creation of a formal law code including the laws of religious tolerance.

1338 - 1336BP [-238 - -236SA]

Civil War

1335 - 1300BP [-235 - -200SA]

Reign of Mor the Conqueror. Major expansion for the nation. Foundation of the city of Tolneg on the barbarian island.

1299 - 1281BP [-199 - -181SA]

Rule of Mor's Generals. Draconian reduction in civil liberty.

1280 - 1273BP [-180 - -173SA]

Civil War

1272 - 609BP [-172 - 491SA]

Reign of the 3rd dynasty. Rise of Pasqul and Jard. Major trade expansion for Zandilor. Gradual lessening of military capability.

608BP [492SA]

Revolt of Tolneg. Start of Civil War.

607BP-599BP [493 - 501SA]

Civil War. First Pasqul incursion.

598 - 316BP [502 - 784SA]

Reign of 4th Dynasty. Loss of two cities in 2nd and 3rd Pasqul incursions. Rape of trade colonies in Jard. Abdication of last Emperor.

316BP [784SA] to present

Autocratic reign of the Council of Zand. The nation is dedicated to trade, defense and personal well being (read wealth and hedonism).

Council Of Zand

The leaders came to the conclusion that rule by one faction of the elite was inherently unstable. In the 1st and 4th dynasties nobles failed. In the 2nd the army did. The 3rd was a failure for leaders owned by the merchant class.

The council corrects that flaw. It is made up of 3 merchants, 2 nobles, 2 soldiers, 1 craftsman, 1 tradesman and 1 scholar. Should it ever be deadlocked, the leader of the most popular faith breaks the tie.

There is a vote each year. The top five faiths are recorded. The leader of the most popular becomes President and sits on the council. The others, in order, earn the right to put on one of the four yearly festivals (and keep half the profits).

Members of the council remain in their seats until they are physically unable or for twenty years, whichever comes first.

When a member steps down, he selects his replacement from a list of five candidates. (Which tends to be quite profitable for the departing member.)

The Scribes Guild creates the lists on an explicit set of criteria. They change if someone eclipses a person who is listed. The penalty for a councilor bribing a list official is banishment.

The council has all authority in Zandilor. Whatever their majority chooses to do is done. The council palace is located in Zandilor city.


NumberNameCity Pop.Rural Pop.
3Two FortressesN: 400, S: 60031,000
Total 60,000 205,000

Military Forces

CityCavalryInfantryRural Mil.Other*
North Fortress200100800100
South Fortress4001001200100
Total1300210013000 700

* Other forces are support personnel, professional archers, recon specialists, assassins, medical personnel and other such individuals.

Zandilor and Marcus have fleets. The warships, run by the ruling noble, are Zandilor 25, Marcus 40. None of these vessels are larger than biremes.

The noble, merchant house or mercenary captain who pays them controls the military forces. All are obligated to obey a council order if it comes. At other times, they do as they wish.

If the action plan impacts a Zandilor citizen, or might endanger the nation, they must have council approval for it. If they don't get it, and shit happens, they lose their right to hire troops. Clearly, this leads to a climate where manipulation is required and a bit of anarchy can exist.


Zandilor is proud of its tradition of religious tolerance. Except where a faith's action impacts on the rights of Zandilor citizens, the council has NO right to harm a religion or its followers. People may worship who they want, how they want, as long as doing so does not impinge on someone else's right to do the same.

In last year's election, the top five deities were:


* The Dionysian faith has won for nine years in a row. Their Sangu Mah is extremely popular in Iverian.


Zandilor is an ancient and sophisticated land. Their craft goods are noteworthy. Zandilor is best known for glass, chemical preparations and fine luxury items. Marcus is the source of quality metal and metal goods. Iverian produces fine foods, wine and a plethora of quality goods.

Whatever its feelings about the past, or the people, Zandilor is willing to trade with anyone. Their merchants are notorious for going anywhere a profit can be found. Profit of the moment is what concerns them. The future impact of any trade is rarely considered.


The elite of Zandilor know they are, by far, the most civilized individuals in the world. They tend to be suave, effete and more than a bit pompous. Commoners share the same pride. Survival, however, does not allow them to exercise its prerogatives. They tend to be kind, hard working people with an eye for luxury. 87% of the population of this nation is literate in at least one language.


People of this nation are red skinned with dark hair. They tend to be thin and effete. The more their wealth and higher their station, the greater this tendency. Overt physicality marks one as a common soldier, laborer or peasant. Being thought of in such a lowly manner is something to be avoided if one is wealthy or noble.


Agorian Demto, Sangu Mah of DionysiusAGE43SEXMale
MDV25MEL17  EnL128HC35%
Mana Lvl16Casting227Mana Regen8

* MR is reduced by one because Agorian is obese.

Agorian is the second son of the Duke of Marcus and the husband of the Duke of Iverian's youngest daughter. He was ordained as an Urigallu priest at the age of 16. Since that time he has learned the Ashipu and Baru rites. He goes to great lengths to insure his place on the council.

Lisier Tern, Zandilor MerchantAGE34SEXFemale
Mana Lvl9CastingNAMana RegenNA

Lisier is the only heir of Zandilor's wealthiest glass merchant. She was selected for the council last year by an outgoing merchant (it cost her 1100 gold). She has no doubt that her position, and agents, will triple her wealth before she must leave.

Gen. Targ Sema, Warden of the WestAGE52SEXMale
Mana Lvl13CastingNAMana RegenNA

Targ commands the western shore of the peninsula. Both fortresses there are his property. He has served there for the last 17 years and has twice been passed over when a military councilor left his seat. He is not the most popular officer. Many view him as a martinet with limited social grace.



The main island was the home of seafaring barbarians for millennia. They often raided Zandilor. That nation responded, in 1321BP [-221SA], by founding a military colony on the island. Under General Tolneg, it conquered the last barbarian clan in 1307BP [-207SA] and became a province a year later.

Tolneg was controlled and a "happy" part of the nation for nearly 700 years. In 619BP [481SA] its General asked for full rights and the rank of Duke. The King refused his request and sent an assassin to eliminate him.

The heir of the murdered General seemed to accept fate. While working with the King who murdered his father, he began laying the foundation for rebellion.

In 608BP [492SA] he was ready. Tolneg seceded from Zandilor. A quick sea battle, in which Zandilor's fleet was utterly destroyed, ended any hope of Zandilor changing that fact. In 607BP [493SA] the General took the title of Emperor and began the first dynasty.

607 - 601BP [493 - 499SA]

Reign of Tol the Liberator. Foundation of the Zandilor dynasty.

600 - 553BP [500 - 547SA]

Reign of Tol the Builder. City 1 and 2 founded.

552 - 527BP [548 - 573SA]

Reign of Tol the Invincible. Founding of city 5

526 - 499BP [574 - 601SA]

Reign of Tol the Teacher

498 - 441BP [602 - 659SA]

Reign of Tol the Divine

440 - 419BP [660 - 681SA]

Reign of Tol the Lesser

418 - 413BP [682 - 687SA]

Reign of Tol the Sot

412 - 410BP [688 - 690SA]

Reign of Tol the Damned. End of the Zandilor dynasty.

409 - 381BP [691 - 719SA]

Time of Troubles

380 - 347BP [720 - 753SA]

Ascension of Conor the Great. Foundation of the Armani dynasty and city 4.

346 - 299BP [754 - 801SA]

Reign of Math the Wise

298 - 270BP [802 - 830SA]

Reign of Leann the Beloved

269 - 263BP [831 - 837SA]

Reign of Conor Ironhand. End of Armani dynasty. Revolt of city 4. Loss of city 5 to Pasqul.

262 - 231BP [838 - 869SA]

Time of Troubles part two

230 - 200BP [870 - 900SA]

Reign of Asnar the Redeemer. Redemption of city 5 from Pasqul occupation.

199 - 84BP [901 - 1016SA]

Reign of Asnar the Mystic. Conquest of city 4. City 6 built. Formation of a senate to advise the crown.

83BP [1017SA]

Asnar the Mystic abdicates the throne. Appoints two senators to serve as consuls and rule the land. Orders that they be affirmed or replaced by senate election every five years.

83BP [1017SA] to present

Reign of the Asnarian Republic.

NOTE - After announcing his abdication and establishing the new law, Asnar and his entire household boarded a boat with magic oars and sails. As it disappeared, his face was seen in the senate. He stated, "Rule as I have said you must and I shall be with you. Fail to show wisdom and I shall show you the meaning of vengeance. Be well, my children."


NumberNameCity Pop.Rural Pop.
1Port Tol26,00070,000
Total 77,000230,000

* Four thousand are Armani descended white citizens in the Armani forest, a reservation for those of that color.

Military Forces

The Tolneg army is organized into four legions. Each unit, when mobilized, has 3000 infantry, 300 cavalry, 400 archers and 300 support personnel.

During a time of peace, only the elite cadre is under arms. The remainder are freed to make their living as they choose in the area near the legion's base. The cadre for each legion is 900 infantry, 100 cavalry, 100 archers and 100 support personnel. Support personnel are peltasts, siege personnel, armorers and healers. The legions are:

1st Legion Base Tolneg
2nd Legion Base Arianne
3rd Legion Base Port Tol
4th Legion Also called the Foreign Legion. It is divided between Conora, Dagoria and Tolton. The current General keeps his headquarters in Tolton. The cadre assignments are:
Tolton 200 Infantry, 20 Archers
Conora 300 Infantry, 30 Archers, 20 Support
Dagoria 400 Infantry, 100 Cavalry, 50 Archers and 80 Support.

The General also commands a fleet of five warships, five transports and three packet ships. The warships and transports are currently based at Dagoria. Each city has one packet ship as well.


Home Forts0110515

* Other vessels include packet ships, transports, merchants and special purpose vessels. Tolneg has a large, well organized fleet.


The traditional worship of Tolneg, stemming from the barbarians who make up the bulk of its people, revolves around Gods of the Sea and Gods of War. The dominant gods, at this time, are Zu, Manakel, Thor, Tyr and Frey. Many also worship Manannan and other Sidh gods. Such worship is no longer supported by the state.

In Tolneg, approved gods receive stipends. Those without approval get nothing. Religions the senate deems harmful to the realm are persecuted. Religious tolerance died with the Zandilor dynasty.


Tolneg trades with Zandilor and eastern Pasqul. Merchants who wish to risk voyages without state support and protection sometimes trade with Arman, western Pasqul and Jard. Any who do work at their own risk. As a plus, the state does not take its 30% cut of any profit that results.

The realm has extensive mines on the home island. It is noted for its military goods and durable items. The forests of the home island also produce a wood that is highly prized in the making of warships. With the home island and colonies, Tolneg makes a little to a lot of just about anything.

Legal System

Crime and punishment for Tolneg is scaled to the rank of the felon involved. White vs. red bigotry is a factor in that scaling. Whites are lower because of their color before anything else is considered.

The greater the status of an offender, the sterner the penalty for his or her crime. As an example, if a white peasant damages public property with intoxicated, he is whipped and returned to the reservation. A red senator who commits the same crime is jailed for at least five years.

Punishments in the Tolneg nation are fines, corporal punishment, imprisonment, indentured slavery, death and death by slow torture.

A panel of three judges hears cases. A majority vote is required to decide guilt. A unanimous one is needed to give a death sentence.


Tolneg are a bit schizoid by nature. In public or on duty they are stern, disciplined individuals who approach most problems with calm pragmatism. To some eyes, they are born soldiers.

In private, Tolneg tend to be hyper people often drawn to hedonism and "imaginative" interactions. This is especially true of Zandilor stock. Beyond hiding their diversions from society, they have few limits as to how far they will go to find pleasure.


70% of the population of Conora and four thousand in the Armani reservation are white. They are descended from Armani refugees that landed on Tolneg (see Conor dynasty). The rest of the citizens are red.

85% of the red citizens are muscular, short and agile barbarian stock. They are of average appearance and tend to have a pronounced nose. Many of the men are bald or balding at a young age.

The rest of the red citizens descend from Zandilor stock. They tend to be tall, thin and elegant. The vast majority of these citizens reside in Tolneg and Tolton.

Citizens of Tolneg, especially the barbarian stock, tend to be race conscious. Interbreeding with those of another culture is rare. The law frowns upon it. In extreme cases, miscegenation charges have been brought against people by the senate. (Red wedding white is always such a case, except in Conora. Zandilor wedding barbarian can be, if the difference in social status is large.)


Asnar the Mystic, Former King, MageAGE221SEXMale
MDV29MEL22  EnL81HC36%
Mana Lvl18Casting340Mana Regen5

* Reduced by 2 because he is barbarian stock.

No man knows the fate of Asnar. All believe he still lives and act accordingly (he and his household are on Vulca).

Lobar Kintel, High Consul of the SenateAGE44SEXMale
Mana Lvl9CastingNAMana RegenNA

The High Consul is barbarian stock. He rules foreign affairs, the army and navy. In most ways that matter, unless the senate is in opposition, he is the ruler. His goal is to position Tolneg for the conquest of Zandilor. The Low Consul does not support such a bellicose posture.

Marcus Hintoram, Low Consul of the SenateAGE50SEXMale
Mana Lvl14CastingNAMana RegenNA

* -1 for obesity

The Low Consul is in charge of justice, religion, administering the realm and insuring the happiness of the people. Given the popularity this generally affords, his opinion can never be ignored. The result of doing so would be riots at the very least.

Marcus is one of the major proponents of the miscegenation laws. (He is Zandilor stock.) He has stated that if one cannot afford to buy a foreign slave for his use or hire a foreign whore, he must refrain. Racial purity is an essential duty for all citizens.

Ilana, Favored slave of Low Con.AGE23SEXFemale
Mana Lvl9CastingNAMana RegenNA

Ilana is Armani. She was stolen from her land at the age of 12 by Zandilor slavers. After two years of abuse, she escaped. Six months later she ran afoul of Pasqul slavers. Her next three years were spent in a slave academy. When her troublesome nature did not mellow, her owner sold her on the block at Dagoria.

A year later an enemy of Marcus gave her to him, expecting the harpy to knife him. Marcus found her, and the challenge of owning her, stimulating. They have been together ever since. He has a three year old daughter and an infant son by her.


Valera is the realm of Faerry in the western lands. Valerian and Magdalena, the son and daughter of Oberon and Titania, rule it.

There are seven faerry hills in the area. Magdalena's hill is located in the center of the area by a lake. It has a population of 200 Faerry and 100 humans. The total population of the other six hills is 500 faerry and 200 humans.

The realm is also home to an Armani tribe who worship the fay. Their population is 4000. The 800 warriors they can field would willingly die to save the life of a faerry.


Valerian, King of ValeraAGE30(402)SEXMale
MDV32MEL19  EnL124HC28%
Mana Lvl22Casting400Mana Regen18

Valerian, like all Faerry, is a natural magician for Sidh magic. His innate power is Sleep (MEL19/EL10). He is most noted for his charm and ability as a clothier. There is MUCH more to him than that.

Magdalena, Queen of ValeraAGE16(64)SEXFemale
MDV28MEL11  EnL77HC17%
Mana Lvl22Casting200Mana Regen20

Magdalena's Innate Power is Suggestion (MEL11/EL10). She is an elegant, peaceful Queen who wishes harm for no one, unless they force her to protect her people.


With the change that came to the Caldera on the Little Armageddon, the bulk of Abnaric Elgar's Baobhan followers moved into the forest. They remain there.

Baobhan is allied to Valera, the Caldera and the Nar'morel in the desert. They also honor Elves, the True Sidhe and enjoy their Armani neighbors. Beyond this, they have little interest in the rest of the western lands.

The realm is home to seventeen hundred Baobhan (102 are male). There are also a scattering of faerry, elves and true sidhe. The humans present worship faerry, as for Valera. They consider Baobhan, like elves, to be sacred cousins of the divine fay. There are 3000 people in this tribe. They field 600 warriors.


Alondra, Queen of BaobhanAGE17(17)SEXFemale
MDV21MEL8  EnL68HC45%
Mana Lvl17Casting130Mana Regen9

Alondra is the daughter of Cernunnos and the Goddess Miryan. She is also the fosterling of the God Payan. She assumed the throne of Baobhan less than a year ago and has yet to blossom to her full potential. When she does, she will be a goddess.

Baline, Countess, GeneralAGE37(542)SEXFemale
Mana Lvl10CastingNAMana RegenNA

Baline was a handmaiden of Ro'beall before the arrival of Abnaric Elgar. She is loyal to both and was the friend of Alondra's mother. She is an experienced warrior and kind woman who only recently took the rank of General.



1632BP [-532SA]

Foundation of Pasqon.

1631 - 1505BP [-531 - -405SA]

Tribal expansion along rivers. Conquest of two other tribes. Foundation of the cities Bas, Sanctus and Torama. The capital is moved to the new temple in Sanctus.

1504 - 1301BP [-404 - -201SA]

Reign of the sacred ten. Pasqon's tribal society becomes a strict theocracy. Simona, Coril, Zaldor and Miriam are built.

1300 - 1249BP [-200 - -149SA]

Black Simon's war. He assassinates the other nine members of the sacred ten.

1248 - 1226BP [-148 - -126SA]

Autocratic dictatorship of the mage Simon I. Foundation of Esqula, Adula and Mormin. Simon makes draconian demands on people and elite to fuel his worship of evil powers.

1225BP [-125SA]

Simon is murdered in his sleep by Alitia of Adula.

1225 - 902BP [-125 - 198SA]

Dissolution of the Pasqul state. Its eleven cities become eight warring nations.

901 - 893BP [199 - 207SA]

Invasion by Jard. Conquest and rape of Adula and Mormin.

892BP [208SA]

Other leaders accept the invitation of Lor Gerion, Lord of Pasqul and Sanctus. They agree to the Edict of Unity. Lor is elected King and the states unite for war.

891 - 879BP [209 - 221SA]

The First Jard War. Adula and Mormin are recaptured. A truce is signed in 879BP [221SA] after the battle of Mormin bleeds both sides white.

878 - 851BP [222 - 249SA]

End of unity. Pasqon is given the right to rebuild Adula and Mormin. Other states war with each other.

850 - 847BP [250 - 253SA]

Second Jard War. Loss of Mormin. Capture and humiliating execution of Trent Gerion, Lord of Pasqon and Sanctus. Ultimatum from the Jard emperor delivered to all other states by demons.

846 - 809BP [254 - 291SA]

The reign of darkness. States pay yearly tribute to Jard. Accept edicts of its emperor.

808BP [292SA]

Birth of Erol Earthson in Torama.

808 - 787BP [292 - 313SA]

Increasing demands from Jard. Money, goods and slaves flow into their coffers.

786 - 784BP [314 - 316SA]

Revolt of the Earthson. Torama throws off Jard masters. Jard punishment force slaughtered in the hills by human troops and powers of the earth.

783BP [317SA]

Pasqon joins rebellion. Within months, Sanctus, Coril, Esqula, Zaldor and Torama do likewise. The second edict of unity passes. Erol Earthson is elected King.

782 - 769BP [318 - 331SA]

Third Jard war. As men battle men, the elements war on demons. Total devastation reigns in more than one area of Pasqul and Jard.

768BP [332SA]

Erol is assassinated by a Jard wizard. In the battle that follows, the Jard army is decisively beaten. The peace of Erol is signed to prevent further carnage.

767BP [333SA]

Formation of the Senate. Edict of unity made eternal law. King elected for life. The first king is Alvus Gerion of Pasqon.

767 - 758BP [333 - 342SA]

Reign of Alvus I. Notables offended by his self-serving rule.

757BP [343SA]

The Edict of Unity is reformed after the "accidental" death of Alvus I. No senator or member of a senatorial family can be elected King. Election of Tomas I, a Colonel from Torama.

757 - 721BP [343 - 379SA]

Reign of Tomas I is dedicated to repairing the damage to the nation.

720 - 683BP [380 - 417SA]

Reign of Lance I (scholar from Bas) brings expansion into the south peninsula and the foundation of Kora and Dilama. Opening of trade relations with Zandilor.

682 - 631BP [418 - 469SA]

Reign of Jana the Sly. Thought to be a male healer from Zaldor. In fact, she was a female entrepreneur and sorceress from Coril. Fact discovered twenty years into her reign. Edicts are modified to insure only males are elected in future. Because of foundation of Ambe, Hasnoria and Terleg, and improvements in army, she continues her reign unto death.

630 - 605BP [470 - 495SA]

Reign of Simon II (merchant from Zaldor). First Zandilor war. Conquest of Oradel in bloody siege.

604 - 571BP [496 - 529SA]

Reign of Tomas II (Healer from Hasnoria). Era of major improvements in social conditions. Formulation of the current Pasqul law code.

570 - 546BP [530 - 554SA]

Reign of Jaco I (Kora merchant scholar). Expansion of trade fleet. Fourth Jard war. Their invasion is stifled. On assassination of their Emperor and three powerful wizards by the King's agents, they reaffirm the peace of Erol.

545 - 529BP [555 - 571SA]

Reign of Horace I (Scientist from Pasqon). Effort to expand into the desert is bloody and expensive failure. He dies in his sleep. The knife in his heart is not mentioned in history texts.

528 - 389BP [572 - 711SA]

Reign of the Weak Kings. Senatorial puppets sit the throne. A time of graft where Pasqul makes little progress.

388 - 342BP [712 - 758SA]

Reign of Horace II (Handsome 28 year old officer from Esqula when elected. After two years as gigolo of senatorial wives, began effort to gain his rightful power. After five years was king in fact.) Second Zandilor war. Conquest of Morhoma. Military reformation.

341 - 326BP [759 - 774SA]

Reign of Geor I (Adula cosmologist). Era of temple building, library construction, etc. Expansion of Pasqul war fleet after sea raid on two of their cities.

325 - 269BP [775 - 831SA]

Reign of Asa I (Entrepreneur from Miriam). Third Zandilor war. Conquest of Basnala and Jasnira. Era of theater and coliseum building in large cities. Major increase in slave trade.

268BP [832SA] to present

Time of Peace. Relatively uneventful reign of nine kings. Current King, Opier I, a Pasqon scholar, is unlikely to change the trend.


NumberCity NameCity Pop.Rural Pop. Race*
Total 278,000992,000

* These were Esqula cities. When Jard conquered them most of the population was killed or enslaved. Jard natives replaced them. 80% of these people descend from Jard. The remainder are Esqula. All of the rulers are Esqula.

NOTE - Citizens tend to be clannish about their ancestry. This is especially true of Esqula, Zaldorig and Ambelor.

Military Forces

Pasqul has royal forces and senatorial forces. The royal forces are distributed as the king sees fit. They may only be used on his order or with his permission.

Senatorial forces are the property of the Senator who pays them. Each county, i.e. senate district, has Senate established restrictions on how many troops they may have. They are based on population and the perceived threat the district faces.

Royal Army

12000 Infantry, 3000 Cavalry, 2000 Archers, 1000 Support. In addition, the King commands a 400 man personal guard and a 200 man unit of Senatorial Guards. The senatorial guards protect the national congress buildings. All royal forces are well trained and equipped with quality armor and weapons. The guard forces are elite.

Senatorial Forces (Maximum)*

SenatorInf.Cav.Archers Support
Total941028801750 900

Naval Forces

The king controls the royal fleet. It is composed of 30 triremes, 100 smaller warships and 30 merchant vessels. Senatorial districts that are port cities are allowed ONE warship per two thousand people in the city (RU) if they wish to build them. There are currently 65 warships under Senatorial command. Pasqon owns twenty of them.


The agreed gods of the nation are those tied to Elemental spirits. The major ones worshipped are Domiel and Gaea. The senate pays a variable stipend to the temples of these accepted faiths. In exchange, the faiths provide a number of trained elementalists to the armed forces and the Senators of the realm.

Pasqul law frowns on other faiths but does nothing to stifle them, unless the faith acts against the interest of the Senate or a Senator. None receive any support from the Senate.

NOTE - Only elementalists are common in Pasqul. These are wizards who specialize in the use of elemental spirits to perform their magic. Other wizards are rare. Unless they are in service to a Senator, and valuable, they tend to be treated poorly.


More than 2/3rd of the continent's agricultural production comes from the plains of Pasqul. Various districts, those with hills and mountains, also have extensive mines. The larger cities, population over 30000, have craft factories and other facilities for the production of good quality goods.

Pasqul is a wealthy land. They have extensive trade with Zandilor (one reason they haven't gotten around to conquering it yet) and some trade with Jard. Lately they have also begun trading with representatives of Tolneg and the Caldera. As a general rule, they trade with most anyone who comes to them. They do little in the way of leaving their land to seek commerce.

Legal System

Each senator has the right to administer justice as he sees fit in his district. This leads to a varied legal climate. The single most important rule, nation wide, is don't piss off the local senator.

If a given senator's legal actions cause unrest or other major problems, he can be "audited" by a five senator committee. Should he be found to be in error, he is guilty of a crime and is taken before the King for judgment.

There are two exceptions to the law of senatorial privilege where justice is concerned. In cases of treason, or where the felon belongs to a senatorial family, the King decides punishment. Where the crime is heresy or blasphemy, the nearest Sangu Mah of Domiel decides the case.


The current people of Pasqul are a calm, civilized race with a curious and beneficent nature. All seek excellence in their calling. For those of a military bent, that means a desire for war and expansion.

Beneath their surface calm, Pasqul sometimes doubt the motives of others. They rarely take such at face value unless the person is someone they trust without exception.

In addition, some of the sub-groups have issues that impact their nature. The freedom the senatorial system allows, and the wisdom of the King, is all that holds this nation together.

Appearance and Issues

ZandilorSee Zandilor. Many yearn to return to their rightful place as part of Zandilor.
JardSee Jard. The Esqula rulers treat Jard poorly. There is a secret Jard underground working to become one with the Jard empire.
PasqonThese people are handsome, tall and broad bodied. Red with light hair. Expect to be honored as the fathers of the realm. Annoyed when this does not happen.
AmbelorBroad chested with short legs. Red with brown hair. They have no major issues with anyone.
HasnorRed skin, black hair, long legs and blue eyes are common for Hasnor. Annoyed that the realm has not eliminated the Tolneg threat.
DilkoraThese people are noted for their deep red skin and relatively common appearance. Yearn to return to their old ways. They want to be Dilkora again, not Pasqul.
ToramaTend to be short, broad and heavily muscled. Skin is more tan than red. Hair tends toward dirty blond and light brown. Dislike Zaldorig arrogance.
ZaldorigThey tend to be thin and wiry. They have red skin and jet black hair. Many are jealous of Pasqon wealth and prominence.
EsqulaTend to be tall and thin. Have the palest of red skin and brown hair. Many of the nations most noted beauties are Esqula. A bit vain as a people. Most want war with Jard. They want the threat ended for all time.


Doren Pasque, Senator of PasqonAGE49SEXMale
Mana Lvl9CastingNAMana RegenNA

Doren leads the traditionalist faction of the senate and is a past Colonel in Pasqon's cavalry. At the moment his group has 13 members. He likes things as they are.

Zash Horal, Senator of HasnoriaAGE32SEXMale
Mana Lvl12CastingNAMana RegenNA

Zash leads the war faction in the senate. That group has 8 members. They want Pasqul to complete its destiny, which is the assimilation of all other civilized lands.

Aime Esqa, Senator of EsqulaAGE29SEXFemale
MDV19MEL7  EnL125HC51%
Mana Lvl15Casting90Mana Regen8

* Appearance increase from Special Attribute.

** DCV is increased for her ability as an acrobat.

Aime has the Invisibility as an Innate Power (MEL7/EL8). She is also an Elementalist of the Air (EL3). She married the Senator of Esqa six years ago. Three years ago she bore his son. On the 72 year old man's death, the infant was elected to the Senate. The King convinced the senate to accept her as spokesman until the boy comes of age after a weekend meeting with her.

Aime leads the Reform movement. Five members are in that group. Their goal is to eliminate archaic laws. Hers is to end the bias against women, giving them an equal chance to be elected to the senate.

She is a dominant, charming, talented woman who is almost entirely amoral. She will do whatever she feels is needed. Other than harming family or dealing with disgusting powers, she has no limits. She is working on six uncommitted members and stroking the vanity of Zash. She also performs to win the favor of power brokers and the people (she is a talented dancer and acrobat).

Opier I, King of PasqulAGE46SEXMale
Mana Lvl14CastingNAMana RegenNA

Opier is a historian who has uncovered many facts about ancient times. He does what he can to help Pasqul as King while using the office to enhance his ongoing studies.

Senate Seats

There are 32 counties. Each has a Senator. Twenty have cities. The other twelve may or may not have fortresses and are included in the population of the greater districts.

By law, any man in a district can run for election on the passing of a Senator. In fact, it is truly rare for the heir of the ruling family not to win the election. In most cases, when that heir does not win, the new senator dies within six months.

The King has no vote in Senate matters unless the Senators tie on an issue. When they do, the King decides what is to be done. The King rules the royal forces and enforces the common law prescribed by the edict of unity.

Senators rule all other facets of law and society. In their district, senators are autocrats. They can, and will, do whatever they please. As long as common law is not violated, the King has no authority to do anything.

The Empire of Jard


1081 - 996BP [19 - 104SA]

Foundation of the Olmarian city states (Olshier, Oltiera, Oldorus, Oltan, Olmar and Oltas, now Azneira). Arrival of the Émigrès. Foundation of Mastem, Astarot, Jadora, Ahris, Lysama, Daevama, Lotan and Slinoria for their use.

995 - 931BP [105 - 169SA]

Olmarian Golden Age. Foundation of Oltora, Olnash, Olzama and Olcasta. Trade expansion, educational suffrage.

930BP [170SA]

Birth of Holieta Bendoma, avatar of Az, in Jadora.

929 - 915BP [171 - 185SA]

Rise of the cult of Ahriman. Formulation of the Jadoran mysteries. Secret arming of Jadora.

914 - 899BP [186 - 201SA]

Reign of Jad the Perfect. Vicious conquest of the Olmarian city states. Rise of the avatar. Foundation of cities Jad, Meres, Aeshana and Mephis.

898 - 878BP [202 - 222SA]

Reign of Ahris the Divine. 1st Pasqul War. Death of Ahris at hands of avatar. The sequestering of the sacred Holieta.

877 - 852BP [223 - 248SA]

Reign of Lamzin the Gorgeous. Major temple raising, expansion of armed forces, slave raids. Growth of wealth and power of Jard.

851 - 786BP [249 - 314SA]

Reign of Talus the Invincible. 2nd Pasqul War. Magical reign of terror in Jard and Pasqul. Enormous expansion of the imperial wealth.

785 - 767BP [315 - 333SA]

Reign of Ildama the Flawless. 3rd Pasqul War. Loss of Pasqul suzerainty.

766 - 581BP [334 - 519SA]

Reign of Jad the Blessed. Major period of recovery, military reformation and peace. Escape of avatar. Murder of Jad by Holieta (used until his heart stopped).

580 - 546BP [520 - 554SA]

Reign of Hord the Beautiful. Capture of Holieta. 4th Pasqul War. Assassination of Emperor ends the combat.

545 - 502BP [555 - 598SA]

Reign of Jorus the Handsome. Recovery and move into mountains and jungle. Foundation of Setara.

501BP [599SA]

Arrival of Lemasan traders. Ascension of Larola the Demiurge.

500 - 203BP [600 - 897SA]

Reign of Larola. Solidification of the mysteries as the law of the land. Trade alliance with Lemasa. Foundation of Rimana. Second escape of the avatar, murder of Larola (as for Jad above). Avatar captured on the emperor's deathbed.

202 - 43BP [898 - 1057SA]

Reign of three marginal Emperors. Quiet period for Jard.

43 - 15BP [1057 - 1085SA]

Reign of Kilo the Woman. Emperor Kilo, once called the Stunning, leads the main army to war against the Caldera. He and eight generals return as pregnant women. 27000 troops are lost with no gain. All nine victims, and their infants, are sacrificed on the altar of Ahriman.

14BP [1086SA] to present

Reign of Pilon the Spectacular.


NumberCity NameCity Pop.Rural Pop.Race
1Jad (2)37,000139,000Jard
9Lotan (3)30,000124,000Jard
11Slinoria (1)17,00061,000Jard
13Ahris (1)12,00040,000Jard
15Jadora (5)46,000190,000Jard
17Mastem (1)3,0007,000Jard
23Olmar (1)51,000205,000Olmari
24Azneira (Oltas)39,000140,000Olmari
Total 410,0001,461,000

NOTE - The number in parentheses is the number of Emperors who have come from the city in question.

The Olmari are the people who began civilizing the area. Jard are the descendants of the &;migrès and scattered bands of barbarians resident in the areas where Jard cities were placed.

Though only the truly brave or foolhardy ever state it, Olmari believe they are superior to Jard and resent the Jard betrayal. Given the almost total loss of the faith and culture that separated them from Jard, this rarely exhibits itself in a major way. The Jard have little trouble stifling the intermittent riots when they occur.

Jard KNOW that they bear a divine blessing. As long as the truth of the Jadoran mysteries is practiced without exception, they will continue to be the greatest power in the history of mankind.

Military Forces

Garrison Forces

City NameInfantryCavalryOther
Azneira (Oltas)1000270150

The garrison forces represent fortress guards, temple and palace common guardsmen and police. The quality of their equipment and training depends on where they are, who is responsible for them and how important the task is.

EXAMPLE - A constable in the sticks somewhere will have little training and no provided equipment beyond his rank badge unless the noble in the area is generous. Someone serving as a guard at the temple of Ahriman in Azneira will have years of training and the finest equipment available.

Royal Army

The Emperor's Own

This is an elite guard force comprised of 2400 Infantry, 1200 Cavalry and 400 Others. It goes with the Emperor if he goes to war. At other times it is stationed in and around Jadora and Azneira.

The Four Border Armies


This force is responsible for the Jard Islands, actions in the jungle and protection of the hill and mountain areas from the Jungle to the large fortress west of Jadora. It is also responsible for easing delivery for spice/drug traders and slavers. The Marshal receives 1% of the profit from both in exchange for his aid and protection efforts. Its Marshal commands 25 light warships, 10 merchant vessels, 3200 Infantry, 1000 Cavalry and 800 Other troops. It is headquartered in Oltiera.


The army is responsible for defending against desert incursion and the northern portion of the Pasqul border. Its Marshal commands 3200 Infantry, 1600 Cavalry and 1600 Other troops. It is headquartered in Olcasta.


The Eastern army is responsible for defending the bulk of the border with Pasqul. Its Marshal commands 10 Heavy Warships, 40 Light Warships, 20 Merchant vessels, 4800 Infantry, 1600 Cavalry and 600 Other troops. It is headquartered in Meres.


The Army of the Interior is responsible for guarding the southern coast, administering the canal network, keeping the roads in good shape and efficiently supporting local forces when ANY civil disturbance in the southern heartland gets out of control. Its Marshal commands 30 Heavy Warships, 100 Light Warships, 30 Merchant vessels, 150 Canal barges, 4800 Infantry, 1600 Cavalry and 1600 Other troops. It is headquartered in Slinoria.

Other Troops

These forces include archers, siege personnel, magical aides, medical personnel, engineers and, in time of war, assassins, armorers and executioners.

Total The total strength of the standing field army is 26,400 troops. The fleet has 40 Heavy vessels (Quadreme and Trireme), 165 Light Warships (Bireme, penteconter), 150 Canal barges and 60 Merchant vessels (cargo, transport and message packets).


In time of war the Emperor can levy a force of 37,000 militia. The time required to raise these forces is sixty days. Ninety percent come as Infantry. The rest are Cavalry and archers. 20% of the levy force is former soldiers from a standing reserve. The rest are peasants whose training level is abysmal.

Marshal Rank

Jard has five Marshals. Their rank, in order of court access and potential for wealth/power is the Emperor's Own, Interior, East, Northwest and Northeast. The supreme commander of all military forces is the Emperor.


The legally required worship in the Empire of Jard is the Court of Ahriman. All persons within the borders of the realm must adhere to the precepts of the Jadoran mysteries. There are no exceptions.

The mysteries state that the most perfect man is the reflection of Ahriman and, by divine right, ruler of the empire. He retains that post until another proves himself superior or he is no longer perfect.

Per the mysteries, women are the bane and need of man. Hearing their voice taints a man's soul. Honoring their presence weakens him. With very rare exceptions, all women in Jard are chattel.

The higher the rank of the man, the stricter the measures used to control his women. In the upper levels of the nobility, and the wealthier merchant houses, women are kept as nameless drug slaves. They bear numbers not names and life in guarded harems. Their life is a drugged fog and a need to lay with a man.

Other Chaos faiths are tolerated in the empire as long as their worshippers do NOTHING that in any way alters the perfect law of the Jadoran mysteries. No non-chaos belief is tolerated. The penalty for promulgating such a belief, or worshipping a thing, is forfeiture of all property plus imprisonment or slavery.


The major transportation network in the empire is the canal system. This became fact, as a control measure, during the reign of Talus the Invincible. No vessel or barge is allowed to use the canals without a permit from the crown. The penalty for violating this law is death.

The roads that exist in the canal areas are, at best, pitted dirt tracks. They have little value for any major transportation effort (like moving a large body of men). The roads in the east are high quality routes that are maintained well.

Jard has intensive, irrigated agriculture in the Olmar peninsula. In the arid plains they have extensive herds that produce high quality meat, hide, wool and milk. The hills and mountains have a number of important mines and the jungle is a source of slaves, spices and drugs.

The Emperor personally controls the spice and drug trade. All profits from it are his by right. Anyone who is caught impinging on his monopoly is enslaved.

Jard trades with, and raids, the jungle. They also trade with the Lemasan zone and have minimal trade with Pasqul and certain Tolneg traders.

Legal System

Jard is a noble veneered theocracy. Nobles and field grade officers administer secular law. The priesthood, when it chooses, has oversight on all decisions and sole authority where cases involving religious law are concerned. Verdicts that run counter to the mysteries, in the opinion of Ahriman's faith, can be overturned.

The rank of the priest who makes such a decision must be equivalent or higher than the rank of the functionary who made it, i.e. only a Sangu Mah overturns the Emperor, any priest, rank 5 or higher, can overrule a Lieutenant.

Given the nature of the people and society, nepotism, bribery and graft are endemic. Only the most sacred of decisions cannot be influenced with properly applied bribes. Favoritism is always a factor in the judicial process. To be a success, a man must garner money and friends. He is at the mercy of his competitors otherwise.

A strict reading of the mysteries states that any man of any rank can stand before the Emperor and challenge him for his place as most perfect. In fact, it is not that easy.

There are at least three layers of security warding the Emperor plus his power and that of his allies. This given, only nobles, ranking officers and the wealthy have the access needed to approach the throne. Others who make such an effort tend to have accidents that invalidate their claim to perfection.

Once a challenge is made, the Emperor chooses one of three ways it is decided. They are the test of perfection, test of power and the test of the bower. In the first appearance alone decides. The second is a magic battle. The winner is emperor and the loser is dead. The third is lying with Holieta. If one of the claimants impregnates her, he is emperor and the other is sacrificed to Az. If neither does, she chooses the emperor. The other is sacrificed.

Penalties in this nation range from fines to ritual sacrifice to Ahriman. As the temple of Ahriman and the presiding noble or officer split any money paid in a fine, that penalty is common for all but serious cases. Said cases are, in general, grand theft and murder.

NOTE - Where women are concerned, murder is not a serious crime. The doer of the act faces a fine at worst. Also, rape is not a crime. Any blame that exists rests on the woman for shattering the man's control and making him rut.

Given both facts, assassins and thugs make a nice living in Jard. They are sometimes the only way someone, especially a woman, can get justice. Of course, accepting such a contract from a woman is a sacred crime. That means the price is high for her.


Jard are ruled by greed and a quest for personal power. They are amoral as a rule. Anything that serves their personal ends, without violating sacred law or endangering them too severely, is possible.


Members of Jard tend to be elegant, strong and wiry. As a rule they are tall and thin. All have red skin and varying shades of black hair. Common citizens generally use daggers, spears and light axes.

The military uses bladed weapons, axes and varying spear forms. They also use bows and, in elite units only, varying forms of crossbow. Soldiers wear leather and ring, at the very least, as armor. Elite forces are armored in chainmail. The extremely wealthy and elite wear plate mail. All infantry forces use full shields. Cavalry uses a metal buckler. Archers are unshielded.

Olmari have much the same look about them. As a rule, they are shorter and broader of body. Their traditional weapons were spear and sword. They did not use armor or shields in battle (a reason for their total demise at the hands of the Jard rebels).


Holieta Bendoma, Immortal Avatar of AzAGE930SEXFemale
MDV37MEL21  EnL235HC103%
Mana Lvl26Casting450Mana Regen13

* MR is reduced 2 for gravid obesity.

Consort of Ahriman, Demon of Disorder, enemy of reason and life, the insatiable force who must be satiated, Lady of Greed, Queen of Disorderly Motion, mother of daivas, the Weapon and Doom of Ahriman.

Holieta lives up to the nature of her mother. She is capable of using Insanity, Death powers, Confusion and Disorder as Fanatical Powers. She is MEL21/EL12 with them. She is also an insatiable woman whose greed is greater than any mortal would dream of knowing.

Unless prevented from doing so by supremely powerful priestly magic, Holieta automatically attunes herself to any man she lies with.

At the moment of intercourse, she is able to drain life energy from her stud. 2D10+5 points can be taken each phase if she chooses.

From the moment of intercourse, she can drain 1D6+5 at will, at any range, and communicate with that person telepathically. Should she choose, she can affect his mind for good or bad.

Holieta also knows instantly if a man impregnates her. Should she become pregnant, the resulting child is always male and a daiva. There are no exceptions.

The avatar's person, despite the horror and cost of containing her, is sacred to Ahriman's faith. Whatever the force needed to capture or contain her, nothing will ever be done that might take her life.

Killing Holieta

There is only ONE way to kill the Avatar. She must be kept from taking any sustenance for thirty days. That requires that she be kept from all food and drink AND that any man she has ever lain with be killed.

When the thirty days ends, she must be placed on a purified Law oriented altar. Once she is shaved, blessed and her heart is removed, she will die.

Nothing less than the procedure above can kill the Avatar. If she "dies" in any other way, she will eventually heal and continue her life. Burn her to ash and scatter the dust to the winds. She will return.

Pilon the Spectacular, Emperor of JardAGE49SEXMale
MDV22MEL13  EnL63HC21%
Mana Lvl15Casting170Mana Regen4

* Increased 32 by a magical rite he practices monthly. Said practice also increases his height 6". It requires the sacrifice of a virgin female child each month.

** He wears a ring that grants EL6 Invulnerability.

Pilon's father is Ahriman's Urigallu lama in Azneira. That connection got him the throne and preserves his life. His goal, once the recovery from the Calderan debacle is complete, is to expand north into the jungle.

Number 19, Slave to Mayor of OlmarAGE25SEXFemale
Mana Lvl18CastingNAMana RegenNA

* The PR is 10 for poison (i.e. a natural thing whose affect is to kill or paralysis). She is totally immune to any drug or magical potion. If a poison is in any way magical it does not affect her.

The name of number 19 is Bolli Ulara. She was taken slave by a Jard ship passing her home when she was 17. For the first year, she battled her captors. The resulting agony convinced her to accept fate. She learned what they wanted her to know, and more.

She was sold to the Jard mayor of Olmar two years ago. He drugged her at once. She used her learned acting skill to pretend to be affected. When he had her brought to him, she taught him better. He liked it.

In public Bolli is drugged slave flesh, chained and nude for all to see. When she is alone with the mayor, the chain is on the other throat. He, and a few powerful friends he has invited, do as she commands in the boudoir and otherwise. She is wealthy and powerful as a result.

Fasd the Tanner, Resident of OltieraAGE56SEXMale
MDV19MEL10  EnL143HC56%
Mana Lvl14Casting122Mana Regen7

* -10 for scars and blotches.

Fasd was a Major in the army that was slaughtered at the Caldera. In the retreat he was separated from the host. On the edge of death, in Kora, he found new life. He is a priest of Gaea. He leads a slowly growing underground dedicated to the destruction of the Ahriman faith.

As he knows he won't live to see the day, he spends his time teaching those he can trust and preparing his son (age 14) to be the next Primate. He is also seeking a woman worthy to stand as Earth Mother.



Two millennia ago Vulca was one island more than twice its current size. The ancient race of humans who dwelled there were dedicated to wisdom, research into the magical arts and personal freedom.

Their laws in this regard were simple. Each person had the right to seek what he wished. None had the right to impede the quest of another. The thirteen wisest ruled as a council and were obligated to insure that these laws of wisdom and freedom remained fact. For one thousand years they did.

A bit more than one thousand years ago the council suffered a schism. Their greatest member, the Mage of Light, decided it was time for the race to take action in the world. More important, he decided it was past time for evil, as he judged it, to be exterminated.

The result of his decision was more than a hundred years of magical warfare. The island shook with the power. As the war raged, only the greatest minds were left with any chance to hone wisdom. Others had all they could do trying to survive.

In the final battle, the lords of darkness raised a powerful rite. The island shook and sundered as volcanoes exploded into life throughout the island. Their enemies answered with hurricanes and blasts of light that ravaged and scarred the land.

This final struggle was more than the common citizens could withstand. Those who could find a place, or afford one, boarded a massive fleet and made their way to the mainland. The vast majority became the émigrès of what is now Jard. Others went elsewhere.

All of the great combatants were killed in the final battle. The land was left wild and roiling. Most of those who remained died within the first few months. The rest moved into the wild, fought for life and lost all vestige of the civilization they once knew.

Their descendants prowl the land, in small bands, to this day. They agree on very few laws. One is that no same man goes to the places of broken stone. The other is that gathering in too large a group is fatal (due to permanent wards from the war, in places, this tends to be fact).

Asnar the Mystic learned of this fable more than a hundred years ago. After nearly a generation of research, he decided he was called to the land. He arrived on Vulca 82 years ago.

Since that time, Asnar has occupied a massive tower on a volcanic island. He is studying the condition of the people and, as his magic safely allows, the remnants of power that remain in force.

When he determines the way it must be done, his goal is to dispel the ancient curses, unite the peoples of Vulca and make the islands his new kingdom.


Island One

87 family bands with 3D10 members populate the island. If something is not family, they are to be avoided or killed. Given the danger here, the law is needed.

Island Two

This small fragment bears little of the taint on islands one and three. Flying monsters from those areas often plague it. Three large clans make their home on the island. The mountain clan has 300 members. The forest clan has 500 members. The clan that rules the rest of the island has 1000 members. No sane member of these groups would ever consider leaving their home.

Island Three

This island is the most deadly fragment. Eruptions are common, wards are almost everywhere and the wildlife is horrible. The population is made up of 183 family bands. Each has 2D10 members. None will ever, for any reason, congregate in a group of more than thirty. To do so calls death.

Total The total population of the three islands is approximately 5000.

Military Forces

None. Anyone who can walk can fight. That means that 90% of any group encountered is able to fight if they must.


There is no such concept on these islands. Magic is feared. Anything that is feared is avoided or killed.


The clans on island two barter with each other. There is no other economy to speak of in these islands.

Legal System

The band elder rules. Beyond that, if someone does not like what another does, he or she deals with it.


The information above clearly indicates this. The people are taciturn and fatalistic. Most are quiet and suspicious outside the family.


The people descend from those who survived a realm of immense challenge and vile powers over the last nine centuries. All are nearly perfectly fit and most are intelligent. Lesser individuals did not survive.

The current stock is pale red with dark brown or black hair. Most are over six feet tall, well muscled and agile. They also have other traits of note.

  1. 25% of the people have a Special Attribute. Where that is a magical power, it is only used when the person is enraged or unable to survive otherwise.
  2. 25% of the people have hemophilia. They take one hit each turn for 2D10 phases each time they are wounded.
  3. 25% of the people are incapable of speech (the result of one of the old wards that affects the entire area).
  4. 25% of the family bands on island three may not expose themselves to sunlight. They burn to ash if they do. If so affected, they see clearly in any darkness and have pale white skin. Roll for the band. It affects them all.
  5. 25% of the bands on island one only move around during the day. At night, or when the daylight darkens with a storm, they sleep. If they wake at these times, they lose 1D6 energy per turn until they die.

An Average Man AGE25SEXMale
Mana Lvl14CastingNAMana RegenNA
An Average Woman AGE25SEXFemale
Mana Lvl14CastingNAMana RegenNA

NOTE - Bolli, see number 19, Jard characters, is from island one.

The Vile Lands

Powerful forces loyal to the Court of Kototh rule this area. "Nations" representing all of the human form beings who serve those gods are found here. The largest is a Troll hill (Malla) with five satellite tribes of Goblins and a number of other servants.

The most powerful, when one considers magic, is Fort Lorolama, the Daoine Sidhe presence (2). In addition to that group, they oversee large tribes of Sprites and Trold Folk.

Area three is overrun with Kotothi creatures common to mountains and hills. At its center is an immense castle build to house a Seirim. The current occupant is a 1.8x normal size Elder Dragon magician. He is the overlord of the vile lands. Cu sidhe, ogres and a number of truly nasty wards guard him and his hoard.

Two Human tribes reside in this area. The largest is the Kotamadel (1). There are 9000 members of the tribe in seven village areas. They field 1800 for war and worship the Goddess Kotan. In every way possible they seek to emulate her nature. They are dark red with black hair. All bear a serpent tattoo on their left cheek.

The other tribe in the area is the Bonara (4). They worship elder forces of nature and give special reference to Norggen. The tribe has 5000 members and fields 1000 for war. It has learned to hide, striking only when it can safely be done. There is no other way for them to survive and remain Bonara in these lands.

Kai Kotan, Voice of KotanAGE68SEXFemale
MDV16MEL11  EnL74HC27%
Mana Lvl10Casting90Mana Regen5

This woman is only known as Kai Kotan, which means "Voice of Kotan". Her born name is never spoken. Due to a blessing of the goddess, her effective maturity is 17. She ages one year for every 4 she lives. Since she became Kai Kotan, her appearance has increased by one every year. That will continue until she dies.


Queen of the Daeta'Koti, Mistress of Black Might, the ambusher, Enemy of Dagda, daughter and mistress of Kototh, Seducer of Kotarl, Consort of Nebeth, the lusting Queen, Queen of the Kotothi Hells.

The priestess is attuned to the goddess, to the point that her skin has a greenish cast. She is expert at seduction and uses magic. She keeps all nature of serpents, especially Dae'ta Koti. They are her guards and lovers.

Josin Reclan, Paramount of BonaraAGE43SEXMale
Mana Lvl10CastingNAMana RegenNA

Stubbornness, perception and physical might keep Josin alive. He is paramount because he has shown the ability to survive, listens to good advice and saves others.

Miri Reclan, Wife of ParamountAGE33SEXFemale
MDV14MEL6  EnL70HC21%
Mana Lvl11Casting59Mana Regen4

Miri is Josin's advisor and a low ranking priestess. She is also a talented archer.

Wild Hills

The humans present in this area tend to be hardcase loners, small unscrupulous bands and strange individuals of various kinds.

The majority of the encounters in this area are Chaos hill and mountain forms. One also encounters a plethora of demons and daivas in the night. It is a truly dangerous area.

In the western section of the area is a light green dot. That represents a True Sidhe fortress, the home of their Duke of the Western Lands. Its population is:

130 True Sidhe male, 70 Hags, 3 True Sidhe children, 17 Baobhan, 1 Faerry, 9 elves and 2 Humans. Except for the children, everyone present is adult and capable of defending themselves. The vast majority are accomplished warriors and capable of using magic.

There is a legendary site hidden in the caverns of the eastern part of the area. Demons, chaos giants and a truly demented Sorcerer protect it. The legend says the portal there leads to treasure beyond the imagination. It also states that the gods will reward those who seal the portal.

Amildarkus, Sorcerer AGE37SEXMale
MDV22MEL9  EnL80HC18%
Mana Lvl17Casting140Mana Regen4

Amildarkus is a native of Arman. In his early youth he embraced magic to make up for his size. He took the name Amildarkus at this time. He ended up fleeing the nation one step ahead of a jailer.

Since discovering the portal, a bit after deprivation and solitude drove him insane, he has ruled his caves. In his mind, he is Emperor of All Existence and Controller of the Hells. It is the place of all other beings, especially humans, to amuse him.

Death's Home

The area that is now called Death's Home was a place of mystic significance long before the arrival of the man who is responsible for its new name.

Area 1

Area 1 is a critically import mystic site to the world's nature forces. The ritual center and training academy of the Vily is located on the lake in the "walled" green area. Candidates for sacred wings are brought here from all over the world. Those who pass become Vily. The others add to nature's might with their death.

Thirteen Vily of each type reside at this center at all times. There are also D100+50 candidates present. At times of testing, the Great Vily is also present.

Powerful Sidh forces, including Searbhani, occupy the forest surrounding the city. A True Sidhe hill with 80 residents is located there also.

The fresh water area of the lake is home to Peist and elder water forces. A double normal size Naga is the King of these forces and master of the lake. With Vily aid, he and his are working to reclaim the defiled lake.

NOTE - There are two water colors on the lake. The darker one is fresh water. The lighter is salt almost thick enough for a fast moving person to walk on.

The terrain near the ritual center is normal for the type indicated. Every inch is anathema to the foulness that resides in the rest of the area. Things of that ilk that enter this realm begin to die at once (they lose 1D6 energy per phase from the onslaught of life and nature).

Area 2

One of the greatest of the mages of what is now Vulca was Garamaloris the Damned. He was the leader of the black forces in the war. When the earth shook and light burned his realm, he saw his allies die. He did not stay to press the battle and die with them.

Garamaloris evaded his death with a blind teleport north. He arrived, badly wounded and burned, on a tall hill overlooking the desert. The place had some of the perfection that his patron, Abaddon, required. Still, far too much life walking the sands. The Mage healed himself and began planning the means to correct that.

The next four hundred years were dedicated to his holy mission. He forged a great fortress for himself and set up two focal altars for the powers of death. When all three were tuned and ready, he unleashed their might and the children of death, many of his own creation.

Sadly, for him, the ancient Mage miscalculated somewhat. With his great rites in place, the Lord Abaddon had no further need for his tool.

As it was a thing of life, whatever its dedication to advancing the cause of death, there was little problem turning the spell's attention to him. Abaddon did so.

Before the Mage knew what was happening, two of his most potent creations were dining on his paralyzed body. It was an agonizing death, as he remained aware until one of them finally consumed his brain.

This realm of badlands, desert, dead hills and twisted mountains is home to a host of creatures, great and small, who wield the powers of death and chaos. It is also overrun, in the badlands, with basilisks, Orchi and beings that serve Abaddon. Until the three foci are defiled and broken, this cannot change.

NOTE - Much of the reason for the deadliness of the other deserts can be traced to this place. A number of the beings created here expanded their range into these deserts. They add horror to realms that were already deadly.


Silent Goa, Armani BadlanderAGE40SEXMale
Mana Lvl15CastingNAMana RegenNA

Goa's family tried to make a desert crossing from Arman when he was seven. Miraculously, they made it as far as Death's Home. On the fourth night in this area, everyone in the camp was slaughtered.

With wounds and disease, Goa slid into a ravine barely alive. The trauma of the event took his voice. He has not spoken since that night.

Goa has traveled throughout the area in his 32 years as its only full time human citizen. He is the only man alive who knows where all three foci are located and what is guarding them.

Anyone who hopes to end the curse on this land needs that information to succeed. They can only get it from Goa. Attempting to use knowledge instead will lead to casting against an MDV of 81 with any failure being fatal (Abaddon personally works against such an effort).

The Deserts


This immense desert is home to the western Nar'morel. Excluding mystic places, there are few areas in the world that are more dangerous. As a traveler, if you do not know the desert like the back of your hand, you will not survive a week in Alamakor.

Potable water is scarce in this sand desert. What does exist is generally bound up in various plants, animals and insects. If you know what to eat and what to avoid, you have a chance at survival if you are strong.

Most of the deadly creatures found in the Isai and Taera deserts, and its own deadly lifeforms, are also found in this desert. The exceptions are the Jinn races and Scorpion People.

There are currently 7000 Nar'morel in the western tribe. In time of need they field 3000 warriors of varying competence. Since, in the desert, one Nar'morel is easily the equal of five humans, that is a considerable force.

The Nar'morel worship Cernunnos as their Creator and Eblis as the desert. Some worship their first leader, the White One Patera, as a god also. Except in unique cases, they do not worship any deities outside the Courts of Cernunnos or Eblis.

The Nar'morel have relations and trade with Baobhan and the Caldera. Beyond that, they subsist as desert tribesmen and have little to do with other races.


Chaos desert forms, especially gargoyles and scorpion people, dominate the Isai desert. It is a hard rock desert with a number of dry riverbeds, ravines and gullies. During the rainy season, a rare event, it is festooned with seasonal lakes, rivers and vegetation.

Given its nature, the Isai is the hottest of the deserts on the Western continent. Temperatures in excess of 130 degrees are not unheard of here. Without the proper equipment, and knowledge, no man can survive in this desert.

Two small human tribes travel the Isai. Their populations are 500 and 800. They generally travel in bands of 3D10 people. Both worship the god Seth, as a way of keeping his children at bay.


Elder desert forms dominate the Taera. Hidden in its depths is Casarabad, a Jinn city ruled by (according to legend) the grandson of Cassiel. The legend holds that immense wealth, beauty beyond description and power beyond belief lies behind the walls of this city.

In comparison to other deserts, encounters with the Jinn races are common in Taera. The desert is dotted with oasis, many of which are truly beautiful. Compared to the other deserts of the continent, the Taera is paradise. That does not mean it is not nearly as dangerous as either.

Three small, Eblis worshipping, tribes occupy the Taera. The populations are 1200, 1600, and 2200. They consider the sacred sand to be theirs to use and protect. Its invasion by outsiders is resisted when such is possible, unless they come offering a profit.

NOTE - The personality of these tribes is like Kacili. However, they have little interest in choosing honor over expedience except where the divine is concerned. If it serves to extend friendship one moment, and assassinate the next, they do it without blinking. Survival, the divine and profit, in that order, is what matters most.

NOTE - These tribes have encountered Nar'morel. They consider them to be blessed by Eblis. They also fear them more than a bit. Few will do anything to harm a Nar'morel. It is too dangerous.

The Caldera

Abnaric Elgar founded the Caldera 38 years ago. In doing so, he moved thousands of people, from many races, to his new home. It became a booming city of 20,000 in less than ten years. Then came the Little Armageddon.

In that war Elgar was a major leader in good's struggle against the forces of evil. The war raged ten years. In its final battle, he and his wives, along with Nilgeranthrib and Nergas, were taken from the mortal realm by the power of Manu. They did not return. The war ended.

With the loss of Elgar, and most of the magic that made the Caldera what it was, many of its citizens could not return from the east. Many others decided to leave for homes in the forest (Baobhan) or elsewhere.

The new ruler, Abnaric's daughter Marta, was left with a large city that housed a bit less than five thousand people. Of these, only four hundred were male. She was forced to institute draconian laws to preserve her father's city.

As that challenge wore on her, the Baobhan Prince Tringold came to the city. As the result of a terrible trial, they became lovers. He is now King of the Caldera at her side. Ways were found to bring some people home from the east and alliances were reformed with Baobhan and the Nar'morel. The Caldera is growing and happy once more.


1400 men, 5500 women, 600 children, 500 other. The total is 8000.

Military Forces

Calderan Guard 200. Caravan Guard 300. Palace Guard 20.


Most elder, sidh or otherwise good faiths are accepted. The bulk of the people worship Cernunnos.


Some manufacturing and minimal agriculture exists. Extensive trade with Arman, Zandilor and Pasqul. No relations are permitted with Jard.


Marta Elgar, Queen of the CalderaAGE35SEXFemale
Mana Lvl15CastingNAMana RegenNA

Marta is the daughter of Anara, the Great Vily. She has a born talent for playing the flute. Her EL with the instrument is 4 higher than her stats would normally allow. She also has an empathic ability to tell what music would have the best affect on a given audience. The chance lessens as the audience's hostility increases.

Tringold, King of the CalderaAGE31SEXMale
MDV18MEL10  EnL52HC24%
Mana Lvl13Casting120Mana Regen2

Tringold is 1/2 Baobhan. His father is General Daon. His mother is Naila, former Marshal of Baobhan. Both are disciplined soldiers. He does not take after them. The True Sidhe Count who fostered him trained him in the Musical Powers and Sidh magic. He seeks to foster peace, growth and love. The Caldera is a fine place to do all three.

NOTE - Tringold possesses the flute of Nua, reputed to be the first flute ever made. When played it broadcasts a nearly invincible Peace spell on all who hear (MEL24/EL12). Casting magic is not required to achieve this affect. Playing brilliantly is.

The Lemasan Zone


Long ago, a Lemasan trader found himself caught in a massive hurricane at sea. He had no choice put to run before the storm. After nearly a week, he eluded the storm and found himself lost at sea. Another month brought him to an island overrun with jungle. He anchored his vessel and sent a party ashore so he could begin to make repairs.

The party returned with needed wood. They also had a few strange animals and a woman unlike any the trader had ever seen. Her complexion was red!

When the ship was whole once more, the trader reckoned where Lemasa must lie. He set sail. In his hold was a collection of goods from the strange new land and ten of the red women. On his arrival, two of the ten were pregnant and he was a very happy Captain.

After selling eight slaves for an immense price, and marketing the goods also, the Captain acquire a large merchant ship and began hiring a larger crew. Before he could finish, soldiers escorted him to the throne. He was welcomed into the royal fleet as a Captain and ordered to sail east and explore the Emperor's new territory.

In the centuries since the discovery Lemasa has established a large trade colony in the Western lands. It includes a number of cities and trade stations. They trade in the jungle for drugs, spices and slaves. Where the slave quota does not suffice, they send slavers to gather what they can.

Lemasa has also established a trade alliance with Jard. At the moment, the relations between them are wobbly. The suggestion and offer of the Lemasan ambassador is what prompted the last Emperor to make war on the Caldera.

As Jard sees such things, that makes Lemasa equally responsible for the defeat. Many want reparations. They will never get a copper. A Lemasan emperor does not waste resources on failures.


NumberCityCity Pop.Rural Pop.
6Isle of Dagha2003000
7Isle of Tiama3002000
Total 32,500110,000

Military Forces

Isle of Dagha50010
Isle of Tiama70010

The Infantry and archers are primarily home defense forces. The Other includes magical aid, priests, healers and slavers.

The Fleet

Isle of Dagha001
Isle of Tiama001

Other vessels include light warships, river craft and merchant vessels.

NOTE - Each of the seven listings above is considered to be the realm of a separate King, by Lemasan reckoning. A council of Kings governs the east for the nation. It meets in the city of Yyast. The King of Yyast is its chairman. His guard protects those who attend.

When it comes to the East, the only single person who can really overrule the King of Yyast is the Emperor of Lemasa. If outvoted by the other local kings, he usually accedes to their will.


As for Lemasa.


The kingdoms grow enough food to survive. Beyond that, trade and slaving is their economy. They depend on their lifeline to Lemasa and trade with Jard. The only kingdom with any mines to speak of is Yyast.

Legal System

See Lemasa.


See Lemasa.


The appearance of the ruling elite is Lemasan. Their peasants and slaves are Illon. Kingdoms 1-5 have a middle class also. Its members are a Creole group that has the blood of both groups. They tend to be a faint red with dark hair.


Yazul, King of YyastAGE39SEXMale
MDV15MEL9  EnL55HC13%
Mana Lvl10Casting81Mana Regen4

Yazul is a loyal son of Lemasa. As such, he is greedy and has a tendency toward megalomania. If he can maneuver a safe opportunity to do so, he will become king of all seven realms and take his independence from the Emperor.

Bsilii, King of KshkaAGE57SEXMale
Mana Lvl10CastingNAMana RegenNA

Bsilii has been king for 28 years. He is quite happy with things as they are.

Henazir Bompha, Sangu Mah of KotarlAGE40SEXMale
MDV22MEL13  EnL109HC48%
Mana Lvl15Casting182Mana Regen7

* He carries a blessing from Kotarl. When speaking to Kotothi creatures or those who are true servants of Kototh, his IC is doubled. To maintain the blessing he must drink one ounce of fresh elf blood each month and sacrifice a virgin elf woman to Kotarl every year.

The Sangu Mah (an Urigallu and Mashmashu priest) has been given a task by his god. He is to see that Lemasan power spreads throughout the jungle, linking up with the Kotothi realms in Kora and the Vile Lands. On success, he will be "infinitely blessed" by Kotarl. The offer appeals to both his fanaticism and his greed.

The Sea Elves


During Armageddon a flank of the Sidh host was sorely pressed by the power of Tiamat. As the Sidh had no warriors that could reply at sea, there was little that could be done.

Seeking an answer to the problem, Finvarra and Morrigan went to Manannan. Together they forged a rite to empower a portion of the host in the manner needed. The hills of Aelforn and Fistor accepted the weight. Through the power of three gods, they were attuned to the sea.

The elves had the success required once they built the vessels needed. They did not have the might to defeat the sea but they held its myrmidons at bay.

With the signing of the Convocation Finvarra and Morrigan called the Sea Elves home, intent on removing the spell and making them one with the land again. The people of Fistor accepted the call and, after failing in their plea to remain as they were, became normal elves once more.

Aelforn's people did not heed the god's will. When Finvarra insisted, Duke Aelforn adamantly refused. His people were one with the sea. They would remain so.

Ignoring Manannan's eloquent effort to mediate, Finvarra now demanded compliance. Aelforn responded by putting to sea. Furious, Finvarra laid his curse on Aelforn, all who followed him and all who came forth from their loins. Until such time as the heir of Aelforn kneels at the feet of Finvarra, and begs for forgiveness, the curse will stain his race.


Sea Elves are restricted to the Middle World and banned from association with "honorable" elves and setting foot on the lands of said elves. (Those who land on either continent sicken, losing 1D6 energy points per day until they leave or die.)

While they remain rebels, they shall wear the blue of their beloved ocean, not the holy green of the wood. The mark of the banned shall ride their left cheek and that of all who come after them forever. (Given Morrigan's aid, Finvarra made this part of the curse fact. The mark blossomed on all Aelforn's people and, on birth, it rested on infants as a birthmark.)

Finally, Sea Elves do not have the beneficial special attributes of the standard elf. They gain no advantage in the wood, have no ability to read the intent of others, etc. They are still afflicted by iron and diminished in the daylight.

NOTE - Once this curse was in affect, the Sea Elves sailed west, never to be seen in the Eastern Lands again. For his part, Manannan was offended by Finvarra's action. He added a "curse" of his own to that of Finvarra and Morrigan.

Manannan's Curse

While the bane on Aelforn's people exists, let them be attuned to the sea's currents, weather and denizens. Let them be one with the sea and masters of all they must know to make their lives on its bosom. Let them revel on the waters in joy. Until they are no longer banned, and Sea Elves, let it be so.


All Sea Elves have:

  1. Maximum EL as Seaman, Navigator and for Swimming on birth.
  2. Starting level speaking all tongues of the Sea, including their own, at birth.
  3. Starting Level for Ship's Carpenter, Weaving, Climbing and Acrobat.
  4. The ability to sense the coming of storms. Roll Em. On success, know it is coming EmB days before it arrives. On partial, they know EmB hours before. In dealing with magic, automatically know when someone begins a Storm or Sea Powers spell within EmB*5 inches of them.


NumberCity NameCity Pop.Rural Pop. Vessels
3Mare Manann5003006
Total 33001700 46

The people on the table are individuals who rarely go to sea. Given their affinity, that creates unhappiness. The rulers provide diversions to ameliorate this fact (the lot of someone taken slave by sea elves is rarely happy). They enjoy arena combat, watching torture and other fun pursuits (the more imaginative the better).

Vessel Population

City Name LargeMediumMissileRaidersPop.
Mare Manann0123290


Large vessels are sleek, two masted sailing ships. All have a small catapult fore and aft plus two to either side. Those on the sides can be set up for firepots and, on certain vessels, have been known to fire magical devices. The standard crew of such a vessel is 300.


This is a single mast vessel that can use sail or oars. In all cases, oars are only used in emergency or when tight maneuvering is needed. The vessel class has one small catapult in the fore section. Its normal crew is 100.


These are oared vessels with a take down sail. Each carries a ballista and has 20 professional archers. The standard crew is 50.


As for the missile ship above except the vessel is smaller, is not outfitted with ballista and rarely has more than a handful of professional archers. The standard crew is 30.

The total population of the Sea Elves is 8050.

Military Forces

The naval forces are delineated in the population section. The army is of two types. The first are noble trainers and guardsmen. The second is young people serving on land while training to earn a place at sea.

The nobles are elders. All are extremely competent and experienced. Not one has spent less then three centuries at sea. All are good with weapons and most have some ability with magic. The number of royal approved trainers, at this time, is:

Ilira 2
Mare Manann 3
Lucoram 5

The county areas have 30 trainees per trainer. The total land "army" of the Sea Elves is 496.

Each Count is also allowed a personal Champion and a Champion for his city. These individuals are always accomplished duelists and killers. In rare instances, they can also be deadly magicians.


Sea elves see themselves as the victims of divine betrayal. Most show respect for Manannan but the only place that has a temple for him is Mare Manann. Beyond that, they have no time for gods. The further the divine stay from the sacred water, the better.


The elves trade among themselves. When it comes to things they do not produce, and need, they do not trade. They find where the item can be had and take it. Piracy and raiding are a major part of the livelihood of the realm.

Legal System

The Admiral of a fleet governs its law. Each Captain under him serves as a judge when needed. On the land, the Duke sets the law. The Counts and lesser nobles serve as judges to see that it is enforced.

Penalties are wergilds, shunning, mutilation, loss of sea rights and death, in order of severity.


Sea elves tend to be hyperactive and aggressive individuals. This trait is less in the nobility but it remains true. All are attuned to and empowered by their tie to the sea. Without access to it they can never be truly happy.


The people have the appearance common for elves except their skin is tinged blue instead of green. All members of the race have a pale, spiral birthmark on their left cheek. It marks them as banned creatures on no import to the Sidh.


Aelforn III, Duke of AelfornAGE54(420)*SEXMale
MDV16MEL6  EnL73HC31%
Mana Lvl13Casting70Mana Regen4

*Finvarra's sundering of the tie to the Lower World reduced the real life expectancy of Sea Elves by 60%.

**75% reduction from battle injuries. 2MR

The tradition is that the heirs of the original Aelforn shall always rule. He plans to pass the throne to his son centuries from now when he dies.

Ialitana, Countess of LucoramAGE29(236)SEXFemale
MDV18MEL9  EnL107HC37%
Mana Lvl13Casting110Mana Regen7

The Countess has one overriding goal. She will be Duchess and begin the reign of Lucoram. With raiding success, and the poor condition of Aelforn, this is quite possible.

Cobaras, Guardsman of Mare ManannAGE47(379)SEXMale
Mana Lvl15CastingNAMana RegenNA

Cobaras retired from the sea at the age of 307. For the next fifty years he was Champion of the Count of Mare Manann. On being promoted to Baron he asked for an end to that service. Since he has guarded the palace and temple while training the young for the sea. He enjoys the duty.

The Baron's word carries weight with other trainers and the common people. He is said to be the greatest hero since the first Aelforn. His support could put Ialitana over the top. His opposition would stifle her dream.

Richard L. Snider


The Western Lands

High-resolution map of the Western Lands.

Design: Burton Choinski


The Western Lands

High-resolution map of the Western Lands.

Design: James Claypool